49 KiB
Mana-Loop: Comprehensive Game Briefing Document
Document Version: 4.0 Updated: Post-refactoring — 22 mana types, 8-tier guardian system, 64 disciplines, 14 prestige upgrades, 43 equipment types, 8 Zustand stores, localStorage-only
Table of Contents
- Executive Summary
- Core Game Loop
- Mana System
- Time & Incursion System
- Spire & Floor System
- Combat System
- Guardian System
- Attunement System
- Discipline System
- Equipment & Enchantment System
- Golemancy System
- Prestige/Loop System
- Achievement System
- Formulas & Calculations
- System Interactions
- Code Architecture
Executive Summary
Mana-Loop is a browser-based incremental/idle game with a 30-day time loop mechanic. Players gather mana, practice disciplines, climb a 100+ floor spire, defeat procedurally-tiered guardians, sign pacts, enchant equipment, summon golems, and prestige for permanent progression.
Key Differentiators:
- 3-class Attunement system (Enchanter, Invoker, Fabricator)
- Equipment-based spell system (spells come from enchanted gear and learned spells)
- Practice-based Discipline system — no discrete skill levels, only continuous XP growth
- Time pressure through the incursion mechanic (starts day 20)
- Guardian progression: base (10-80) → composite (90-160) → exotic (170-240) → combo bosses (250+, 8 tiers)
- Guardian pacts provide permanent multipliers that persist through prestige
- No backend — pure client-side with localStorage persistence
Code Architecture: 8 modular Zustand stores, crafting actions, discipline data, and constants. No legacy store files remain.
Core Game Loop
Primary Loop (Within Each Run)
┌─────────────────────────────────────────────────────────────┐
│ TIME LOOP (30 Days) │
├─────────────────────────────────────────────────────────────┤
│ ┌─────────┐ ┌────────────┐ ┌───────────┐ ┌──────┐ │
│ │ GATHER │───▶│ PRACTICE │───▶│ CLIMB │───▶│CRAFT │ │
│ │ MANA │ │ DISCIPLINES│ │ SPIRE │ │ GEAR │ │
│ └─────────┘ └────────────┘ └───────────┘ └──────┘ │
│ │ │ │ │ │
│ └───────────────┴────────────────┴───────────────┘ │
│ │ │
│ ▼ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ DEFEAT GUARDIANS → SIGN PACTS (every 10th) │ │
│ │ Base(10-80) → Composite(90-160) → Exotic(170-240)│ │
│ │ → Combo Bosses(250+, 8 tiers) │ │
│ └─────────────────────────────────────────────────────┘ │
│ │ │
│ ▼ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ DAY 30: LOOP ENDS → GAIN INSIGHT │ │
│ └─────────────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────┘
Game Actions
| Action | Effect | Time Cost |
|---|---|---|
| Meditate | Regen mana with meditation bonus multiplier | Passive (auto-selected after actions) |
| Climb | Progress through spire floors, cast spells | Active combat |
| Practice | Run active disciplines, consuming mana each tick | Continuous |
| Craft | Create/enchant equipment (Design/Prepare/Apply) | Hours per stage |
| Convert | Auto-convert raw mana to elements | Per tick |
| Design | Create enchantment designs | Hours |
| Prepare | Ready equipment for enchanting | Hours + mana |
| Enchant | Apply enchantment to equipment | Hours + mana |
Action Transitions
- After completing Design, Prepare, Enchant, or Craft the game automatically transitions to Meditate
- Action buttons are hidden when in Spire Mode
currentActionstate lives in the combat store
Mana System
Mana Types Hierarchy
Raw Mana (Base Resource)
│
├──▶ Base Elements (7) ─────────────────────────────────────┐
│ Fire*, Water*, Air*, Earth*, Light*, Dark*, Death* │
│ *Locked at start — must be unlocked via guardian pacts │
│ │
├──▶ Utility Element (1) ───────────────────────────────────┤
│ Transference (Enchanter attunement — UNLOCKED at start)│
│ │
├──▶ Composite Elements (8) ── Created from 2 base ────────┤
│ Metal = Fire + Earth │
│ Sand = Earth + Water │
│ Lightning = Fire + Air │
│ Frost = Air + Water │
│ BlackFlame = Dark + Fire │
│ Radiant Flames = Light + Fire │
│ Miasma = Air + Death │
│ Shadow Glass = Earth + Dark │
│ │
└──▶ Exotic Elements (6) ── Created from advanced recipes ──┤
Crystal = Sand + Sand + Light │
Stellar = Plasma + Light + Fire │
Void = Dark + Dark + Death │
Soul = Light + Dark + Transference │
Time = Soul + Sand + Transference │
Plasma = Lightning + Fire + Transference │
Only Transference is unlocked at start. All other elements must be unlocked through guardian pacts.
Mana Formulas
Maximum Raw Mana:
base = 100 + (manaWell_prestige × 500) + disciplineMaxManaBonus
final = (base + equipmentMaxManaBonus) × equipmentMaxManaMultiplier
Maximum Elemental Mana:
elementMax = (10 + (elemAttune_prestige × 25)) × elementCapMultiplier
Base Regeneration (per hour):
base = 2 + (manaFlow_prestige × 0.5)
temporalMult = 1 + (temporalEcho_prestige × 0.1)
regen = base × temporalMult + attunementRegen + disciplineRegenBonus
final = (regen + equipmentRegenBonus) × equipmentRegenMultiplier
Effective Regen (per tick):
effectiveRegen = max(0, baseRegen × (1 - incursionStrength) × meditationMultiplier - totalConversionPerTick)
Meditation Bonus:
Base: 1 + min(hours/4, 0.5) → up to 1.5× after 4 hours
Attunement Mana Conversion:
- Enchanter: Raw → Transference at 0.2/hour base (scales with 1.5^level)
- Fabricator: Raw → Earth at 0.25/hour base (scales with 1.5^level)
- Invoker: No automatic conversion (gains mana from pacts)
Mana Conversion Cost
- 100 Raw Mana = 1 Elemental Mana (for base elements)
- Composite/Exotic elements are crafted, not converted
Time & Incursion System
Time Constants
| Constant | Value | Description |
|---|---|---|
TICK_MS |
200ms | Real time per game tick |
HOURS_PER_TICK |
0.04 | Game hours per tick |
MAX_DAY |
30 | Days per loop |
INCURSION_START_DAY |
20 | When incursion begins |
Time Progression
- 1 real second = 5 game hours (at 5 ticks/second)
- 1 game day = 24 game hours = 4.8 real seconds
- Full 30-day loop ≈ 2.4 real minutes
Incursion Mechanic
if (day < 20): incursionStrength = 0
else: incursionStrength = min(0.95, (totalHours / maxHours) × 0.95)
where totalHours = (day - 20) × 24 + hour
maxHours = (30 - 20) × 24 = 240
Reduces mana regeneration by (1 - incursionStrength). Starts at 0% on Day 20, reaches 95% by Day 30.
