23 KiB
Mana Loop - Complete Skill System Documentation
Table of Contents
- Overview
- Core Mechanics
- Skill Categories
- All Skills Reference
- Upgrade Trees
- Tier System
- Banned Content
- Code Architecture
Overview
The skill system in Mana Loop provides deep character customization through a branching upgrade tree system. Skills are organized by attunement, with each attunement granting access to specific skill categories.
Skill Level Types
| Max Level | Description | Example Skills |
|---|---|---|
| 10 | Standard skills with full upgrade trees | Mana Well, Mana Flow, Enchanting |
| 5 | Specialized skills with limited upgrades | Efficient Enchant, Golem Mastery |
| 3 | Focused skills with no upgrades | Knowledge Retention, Golem Longevity |
| 1 | Effect research skills (unlock only) | All research skills |
Core Mechanics
Study System
Leveling skills requires:
- Mana cost - Paid upfront to begin study
- Study time - Hours required to complete
- Active studying - Must be in "study" action mode
Study Cost Formula
cost = baseCost × (currentLevel + 1) × tier × costMultiplier
Study Time Formula
time = baseStudyTime × tier / studySpeedMultiplier
Milestone Upgrades
At levels 5 and 10, you choose 1 upgrade from an upgrade tree:
- Each skill has its own unique upgrade tree
- Trees have branching paths with prerequisites
- Choices are permanent for that tier
- Upgrades persist when tiering up
Skill Categories
Core Categories (No Attunement Required)
| Category | Icon | Description |
|---|---|---|
| Mana | 💧 | Mana pool and regeneration |
| Study | 📚 | Learning speed and efficiency |
| Research | 🔮 | Permanent bonuses |
Attunement Categories
| Category | Icon | Attunement | Description | Status |
|---|---|---|---|---|
| Enchanting | ✨ | Enchanter | Enchantment design and efficiency | ✅ Implemented (T1-T5) |
| Effect Research | 🔬 | Enchanter | Unlock spell enchantments | ✅ Implemented (max:1) |
| Invocation | 💜 | Invoker | Pact-based abilities | ✅ Implemented (T1-T5) |
| Pact Mastery | 🤝 | Invoker | Guardian pact bonuses | ✅ Implemented (T1-T5) |
| Fabrication | ⚒️ | Fabricator | Crafting and construction | ✅ Implemented (T1-T5) |
| Golemancy | 🗿 | Fabricator | Golem summoning and control | ✅ Implemented (T1-T5) |
| Hybrid Skills | 🔮 | Dual Attunement | Cross-attunement powers | ✅ Implemented (T1-T5) |
All Skills Reference
Mana Skills (Core)
| Skill | Max | Effect | Base Cost | Study Time |
|---|---|---|---|---|
| Mana Well | 10 | +100 max mana/level | 100 | 4h |
| Mana Flow | 10 | +1 regen/hour/level | 150 | 5h |
| Elemental Attunement | 10 | +50 element cap/level | 200 | 4h |
| Mana Overflow | 5 | +25% click mana/level | 400 | 6h |
Prerequisites:
- Mana Overflow: Mana Well 3
Study Skills (Core)
| Skill | Max | Effect | Base Cost | Study Time |
|---|---|---|---|---|
| Quick Learner | 10 | +10% study speed/level | 250 | 4h |
| Focused Mind | 10 | -5% study cost/level | 300 | 5h |
| Meditation Focus | 1 | Up to 2.5x regen after 4hrs | 400 | 6h |
| Knowledge Retention | 3 | +20% progress saved on cancel/level | 350 | 5h |
Research Skills (Core)
| Skill | Max | Effect | Base Cost | Study Time |
|---|---|---|---|---|
| Mana Tap | 1 | +1 mana/click | 300 | 12h |
| Mana Surge | 1 | +3 mana/click | 800 | 36h |
| Mana Spring | 1 | +2 mana regen | 600 | 24h |
| Deep Trance | 1 | 6hr meditation = 3x regen | 900 | 48h |
| Void Meditation | 1 | 8hr meditation = 5x regen | 1500 | 72h |
