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Systems

Systems are generated from approved RPG, status, rune, unit, ally, wave, and gameplay docs. Warden-specific talent trees now live on the Wardens page, and Valor unlocks live under World.

Mini units
14
Allies
5
Statuses
8
Runes
19
Elite affixes
38
Wave mutators
26
SystemWhat it coversRelated reference
MovementKeep repositioning through wave pressure, hot zones, interiors, weather, enemy telegraphs, and boss arenas.Controls, Wardens
Wave/Round SystemRounds escalate enemy volume and introduce mutators, elites, events, pickups, and boss pressure. Enemies can spawn offscreen and continue advancing toward visible Wardens.Enemies, Quests
Enemy SpawningEnemy data defines pack family, role, group size, spawn weight, direct-spawn permission, and boss-only entries.Enemies
EconomyCopper supports run-local purchases and services. Gold becomes long-term value when banked through the Vault.Items, NPCs
QuestingContracts and NPC quests add objectives, rewards, fail windows, route decisions, and faction flavor.Quests
Wave MutatorsMutators change wave rules and should be read as temporary pressure modifiers.Below
InteriorsTown services and map doors can move the Warden into interior spaces such as the Pub, Church, Trader, and Blacksmith.NPCs
Enemy LogicEnemies can chase, shoot, heal, revive, regenerate, explode, split, fear, poison, bleed, or run boss-specific phase logic.Enemies
CraftingRecipes, forge offers, reagents, bombs, breakdown, and crafted gear bonuses support equipment progression.Crafting, Items
RPG Item SystemItems use slots, rarity, base stats, affixes, sockets, gear sets, durability, artifacts, and generated rolls.Items
Spell SystemAbility bars are data-driven per Warden and can use cooldowns, costs, charge states, artifacts, and runtime modifiers.Wardens
Talent SystemTalent trees are match-scoped and grant run-local build direction through tiered nodes.Wardens
VaultThe Vault lets players bank Gold and invest in long-term sustain and mastery upgrades.Getting Started
Boss MechanicsBosses use authored mechanics such as anchored health cards, phase rules, scripted arrivals, and special drops.Enemies
World EventsEvents include assassins, Hellmouths, Healing Pylons, shrines, hidden chests, weather, hot zones, and other authored interruptions.Getting Started
Nemesis SystemNamed threats can escape, return, and receive dedicated HUD messaging so recurring danger remains readable.Enemies
Combat SystemCombat uses hit resolution, damage calculation, crits, misses, cleaving, damage types, DoTs, HoTs, armor, shields, and resistances.Mechanics
George Mini-Unit RTS SystemGeorge builds structures and commands militia-style allied units with supply and selected-building controls.Wardens
Sage/Lucian Summoner SystemSummoners rely on controlled companion or minion pressure, supply caps, leash behavior, and summon-specific onboarding.Wardens
Day/Night CycleDay and night affect map readability, interior layer presentation, and first-time onboarding beats.Getting Started
Brazier DangerBraziers and other map hazards are route threats that can punish careless pathing.Mechanics
Hot ZonesHot zones are dangerous areas that should change movement and route planning when they appear.Getting Started
Bounty BoardsBoards provide objectives and first-sighting onboarding when the player enters interaction range.Quests
TradersJules, Trax, and Grym offer different shops, rumors, services, and quest hooks.NPCs
Sanctuary ServicesFather Mathias provides church services and cleansing hooks for cursed or locked item behavior.NPCs
MercenariesAllied units use shared mini-unit navigation, support behavior, and combat roles.Below
Combining GemsGem progression belongs to the item/socketing loop and should be checked alongside crafting and breakdown.Items
Breaking Down GearGear can feed reagents and crafting loops when broken down through the item system.Crafting
Socketing GearSocketed gear accepts gems and runes, with unsocketing rules designed to avoid destroying returns when inventory space is insufficient.Items

Objective

  • Attributes → Derived stats → Combat resolution → Damage mitigation → Status effects → Loot/equipment → Talents → Biography UI.
  • **No static damage**: all damage uses controlled variance with optional anti-streak logic.

Scope (Keep These Sections)

  • Core design goals
  • Primary attributes (STR/DEX/INT/END/LCK)
  • Derived stats (AP/SP/AS/MS/ACC/EVA/CRIT/ARP/ARM/RES/TEN + optional shields)
  • Combat resolution model (hit quality → dodge/parry → crit → roll band → mitigation → shields → on-hit)
  • Damage types + resistances/vulnerabilities
  • Status effects + CC diminishing returns + “saving throw” style application
  • Resources/cooldowns/action economy
  • Equipment + inventory + paper-doll + requirements/proficiencies

Non-Goals (Explicitly Out of Scope Unless Requested)

  • Full crafting/upgrading economy (salvage/enchant/reroll) beyond stubs
  • Co-op aggro/threat system (only add hooks if architecture wants it)
  • Full content authoring (tons of items/talents); focus on systems + examples

Architecture Rules (Must Follow)

  • Keep engine-agnostic systems in `/engine`.
  • Keep game-specific archetypes/items/talents/data in `/game`.
  • No hard coupling between game content and engine systems: use interfaces/data tables.

Implementation Plan

  • `Attributes { int STR, DEX, INT, END, LCK; }`
  • `DerivedStats`
  • Offense: `AP, SP, AS, ACC, CritChance, CritMult, ARP`
  • Defense: `EVA, ARM, TEN, ShieldMax, ShieldRegen, ...`
  • Resistances: map or fixed array by `DamageType`
  • Utility: `MS, CDR, ResourceRegen, GoldGainMult, RarityScore`
  • `Resources` (mana/stamina/energy/ammo/heat as configured)
  • `DamageType` enum (Physical, Fire, Frost, Shock, Poison, Arcane)

Test & Debug Requirements

  • Add a **combat debug overlay/log** that can display:
  • roll results, crit/dodge/parry states
  • mitigation values (armor DR, resist pct)
  • final damage
  • Add deterministic mode for debugging:
  • seedable RNG per match
  • Add basic unit tests (or a test harness scene) for:
  • armor curve correctness
StatusDurationMax stacksDispellableDebuffTags
ArmorReduction45truetrueArmor
Blindness3.51truetrueVision, CastingLock
Cauterize51truetrueRegenBlock
Feared2.81truetrueCrowdControl, MovementLock, CastingLock
Silenced31truetrueCastingLock
Stasis21truetrueCrowdControl, Immunity, MovementLock, CastingLock
Cloaking61truefalseStealth
Unstoppable31falsefalseImmunity
UnitClassHPShieldsMove speedDamage / supportRole
warriorheavy36012014534Melee
archerlight2204017224Ranged
clericmedic210901566Ranged
wizardlight19013016230Ranged
lightTODO130018018Ranged
heavyTODO52018012014Ranged
medicTODO180801608Ranged
beatlelight42012017820Ranged
snakeheavy92026016230Melee
lucian_lizard_warriorheavy30012015028Melee
lucian_lizard_magelight12030015624Ranged
lucian_elven_warriorheavy24018017032Melee
lucian_elven_magemedic14022016422Melee
zombieheavy42012014032Melee
MutatorTierEffect
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.
AffixTierEffect
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