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- Created GAME_BRIEFING.md with full documentation of all game systems - Fixed getFloorElement to use cycle length instead of hardcoded 8 - Fixed deprecated tests referencing removed elements (life, blood, wood) - Fixed deprecated tests referencing removed skills (deepReservoir, etc.) - Fixed guardian tests to not expect floor 70 - Fixed computeRegen tests to account for attunement regen correctly - All 512 tests now pass The game briefing document includes: - Core game loop and progression - Mana system with all 14 mana types - Time and incursion mechanics - Spire and floor system with room types - Combat system with elemental effectiveness - Guardian and pact system - Attunement system (Enchanter, Invoker, Fabricator) - Skill evolution with 5 tiers and milestone upgrades - Equipment and enchantment system - Golemancy system - Prestige/loop mechanics - Complete formulas and system interactions
928 lines
30 KiB
Markdown
928 lines
30 KiB
Markdown
# Mana-Loop: Comprehensive Game Briefing Document
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**Document Version:** 1.0
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**Generated:** Game Systems Analysis
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---
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## Table of Contents
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1. [Executive Summary](#executive-summary)
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2. [Core Game Loop](#core-game-loop)
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3. [Mana System](#mana-system)
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4. [Time & Incursion System](#time--incursion-system)
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5. [Spire & Floor System](#spire--floor-system)
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6. [Combat System](#combat-system)
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7. [Guardian & Pact System](#guardian--pact-system)
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8. [Attunement System](#attunement-system)
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9. [Skill System](#skill-system)
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10. [Equipment & Enchantment System](#equipment--enchantment-system)
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11. [Golemancy System](#golemancy-system)
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12. [Prestige/Loop System](#prestigeloop-system)
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13. [Achievement System](#achievement-system)
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14. [Formulas & Calculations](#formulas--calculations)
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15. [System Interactions](#system-interactions)
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---
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## Executive Summary
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**Mana-Loop** is a browser-based incremental/idle game with a 30-day time loop mechanic. Players gather mana, study skills, climb a 100-floor spire, defeat guardians, sign pacts, enchant equipment, and prestige for permanent progression.
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**Key Differentiators:**
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- 3-class Attunement system (Enchanter, Invoker, Fabricator)
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- Equipment-based spell system (spells come from enchanted gear)
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- 5-tier skill evolution with milestone upgrade choices
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- Time pressure through incursion mechanic
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- Guardian pacts provide permanent multipliers
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---
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## Core Game Loop
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### Primary Loop (Within Each Run)
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```
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┌─────────────────────────────────────────────────────────────┐
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│ TIME LOOP (30 Days) │
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├─────────────────────────────────────────────────────────────┤
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│ ┌─────────┐ ┌──────────┐ ┌───────────┐ ┌───────┐ │
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│ │ GATHER │───▶│ STUDY │───▶│ CLIMB │───▶│ CRAFT │ │
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│ │ MANA │ │ SKILLS │ │ SPIRE │ │ GEAR │ │
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│ └─────────┘ └──────────┘ └───────────┘ └───────┘ │
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│ │ │ │ │ │
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│ ▼ ▼ ▼ ▼ │
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│ ┌─────────────────────────────────────────────────────┐ │
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│ │ DEFEAT GUARDIANS → SIGN PACTS │ │
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│ └─────────────────────────────────────────────────────┘ │
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│ │ │
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│ ▼ │
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│ ┌─────────────────────────────────────────────────────┐ │
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│ │ DAY 30: LOOP ENDS → GAIN INSIGHT │ │
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│ └─────────────────────────────────────────────────────┘ │
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└─────────────────────────────────────────────────────────────┘
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```
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### Game Actions
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| Action | Effect | Time Cost |
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|--------|--------|-----------|
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| **Meditate** | Regen mana with meditation bonus multiplier | Passive |
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| **Climb** | Progress through spire floors, cast spells | Active combat |
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| **Study** | Learn skills/spells, requires mana cost | Hours per level |
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| **Craft** | Create/enchant equipment | Hours per stage |
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| **Convert** | Auto-convert raw mana to elements | Per tick |
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| **Design** | Create enchantment designs | Hours |
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| **Prepare** | Ready equipment for enchanting | Hours + mana |
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| **Enchant** | Apply enchantment to equipment | Hours + mana |
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---
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## Mana System
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### Mana Types Hierarchy
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```
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Raw Mana (Base Resource)
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│
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├──▶ Base Elements (7) ─────────────────────────────────────┐
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│ Fire, Water, Air, Earth, Light, Dark, Death │
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│ │
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├──▶ Utility Element (1) ───────────────────────────────────┤
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│ Transference (Enchanter attunement) │
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│ │
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├──▶ Compound Elements (3) ── Created from 2 base ──────────┤
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│ Metal = Fire + Earth │
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│ Sand = Earth + Water │
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│ Lightning = Fire + Air │
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│ │
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└──▶ Exotic Elements (3) ── Created from advanced recipes ──┤
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Crystal = Sand + Sand + Light │
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Stellar = Fire + Fire + Light │
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Void = Dark + Dark + Death │
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```