Spire & Floor System
Floor Element Cycle
FLOOR_ELEM_CYCLE = [fire, water, air, earth, light, dark, death]
element = FLOOR_ELEM_CYCLE[(floor - 1) % 7]
Floor HP Formulas
Normal floors:
HP = floor(100 + floor × 50 + floor^1.7)
Guardian floors:
HP = floor(5000 × (floor/10) ^ (1.1 + floor/200))
Room Types
| Room Type | Chance | Description |
|---|---|---|
| Guardian | Every 10th floor | Boss encounter |
| Puzzle | 100% on every 7th floor (except guardian floors) | Attunement-themed trial |
| Swarm | ~12% | 3–7 weak enemies |
| Speed | ~10% | Single enemy with elevated dodge chance |
| Combat | ~68% (default) | Single enemy, normal combat |
| Recovery | ~4% | 1 hour; grants 10× mana regen & conversion |
| Treasure | ~3% | 1 hour; grants 2–15 random items |
| Library | ~3% | 1 hour; grants discipline XP at 25× rate |
Puzzle Room Types
- Single attunement:
enchanter_trial,fabricator_trial,invoker_trial - Dual attunement:
hybrid_enchanter_fabricator,hybrid_enchanter_invoker,hybrid_fabricator_invoker - Base progress: 1.5–2% per tick; attunement bonus: 2.5–3% per relevant attunement level
Enemy Modifiers (Non-Guardian Floors)
| Modifier | Min Floor | Effect | Scaling |
|---|---|---|---|
| Armored | 5+ | Armor (damage reduction) | 10%–45%, scales with floor |
| Agile | 12+ | Dodge chance | 20% base + 0.4%/floor, max 55% |
| Mage | 15+ | Barrier (shield HP) | Up to 40% of max HP, recharges 5%/tick |
| Shield | 10+ | One-time shield | 15% of max HP |
| Swarm | 8+ | Multiple weaker enemies | 3–7 enemies, each 35% HP |
Max 2 modifiers per enemy. Low floors (1–4) get no modifiers.
Armor Scaling (Non-Guardian)
- No armor below floor 10
- Armor chance:
min(0.5, (floor - 10) × 0.01) - Armor value: 5%–25% damage reduction, scaling with floor progress
Combat System
Spell Casting Mechanics
castProgress += HOURS_PER_TICK × spellCastSpeed × attackSpeedMultiplier
When castProgress >= 1: deduct mana, deal damage, reset progress
Damage Calculation
baseDmg = spell.dmg + disciplineBaseDmgBonus
pctMult = 1 + disciplineDmgMult
elemMasteryMult = 1 + (elementalMastery × 0.15)
guardianBaneMult = 1 + (guardianBane × 0.2) [guardian floors only]
rawDmgMult = 1 + boonRawDamage / 100
elemDmgMult = 1 + boonElementalDamage / 100
damage = baseDmg × pctMult × elemMasteryMult × guardianBaneMult × rawDmgMult × elemDmgMult
damage *= getElementalBonus(spellElement, floorElement)
// Critical hit
critChance = disciplineCritChance + boonCritChance / 100
critDmgMult = 1.5 + boonCritDamage / 100
if (random() < critChance) damage *= critDmgMult
// Special modifiers
if (floorHP / floorMaxHP < 0.25) damage *= 2 // Executioner
if (rawMana < maxMana × 0.5) damage *= 1.5 // Berserker
// Armor reduction
effectiveArmor = max(0, enemyArmor - armorPierce)
damage *= (1 - effectiveArmor)
Elemental Effectiveness
| Condition | Multiplier |
|---|---|
| Spell opposes floor element (super effective) | 1.50× |
| Spell matches floor element | 1.25× |
| Spell's opposite matches floor (not very effective) | 0.75× |
| Neutral / Raw mana spells | 1.00× |
Element Opposites (bidirectional):
Fire ↔ Water Air ↔ Earth Light ↔ Dark
Frost ↔ Fire
Element Counters (directional):
Lightning → Water Earth → Lightning
Composite Element Counters (bidirectional):
BlackFlame ↔ Frost, Water, Light
Radiant Flames ↔ Frost, Water, Dark
Miasma ↔ Air
Shadow Glass ↔ Light
Spell Tiers
| Tier | Category | Example Spells |
|---|---|---|
| 0 | Raw | Mana Bolt (5 dmg), Mana Strike (8 dmg) |
| 1 | Basic Elemental | Fireball, Water Jet, Gust, Stone Bullet, Light Lance, Shadow Bolt, Drain |
| 1 | Lightning | Spark, Lightning Bolt, Chain Lightning, Storm Call |
| 1 | Compound | Metal Shard, Iron Fist, Sand Blast, Sandstorm |
| 1 | Compound+ | Frost Bolt, BlackFlame Bolt, Cursed Flame, Toxic Cloud, Shadow Spike |
| 1 | AOE | Fireball AOE, Frost Nova, Meteor Shower, Blizzard |
| 1 | Utility | Transfer Strike, Mana Rip, Essence Drain |
| 2 | Advanced | Inferno, Tidal Wave, Earthquake, Hurricane |
| 3 | Master | Pyroclasm, Tsunami, Meteor Strike, Heaven Light, Oblivion |
| 3 | Compound Master | Furnace Blast, Dune Collapse |
