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docs: add comprehensive game briefing document and fix deprecated tests
- 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
2026-04-03 22:01:46 +00:00

30 KiB
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Mana-Loop: Comprehensive Game Briefing Document

Document Version: 1.0
Generated: Game Systems Analysis


Table of Contents

  1. Executive Summary
  2. Core Game Loop
  3. Mana System
  4. Time & Incursion System
  5. Spire & Floor System
  6. Combat System
  7. Guardian & Pact System
  8. Attunement System
  9. Skill System
  10. Equipment & Enchantment System
  11. Golemancy System
  12. Prestige/Loop System
  13. Achievement System
  14. Formulas & Calculations
  15. System Interactions

Executive Summary

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.

Key Differentiators:

  • 3-class Attunement system (Enchanter, Invoker, Fabricator)
  • Equipment-based spell system (spells come from enchanted gear)
  • 5-tier skill evolution with milestone upgrade choices
  • Time pressure through incursion mechanic
  • Guardian pacts provide permanent multipliers

Core Game Loop

Primary Loop (Within Each Run)

┌─────────────────────────────────────────────────────────────┐
│                      TIME LOOP (30 Days)                     │
├─────────────────────────────────────────────────────────────┤
│  ┌─────────┐    ┌──────────┐    ┌───────────┐    ┌───────┐ │
│  │ GATHER  │───▶│  STUDY   │───▶│   CLIMB   │───▶│ CRAFT │ │
│  │  MANA   │    │ SKILLS   │    │   SPIRE   │    │  GEAR │ │
│  └─────────┘    └──────────┘    └───────────┘    └───────┘ │
│       │              │               │                │     │
│       ▼              ▼               ▼                ▼     │
│  ┌─────────────────────────────────────────────────────┐   │
│  │              DEFEAT GUARDIANS → SIGN PACTS           │   │
│  └─────────────────────────────────────────────────────┘   │
│                            │                                 │
│                            ▼                                 │
│  ┌─────────────────────────────────────────────────────┐   │
│  │           DAY 30: LOOP ENDS → GAIN INSIGHT           │   │
│  └─────────────────────────────────────────────────────┘   │
└─────────────────────────────────────────────────────────────┘

Game Actions

Action Effect Time Cost
Meditate Regen mana with meditation bonus multiplier Passive
Climb Progress through spire floors, cast spells Active combat
Study Learn skills/spells, requires mana cost Hours per level
Craft Create/enchant equipment 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

Mana System

Mana Types Hierarchy

Raw Mana (Base Resource)
    │
    ├──▶ Base Elements (7) ─────────────────────────────────────┐
    │    Fire, Water, Air, Earth, Light, Dark, Death           │
    │                                                           │
    ├──▶ Utility Element (1) ───────────────────────────────────┤
    │    Transference (Enchanter attunement)                    │
    │                                                           │
    ├──▶ Compound Elements (3) ── Created from 2 base ──────────┤
    │    Metal = Fire + Earth                                   │
    │    Sand = Earth + Water                                   │
    │    Lightning = Fire + Air                                 │
    │                                                           │
    └──▶ Exotic Elements (3) ── Created from advanced recipes ──┤
         Crystal = Sand + Sand + Light                          │
         Stellar = Fire + Fire + Light                          │
         Void = Dark + Dark + Death                             │

Mana Formulas

Maximum Raw Mana:

maxMana = (100 + (manaWellLevel × 100) + (prestigeManaWell × 500) + equipmentBonuses) × maxManaMultiplier

Maximum Elemental Mana:

elementMax = (10 + (elemAttuneLevel × 50) + (prestigeElemAttune × 25)) × elementCapMultiplier

Base Regeneration (per hour):

baseRegen = 2 + (manaFlowLevel × 1) + (manaSpringLevel × 2) + (prestigeManaFlow × 0.5)
effectiveRegen = baseRegen × (1 - incursionStrength) × meditationMultiplier

Meditation Bonus:

Base: 1 + min(hours/4, 0.5) = up to 1.5x after 4 hours
With Meditation Focus skill: 2.5x after 4 hours
With Deep Trance skill: 3.0x after 6 hours
With Void Meditation skill: 5.0x after 8 hours

Attunement Mana Conversion:

  • Enchanter: Raw → Transference at 0.2/hour base (scales with level)
  • Fabricator: Raw → Earth at 0.25/hour base (scales with level)

Mana Conversion Cost

  • 100 Raw Mana = 1 Elemental Mana (for base elements)
  • Compound/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

Incursion Strength Formula:

if (day < 20): incursionStrength = 0
else: incursionStrength = min(0.95, (totalHours / maxHours) × 0.95)