Prerequisites:
- Mana Surge: Mana Tap 1
- Deep Trance: Meditation 1
- Void Meditation: Deep Trance 1
Enchanting Skills (Enchanter)
| Skill | Max | Effect | Base Cost | Study Time | Attunement Req |
|---|---|---|---|---|---|
| Enchanting | 10 | Unlocks enchantment design | 200 | 5h | Enchanter 1 |
| Efficient Enchant | 5 | -5% capacity cost/level | 350 | 6h | Enchanter 2 |
| Disenchanting | 3 | +20% mana recovery/level | 400 | 6h | Enchanter 1 |
| Enchant Speed | 5 | -10% enchant time/level | 300 | 4h | Enchanter 1 |
| Essence Refining | 1 | +10% effect power | 450 | 7h | Enchanter 2 |
Prerequisites:
- Efficient Enchant: Enchanting 3
- Disenchanting: Enchanting 2
- Enchant Speed: Enchanting 2
- Essence Refining: Enchanting 4
Golemancy Skills (Fabricator)
| Skill | Max | Effect | Base Cost | Study Time | Attunement Req |
|---|---|---|---|---|---|
| Golem Mastery | 5 | +10% golem damage/level | 300 | 6h | Fabricator 2 |
| Golem Efficiency | 5 | +5% attack speed/level | 350 | 6h | Fabricator 2 |
| Golem Longevity | 3 | +1 floor duration/level | 500 | 8h | Fabricator 3 |
| Golem Siphon | 3 | -10% maintenance/level | 400 | 8h | Fabricator 3 |
| Advanced Golemancy | 1 | Unlock hybrid recipes | 800 | 16h | Fabricator 5 |
| Golem Resonance | 1 | +1 golem slot | 1200 | 24h | Fabricator 8 |
Prerequisites:
- Advanced Golemancy: Golem Mastery 3
- Golem Resonance: Golem Mastery 5
Hybrid Skills
Hybrid Skills require two attunements and combine their powers into advanced abilities.
Code Location: All hybrid skills are defined in src/lib/game/skill-evolution-modules/hybrid-skills.ts
Pact-Weaving (Invoker + Enchanter)
Requirement: Invoker 3 + Enchanter 3
Max Level: 5 (with Elite Perk at Level 5)
Location: skill-evolution-modules/hybrid-skills.ts
Paths:
- Path A: The Weaver - Enhanced enchantment power through pact bonuses
- Path B: The Warp - Unpredictable magic blending pacts and enchantments
- Path C: The World-Weaver - Ultimate hybrid combining all powers
5-Tier Talent Tree:
| Tier | Level | Effect |
|---|---|---|
| 1 | 1-2 | +10% enchantment power when pact active |
| 2 | 3-4 | +25% enchantment power when pact active |
| 3 | 5-6 | Pact boons apply to enchanted equipment |
| 4 | 7-8 | +50% enchantment power when pact active |
| 5 | 9-10 | Elite Perk: Choose one |
Elite Perks (Choose at Tier 5 Level 10):
- Eternal Weave: Enchantments persist through loops
- Pactbound Power: All pact multipliers doubled for enchanted items
- Weaver's Boon: 25% chance to double enchantment effect
Level 5 Upgrade Choices:
- +50% enchantment power when pact active
- Pact boons apply to all equipment slots
- 10% chance to trigger pact effect on enchant
Level 10 Upgrade Choices:
- Elite Perk (choose one from above)
- +100% enchantment power when pact active
- All pacts active simultaneously
Guardian Constructs (Fabricator + Invoker)
Requirement: Fabricator 3 + Invoker 3
Max Level: 5 (with Elite Perk at Level 5)
Location: skill-evolution-modules/hybrid-skills.ts
Paths:
- Path A: The Architect - Durable constructs with enhanced defenses
- Path B: The Monumentalist - Massive single construct with supreme power
- Path C: The Eternal - Constructs that never expire
Special Rules:
- Only 1 active at a time (replaces golems)
- More durable than golems (2x HP, 1.5x duration)
- Uses both Earth and Pact mana for summoning
5-Tier Talent Tree:
| Tier | Level | Effect |
|---|---|---|
| 1 | 1-2 | +25% construct HP |