| 4 | Legendary | Stellar Nova, Void Collapse, Crystal Shatter, Soul Rend, Time Warp, Plasma Cannon |
Spell Effects
burn: Damage over timefreeze: Prevents dodgechain: Hits additional targetsaoe: Area of effectarmor_pierce: Ignores percentage of armorstun,pierce,multicast,shield,buff
Guardian System
Guardian Tiers
Tier 1 — Base Elements (Floors 10–80)
| Floor | Name | Element | Armor | Pact Mult | Pact Cost | Pact Time |
|---|---|---|---|---|---|---|
| 10 | Ignis Prime | fire | 10% | 1.5× | formula | 2h |
| 20 | Aqua Regia | water | 15% | 1.75× | formula | 4h |
| 30 | Ventus Rex | air | 20% | 2.0× | formula | 6h |
| 40 | Terra Firma | earth | 25% | 2.25× | formula | 8h |
| 50 | Lux Aeterna | light | 30% | 2.5× | formula | 10h |
| 60 | Umbra Mortis | dark | 35% | 2.75× | formula | 12h |
| 70 | Mors Ultima | death | 40% | 3.0× | formula | 14h |
| 80 | Vinculum Arcana | transference | 45% | 3.25× | formula | 16h |
Tier 1 Formulas:
- Pact Cost:
floor(hp × 0.3 + power × 5 + hp × armor × 0.5 + shield × 2 + hp × barrier × 0.3) - Pact Time:
2 + floor(floor / 10)hours - Armor: Starts at 10% on floor 10, increases by 5% per 10th floor
Tier 2 — Composite Elements (Floors 90–160)
| Floor | Element | Armor | Pact Mult | Pact Cost | Pact Time |
|---|---|---|---|---|---|
| 90 | metal | 50% | 3.5× | formula | 18h |
| 100 | sand+fire+earth | 55% | 3.75× | formula | 20h |
| 110 | lightning | 60% | 4.0× | formula | 22h |
| 120 | frost | 65% | 4.25× | formula | 24h |
| 130 | metal+fire+earth (blackflame) | 70% | 4.5× | formula | 26h |
| 140 | sand+earth+water (radiantflames) | 75% | 4.75× | formula | 28h |
| 150 | lightning+fire+air (miasma) | 80% | 5.0× | formula | 30h |
| 160 | shadowglass | 85% | 5.25× | formula | 32h |
Tier 2 Formulas:
- Pact Cost: Same formula as Tier 1
- Pact Time:
2 + floor(floor / 10)hours - Armor: Starts at 50% on floor 90, increases by 5% per 10th floor (capped at 90%)
- Note: Floor 100 guardian element is
sand+fire+earth(composite components), Floor 140 issand+earth+water, Floor 150 islightning+fire+air
Tier 3 — Exotic Elements (Floors 170–240)
| Floor | Element | Armor | Pact Mult | Pact Cost | Pact Time |
|---|---|---|---|---|---|
| 170 | crystal | 35% | 5.5× | formula | 37h |
| 180 | stellar | 30% | 6.0× | formula | 38h |
| 190 | void | 35% | 6.5× | formula | 39h |
| 200 | crystal+stellar+void | 35% | 7.0× | formula | 40h |
| 210 | soul+time+plasma | 32% | 7.5× | formula | 41h |
| 220 | plasma | 28% | 8.0× | formula | 42h |
| 230 | crystal+stellar+void | 40% | 8.5× | formula | 43h |
| 240 | soul+time+plasma | 42% | 9.0× | formula | 44h |
Tier 3 Formulas:
- Pact Cost: Same formula as Tier 1
- Pact Time:
2 + floor(floor / 10)hours - Armor: Varies per guardian (see code for exact values)
- Note: Floor 200 is
crystal+stellar+void, Floor 210 issoul+time+plasma(matching the code in guardian-data.ts)
Floors 90–240 have procedurally generated names via generateGuardianName().
Tier 4 — Dual Element Pairs (Floors 250–280)
Nine dual-element combinations cycle every 10 floors:
| Combo Index | Elements | Theme |
|---|---|---|
| 0 | fire + water | Steam |
| 1 | fire + air | Smoke |
| 2 | water + earth | Mud |
| 3 | light + dark | Twilight |
| 4 | death + light | Undeath |
| 5 | fire + death | Hellfire |
| 6 | water + dark | Abyssal |
| 7 | air + light | Radiant wind |
| 8 | earth + death | Fossil |
Tiers 5–8 — Scaling Combo Bosses (Floors 290+)
- Tier 5 (290–330): Dual composite + components
- Tier 6 (340–380): Exotic + components
- Tier 7 (390–430): Exotic + composite + components
- Tier 8 (440+): Full fusion — 1 exotic + 2 composites + all base elements
Scaling (per tier):
armor = min(0.7, 0.30 + floor_increment × 0.002-0.003)
pactMultiplier = 7.5+ (scales with tier)
pactTime = 20+ hours (scales with tier)
damageMult = 3.5+ (scales with tier)
insightMult = 3.0+ (scales with tier)
Combo guardians grant boons to both elements (+10% each) and dual-aspect perks (+20% effectiveness to both element spells). Names generated from combined prefixes (e.g., "Ignis-Aqua the Warden").