Effects:

  • Reduces mana regeneration by (1 - incursionStrength)
  • Starts at 0% on Day 20, reaches 95% by Day 30
  • Creates urgency to complete objectives before loop ends

Spire & Floor System

Floor Generation

Floor Element Cycle:

FLOOR_ELEM_CYCLE = ["fire", "water", "air", "earth", "light", "dark", "death"]
element = FLOOR_ELEM_CYCLE[(floor - 1) % 7]

Floor HP Formula:

normalFloorHP = floor(100 + floor × 50 + floor^1.7)
guardianFloorHP = GUARDIANS[floor].hp // Fixed values

Guardian Floors: 10, 20, 30, 40, 50, 60, 80, 90, 100

Room Types

Room Type Chance Description
Combat Default Single enemy, normal combat
Guardian Fixed Boss floor, always on guardian floors
Swarm 15% 3-6 enemies with 40% HP each
Speed 10% Enemy with dodge chance (25% base + 0.5%/floor)
Puzzle 20% on puzzle floors Progress-based, faster with relevant attunement

Swarm Room Configuration

SWARM_CONFIG = {
  minEnemies: 3,
  maxEnemies: 6,
  hpMultiplier: 0.4,    // Each enemy has 40% of normal HP
  armorBase: 0,
  armorPerFloor: 0.01   // +1% armor per 10 floors
}

Speed Room Configuration

SPEED_ROOM_CONFIG = {
  baseDodgeChance: 0.25,   // 25% base
  dodgePerFloor: 0.005,    // +0.5% per floor
  maxDodge: 0.50           // Cap at 50%
}

Armor Scaling

FLOOR_ARMOR_CONFIG = {
  baseChance: 0,           // No armor before floor 10
  chancePerFloor: 0.01,    // +1% chance per floor after 10
  maxArmorChance: 0.5,     // Max 50% of floors have armor
  minArmor: 0.05,          // Min 5% damage reduction
  maxArmor: 0.25           // Max 25% on non-guardians
}

Combat System

Spell Casting Mechanics

Cast Progress:

progressPerTick = HOURS_PER_TICK × spellCastSpeed × totalAttackSpeed

Spell Cast Speed:

  • Each spell has a castSpeed value (casts per hour)
  • Higher = faster casting
  • Lightning spells get +30% effective cast speed

Damage Calculation:

baseDamage = spellDamage + (combatTrainLevel × 5)
pctBonus = 1 + (arcaneFuryLevel × 0.1)
elemMastery = 1 + (elementalMasteryLevel × 0.15)
pactMultiplier = product of all signed pact multipliers
elementalBonus = getElementalBonus(spellElement, floorElement)

finalDamage = baseDamage × pctBonus × pactMultiplier × elemMastery × elementalBonus

Elemental Effectiveness

Condition Multiplier
Spell same element as floor 1.25x (25% bonus)
Spell is opposite of floor element 1.50x (Super Effective)
Spell's opposite matches floor 0.75x (Not Very Effective)
Raw mana spells 1.00x (No bonus)

Element Opposites:

Fire ↔ Water
Air ↔ Earth
Light ↔ Dark
Lightning ↔ (none, but has armor pierce)

Armor & Damage Reduction

Effective Damage:

effectiveArmor = max(0, enemyArmor - armorPierce)
damageDealt = damage × (1 - effectiveArmor)

Armor Pierce Sources:

  • Lightning spells: 20-50% pierce
  • Metal spells: 25-60% pierce
  • Golems: 15-60% pierce

Critical Hits

critChance = precisionLevel × 0.05
critMultiplier = 1.5 (base)

AOE Mechanics

aoeDamage = baseDamage × (1 - 0.1 × (numTargets - 1))
// 10% less damage per additional target

Special Combat Effects

Effect Description
Burn Damage over time
Freeze Prevents dodge (100% freeze = no dodge)
Stun Temporary disable
Pierce Ignores percentage of armor
Chain Hits multiple targets
AOE Area damage
Buff Damage multiplier

Guardian & Pact System

Guardian Floors & Stats

Floor Guardian Element HP Pact Mult Armor Unique Perk
10 Ignis Prime Fire 5,000 1.5x 10% Fire spells cast 10% faster
20 Aqua Regia Water 15,000 1.75x 15% Water spells +15% damage
30 Ventus Rex Air 30,000 2.0x 18% Air spells 15% crit chance
40 Terra Firma Earth 50,000 2.25x 25% Earth spells +25% vs guardians
50 Lux Aeterna Light 80,000 2.5x 20% Light spells reveal weaknesses (+20% dmg)
60 Umbra Mortis Dark 120,000 2.75x 22% Dark spells +25% vs armored
80 Mors Ultima Death 250,000 3.25x 25% Death spells execute <20% HP
90 Primordialis Void 400,000 4.0x 30% Void spells ignore 30% resistance
100 The Awakened One Stellar 1,000,000 5.0x 35% All spells +50% dmg, 25% faster