| 2 | 3-4 | Construct lasts +2 floors |
| 3 | 5-6 | Construct gains pact bonuses |
| 4 | 7-8 | +50% construct damage |
| 5 | 9-10 | Elite Perk: Choose one |
Elite Perks (Choose at Tier 5 Level 10):
- Living Monument: Construct HP +500%, never expires
- Guardian's Might: Construct gains all pact multipliers
- Architect's Dream: Can have 2 constructs (reduces HP by 50% each)
Level 5 Upgrade Choices:
- +50% construct HP
- Construct immune to floor effects
- +25% construct damage
Level 10 Upgrade Choices:
- Elite Perk (choose one from above)
- Construct gains 100% of your pact multipliers
- +500% construct HP
Enchanted Golemancy (Fabricator + Enchanter)
Requirement: Fabricator 3 + Enchanter 3
Max Level: 5 (with Elite Perk at Level 5)
Location: skill-evolution-modules/hybrid-skills.ts
Paths:
- Path A: The Battle-Smith - Combat-focused enchanted golems
- Path B: The Enchanter-Smith - Golems with powerful enchantments
- Path C: The Spell-Smith - Golems that cast elemental spells
Special Rules:
- Imbues golems with elemental spell logic
- Golems gain spell abilities from enchantments
- Combines golem durability with spell power
5-Tier Talent Tree:
| Tier | Level | Effect |
|---|---|---|
| 1 | 1-2 | Golems gain 1 spell slot |
| 2 | 3-4 | +25% golem spell damage |
| 3 | 5-6 | Golems gain 2 spell slots |
| 4 | 7-8 | +50% golem spell damage |
| 5 | 9-10 | Elite Perk: Choose one |
Elite Perks (Choose at Tier 5 Level 10):
- Arcane Golem: Golems cast spells at 3x speed
- Elemental Master: Golem spells gain +100% elemental bonus
- Living Spellforge: Golems create temporary enchantments
Level 5 Upgrade Choices:
- +50% golem spell damage
- Golems gain 3 spell slots
- Golem spells gain pact bonuses
Level 10 Upgrade Choices:
- Elite Perk (choose one from above)
- Golem spells deal +200% damage
- Golems permanently enchanted
Effect Research Skills (Enchanter)
All effect research skills are max level 1 and unlock specific enchantment effects.
Code Location: Skill definitions in src/lib/game/constants/skills.ts, research logic in src/lib/game/skill-evolution-modules/enchanting-skills.ts
Tier1 Research (Basic Spells)
| Skill | Unlocks | Study Time |
|---|---|---|
| Mana Spell Research | Mana Strike enchantment | 4h |
| Fire Spell Research | Ember Shot, Fireball | 6h |
| Water Spell Research | Water Jet, Ice Shard | 6h |
| Air Spell Research | Gust, Wind Slash | 6h |
| Earth Spell Research | Stone Bullet, Rock Spike | 6h |
| Light Spell Research | Light Lance, Radiance | 8h |
| Dark Spell Research | Shadow Bolt, Dark Pulse | 8h |
| Death Research | Drain enchantment | 8h |
Tier2 Research (Advanced Spells)
Requires Enchanter 3+ and parent element research.
| Skill | Unlocks | Study Time |
|---|---|---|
| Advanced Fire Research | Inferno, Flame Wave | 12h |
| Advanced Water Research | Tidal Wave, Ice Storm | 12h |
| Advanced Air Research | Hurricane, Wind Blade | 12h |
| Advanced Earth Research | Earthquake, Stone Barrage | 12h |
| Advanced Light Research | Solar Flare, Divine Smite | 14h |
| Advanced Dark Research | Void Rift, Shadow Storm | 14h |
Tier3 Research (Master Spells)
Requires Enchanter 5+ and advanced research.
| Skill | Unlocks | Study Time |
|---|---|---|
| Master Fire Research | Pyroclasm | 24h |
| Master Water Research | Tsunami | 24h |
| Master Earth Research | Meteor Strike | 26h |
Compound Element Research
Requires parent element research + Enchanter 3+.