Guardian HP Formula (All Tiers)
HP(floor) = floor(5000 × (floor/10) ^ (1.1 + floor/200))
Guardian Combat Effects
| Element | Passive Effect |
|---|---|
| fire | burn (0.1) |
| water | armor_pierce (0.15) |
| air | cast_speed (0.05) |
| earth | armor_pierce (0.2) |
| light | crit_chance (0.1) |
| dark | crit_damage (0.15) |
| death | raw_damage (0.1) |
| transference | cost_reduction (0.25) |
| metal | armor_pierce (0.2) |
| sand | slow (0.25) |
| lightning | chain (2) |
| crystal | reflect (0.15) |
| stellar | night_bonus (0.3) |
| void | resist_ignore (0.4) |
| frost | freeze (0.2) |
| blackflame | curse+burn (0.15+0.15) |
| radiantflames | blind+burn (0.15+0.1) |
| miasma | corrosion+poison (0.2+0.15) |
| shadowglass | armor_pierce+pierce (0.3+0.25) |
| soul | defense_pierce (0.5), mana_drain (0.2) |
| time | slow (0.3), temporal_snap (0.15) |
| plasma | chain (3), burn (0.1) |
Guardian Boons (on pact)
Each guardian grants 2 boons from: maxMana, manaRegen, castingSpeed, elementalDamage, rawDamage, critChance, critDamage, spellEfficiency, manaGain, insightGain, prestigeInsight.
Pact Ritual
- Defeat guardian → floor added to
defeatedGuardians - Start ritual: costs raw mana + time (guardian-specific)
- Progress increases by
HOURS_PER_TICKper tick - On completion: floor moves to
signedPacts, boons applied - Pact slots limit simultaneous signed pacts (starting 1, upgradeable)
Victory Condition
No specific victory condition is currently defined. The loop ends when day 30 is reached (or floor 30 for early completion). A victory condition with a ×3 multiplier is awaiting design finalization.
Signed pacts do NOT persist through prestige — the player must re-defeat Guardians and re-sign pacts each loop.
Attunement System
Attunements are class-like specializations that unlock discipline pools and grant unique capabilities.
The Three Attunements
1. Enchanter (Right Hand) — Starting
| Property | Value |
|---|---|
| Slot | Right Hand |
| Primary Mana | Transference |
| Raw Regen | +0.5/hour base |
| Conversion | 0.2 raw→transference/hour |
| Unlock | Starting attunement |
Disciplines: 10 disciplines across 4 files (core: 4, utility: 2, spells: 3, special: 1) Capabilities: Enchanting & disenchanting equipment
2. Invoker (Chest) — Locked
| Property | Value |
|---|---|
| Slot | Chest |
| Primary Mana | None (gains from pacts) |
| Raw Regen | +0.3/hour base |
| Conversion | None |
| Unlock | Defeat first guardian |
Disciplines: 2 disciplines (Spell Casting, Void Manipulation) Capabilities: Form pacts with guardians, access guardian powers
3. Fabricator (Left Hand) — Locked
| Property | Value |
|---|---|
| Slot | Left Hand |
| Primary Mana | Earth |
| Raw Regen | +0.4/hour base |
| Conversion | 0.25 raw→earth/hour |
| Unlock | Prove crafting worth |
Disciplines: 5 disciplines (Golem Crafting, Crafting Efficiency, Study Fabricator Recipes, Study Wizard Equipment, Study Physical Equipment) Capabilities: Golem crafting, gear crafting, Earth shaping
Attunement Leveling
Level 2: 1,000 XP
Level 3: 2,500 XP
Level 4+: 1000 × 2^(level-2) × 1.25
Max Level: 10
regenMultiplier = 1.5^(level - 1)
conversionRate = baseRate × 1.5^(level - 1)
Discipline System
Disciplines replace the old skill system entirely. There are no discrete levels — disciplines grow continuously through practice. The player activates a discipline and it drains mana each tick in exchange for permanent stat growth within the run.
Core Concept
The more you practice a discipline, the stronger its effect — but the more mana it costs to maintain.
- XP accumulates each tick the discipline is active and has enough mana to drain
- Stat bonus grows as a power curve of XP (never resets within a run)
- Mana drain also increases with XP — mastery has a cost
- Perks unlock at XP thresholds, granting bonus effects
Formulas
Stat Bonus (continuous):
StatBonus = baseValue × (XP / scalingFactor)^0.65
Mana Drain Per Tick:
ManaDrainPerTick = drainBase × (1 + (XP / difficultyFactor)^0.4)
Concurrent Discipline Limit
concurrentLimit = min(1 + floor(totalXP / 500), 4)
Players start with 1 active discipline slot. As total XP across all disciplines grows, additional slots unlock (max 4 total).