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### Mana Formulas
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**Maximum Raw Mana:**
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```
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maxMana = (100 + (manaWellLevel × 100) + (prestigeManaWell × 500) + equipmentBonuses) × maxManaMultiplier
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```
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**Maximum Elemental Mana:**
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```
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elementMax = (10 + (elemAttuneLevel × 50) + (prestigeElemAttune × 25)) × elementCapMultiplier
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```
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**Base Regeneration (per hour):**
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```
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baseRegen = 2 + (manaFlowLevel × 1) + (manaSpringLevel × 2) + (prestigeManaFlow × 0.5)
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effectiveRegen = baseRegen × (1 - incursionStrength) × meditationMultiplier
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```
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**Meditation Bonus:**
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```
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Base: 1 + min(hours/4, 0.5) = up to 1.5x after 4 hours
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With Meditation Focus skill: 2.5x after 4 hours
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With Deep Trance skill: 3.0x after 6 hours
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With Void Meditation skill: 5.0x after 8 hours
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```
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**Attunement Mana Conversion:**
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- Enchanter: Raw → Transference at 0.2/hour base (scales with level)
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- Fabricator: Raw → Earth at 0.25/hour base (scales with level)
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### Mana Conversion Cost
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- **100 Raw Mana = 1 Elemental Mana** (for base elements)
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- Compound/Exotic elements are crafted, not converted
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---
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## Time & Incursion System
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### Time Constants
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| Constant | Value | Description |
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|----------|-------|-------------|
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| `TICK_MS` | 200ms | Real time per game tick |
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| `HOURS_PER_TICK` | 0.04 | Game hours per tick |
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| `MAX_DAY` | 30 | Days per loop |
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| `INCURSION_START_DAY` | 20 | When incursion begins |
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### Time Progression
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- 1 real second = 5 game hours (at 5 ticks/second)
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- 1 game day = 24 game hours = 4.8 real seconds
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- Full 30-day loop ≈ 2.4 real minutes
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### Incursion Mechanic
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**Incursion Strength Formula:**
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```
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if (day < 20): incursionStrength = 0
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else: incursionStrength = min(0.95, (totalHours / maxHours) × 0.95)
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```
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**Effects:**
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- Reduces mana regeneration by `(1 - incursionStrength)`
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- Starts at 0% on Day 20, reaches 95% by Day 30
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- Creates urgency to complete objectives before loop ends
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---
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## Spire & Floor System
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### Floor Generation
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**Floor Element Cycle:**
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```javascript
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FLOOR_ELEM_CYCLE = ["fire", "water", "air", "earth", "light", "dark", "death"]
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element = FLOOR_ELEM_CYCLE[(floor - 1) % 7]
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```
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**Floor HP Formula:**
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```
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normalFloorHP = floor(100 + floor × 50 + floor^1.7)
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guardianFloorHP = GUARDIANS[floor].hp // Fixed values
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```
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**Guardian Floors:** 10, 20, 30, 40, 50, 60, 80, 90, 100
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### Room Types
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| Room Type | Chance | Description |
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|-----------|--------|-------------|
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| **Combat** | Default | Single enemy, normal combat |
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| **Guardian** | Fixed | Boss floor, always on guardian floors |
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| **Swarm** | 15% | 3-6 enemies with 40% HP each |
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| **Speed** | 10% | Enemy with dodge chance (25% base + 0.5%/floor) |
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| **Puzzle** | 20% on puzzle floors | Progress-based, faster with relevant attunement |
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### Swarm Room Configuration
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```javascript
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SWARM_CONFIG = {
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minEnemies: 3,
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maxEnemies: 6,
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hpMultiplier: 0.4, // Each enemy has 40% of normal HP
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armorBase: 0,
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armorPerFloor: 0.01 // +1% armor per 10 floors
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}
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```
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### Speed Room Configuration
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```javascript
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SPEED_ROOM_CONFIG = {
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baseDodgeChance: 0.25, // 25% base
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dodgePerFloor: 0.005, // +0.5% per floor
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maxDodge: 0.50 // Cap at 50%
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}
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```
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### Armor Scaling
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```javascript
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FLOOR_ARMOR_CONFIG = {
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baseChance: 0, // No armor before floor 10
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chancePerFloor: 0.01, // +1% chance per floor after 10
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maxArmorChance: 0.5, // Max 50% of floors have armor
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minArmor: 0.05, // Min 5% damage reduction
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maxArmor: 0.25 // Max 25% on non-guardians
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}
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```
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---
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## Combat System
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### Spell Casting Mechanics
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**Cast Progress:**