| Skill | Unlocks | Study Time |
|---|---|---|
| Metal Spell Research | Metal Shard, Iron Fist | 6h |
| Sand Spell Research | Sand Blast, Sandstorm | 6h |
| Lightning Spell Research | Spark, Lightning Bolt | 6h |
| Advanced Metal Research | Steel Tempest | 12h |
| Advanced Sand Research | Desert Wind | 12h |
| Advanced Lightning Research | Chain Lightning, Storm Call | 12h |
| Master Metal Research | Furnace Blast | 26h |
| Master Sand Research | Dune Collapse | 26h |
| Master Lightning Research | Thunder Strike | 26h |
Utility Research
| Skill | Unlocks | Study Time |
|---|---|---|
| Transference Spell Research | Transfer Strike, Mana Rip | 5h |
| Advanced Transference Research | Essence Drain | 12h |
| Master Transference Research | Soul Transfer | 26h |
Effect Research
| Skill | Unlocks | Study Time |
|---|---|---|
| Damage Effect Research | Minor/Moderate Power, Amplification | 5h |
| Combat Effect Research | Sharp Edge, Swift Casting | 6h |
| Mana Effect Research | Mana Reserve, Trickle, Mana Tap | 4h |
| Advanced Mana Research | Mana Reservoir, Stream, River | 8h |
| Utility Effect Research | Meditative Focus, Quick Study | 6h |
| Special Effect Research | Echo Chamber, Siphoning, Bane | 10h |
| Overpower Research | Overpower effect | 12h |
Upgrade Trees
Code Location: All upgrade trees are defined in src/lib/game/skill-evolution-modules/:
mana-well-flow.ts- Mana Well and Mana Flow upgradesenchanting-skills.ts- Enchanting skill upgradesquick-learner.ts- Quick Learner upgradesfocused-mind.ts- Focused Mind upgrades- And more...
Mana Well Upgrade Tree
Tier1 Upgrades
Level 5 Choices:
├── Expanded Capacity (+25% max mana)
│ └── Level 10: Deep Reservoir (+50% max mana) [replaces]
│
├── Natural Spring (+0.5 regen/hour)
│ └── Level 10: Flowing Spring (+1.5 regen) [replaces]
│
├── Mana Threshold (+30% max mana, -10% regen)
│ └── Level 10: Mana Conversion (5% max → click bonus)
│
└── Desperate Wells (+50% regen when below 25% mana)
└── Level 10: Panic Reserve (+100% regen below 10%)
Level 10 Additional Choices:
- Mana Echo (10% chance double mana from clicks)
- Emergency Reserve (Keep 10% mana on loop reset)
- Deep Wellspring (+50% meditation efficiency)
Tier2 Upgrades (Deep Reservoir)
- Abyssal Depth (+50% max mana)
- Ancient Well (+500 starting mana per loop)
- Mana Condense (+1% max per 1000 gathered)
- Deep Reserve (+0.5 regen per 100 max mana)
- Ocean of Mana (+1000 max mana)
- Mana Tide (Regen pulses ±50%)
- Void Storage (Store 150% max temporarily)
- Mana Core (0.5% max mana as regen)
Mana Flow Upgrade Tree
Tier1 Upgrades
Level 5 Choices:
├── Rapid Flow (+25% regen speed)
│ └── Level 10: Mana Torrent (+50% regen above 75% mana)
│
├── Steady Stream (Immune to incursion penalty)
│ └── Level 10: Eternal Flow (Immune to all penalties)
│
├── Mana Cascade (+0.1 regen per 100 max mana)
│ └── Level 10: Mana Waterfall (+0.25 per 100 max) [replaces]
│
└── Mana Overflow (Raw mana can exceed max by 20%)
Level 10 Additional Choices:
- Ambient Absorption (+1 permanent regen)
- Flow Surge (Clicks boost regen for 1 hour)
- Flow Mastery (+10% mana from all sources)
Elemental Attunement Upgrade Tree
Tier1 Upgrades
Level 5 Choices:
├── Expanded Attunement (+25% element cap)
│ └── Level 10: Element Master (+50% element cap) [replaces]
│
├── Elemental Surge (+15% elemental spell damage)
│ └── Level 10: Elemental Power (+30% damage) [replaces]
│
└── Elemental Affinity (New elements start with 10 capacity)
Level 10 Additional Choices:
- Elemental Resonance (Spell use restores element)
- Exotic Mastery (+20% exotic element damage)
Quick Learner Upgrade Tree
Tier1 Upgrades
Level 5 Choices:
├── Deep Focus (+25% study speed)
│ └── Level 10: Deep Concentration (+50% speed) [replaces]
│
├── Quick Grasp (5% chance double study progress)
│ └── Level 10: Knowledge Echo (15% instant complete)
│
├── Parallel Study (Study 2 things at 50% speed each)
│
└── Quick Mastery (-20% time for final 3 levels)
Level 10 Additional Choices:
- Study Momentum (+5% speed per hour, max 50%)
- Knowledge Transfer (New skills start at 10% progress)
Focused Mind Upgrade Tree
