- 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
30 KiB
Mana-Loop: Comprehensive Game Briefing Document
Document Version: 1.0
Generated: Game Systems Analysis
Table of Contents
- Executive Summary
- Core Game Loop
- Mana System
- Time & Incursion System
- Spire & Floor System
- Combat System
- Guardian & Pact System
- Attunement System
- Skill System
- Equipment & Enchantment System
- Golemancy System
- Prestige/Loop System
- Achievement System
- Formulas & Calculations
- 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
castSpeedvalue (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 efficiencyeffectResearch- 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 definedpact- ⚠️ 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 efficiencygolemancy- 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
-
Early Game (Floors 1-10):
- Mana gathering and regen
- Basic skills (mana, study categories)
- Starting equipment
-
Mid Game (Floors 10-40):
- First guardian pacts
- Attunement unlocking
- Equipment enchanting
- Golemancy (Fabricator)
-
Late Game (Floors 40-80):
- Compound/exotic elements
- Hybrid golems
- Skill tier evolution
- Advanced enchantments
-
End Game (Floors 80-100):
- Void/Stellar/Crystal spells
- Ultimate golems
- Victory preparation
Appendix: Known Issues
Missing Implementations
- Invocation Skills - Category defined but no skills
- Pact Skills - Category defined but no skills
- Scroll Crafting - Skill exists, no system
- Field Repair - Skill exists, no repair system
Balance Concerns
- Exotic elements require extreme mana investment
- Incursion creates hard time pressure without counterplay
- Equipment progression limited after starting gear
End of Game Briefing Document