Perk Types
| Type | Behaviour |
|---|---|
once |
Unlocks permanently when XP reaches threshold |
capped |
Grants stacking bonus tiers; each tier requires another interval XP beyond threshold |
infinite |
Repeating bonus — a new stack every interval XP past threshold (no cap) |
Discipline Pools (64 Total)
| Pool | File | Count | Requires |
|---|---|---|---|
| Base | base.ts |
3 | None |
| Elemental Attunement | elemental.ts |
21 | None |
| Elemental Regen | elemental-regen.ts |
8 | None |
| Advanced Regen | elemental-regen-advanced.ts |
15 | Mana type unlocked |
| Enchanter Core | enchanter.ts |
4 | Enchanter attunement |
| Enchanter Utility | enchanter-utility.ts |
2 | Enchanter attunement |
| Enchanter Spells | enchanter-spells.ts |
3 | Enchanter attunement |
| Enchanter Special | enchanter-special.ts |
1 | Enchanter attunement |
| Invoker | invoker.ts |
2 | Invoker attunement |
| Fabricator | fabricator.ts |
5 | Fabricator attunement |
| Total | 64 |
Example Disciplines
| Discipline | Pool | Mana Type | Stat Bonus | Description |
|---|---|---|---|---|
| Raw Mana Mastery | Base | raw | maxManaBonus |
More raw mana from practice |
| Elemental Attunement (×7) | Elemental | per element | elementCap_{type} |
Expanded element capacity |
| Elemental Regen (×8) | Regen | per element | regen_{type} |
Passive element regen |
| Advanced Regen (×6) | Adv. Regen | composite/exotic | regen_{type} |
Composite/exotic regen |
| Enchantment Crafting | Enchanter | transference | enchantPower |
Stronger enchantments |
| Study Basic Weapon Enchantments | Enchanter | fire | — | Unlocks sword_fire, sword_frost, sword_lightning |
| Study Advanced Weapon Enchantments | Enchanter | dark | — | Unlocks sword_void, damage_5, crit_5, attack_speed_10 |
| Study Utility Enchantments | Enchanter | light | — | Unlocks meditate_10, study_10, insight_5 |
| Study Mana Enchantments | Enchanter | water | — | Unlocks mana_cap_50, mana_cap_100, mana_regen_1/2, click_mana_1/3 |
| Study Basic Spell Enchantments | Enchanter | air | — | Unlocks 8 basic spell enchants |
| Study Intermediate Spell Enchantments | Enchanter | earth | — | Unlocks 6 intermediate spell enchants |
| Study Advanced Spell Enchantments | Enchanter | dark | — | Unlocks 10 master spell enchants |
| Study Special Enchantments | Enchanter | death | — | Unlocks spell_echo_10, guardian_dmg_10, overpower_80, etc. |
| Spell Casting | Invoker | light | baseDamage |
+Base damage |
| Void Manipulation | Invoker | void | baseDamageMult |
+Base damage multiplier |
| Golem Crafting | Fabricator | earth | golemCapacity |
+Golem capacity |
| Crafting Efficiency | Fabricator | sand | craftCostReduction |
-Crafting costs |
Discipline Lifecycle
1. Player opens Disciplines tab → sees available disciplines for their attunements
2. Player activates discipline (costs nothing up-front; requires mana type unlocked)
3. Each game tick:
a. ManaDrain deducted from mana pool
b. If insufficient mana → discipline auto-pauses
c. If sufficient mana → disc.xp += 1; stat bonuses recomputed
4. Player can manually pause/resume disciplines
5. On loop end, XP resets (stat bonuses are per-run, not permanent)
Equipment & Enchantment System
Equipment Slots (8)
mainHand - Casters (some 2H), Swords, Catalysts
offHand - Catalysts, Spell Focuses (blocked by 2-handed weapons)
head - Hoods, Hats, Helms
body - Robes, Armor
hands - Gloves, Gauntlets
feet - Boots, Shoes
accessory1 - Rings, Amulets
accessory2 - Rings, Amulets
Equipment Categories & Types (43 total)
| Category | Slot | Count | Examples |
|---|---|---|---|
| Casters | mainHand | 6 | Basic Staff (2H), Apprentice Wand, Oak Staff (2H), Crystal Wand, Arcanist Staff (2H), Battlestaff (2H) |
| Swords | mainHand | 5 | Iron Blade, Steel Blade, Crystal Blade, Arcanist Blade, Void-Touched Blade |
| Catalysts | mainHand/offHand | 4 | Basic Catalyst, Fire Catalyst, Void Catalyst, Metal Spell Focus |
| Body | body | 5 | Civilian Shirt, Apprentice Robe, Scholar Robe, Battle Robe, Arcanist Robe |
| Head | head | 5 | Cloth Hood, Apprentice Cap, Wizard Hat, Arcanist Circlet, Battle Helm |
| Hands | hands | 4 | Civilian Gloves, Apprentice Gloves, Spellweave Gloves, Combat Gauntlets |
| Feet | feet | 4 | Civilian Shoes, Apprentice Boots, Traveler Boots, Battle Boots |
| Accessories | accessory1/2 | 10 | Copper Ring, Silver Ring, Gold Ring, Signet Ring, Copper Amulet, Silver Amulet, Crystal Pendant, Mana Brooch, Arcanist Pendant, Void-Touched Ring |
Total: 43 equipment types across 8 categories. Shields are banned. Catalysts can be equipped in offHand slot.
Two-Handed Weapons
2H weapons (Basic Staff, Oak Staff, Arcanist Staff, Battlestaff) occupy both mainHand and offHand. The offhand slot is blocked when a 2H weapon is equipped.
Equipment Instance Structure
interface EquipmentInstance {
instanceId: string;
typeId: string;
name: string;
enchantments: AppliedEnchantment[];
usedCapacity: number;
totalCapacity: number;
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary' | 'mythic';
quality: number; // 0–100
}
Enchantment Process (3 Stages)
Stage 1: Design
- Select effects from unlocked pool (
data/enchantments/) - Name the design, choose equipment type
- Time: 1h base + 0.5h per effect stack
- Dual design slot available with Enchant Mastery special
- 10% chance per tick for instant completion (Instant Designs special)
- Implemented in
crafting-design.ts/design-actions.ts
