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Mechanics

Mechanics are generated from approved gameplay docs plus runtime data for statuses, runes, elite affixes, and wave mutators.

Statuses
8
Runes
19
Elite affixes
38
Wave mutators
26

2. Core Gameplay Loop

  • Squad votes on difficulty, map variant, and optional mutators (e.g., “Double Boss HP but +50% currency”).
  • Pick a Warden → pick a *Career Perk* (future meta perk) → optional vanity skins deducted from long-term kill totals.
  • The call to arms: bells, banners, ward-sigils igniting (tutorial pop-ups if first game).
  • *Combat (90 sec)*: kite, hold chokepoints, stabilize, and push for objectives.
  • *Intermission (30 sec)*: buy upgrades, allocate skill points, reposition.
  • Escort refugees, defend a wardstone, assassinate elite beasts, or destroy blight spawners for bonus currency.

3. Camera & Controls

  • **RTS-Lite**: WASD pans camera; mouse-wheel zooms; double-space centers on hero.
  • **Hero Leash**: Optional toggle to keep hero locked center-screen (twin-stick vibe).
  • **Tactical Ping Wheel**: Q holds radial menu - mark targets, call “Shop time,” etc.
  • **Spectator Spirits**: Dead players fly a spirit familiar granting vision and a low-frequency ward-burst (every 20 s) to keep them engaged until the run ends.

4. Heroes & Progression

  • **Level Curve**: XP from kills/events → ability ranks + branching augments.
  • **Item Shop** (copper = kill currency):
  • **Core**: flat stats, lifesteal, cooldown reduction.
  • **Unique**: “Blink Charm” (blink every 6 s), “Stormcoil Greaves” (zap on sprint), etc.
  • **Evolve** (late waves): trade currency + boss shards to transform your Warden into an *EX form* (new ultimate, reworked mechanics).
  • **Three Tracks**: Offense, Defense, Utility.

5. Enemies & Bosses

  • **Adaptive Director**: AI increases spawn composition based on squad performance - too many snipers → spawn shielded chargers.

6. Difficulty & Mutators

  • **Daily Challenge** (future): preset modifiers, global leaderboard for bragging rights.

7. Maps & Hotzones

  • **Hotzones (static, authored in Tiled)**:
  • TMX `Zones` layer tiles tagged with `HotZone` define static, invisible bonus areas.
  • Supported values: **Danger-Pay** (+50% copper), **XP Surge** (+25% XP), **Warp Flux** (+20% damage, +15% fire rate), **Combo** (+20% copper, +15% XP).
  • Traversal hazards: collapsible bridges, lava vents, fog pockets that disable radar.
  • Environmental assists: ward pylons and one-use blast charges.
StatusDurationStacksDispellableDebuffTags
ArmorReduction45truetrueArmor
Blindness3.51truetrueVision, CastingLock
Cauterize51truetrueRegenBlock
Feared2.81truetrueCrowdControl, MovementLock, CastingLock
Silenced31truetrueCastingLock
Stasis21truetrueCrowdControl, Immunity, MovementLock, CastingLock
Cloaking61truefalseStealth
Unstoppable31falsefalseImmunity
RuneTriggerCooldownProc chancePayloadRulebreaker
wind_runeon_dash40.55stat_buffTODO
damage_runeon_crit50.45stat_buffTODO
shield_runeon_shield_break80.6stat_buffTODO
arrow_runeon_crit70.25rulebreakerinfinite_bounce
life_runeon_shield_break90.3rulebreakerhealing_invert
gold_runeon_crit100.2rulebreakerhotzone_invert
ghost_runeon_dash90.25rulebreakerblink_dash
energy_runeon_shield_break80.25rulebreakerno_reload
speed_runeon_dash80.28rulebreakerdash_fire_trail
star_runeon_crit80.22rulebreakerforced_crit
rocket_runeon_crit90.2rulebreakerinfinite_pierce
magic_runeon_dash100.18rulebreakergravity_well
chain_runeon_crit80.24rulebreakerchain_once
dilation_runeon_dash90.2rulebreakertime_dilation
polarity_runeon_shield_break80.24rulebreakerreverse_knockback
dominion_runeon_shield_break90.2rulebreakerhotzone_flip_ownership
tempest_runeon_dash80.18rulebreakerhazard_trail_variant
shard_runeon_crit40.45spawn_projectileTODO
ember_runeon_dash60.4burn_trailTODO
AffixTierDescription
BulwarkCommonTODO
ShellbackCommonTODO
Phase StepRareTODO
AegisCommonTODO
Ward LinkUncommonTODO
Elemental VeilUncommonTODO
StoneformUncommonTODO
MirrorhideRareTODO
BerserkUncommonTODO
ExecutionerUncommonTODO
BackstabberCommonTODO
SunderUncommonTODO
HexbladeRareTODO
BlightedCommonTODO
TetherUncommonTODO
GraviticRareTODO
NetcasterUncommonTODO
PouncerUncommonTODO
JuggernautRareTODO
Heal AuraUncommonTODO
RegeneratorUncommonTODO
LeechingUncommonTODO
Second WindRareTODO
Blood BondRareTODO
Split-on-DeathUncommonTODO
BroodcallerRareTODO
ReinforcedUncommonTODO
ContagiousUncommonTODO
Molten TrailUncommonTODO
FrostwakeUncommonTODO
StormboundRareTODO
Toxic CloudUncommonTODO
SporeburstCommonTODO
DecoyCommonTODO
BlinkUncommonTODO
Nemesis MarkRareTODO
AdaptiveRareTODO
PunisherMythicTODO
MutatorTierDescription
SwarmCommonMore enemies, lower individual HP.
OnslaughtUncommonFewer enemies, each stronger (mini-elite feel).
Rush HourCommonShorter spawn intervals; wave ends sooner if you keep up.
Staggered SpawnsCommonEnemies arrive in bursts (breather then panic).
FrenziedCommon+move and attack speed.
BloodlustUncommonEnemies gain temporary haste when an ally dies nearby.
PredatoryUncommonEnemies prioritize weakest or wounded targets.
ShieldedCommonEnemies spawn with breakable shields.
HardenedUncommonFlat DR; crit/heavy attacks break armor faster.
EvasiveUncommonHigher dodge behavior; projectiles slightly less reliable.
VampiricRareEnemies heal a percent of damage dealt.
Vitality SurgeUncommonEnemies regen slowly while above 50% HP.
Mending TotemsRareHealing pylons spawn; destroy for reward bumps.
VolatileUncommonEnemies explode on death (small radius).
CombustionUncommonEnemies leave flames on death; only direct contact with flames damages and ignites players.
ThornsCommonEnemies return small melee damage.
OverchargedRareEnemy specials stronger but longer wind-up.
GraspingCommonIntermittent slow fields appear.
Gale ForceUncommonPeriodic knockback gusts; reduces camping.
Tethered HordeRareLinked pairs gain DR when separated; forces target decisions.
Ammo ScarcityRareResource drops reduced; rewards increased.
Fog of WarRareReduced visibility; brighter enemy silhouettes.
Marked GroundRareSafe zones appear; outside zones = chip damage during events.
Elite ParadeMythicHigher elite spawn chance for this wave only.
Boss EchoMythicBoss ability appears as weaker hazard during the wave.
Double TroubleMythicTwo mini-captains spawn mid-wave.