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.
| Status | Duration | Stacks | Dispellable | Debuff | Tags |
| ArmorReduction | 4 | 5 | true | true | Armor |
| Blindness | 3.5 | 1 | true | true | Vision, CastingLock |
| Cauterize | 5 | 1 | true | true | RegenBlock |
| Feared | 2.8 | 1 | true | true | CrowdControl, MovementLock, CastingLock |
| Silenced | 3 | 1 | true | true | CastingLock |
| Stasis | 2 | 1 | true | true | CrowdControl, Immunity, MovementLock, CastingLock |
| Cloaking | 6 | 1 | true | false | Stealth |
| Unstoppable | 3 | 1 | false | false | Immunity |
| Rune | Trigger | Cooldown | Proc chance | Payload | Rulebreaker |
| wind_rune | on_dash | 4 | 0.55 | stat_buff | TODO |
| damage_rune | on_crit | 5 | 0.45 | stat_buff | TODO |
| shield_rune | on_shield_break | 8 | 0.6 | stat_buff | TODO |
| arrow_rune | on_crit | 7 | 0.25 | rulebreaker | infinite_bounce |
| life_rune | on_shield_break | 9 | 0.3 | rulebreaker | healing_invert |
| gold_rune | on_crit | 10 | 0.2 | rulebreaker | hotzone_invert |
| ghost_rune | on_dash | 9 | 0.25 | rulebreaker | blink_dash |
| energy_rune | on_shield_break | 8 | 0.25 | rulebreaker | no_reload |
| speed_rune | on_dash | 8 | 0.28 | rulebreaker | dash_fire_trail |
| star_rune | on_crit | 8 | 0.22 | rulebreaker | forced_crit |
| rocket_rune | on_crit | 9 | 0.2 | rulebreaker | infinite_pierce |
| magic_rune | on_dash | 10 | 0.18 | rulebreaker | gravity_well |
| chain_rune | on_crit | 8 | 0.24 | rulebreaker | chain_once |
| dilation_rune | on_dash | 9 | 0.2 | rulebreaker | time_dilation |
| polarity_rune | on_shield_break | 8 | 0.24 | rulebreaker | reverse_knockback |
| dominion_rune | on_shield_break | 9 | 0.2 | rulebreaker | hotzone_flip_ownership |
| tempest_rune | on_dash | 8 | 0.18 | rulebreaker | hazard_trail_variant |
| shard_rune | on_crit | 4 | 0.45 | spawn_projectile | TODO |
| ember_rune | on_dash | 6 | 0.4 | burn_trail | TODO |
| Affix | Tier | Description |
| Bulwark | Common | TODO |
| Shellback | Common | TODO |
| Phase Step | Rare | TODO |
| Aegis | Common | TODO |
| Ward Link | Uncommon | TODO |
| Elemental Veil | Uncommon | TODO |
| Stoneform | Uncommon | TODO |
| Mirrorhide | Rare | TODO |
| Berserk | Uncommon | TODO |
| Executioner | Uncommon | TODO |
| Backstabber | Common | TODO |
| Sunder | Uncommon | TODO |
| Hexblade | Rare | TODO |
| Blighted | Common | TODO |
| Tether | Uncommon | TODO |
| Gravitic | Rare | TODO |
| Netcaster | Uncommon | TODO |
| Pouncer | Uncommon | TODO |
| Juggernaut | Rare | TODO |
| Heal Aura | Uncommon | TODO |
| Regenerator | Uncommon | TODO |
| Leeching | Uncommon | TODO |
| Second Wind | Rare | TODO |
| Blood Bond | Rare | TODO |
| Split-on-Death | Uncommon | TODO |
| Broodcaller | Rare | TODO |
| Reinforced | Uncommon | TODO |
| Contagious | Uncommon | TODO |
| Molten Trail | Uncommon | TODO |
| Frostwake | Uncommon | TODO |
| Stormbound | Rare | TODO |
| Toxic Cloud | Uncommon | TODO |
| Sporeburst | Common | TODO |
| Decoy | Common | TODO |
| Blink | Uncommon | TODO |
| Nemesis Mark | Rare | TODO |
| Adaptive | Rare | TODO |
| Punisher | Mythic | TODO |
| Mutator | Tier | Description |
| Swarm | Common | More enemies, lower individual HP. |
| Onslaught | Uncommon | Fewer enemies, each stronger (mini-elite feel). |
| Rush Hour | Common | Shorter spawn intervals; wave ends sooner if you keep up. |
| Staggered Spawns | Common | Enemies arrive in bursts (breather then panic). |
| Frenzied | Common | +move and attack speed. |
| Bloodlust | Uncommon | Enemies gain temporary haste when an ally dies nearby. |
| Predatory | Uncommon | Enemies prioritize weakest or wounded targets. |
| Shielded | Common | Enemies spawn with breakable shields. |
| Hardened | Uncommon | Flat DR; crit/heavy attacks break armor faster. |
| Evasive | Uncommon | Higher dodge behavior; projectiles slightly less reliable. |
| Vampiric | Rare | Enemies heal a percent of damage dealt. |
| Vitality Surge | Uncommon | Enemies regen slowly while above 50% HP. |
| Mending Totems | Rare | Healing pylons spawn; destroy for reward bumps. |
| Volatile | Uncommon | Enemies explode on death (small radius). |
| Combustion | Uncommon | Enemies leave flames on death; only direct contact with flames damages and ignites players. |
| Thorns | Common | Enemies return small melee damage. |
| Overcharged | Rare | Enemy specials stronger but longer wind-up. |
| Grasping | Common | Intermittent slow fields appear. |
| Gale Force | Uncommon | Periodic knockback gusts; reduces camping. |
| Tethered Horde | Rare | Linked pairs gain DR when separated; forces target decisions. |
| Ammo Scarcity | Rare | Resource drops reduced; rewards increased. |
| Fog of War | Rare | Reduced visibility; brighter enemy silhouettes. |
| Marked Ground | Rare | Safe zones appear; outside zones = chip damage during events. |
| Elite Parade | Mythic | Higher elite spawn chance for this wave only. |
| Boss Echo | Mythic | Boss ability appears as weaker hazard during the wave. |
| Double Trouble | Mythic | Two mini-captains spawn mid-wave. |