Stage 2: Prepare
- Equipment must be equipped
- Removes all existing enchantments (confirmation dialog if enchanted)
- Mana cost:
totalCapacity × 10 - Time:
2h + floor(totalCapacity / 50)hours - Auto-transitions to Meditate on complete
- ONLY stage where explicit disenchanting is possible
- Implemented in
crafting-prep.ts/preparation-actions.ts
Stage 3: Apply
- Equipment must have "Ready for Enchantment" tag
- Select a saved design to apply
- Time:
2h + sum(stacks)hours - Mana per hour:
20 + 5 × sum(stacks) - Free enchant chances: Enchant Preservation (25%), Thrifty Enchanter (10%), Optimized Enchanting (25%)
- Pure Essence special: effects with base cost < 100 get 1.25× stacks
- Cannot re-enchant already enchanted gear (must Prepare first)
- Implemented in
crafting-apply.ts/application-actions.ts
Enchantment Effect Categories
| Category | File | Equipment Types | Example Effects |
|---|---|---|---|
| Mana | mana-effects.ts |
Most | mana_cap_50, mana_regen_1, click_mana_1, {element}_cap_10/25/50 |
| Combat | combat-effects.ts |
Casters, Hands | damage_5, damage_10, damage_pct_10, crit_5, attack_speed_10 |
| Elemental | elemental-effects.ts |
Casters, Swords | sword_fire, sword_frost, sword_lightning, sword_void |
| Special | special-effects.ts |
Various | spell_echo_10, guardian_dmg_10, overpower_80, first_strike, combo_master, adrenaline_rush |
| Utility | utility-effects.ts |
Most | meditate_10, study_10, insight_5 |
| Spell | spell-effects/ |
Casters only | manaBolt, fireball, inferno, pyroclasm, stellarNova, etc. (~40+ spells) |
| Defense | defense-effects.ts |
— | Placeholder (empty) |
Capacity & Stacking
- Each equipment type has
baseCapacity(15–80) - Each enchantment effect has
baseCapacityCostper stack - Stacking cost: each additional stack costs 20% more:
cost × (1 + i × 0.2)for stack indexi - Efficiency bonus reduces total cost:
totalCost × (1 - efficiencyBonus)
Disenchanting
- Only possible during Prepare stage (or via explicit disenchant action)
- Recovery rate:
0.1 + disenchantLevel × 0.2(base 10% + 20% per level) - Clears all enchantments, resets
usedCapacityto 0
Starting Equipment
| Slot | Item | Enchantment | Capacity |
|---|---|---|---|
| Main Hand | Basic Staff (2H) | Mana Bolt spell | 50/50 |
| Body | Civilian Shirt | None | 0/30 |
| Feet | Civilian Shoes | None | 0/15 |
Golemancy System
Golem Slots
slots = floor(fabricatorLevel / 2) [minimum 0]
Level 2: 1 slot
Level 4: 2 slots
Level 6: 3 slots
Level 8: 4 slots
Level 10: 5 slots
Component-Based Construction
Golems are designed by assembling three mandatory components plus optional enchantments:
| Component | Role | Count | Examples |
|---|---|---|---|
| Core | Power source: mana types, capacity, regen, upkeep, duration | 4 (Basic, Intermediate, Advanced, Guardian) | Basic Core (Earth only), Guardian Core (all guardian mana types) |
| Frame | Combat stats: damage, speed, armor pierce, magic affinity, special | 7 (Earth, Sand, Frost, Crystal, Steel, Shadowglass, Crystal-Steel Hybrid) | Earth (balanced), Shadowglass (fast + AoE), Crystal-Steel Hybrid (guardian constructs) |
| Mind Circuit | Behavior: basic attacks, spell casting, spell cycling | 4 (Simple, Intermediate, Advanced, Guardian) | Simple (basic only), Guardian (cycle all spells) |
| Enchantments | Sword effects on basic attacks (optional) | 8 | Burn, Slow, Shock, Weaken, Armor Pierce, Crit Chance |
Player upkeep formula:
Upkeep per hour = Core.manaRegen × 2
Golems last Core.maxRoomDuration rooms (3–8 depending on core tier). Stats are derived from components via computeGolemStats().
Prestige/Loop System
Loop End Conditions
| Condition | Result |
|---|---|
| Day 30 reached | Loop ends, gain insight |
| Floor 30 reached | Loop ends early, gain insight |
Insight Formula
skillBonus = 1 + (insightHarvest × 0.1) + disciplineInsightBonus
boonInsightMult = 1 + boonInsightGain / 100
mult = (1 + insightAmp × 0.25) × skillBonus × boonInsightMult
baseInsight = floor(maxFloorReached × 15 + totalManaGathered / 500 + signedPacts.length × 150 + prestigeInsightBonus)
finalInsight = floor(baseInsight × mult)
Note: There is currently no specific victory condition or ×3 multiplier. These are awaiting design finalization.
Prestige Upgrades (14 Types)
| ID | Name | Description | Max Level | Cost |
|---|---|---|---|---|
manaWell |
Mana Well | +500 starting max mana | 5 | 500 |
manaFlow |
Mana Flow | +0.5 regen/sec permanently | 10 | 750 |
insightAmp |
Insight Amp | +25% insight gain | 4 | 1500 |
spireKey |
Spire Key | Start at floor +2 | 5 | 4000 |
temporalEcho |
Temporal Echo | +10% mana generation | 5 | 3000 |
steadyHand |
Steady Hand | -15% durability loss | 5 | 1200 |
ancientKnowledge |
Ancient Knowledge | Start with blueprint discovered | 5 | 2000 |
elementalAttune |
Elemental Attunement | +25 elemental mana cap | 10 | 600 |
spellMemory |
Spell Memory | Start with random spell learned | 3 | 2500 |
guardianPact |
Guardian Pact | +10% pact multiplier | 5 | 3500 |
quickStart |
Quick Start | Start with 100 raw mana | 3 | 400 |
elemStart |
Elem. Start | Start with 5 of each unlocked element | 3 | 800 |
unlockedManaTypeCapacity |
Mana Type Capacity | +10 capacity for selected mana type | 5 | 1000 |
pactBinding |
Pact Binding | +1 pact slot per level | 5 | 2000 |
Pact Persistence
- Signed pacts do NOT persist through prestige — the player must re-defeat Guardians and re-sign pacts each loop.