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```
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progressPerTick = HOURS_PER_TICK × spellCastSpeed × totalAttackSpeed
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```
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**Spell Cast Speed:**
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- Each spell has a `castSpeed` value (casts per hour)
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- Higher = faster casting
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- Lightning spells get +30% effective cast speed
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**Damage Calculation:**
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```
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baseDamage = spellDamage + (combatTrainLevel × 5)
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pctBonus = 1 + (arcaneFuryLevel × 0.1)
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elemMastery = 1 + (elementalMasteryLevel × 0.15)
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pactMultiplier = product of all signed pact multipliers
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elementalBonus = getElementalBonus(spellElement, floorElement)
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finalDamage = baseDamage × pctBonus × pactMultiplier × elemMastery × elementalBonus
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```
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### Elemental Effectiveness
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| Condition | Multiplier |
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|-----------|------------|
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| Spell same element as floor | 1.25x (25% bonus) |
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| Spell is opposite of floor element | 1.50x (Super Effective) |
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| Spell's opposite matches floor | 0.75x (Not Very Effective) |
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| Raw mana spells | 1.00x (No bonus) |
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**Element Opposites:**
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```
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Fire ↔ Water
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Air ↔ Earth
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Light ↔ Dark
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Lightning ↔ (none, but has armor pierce)
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```
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### Armor & Damage Reduction
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**Effective Damage:**
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```
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effectiveArmor = max(0, enemyArmor - armorPierce)
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damageDealt = damage × (1 - effectiveArmor)
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```
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**Armor Pierce Sources:**
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- Lightning spells: 20-50% pierce
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- Metal spells: 25-60% pierce
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- Golems: 15-60% pierce
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### Critical Hits
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```
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critChance = precisionLevel × 0.05
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critMultiplier = 1.5 (base)
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```
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### AOE Mechanics
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```
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aoeDamage = baseDamage × (1 - 0.1 × (numTargets - 1))
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// 10% less damage per additional target
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```
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### Special Combat Effects
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| Effect | Description |
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|--------|-------------|
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| **Burn** | Damage over time |
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| **Freeze** | Prevents dodge (100% freeze = no dodge) |
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| **Stun** | Temporary disable |
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| **Pierce** | Ignores percentage of armor |
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| **Chain** | Hits multiple targets |
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| **AOE** | Area damage |
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| **Buff** | Damage multiplier |
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---
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## Guardian & Pact System
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### Guardian Floors & Stats
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| Floor | Guardian | Element | HP | Pact Mult | Armor | Unique Perk |
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|-------|----------|---------|-----|-----------|-------|-------------|
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| 10 | Ignis Prime | Fire | 5,000 | 1.5x | 10% | Fire spells cast 10% faster |
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| 20 | Aqua Regia | Water | 15,000 | 1.75x | 15% | Water spells +15% damage |
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| 30 | Ventus Rex | Air | 30,000 | 2.0x | 18% | Air spells 15% crit chance |
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| 40 | Terra Firma | Earth | 50,000 | 2.25x | 25% | Earth spells +25% vs guardians |
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| 50 | Lux Aeterna | Light | 80,000 | 2.5x | 20% | Light spells reveal weaknesses (+20% dmg) |
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| 60 | Umbra Mortis | Dark | 120,000 | 2.75x | 22% | Dark spells +25% vs armored |
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| 80 | Mors Ultima | Death | 250,000 | 3.25x | 25% | Death spells execute <20% HP |
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| 90 | Primordialis | Void | 400,000 | 4.0x | 30% | Void spells ignore 30% resistance |
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| 100 | The Awakened One | Stellar | 1,000,000 | 5.0x | 35% | All spells +50% dmg, 25% faster |
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### Guardian Boons
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When a pact is signed, the guardian grants permanent boons:
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| Boon Type | Effect | Example |
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|-----------|--------|---------|
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| `maxMana` | +Max raw mana | +50 to +500 |
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| `manaRegen` | +Regen/hour | +0.5 to +2 |
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| `castingSpeed` | +% cast speed | +5% |
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| `elementalDamage` | +% element damage | +5% to +20% |
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| `rawDamage` | +% all damage | +10% |
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| `critChance` | +% crit chance | N/A |
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| `critDamage` | +% crit multiplier | +15% |
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| `insightGain` | +% insight | +10% to +25% |
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### Pact Ritual
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**Pact Costs:**
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```javascript
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pactCost: 500 to 150,000 (raw mana)
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pactTime: 2 to 24 (hours for ritual)
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```
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**Victory Condition:**
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- Defeat floor 100 guardian AND sign the pact
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- Awards 3x normal insight
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---
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## Attunement System
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### Overview
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Attunements are class-like specializations that grant unique capabilities and skill access.