Guardian Boons

When a pact is signed, the guardian grants permanent boons:

Boon Type Effect Example
maxMana +Max raw mana +50 to +500
manaRegen +Regen/hour +0.5 to +2
castingSpeed +% cast speed +5%
elementalDamage +% element damage +5% to +20%
rawDamage +% all damage +10%
critChance +% crit chance N/A
critDamage +% crit multiplier +15%
insightGain +% insight +10% to +25%

Pact Ritual

Pact Costs:

pactCost: 500 to 150,000 (raw mana)
pactTime: 2 to 24 (hours for ritual)

Victory Condition:

  • Defeat floor 100 guardian AND sign the pact
  • Awards 3x normal insight

Attunement System

Overview

Attunements are class-like specializations that grant unique capabilities and skill access.

The Three Attunements

1. Enchanter (Right Hand) Fully Implemented

Property Value
Slot Right Hand
Primary Mana Transference
Raw Regen +0.5/hour base
Conversion 0.2 raw→transference/hour
Unlock Starting attunement

Capabilities:

  • Enchanting equipment
  • Disenchanting for mana recovery

Skill Categories Unlocked:

  • enchant - Enchanting efficiency
  • effectResearch - Unlock enchantment effects

2. Invoker (Chest) ⚠️ Partially Implemented

Property Value
Slot Chest
Primary Mana None (gains from pacts)
Raw Regen +0.3/hour base
Conversion None
Unlock Defeat first guardian

Capabilities:

  • Form pacts with guardians
  • Access guardian powers
  • Elemental mastery through pacts

Skill Categories Unlocked:

  • invocation - ⚠️ No skills defined
  • pact - ⚠️ No skills defined

3. Fabricator (Left Hand) Implemented

Property Value
Slot Left Hand
Primary Mana Earth
Raw Regen +0.4/hour base
Conversion 0.25 raw→earth/hour
Unlock Prove crafting worth

Capabilities:

  • Golem crafting
  • Gear crafting
  • Earth shaping

Skill Categories Unlocked:

  • fabrication - Crafting efficiency
  • golemancy - Golem control

Attunement Leveling

XP Formula:

Level 2: 1,000 XP
Level 3: 2,500 XP
Level 4: 5,000 XP
Level 5: 10,000 XP
Each level: 2× previous (approximately)
Max Level: 10

Level Scaling:

regenMultiplier = 1.5^(level - 1)
conversionRate = baseRate × 1.5^(level - 1)

XP Sources:

  • Enchanting: 1 XP per 10 capacity used

Skill System

Skill Categories

Category Attunement Description
mana Core Max mana, regen, element cap
study Core Study speed, cost reduction
research Core Click bonuses, advanced meditation
ascension Core Insight, guardian damage
enchant Enchanter Enchanting efficiency
effectResearch Enchanter Unlock enchantment effects
invocation Invoker ⚠️ Not implemented
pact Invoker ⚠️ Not implemented
fabrication Fabricator Crafting speed
golemancy Fabricator Golem control
craft Legacy Basic crafting

Core Skills

Skill Max Effect Study Time
Mana Well 10 +100 max mana/level 4h
Mana Flow 10 +1 regen/level 5h
Elem. Attunement 10 +50 element cap/level 4h
Mana Overflow 5 +25% click mana/level 6h
Quick Learner 10 +10% study speed/level 4h
Focused Mind 10 -5% study cost/level 5h
Meditation Focus 1 2.5x regen after 4h 6h

Skill Tier Evolution

5-Tier System:

Tier 1: Base skill (multiplier ×1)
Tier 2: Enhanced (multiplier ×10)
Tier 3: Master (multiplier ×100)
Tier 4: Legendary (multiplier ×1,000)
Tier 5: Mythic (multiplier ×10,000)

Tier Up:

  • Requires max level (10) in current tier
  • 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

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)

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

effectiveStudyTime = baseStudyTime × tier / studySpeedMultiplier

studySpeedMultiplier = 1 + (quickLearnerLevel × 0.1) + equipmentBonus

Study Cost Calculation

effectiveCost = floor(baseCost × (currentLevel + 1) × tier × costMultiplier)

costMultiplier = 1 - (focusedMindLevel × 0.05)

DPS Calculation

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