Tier1 Upgrades
Level 5 Choices:
├── Mind Efficiency (+25% cost reduction)
│ └── Level 10: Efficient Learning (-15% study cost) [replaces]
│
├── Mental Clarity (+10% speed when mana > 75%)
│ └── Level 10: Study Rush (First hour 2x speed)
│
└── Study Refund (25% mana back on completion)
└── Level 10: Deep Understanding (+10% skill bonuses)
Level 10 Additional Choices:
- Chain Study (-5% cost per maxed skill)
Enchanting Upgrade Tree
Tier1 Upgrades
Level 5 Choices:
├── Enchantment Capacity (+20% equipment capacity)
├── Swift Enchanting (-15% design time)
│
└── Quality Control (+10% effect power)
└── Level 10: Perfect Refinement (+25% power) [replaces]
Level 10 Additional Choices:
- Enchantment Mastery (2 designs in progress)
- Mana Preservation (25% chance free enchant)
Golem Mastery Upgrade Tree
Tier1 Upgrades
Level 5 Choices:
├── Golem Power (+25% golem damage)
├── Golem Durability (+1 floor duration)
│
└── Efficient Summons (-20% summon cost)
└── Level 10: Golem Siphon (-30% maintenance)
Level 10 Additional Choices:
- Golem Fury (+50% attack speed for first 2 floors)
- Golem Resonance (Golems share 10% damage)
Other Skill Upgrade Trees
Mana Overflow (Max 5)
- Level 5: Click Surge (+50% click mana above 90% mana)
- Tier 2 Level 5: Mana Flood (+75% click mana above 75% mana)
Efficient Enchant (Max 5)
- Level 5: Thrifty Enchanter (+10% free enchant chance)
- Tier 2 Level 5: Optimized Enchanting (+25% free chance)
Enchant Speed (Max 5)
- Level 5: Hasty Enchanter (+25% speed for repeat designs)
- Tier 2 Level 5: Instant Designs (10% instant completion)
Essence Refining (Max 1)
- Research skill (max level 1, no upgrades)
Efficient Crafting (Max 5)
- Level 5: Batch Crafting (2 items at 75% speed each)
- Tier 2 Level 5: Mass Production (3 items at full speed)
Field Repair (Max 5)
- Level 5: Scavenge (Recover 10% materials from broken items)
- Tier 2 Level 5: Reclaim (Recover 25% materials)
Golem Efficiency (Max 5)
- Level 5: Rapid Strikes (+25% speed for first 3 floors)
- Tier 2 Level 5: Blitz Attack (+50% speed for first 5 floors)
Tier System
How Tiers Work
- Reach max level (10 for most skills, 5 for specialized)
- Meet attunement requirements
- Tier up - Skill resets to level 1 with 10x power multiplier
Tier Power Scaling
| Tier | Multiplier | Level 1 Power = |
|---|---|---|
| 1 | 1x | Base |
| 2 | 10x | Tier 1 Level 10 |
| 3 | 100x | Tier 2 Level 10 |
| 4 | 1000x | Tier 3 Level 10 |
| 5 | 10000x | Tier 4 Level 10 |
Tier Up Requirements
Core Skills (Mana, Study)
| Tier | Requirement |
|---|---|
| 1→2 | Any attunement level 3 |
| 2→3 | Any attunement level 5 |
| 3→4 | Any attunement level 7 |
| 4→5 | Any attunement level 10 |
Enchanter Skills
| Tier | Requirement |
|---|---|
| 1→2 | Enchanter level 3 |
| 2→3 | Enchanter level 5 |
| 3→4 | Enchanter level 7 |
| 4→5 | Enchanter level 10 |
Fabricator Skills (Golemancy)
| Tier | Requirement |
|---|---|
| 1→2 | Fabricator level 3 |
| 2→3 | Fabricator level 5 |
| 3→4 | Fabricator level 7 |
| 4→5 | Fabricator level 10 |
Banned Content
The following effects/mechanics are NOT allowed in skill upgrades:
| Banned Effect | Reason |
|---|---|
| Lifesteal | Player cannot take damage |
| Healing (for player) | Player cannot take damage |
| Life/Blood/Wood/Mental/Force mana | Removed elements |
| Execution effects | Bypasses gameplay mechanics |
| Instant finishing | Skips mechanics |
| Direct spell damage bonuses | Spells only via weapons |
| Familiar system | Replaced by golemancy |
Design Philosophy
- Player cannot take damage - Only floors/enemies have HP
- No healing needed - Player health doesn't exist
- Weapons matter - Player attacks through enchanted weapons
- Golems fight - Fabricator's constructs do the combat
- Enchantments empower - Enchanter enhances equipment
- Pacts grant power - Invoker makes deals with guardians
Code Architecture
Modular Structure
The skill system has been refactored into a modular architecture for better maintainability:
Skill Definitions (src/lib/game/constants/skills.ts)
- All skill definitions in one file (~30KB)
- Organized by category (mana, study, enchanting, etc.)