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### The Three Attunements
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#### 1. Enchanter (Right Hand) ✅ Fully Implemented
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| Property | Value |
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|----------|-------|
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| **Slot** | Right Hand |
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| **Primary Mana** | Transference |
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| **Raw Regen** | +0.5/hour base |
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| **Conversion** | 0.2 raw→transference/hour |
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| **Unlock** | Starting attunement |
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**Capabilities:**
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- Enchanting equipment
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- Disenchanting for mana recovery
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**Skill Categories Unlocked:**
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- `enchant` - Enchanting efficiency
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- `effectResearch` - Unlock enchantment effects
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---
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#### 2. Invoker (Chest) ⚠️ Partially Implemented
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| Property | Value |
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|----------|-------|
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| **Slot** | Chest |
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| **Primary Mana** | None (gains from pacts) |
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| **Raw Regen** | +0.3/hour base |
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| **Conversion** | None |
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| **Unlock** | Defeat first guardian |
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**Capabilities:**
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- Form pacts with guardians
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- Access guardian powers
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- Elemental mastery through pacts
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**Skill Categories Unlocked:**
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- `invocation` - ⚠️ No skills defined
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- `pact` - ⚠️ No skills defined
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---
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#### 3. Fabricator (Left Hand) ✅ Implemented
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| Property | Value |
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|----------|-------|
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| **Slot** | Left Hand |
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| **Primary Mana** | Earth |
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| **Raw Regen** | +0.4/hour base |
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| **Conversion** | 0.25 raw→earth/hour |
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| **Unlock** | Prove crafting worth |
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**Capabilities:**
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- Golem crafting
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- Gear crafting
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- Earth shaping
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**Skill Categories Unlocked:**
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- `fabrication` - Crafting efficiency
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- `golemancy` - Golem control
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### Attunement Leveling
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**XP Formula:**
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```
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Level 2: 1,000 XP
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Level 3: 2,500 XP
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Level 4: 5,000 XP
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Level 5: 10,000 XP
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Each level: 2× previous (approximately)
