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.
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.
| System | What it covers | Related reference |
|---|---|---|
| Movement | Keep repositioning through wave pressure, hot zones, interiors, weather, enemy telegraphs, and boss arenas. | Controls, Wardens |
| Wave/Round System | Rounds 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 Spawning | Enemy data defines pack family, role, group size, spawn weight, direct-spawn permission, and boss-only entries. | Enemies |
| Economy | Copper supports run-local purchases and services. Gold becomes long-term value when banked through the Vault. | Items, NPCs |
| Questing | Contracts and NPC quests add objectives, rewards, fail windows, route decisions, and faction flavor. | Quests |
| Wave Mutators | Mutators change wave rules and should be read as temporary pressure modifiers. | Below |
| Interiors | Town services and map doors can move the Warden into interior spaces such as the Pub, Church, Trader, and Blacksmith. | NPCs |
| Enemy Logic | Enemies can chase, shoot, heal, revive, regenerate, explode, split, fear, poison, bleed, or run boss-specific phase logic. | Enemies |
| Crafting | Recipes, forge offers, reagents, bombs, breakdown, and crafted gear bonuses support equipment progression. | Crafting, Items |
| RPG Item System | Items use slots, rarity, base stats, affixes, sockets, gear sets, durability, artifacts, and generated rolls. | Items |
| Spell System | Ability bars are data-driven per Warden and can use cooldowns, costs, charge states, artifacts, and runtime modifiers. | Wardens |
| Talent System | Talent trees are match-scoped and grant run-local build direction through tiered nodes. | Wardens |
| Vault | The Vault lets players bank Gold and invest in long-term sustain and mastery upgrades. | Getting Started |
| Boss Mechanics | Bosses use authored mechanics such as anchored health cards, phase rules, scripted arrivals, and special drops. | Enemies |
| World Events | Events include assassins, Hellmouths, Healing Pylons, shrines, hidden chests, weather, hot zones, and other authored interruptions. | Getting Started |
| Nemesis System | Named threats can escape, return, and receive dedicated HUD messaging so recurring danger remains readable. | Enemies |
| Combat System | Combat uses hit resolution, damage calculation, crits, misses, cleaving, damage types, DoTs, HoTs, armor, shields, and resistances. | Mechanics |
| George Mini-Unit RTS System | George builds structures and commands militia-style allied units with supply and selected-building controls. | Wardens |
| Sage/Lucian Summoner System | Summoners rely on controlled companion or minion pressure, supply caps, leash behavior, and summon-specific onboarding. | Wardens |
| Day/Night Cycle | Day and night affect map readability, interior layer presentation, and first-time onboarding beats. | Getting Started |
| Brazier Danger | Braziers and other map hazards are route threats that can punish careless pathing. | Mechanics |
| Hot Zones | Hot zones are dangerous areas that should change movement and route planning when they appear. | Getting Started |
| Bounty Boards | Boards provide objectives and first-sighting onboarding when the player enters interaction range. | Quests |
| Traders | Jules, Trax, and Grym offer different shops, rumors, services, and quest hooks. | NPCs |
| Sanctuary Services | Father Mathias provides church services and cleansing hooks for cursed or locked item behavior. | NPCs |
| Mercenaries | Allied units use shared mini-unit navigation, support behavior, and combat roles. | Below |
| Combining Gems | Gem progression belongs to the item/socketing loop and should be checked alongside crafting and breakdown. | Items |
| Breaking Down Gear | Gear can feed reagents and crafting loops when broken down through the item system. | Crafting |
| Socketing Gear | Socketed gear accepts gems and runes, with unsocketing rules designed to avoid destroying returns when inventory space is insufficient. | Items |
| Status | Duration | Max 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 |
| Unit | Class | HP | Shields | Move speed | Damage / support | Role |
|---|---|---|---|---|---|---|
| warrior | heavy | 360 | 120 | 145 | 34 | Melee |
| archer | light | 220 | 40 | 172 | 24 | Ranged |
| cleric | medic | 210 | 90 | 156 | 6 | Ranged |
| wizard | light | 190 | 130 | 162 | 30 | Ranged |
| light | TODO | 130 | 0 | 180 | 18 | Ranged |
| heavy | TODO | 520 | 180 | 120 | 14 | Ranged |
| medic | TODO | 180 | 80 | 160 | 8 | Ranged |
| beatle | light | 420 | 120 | 178 | 20 | Ranged |
| snake | heavy | 920 | 260 | 162 | 30 | Melee |
| lucian_lizard_warrior | heavy | 300 | 120 | 150 | 28 | Melee |
| lucian_lizard_mage | light | 120 | 300 | 156 | 24 | Ranged |
| lucian_elven_warrior | heavy | 240 | 180 | 170 | 32 | Melee |
| lucian_elven_mage | medic | 140 | 220 | 164 | 22 | Melee |
| zombie | heavy | 420 | 120 | 140 | 32 | Melee |
| Mutator | Tier | Effect |
|---|---|---|
| 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. |
| Affix | Tier | Effect |
|---|---|---|
| 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 |