- Contains base stats, prerequisites, and evolution paths
Skill Evolution Modules (src/lib/game/skill-evolution-modules/)
Each skill tree has its own module:
| Module File | Contents |
|---|---|
mana-well-flow.ts |
Mana Well, Mana Flow, Elemental Attunement |
quick-learner.ts |
Quick Learner, Knowledge Retention |
focused-mind.ts |
Focused Mind, Meditation skills |
enchanting-skills.ts |
Enchanting, Efficient Enchant, Disenchanting |
invocation-skills.ts |
Invocation, Pact Mastery trees |
hybrid-skills.ts |
Pact-Weaving, Guardian Constructs, Enchanted Golemancy |
guardian-skills.ts |
Guardian Bane, related skills |
insight-harvest.ts |
Insight, Deep Memory skills |
mana-utility-skills.ts |
Mana Overflow, Mana Tap, etc. |
elemental-attunement.ts |
Elemental skill upgrades |
knowledge-retention.ts |
Knowledge retention mechanics |
learning-skills.ts |
Learning speed skills |
magic-skills.ts |
Magic-related skills |
utils.ts |
Shared utility functions |
types.ts |
TypeScript interfaces |
index.ts |
Main export combining all modules (~11KB) |
Adding a New Skill (Updated Process)
-
Define in
constants/skills.ts(NEW location)- Add to
SKILLS_DEFobject - Define base cost, study time, max level, category
- Add to
-
Add evolution path in
skill-evolution-modules/(NEW location)- Create new module or add to existing module
- Define upgrade trees for levels 5 and 10
- Export upgrade functions
-
Export from
skill-evolution-modules/index.ts- Import and re-export new module
- Ensure all upgrade functions are accessible
-
Update UI in
components/game/tabs/SkillsTab.tsx- Skill tab automatically reads from new structure
- May need updates for new categories or display logic
File Size Enforcement
All skill files are kept under 400 lines (enforced by pre-commit hook):
skill-evolution-modules/*.ts- Focused modules, typically 100-600 linesconstants/skills.ts- Largest file at ~1000 lines ( acceptable as it's mostly data)- Better code organization and maintainability
- Faster for AI agents to read and understand
Example Progression
Mana Well Complete Journey
- Level 1-4: +400 max mana (100 per level)
- Level 5: Choose "Expanded Capacity" (+25% max)
- Total: 500 base + 125 bonus = 625 max mana
- Level 6-9: +400 more max mana
- Level 10: Choose "Deep Reservoir" (replaces to +50%)
- Total: 1000 base + 500 bonus = 1500 max mana
- Tier Up to Tier 2: Mana Well becomes "Deep Reservoir"
- Tier 2 Level 1: 100 × 10 = 1000 base (same as T1 L10)
- Tier 2 Level 5: Choose "Abyssal Depth" (+50% max)
- Continue progression...
Total Power at Tier 2 Level 5:
- Base: 500 × 10 = 5000 max mana
- Upgrades: +50% from Tier 1 +50% from Tier 2 = +100%
- Total: 5000 × 2 = 10,000 max mana
Document Version: 1.1 (Updated for Modular Architecture)
Code has been refactored - game mechanics unchanged