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Max Level: 10
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```
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**Level Scaling:**
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```
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regenMultiplier = 1.5^(level - 1)
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conversionRate = baseRate × 1.5^(level - 1)
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```
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**XP Sources:**
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- Enchanting: 1 XP per 10 capacity used
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---
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## Skill System
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### Skill Categories
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| Category | Attunement | Description |
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|----------|------------|-------------|
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| `mana` | Core | Max mana, regen, element cap |
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| `study` | Core | Study speed, cost reduction |
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| `research` | Core | Click bonuses, advanced meditation |
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| `ascension` | Core | Insight, guardian damage |
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| `enchant` | Enchanter | Enchanting efficiency |
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| `effectResearch` | Enchanter | Unlock enchantment effects |
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| `invocation` | Invoker | ⚠️ Not implemented |
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| `pact` | Invoker | ⚠️ Not implemented |
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| `fabrication` | Fabricator | Crafting speed |
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| `golemancy` | Fabricator | Golem control |
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| `craft` | Legacy | Basic crafting |
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### Core Skills
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| Skill | Max | Effect | Study Time |
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|-------|-----|--------|------------|
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| Mana Well | 10 | +100 max mana/level | 4h |
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| Mana Flow | 10 | +1 regen/level | 5h |
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| Elem. Attunement | 10 | +50 element cap/level | 4h |
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| Mana Overflow | 5 | +25% click mana/level | 6h |
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| Quick Learner | 10 | +10% study speed/level | 4h |
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| Focused Mind | 10 | -5% study cost/level | 5h |
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| Meditation Focus | 1 | 2.5x regen after 4h | 6h |
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### Skill Tier Evolution
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||
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**5-Tier System:**
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```
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Tier 1: Base skill (multiplier ×1)
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Tier 2: Enhanced (multiplier ×10)
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Tier 3: Master (multiplier ×100)
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Tier 4: Legendary (multiplier ×1,000)
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Tier 5: Mythic (multiplier ×10,000)
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```
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**Tier Up:**
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- Requires max level (10) in current tier
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||
- Unlocks new skill ID (e.g., `manaWell_t2`)
|
||
|
||
### Milestone Upgrades
|
||
|
||
**At Level 5 and Level 10:**
|
||
- Choose 2 upgrades from 4+ options
|
||
- Upgrades can be stat multipliers, bonuses, or special effects
|
||
- Some upgrades have upgrade paths
|
||
|
||
**Example Mana Well Tier 1 Upgrades:**
|
||
| Level | Upgrade | Effect |
|
||
|-------|---------|--------|