pactSlotsstarting value: 1 (upgradeable viapactBindingprestige upgrade)pactSlotsstarting value: 1 (upgradeable)
Achievement System
Categories (24 Total)
| Category | Count | Examples |
|---|---|---|
| Combat (9) | First Blood (floor 2), Floor Climber (10), Spire Assault (25), Tower Conqueror (50), Spire Master (75), Apex Reached (100), Heavy Hitter (100 dmg), Devastating Blow (1K dmg), Apocalypse Now (10K dmg) | |
| Progression (3) | Pact Seeker (1 pact), Pact Collector (5), Pact Master (9) | |
| Magic (6) | Spell Caster/Weaver/Storm (100/1K/10K spells), Mana Pool/Lake/Ocean (1K/100K/10M mana) | |
| Crafting (3) | Enchanter (1 craft), Master Enchanter (10), Legendary Enchanter (50) | |
| Special (3) | Speed Runner (floor 50 < 5 days, hidden), Perfectionist (floor 100 no pacts, hidden), Survivor (loop during full incursion day 30+) |
Reward Types
| Reward | Effect |
|---|---|
insight |
One-time insight bonus (10–1000) |
manaBonus |
Permanent max mana (10–200) |
damageBonus |
Permanent damage increase (3%–25%) |
regenBonus |
Permanent regen increase (0.5–1) |
title |
Cosmetic title |
unlockEffect |
Unlocks game effect |
Hidden Achievements
- 2 hidden achievements: Speed Runner and Perfectionist
- Revealed when player reaches 50% progress toward requirement
Formulas & Calculations
Damage Calculation (Complete)
baseDmg = spell.dmg + disciplineBaseDmgBonus
pctMult = 1 + disciplineDmgMult
elemMasteryMult = 1 + (elementalMastery × 0.15)
guardianBaneMult = 1 + (guardianBane × 0.2) [guardian floors only]
rawDmgMult = 1 + boonRawDamage / 100
elemDmgMult = 1 + boonElementalDamage / 100
damage = baseDmg × pctMult × elemMasteryMult × guardianBaneMult × rawDmgMult × elemDmgMult
damage *= getElementalBonus(spellElement, floorElement)
// Critical hit
critChance = disciplineCritChance + boonCritChance / 100
critDmgMult = 1.5 + boonCritDamage / 100
if (random() < critChance) damage *= critDmgMult
// Special modifiers
if (floorHP / floorMaxHP < 0.25) damage *= 2 // Executioner
if (rawMana < maxMana × 0.5) damage *= 1.5 // Berserker
// Armor reduction
effectiveArmor = max(0, enemyArmor - armorPierce)
damage *= (1 - effectiveArmor)
return floor(damage)
DPS Calculation
dps = damage × castSpeed × attackSpeedMultiplier
Elemental Bonus Lookup
getElementalBonus(spellElement, floorElement):
if spell == floor: return 1.25 (same element)
if spell opposes floor: return 1.50 (super effective)
if floor opposes spell: return 0.75 (not very effective)
return 1.00 (neutral)
System Interactions
Primary Interaction Map
┌─────────────────────────────────────────────────────────────────────────┐
│ CORE SYSTEM INTERACTIONS │
├─────────────────────────────────────────────────────────────────────────┤
│ │
│ ┌──────────┐ ┌────────────┐ ┌──────────┐ │
│ │ MANA │───────▶│ DISCIPLINES│───────▶│ COMBAT │ │
│ └──────────┘ └────────────┘ └──────────┘ │
│ │ │ │ │
│ │ │ │ │
│ ▼ ▼ ▼ │
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
│ │ATTUNEMENT│───────▶│ENCHANTING│────────▶│ SPIRE │ │
│ └──────────┘ └──────────┘ └──────────┘ │
│ │ │ │ │
│ │ │ │ │
│ ▼ ▼ ▼ │
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
│ │GOLEMANCY │ │EQUIPMENT │────────▶│ GUARDIAN │ │
│ └──────────┘ └──────────┘ └──────────┘ │
│ │ │
│ ▼ │
│ ┌──────────┐ │
│ │ PACT │ │
│ └──────────┘ │
│ │ │
│ ▼ │
│ ┌──────────┐ │
│ │ PRESTIGE │ │
│ └──────────┘ │
└─────────────────────────────────────────────────────────────────────────┘
Key System Dependencies
| System | Depends On | Unlocks/Enables |
|---|---|---|
| Disciplines | Mana (drain cost), Attunement (pool access) | All combat/crafting stat bonuses |
| Enchanting | Enchanter attunement, Enchanter disciplines | Equipment spells, bonuses |
| Golemancy | Fabricator attunement, Earth mana | Additional combat damage |
| Pacts | Guardian defeat | Permanent multipliers, boons |
| Prestige | Loop completion | Permanent upgrades, pact persistence |
| Equipment | Crafting/Blueprints | Spell access, stat bonuses |
Progression Gates
- Early Game (Floors 1–10): Mana gathering and regen, base disciplines, starting equipment
- Mid Game (Floors 10–40): First guardian pacts, attunement unlocking, attunement discipline pools, equipment enchanting, Golemancy
- Late Game (Floors 40–240): All 8 composite elements, all 6 exotic elements, hybrid golems, advanced discipline perks, advanced enchantments, all guardian tiers
- End Game (Floors 250+): Procedural combination bosses with dual/multi elements, indefinite scaling
Code Architecture
Modular Structure Overview
Store Architecture (8 Zustand Stores)
Active Stores (src/lib/game/stores/):
- gameStore.ts — Coordinator/tick pipeline, combines all stores
- manaStore.ts — Mana pools, regen, element conversion
- combatStore.ts — Spire/floors, combat, spells, achievements
- craftingStore.ts — Enchanting (Design/Prepare/Apply), equipment instances, loot
- attunementStore.ts — Enchanter/Invoker/Fabricator attunement levels & XP
- prestigeStore.ts — Insight, prestige upgrades, pact persistence, loop state
- discipline-slice.ts — Discipline activation, XP ticking, perk evaluation
- uiStore.ts — Logs, pause, game over/victory flags
(Note: useDisciplineStore is exported from discipline-slice.ts, making it the 8th store.)
Supporting store files:
tick-pipeline.ts—buildTickContext()/applyTickWrites()patterncombat-actions.ts— Combat tick processinggameLoopActions.ts— Climb/spire actionsgameHooks.ts— React hooks bound to storescraftingStore.types.ts— Crafting type definitionscrafting-initial-state.ts— Default crafting statecombat-state.types.ts— Combat type definitions
No legacy store files remain. The old store.ts, store/, and store-modules/ directories have been fully removed.