|
||
| 5 | Expanded Capacity | +25% max mana |
|
||
| 5 | Natural Spring | +0.5 regen |
|
||
| 5 | Mana Threshold | +30% max, -10% regen |
|
||
| 10 | Deep Reservoir | +50% max (replaces Expanded) |
|
||
| 10 | Deep Wellspring | +50% meditation efficiency |
|
||
|
||
### Enchanter Skills
|
||
|
||
| Skill | Max | Requirement | Effect |
|
||
|-------|-----|-------------|--------|
|
||
| Enchanting | 10 | Enchanter 1 | Unlocks enchantment design |
|
||
| Efficient Enchant | 5 | Enchanter 2, Enchanting 3 | -5% capacity cost/level |
|
||
| Disenchanting | 3 | Enchanter 1, Enchanting 2 | +20% mana recovery/level |
|
||
| Enchant Speed | 5 | Enchanter 1, Enchanting 2 | -10% time/level |
|
||
| Scroll Crafting | 3 | Enchanter 3, Enchanting 5 | ⚠️ Not implemented |
|
||
| Essence Refining | 5 | Enchanter 2, Enchanting 4 | +10% effect power/level |
|
||
|
||
### Golemancy Skills
|
||
|
||
| Skill | Max | Requirement | Effect |
|
||
|-------|-----|-------------|--------|
|
||
| Golem Mastery | 5 | Fabricator 2 | +10% golem damage/level |
|
||
| Golem Efficiency | 5 | Fabricator 2 | +5% attack speed/level |
|
||
| Golem Longevity | 3 | Fabricator 3 | +1 floor duration/level |
|
||
| Golem Siphon | 3 | Fabricator 3 | -10% maintenance/level |
|
||
| Advanced Golemancy | 1 | Fabricator 5, Mastery 3 | Unlock hybrid golems |
|
||
|
||
---
|
||
|
||
## Equipment & Enchantment System
|
||
|
||
### Equipment Slots
|
||
|
||
```
|
||
mainHand - Staves, Wands, Swords
|
||
offHand - Shields, Catalysts
|
||
head - Hoods, Hats, Helms
|
||
body - Robes, Armor
|
||
hands - Gloves, Gauntlets
|
||
feet - Boots, Shoes
|
||
accessory1 - Rings, Amulets
|
||
accessory2 - Rings, Amulets
|
||
```
|
||
|
||
### Equipment Categories
|
||
|
||
| Category | Slots | Description |
|
||
|----------|-------|-------------|
|
||
| Caster | Main Hand | Staves and wands for spellcasting |
|
||
| Sword | Main Hand | Magic swords with weapon enchants |
|
||
| Catalyst | Main Hand | Amplifies magical effects |
|
||
| Shield | Off Hand | Defensive equipment |
|
||
| Head/Body/Hands/Feet | Respective | Armor pieces |
|
||
| Accessory | Accessory1/2 | Rings and amulets |
|
||
|
||
### Equipment Instance Structure
|
||
|
||
```typescript
|
||
interface EquipmentInstance {
|
||
instanceId: string; // Unique ID
|
||
typeId: string; // Reference to EquipmentType
|
||
name: string;
|
||
enchantments: AppliedEnchantment[];
|
||
usedCapacity: number; // Current capacity used
|
||
totalCapacity: number; // Max capacity
|
||
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary' | 'mythic';
|
||
quality: number; // 0-100
|
||
}
|
||
```
|
||
|
||
### Enchantment Process (3 Stages)
|
||
|
||
#### Stage 1: Design
|
||
- Create enchantment design
|
||
- Select effects from unlocked pool
|
||
- Calculate capacity cost
|
||
- Time: Base 1h + 0.5h per effect stack
|
||
|
||
**Capacity Cost Formula:**
|
||
```
|
||
totalCost = Σ(effect.baseCost × (1 + 0.2 × stackIndex) × (1 - efficiencyBonus))
|
||
```
|
||
|
||
#### Stage 2: Prepare
|
||
- Prepare equipment for enchanting
|
||
- Mana cost: capacity × 10
|
||
- Time: 2h + 1h per 50 capacity
|
||
|
||
#### Stage 3: Apply
|
||
- Apply enchantment design
|
||
- Mana per hour: 20 + 5 per effect stack
|
||
- Time: 2h + 1h per effect stack
|
||
- Grants Enchanter XP: 1 XP per 10 capacity
|
||
|
||
### Enchantment Effect Categories
|
||
|
||
| Category | Description | Equipment Types |
|
||
|----------|-------------|-----------------|
|
||
| **Spell** | Grants spell ability | Casters only |
|
||
| **Mana** | Max/regen/click bonuses | Casters, Catalysts, Head, Body, Accessories |
|
||
| **Combat** | Damage, crit, speed | Casters, Hands |
|
||
| **Utility** | Study, meditation, insight | Most equipment |
|
||
| **Special** | Unique effects | Various |
|
||
| **Elemental** | Weapon enchantments | Swords, Casters |
|
||
|
||
### Starting Equipment
|
||
|
||
| Slot | Item | Enchantment | Capacity |
|
||
|------|------|-------------|----------|
|
||
| Main Hand | Basic Staff | Mana Bolt spell | 50/50 |
|
||
| Body | Civilian Shirt | None | 0/30 |
|
||
| Feet | Civilian Shoes | None | 0/15 |
|
||
|
||
---
|
||
|
||
## Golemancy System
|
||
|
||
### Golem Slots
|
||
|
||
```
|
||
Fabricator Level 2: 1 slot
|
||
Fabricator Level 4: 2 slots
|
||
Fabricator Level 6: 3 slots
|
||
Fabricator Level 8: 4 slots
|
||
Fabricator Level 10: 5 slots
|
||
|
||
slots = floor(fabricatorLevel / 2)
|
||
```
|
||
|
||
### Golem Types
|
||
|
||
#### Base Golems
|
||
|
||
| Golem | Element | Damage | Speed | Armor Pierce | Unlock |
|
||
|-------|---------|--------|-------|--------------|--------|
|
||
| Earth Golem | Earth | 8 | 1.5/h | 15% | Fabricator 2 |
|
||
|
||
#### Elemental Variants
|
||
|
||
| Golem | Element | Damage | Speed | Pierce | Unlock |
|
||
|-------|---------|--------|-------|--------|--------|
|
||
| Steel Golem | Metal | 12 | 1.2/h | 35% | Metal mana unlocked |
|
||
| Crystal Golem | Crystal | 18 | 1.0/h | 25% | Crystal mana unlocked |
|
||
| Sand Golem | Sand | 6 | 2.0/h | 10% | Sand mana unlocked |
|
||
|
||
#### Advanced Hybrid Golems (Enchanter 5 + Fabricator 5)
|
||
|
||
| Golem | Elements | Damage | Speed | Pierce | Special |
|
||
|-------|----------|--------|-------|--------|---------|
|
||
| Lava Golem | Earth + Fire | 15 | 1.0/h | 20% | AOE 2 |
|
||
| Galvanic Golem | Metal + Lightning | 10 | 3.5/h | 45% | Fast |
|
||
| Obsidian Golem | Earth + Dark | 25 | 0.8/h | 50% | High damage |
|
||
| Prism Golem | Crystal + Light | 20 | 1.5/h | 35% | AOE 3 |
|
||
| Quicksilver Golem | Metal + Water | 8 | 4.0/h | 30% | Very fast |
|
||
| Voidstone Golem | Earth + Void | 40 | 0.6/h | 60% | Ultimate |
|
||
|
||
### Golem Costs
|
||
|
||
**Summon Cost (one-time per floor):**
|
||
```
|
||
Earth Golem: 10 Earth
|
||
Steel Golem: 8 Metal + 5 Earth
|
||
Crystal Golem: 6 Crystal + 3 Earth
|
||
```
|
||
|
||
**Maintenance Cost (per tick):**
|
||
```
|
||
Earth Golem: 0.5 Earth/hour
|
||
Steel Golem: 0.6 Metal + 0.2 Earth/hour
|
||
```
|
||
|
||
### Golem Duration
|
||
|
||
```
|
||
baseDuration = 1 floor
|
||
with Golem Longevity: +1 floor per level (max 4 floors)
|
||
```
|
||
|
||
### Golem Combat
|
||
|
||
**Attack Progress:**
|
||
```
|
||
progressPerTick = HOURS_PER_TICK × attackSpeed × efficiencyBonus
|
||
```
|
||
|
||
**Damage:**
|
||
```
|
||
damage = baseDamage × (1 + golemMastery × 0.1)
|
||
```
|
||
|
||
---
|
||
|
||
## Prestige/Loop System
|
||
|
||
### Loop End Conditions
|
||
|
||
| Condition | Result |
|
||
|-----------|--------|
|
||
| Day 30 reached | Loop ends, gain insight |
|
||
| Floor 100 + Pact 100 signed | Victory! 3× insight |
|
||
|
||
### Insight Formula
|
||
|
||
```
|
||
baseInsight = floor(maxFloorReached × 15 + totalManaGathered / 500 + signedPacts.length × 150)
|
||
finalInsight = floor(baseInsight × (1 + insightAmpLevel × 0.25) × skillBonus)
|
||
```
|
||
|
||
### Prestige Upgrades
|
||
|
||
| Upgrade | Max | Cost | Effect |
|
||
|---------|-----|------|--------|
|
||
| Mana Well | 5 | 500 | +500 starting max mana |
|
||
| Mana Flow | 10 | 750 | +0.5 permanent regen |
|
||
| Deep Memory | 5 | 1000 | +1 memory slot |
|
||
| Insight Amp | 4 | 1500 | +25% insight gain |
|
||
| Spire Key | 5 | 4000 | Start at floor +2 |
|
||
| Temporal Echo | 5 | 3000 | +10% mana generation |
|
||
| Steady Hand | 5 | 1200 | -15% durability loss |
|
||
| Ancient Knowledge | 5 | 2000 | Start with blueprint |
|
||
| Elemental Attune | 10 | 600 | +25 element cap |
|
||
| Spell Memory | 3 | 2500 | Start with random spell |
|
||
| Guardian Pact | 5 | 3500 | +10% pact multiplier |
|
||
| Quick Start | 3 | 400 | +100 starting mana |
|
||
| Elem. Start | 3 | 800 | +5 each unlocked element |
|
||
|
||
### Memory System
|
||
|
||
- **Base slots:** 3
|
||
- **Additional:** +1 per Deep Memory level
|
||
- **Memories:** Spells or skills preserved across loops
|
||
|
||
---
|
||
|
||
## Achievement System
|
||
|
||
### Achievement Categories
|
||
|
||
| Category | Description |
|
||
|----------|-------------|
|
||
| `mana` | Mana gathering milestones |
|
||
| `combat` | Combat achievements |
|
||
| `progression` | Floor/guardian progression |
|
||
| `crafting` | Equipment and enchanting |
|
||
| `prestige` | Loop and insight milestones |
|
||
|
||
### Achievement Rewards
|
||
|
||
| Reward Type | Effect |
|
||
|-------------|--------|
|
||
| `insight` | One-time insight bonus |
|
||
| `manaBonus` | Permanent max mana |
|
||
| `damageBonus` | Permanent damage increase |
|
||
| `regenBonus` | Permanent regen increase |
|
||
| `title` | Cosmetic title |
|
||
| `unlockEffect` | Unlocks enchantment effect |
|
||
|
||
---
|
||
|
||
## Formulas & Calculations
|
||
|
||
### Damage Calculation (Complete)
|
||
|
||
```javascript
|
||
function calcDamage(state, spellId, floorElement) {
|
||
const spell = SPELLS_DEF[spellId];
|
||
|
||
// Base damage
|
||
let damage = spell.dmg + (state.skills.combatTrain || 0) * 5;
|
||
|
||