Data Layer (src/lib/game/data/)
disciplines/— 11 files: per-attunement discipline definitions (64 disciplines total)enchantments/— 7 files +spell-effects/subdirectory: enchantment effects by categoryequipment/— 13 files: equipment type definitions by slotgolems/— 7 files: golem definitions (base, elemental, hybrid)guardian-data.ts— Static guardian definitions (floors 10–240)guardian-encounters.ts— Procedural guardian lookup & combo bosses (250+, 8 tiers)attunements.ts— Attunement definitionsachievements.ts— Achievement definitions (24 achievements)crafting-recipes.ts/fabricator-recipes.ts— Crafting recipesloot-drops.ts— Loot drop tablesenchantment-effects.ts/enchantment-types.ts— Enchantment metadata
Constants (src/lib/game/constants/)
core.ts— Tick rate, caps, time constantselements.ts— Element definitions, opposites, floor cycleprestige.ts— Prestige upgrade definitionsrooms.ts— Room type configs (armor, speed, swarm, puzzle)spells.ts— Spell constants barrelspells-modules/— 15 files: spell definitions by category (raw, basic, advanced, master, legendary, lightning, compound, compound+, frost, blackflame, radiantflames, miasma, shadowglass, AOE, utility, enchantment, plasma, soul, time)
Types (src/lib/game/types/)
game.ts— Core game types (GameState, ActivityLogEntry, etc.)disciplines.ts— Discipline definition typesattunements.ts— Attunement typesequipment.ts— Equipment instance typesequipmentSlot.ts— Equipment slot enumelements.ts— Element type definitionsspells.ts— Spell types
Utilities (src/lib/game/utils/)
combat-utils.ts— Damage calculation, elemental bonuses, insight formulaspire-utils.ts— Spire/floor progressionmana-utils.ts— Mana calculation helpersenemy-generator.ts— Enemy spawning with modifiersdiscipline-math.ts— Discipline XP/drain/perk formulasroom-utils.ts— Room type generationenemy-utils.ts— Enemy stat calculationspact-utils.ts— Guardian pact helpersfloor-utils.ts— Floor HP calculationsformatting.ts— Number/time formattingactivity-log.ts— Activity log helperresult.ts— Result/Either typesafe-persist.ts— Safe localStorage persistence
Effects (src/lib/game/effects/)
discipline-effects.ts— Discipline → stat bonuses/multipliers/specialsdynamic-compute.ts— Dynamic stat computationspecial-effects.ts— Special one-off effectsupgrade-effects.ts— Upgrade effect applicationupgrade-effects.types.ts— Types for upgrade effects
Top-Level Game Logic (src/lib/game/)
effects.ts— Unified effects orchestration (merges equipment + discipline + upgrade effects)crafting-design.ts— Enchantment design logiccrafting-prep.ts— Preparation logiccrafting-apply.ts— Application logiccrafting-equipment.ts— Equipment crafting logiccrafting-loot.ts— Loot generation from craftingcrafting-utils.ts— Shared crafting utilitiescrafting-attunements.ts— Attunement-crafting integration
Crafting Actions (src/lib/game/crafting-actions/)
design-actions.ts— Design stage actionspreparation-actions.ts— Preparation stage actionsapplication-actions.ts— Application stage actionscrafting-equipment-actions.ts— Equipment crafting actionsequipment-actions.ts— Equipment management (equip/unequip/delete)disenchant-actions.ts— Disenchant/salvage actionscomputed-getters.ts— Derived crafting state
UI Components (src/components/game/)
Tabs (14 tabs):
SpireSummaryTab.tsx— Spire overview/progress (largest tab)DisciplinesTab.tsx— Discipline managementGolemancyTab.tsx— Golem summoning/managementPrestigeTab.tsx— Prestige/insight upgradesCraftingTab.tsx— Crafting wrapper (with EnchanterSubTab, FabricatorSubTab)EquipmentTab.tsx— Equipment managementGuardianPactsTab.tsx— Guardian pact signingSpellsTab.tsx— Spell managementAttunementsTab.tsx— Attunement managementAchievementsTab.tsx— Achievement viewerStatsTab.tsx— Player statisticsDebugTab.tsx— Debug tools (8 sections)SpireCombatPage/— In-combat UI (7 files)ActivityLog.tsx— Activity log display
Shared Components:
ManaDisplay.tsx,ActionButtons.tsx,TimeDisplay.tsxAttunementStatus.tsx,GameToast.tsx,UpgradeDialog.tsxcrafting/— EnchantmentDesigner, EnchantmentPreparer, EnchantmentApplier, EquipmentCrafterdebug/— Debug components for each systemLootInventory/— Loot/blueprint/materials UI
Persistence
- All state persisted to localStorage via Zustand
persistmiddleware - No backend, no database, no Prisma
- Store keys:
mana-loop-crafting,mana-loop-ui-storage, etc.
File Size Guidelines
All files kept under 400 lines (enforced by pre-commit hook).
Appendix: Removed Systems
The following systems no longer exist and should not be re-introduced:
| Removed | Replacement |
|---|---|
| Skill System (study, tiers T1–T5, milestone upgrades) | Discipline System |
skillStore.ts / store.ts / store-modules/ |
Modular Zustand stores in stores/ |
skill-evolution-modules/ |
data/disciplines/ + discipline-math.ts |
docs/skills.md |
This document (Discipline System section) |
docs/strategy/ |
Fully implemented; folder removed |
| Ascension skills | Deleted (no replacement) |
| Scroll crafting | Deleted (violates no-instant-finishing pillar) |
| Lifesteal/healing | Banned permanently |
| Familiar System | Replaced by Golemancy and Pact systems |
| Legacy static guardians (named Primordialis, The Awakened One) | Procedural guardian system with 8 tiers |
| Prisma / database | Removed; localStorage-only persistence |
Document Version: 5.0 — Updated: 8 stores, 22 mana types, 64 disciplines, 14 prestige upgrades, 43 equipment types, 10 golems (redesign pending), 8-tier guardians, localStorage-only End of Game Briefing Document