// Percentage multipliers
|
||
damage *= 1 + (state.skills.arcaneFury || 0) * 0.1;
|
||
|
||
// Elemental mastery
|
||
damage *= 1 + (state.skills.elementalMastery || 0) * 0.15;
|
||
|
||
// Guardian bane (vs guardians only)
|
||
if (isGuardian) {
|
||
damage *= 1 + (state.skills.guardianBane || 0) * 0.2;
|
||
}
|
||
|
||
// Pact multiplier
|
||
damage *= state.signedPacts.reduce((m, f) => m * GUARDIANS[f].pact, 1);
|
||
|
||
// Elemental effectiveness
|
||
damage *= getElementalBonus(spell.elem, floorElement);
|
||
|
||
// Critical hit
|
||
const critChance = (state.skills.precision || 0) * 0.05;
|
||
if (Math.random() < critChance) {
|
||
damage *= 1.5;
|
||
}
|
||
|
||
// Equipment effects
|
||
damage *= effects.baseDamageMultiplier;
|
||
damage += effects.baseDamageBonus;
|
||
|
||
// Armor reduction
|
||
const effectiveArmor = Math.max(0, enemyArmor - armorPierce);
|
||
damage *= (1 - effectiveArmor);
|
||
|
||
return Math.floor(damage);
|
||
}
|
||
```
|
||
|
||
### Study Time Calculation
|
||
|
||
```javascript
|
||
effectiveStudyTime = baseStudyTime × tier / studySpeedMultiplier
|
||
|
||
studySpeedMultiplier = 1 + (quickLearnerLevel × 0.1) + equipmentBonus
|
||
```
|
||
|
||
### Study Cost Calculation
|
||
|
||
```javascript
|
||
effectiveCost = floor(baseCost × (currentLevel + 1) × tier × costMultiplier)
|
||
|
||
costMultiplier = 1 - (focusedMindLevel × 0.05)
|
||
```
|
||
|
||
### DPS Calculation
|
||
|
||
```javascript
|
||
dps = (damage × castSpeed × attackSpeedMultiplier) / hour
|
||
```
|
||
|
||
---
|
||
|
||
## System Interactions
|
||
|
||
### Primary Interaction Map
|
||
|
||
```
|
||
┌─────────────────────────────────────────────────────────────────────────┐
|
||
│ CORE SYSTEM INTERACTIONS │
|
||
├─────────────────────────────────────────────────────────────────────────┤
|
||
│ │
|
||
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
|
||
│ │ MANA │────────▶│ SKILLS │────────▶│ COMBAT │ │
|
||
│ └──────────┘ └──────────┘ └──────────┘ │
|
||
│ │ │ │ │
|
||
│ │ │ │ │
|
||
│ ▼ ▼ ▼ │
|
||
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
|
||
│ │ATTUNEMENT│────────▶│ENCHANTING│────────▶│ SPIRE │ │
|
||
│ └──────────┘ └──────────┘ └──────────┘ │
|
||
│ │ │ │ │
|
||
│ │ │ │ │
|
||
│ ▼ ▼ ▼ │
|
||
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
|
||
│ │GOLEMANCY │ │EQUIPMENT │────────▶│ GUARDIAN │ │
|
||
│ └──────────┘ └──────────┘ └──────────┘ │
|
||
│ │ │
|
||
│ ▼ │
|
||
│ ┌──────────┐ │
|
||
│ │ PACT │ │
|
||
│ └──────────┘ │
|
||
│ │ │
|
||
│ ▼ │
|
||
│ ┌──────────┐ │
|
||
│ │ PRESTIGE │ │
|
||
│ └──────────┘ │
|
||
└─────────────────────────────────────────────────────────────────────────┘
|
||
```
|
||
|
||
### Key System Dependencies
|
||
|
||
| System | Depends On | Unlocks/Enables |
|
||
|--------|------------|-----------------|
|
||
| **Skills** | Mana (cost) | All combat/crafting bonuses |
|
||
| **Enchanting** | Enchanter attunement, Skills | Equipment spells, bonuses |
|
||
| **Golemancy** | Fabricator attunement, Earth mana | Additional combat damage |
|
||
| **Pacts** | Guardian defeat | Permanent multipliers, boons |
|
||
| **Prestige** | Loop completion | Permanent upgrades, memories |
|
||
| **Equipment** | Crafting/Blueprints | Spell access, stat bonuses |
|
||
|
||
### Progression Gates
|
||
|
||
1. **Early Game (Floors 1-10):**
|
||
- Mana gathering and regen
|
||
- Basic skills (mana, study categories)
|
||
- Starting equipment
|
||
|
||
2. **Mid Game (Floors 10-40):**
|
||
- First guardian pacts
|
||
- Attunement unlocking
|
||
- Equipment enchanting
|
||
- Golemancy (Fabricator)
|
||
|
||
3. **Late Game (Floors 40-80):**
|
||
- Compound/exotic elements
|
||
- Hybrid golems
|
||
- Skill tier evolution
|
||
- Advanced enchantments
|
||
|
||
4. **End Game (Floors 80-100):**
|
||
- Void/Stellar/Crystal spells
|
||
- Ultimate golems
|
||
- Victory preparation
|
||
|
||
---
|
||
|
||
## Appendix: Known Issues
|
||
|
||
### Missing Implementations
|
||
|
||
1. **Invocation Skills** - Category defined but no skills
|
||
2. **Pact Skills** - Category defined but no skills
|
||
3. **Scroll Crafting** - Skill exists, no system
|
||
4. **Field Repair** - Skill exists, no repair system
|
||
|
||
### Balance Concerns
|
||
|
||
1. Exotic elements require extreme mana investment
|
||
2. Incursion creates hard time pressure without counterplay
|
||
3. Equipment progression limited after starting gear
|
||
|
||
---
|
||
|
||
*End of Game Briefing Document*
|