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Aspect Catalog

Source: Extracted and expanded from master_gdd.md §4.
Status: DRAFT — numbers are placeholders. All ability stats need playtesting validation.


Table of Contents

  1. Core Concept
  2. Design Principles
  3. Slot 1: Key Aspects
  4. Slot 2: Function Aspects
  5. Slot 3: Movement Aspects
  6. Slot 4: Defense Aspects
  7. Slot 5: Utility Aspects
  8. Progression System
  9. Acquisition & Economy
  10. Synergy System
  11. Example Builds
  12. Balance Guidelines
  13. MVP Scope
  14. Open Questions

1. Core Concept

No classes. Five slots. Infinite combinations.

Every unit has:

  • Key Aspect (Slot 0, locked) — defines who they are
  • Secondary Function (Slot 1) — active abilities from another discipline
  • Movement (Slot 2) — how they traverse the grid
  • Defense (Slot 3) — reactive/passive protection
  • Utility (Slot 4) — passive bonuses, economy, triggers

The combination of all five slots — not just the Key — defines the unit's identity.


2. Design Principles

#PrincipleMeaningMeasurement
1Slots are typedNo all-offense or all-defense builds. Each slot accepts only its category.Validation at equip time.
2Key is permanentA unit's Key Aspect never changes.Locked at recruitment.
3Build is identityThe combination of all 5 slots defines the unit more than the Key alone.Two Knights with different slot layouts should play differently.
4Progression is splitEXP goes into slot upgrades (improve abilities) OR raw stats (HP, ATK, MAG, SPD). Go wide or go tall.Choice at each level-up.
5Drop-driven discoveryAspects come from enemy drops. You discover builds, not plan them from a catalog.No full catalog visible at game start.
6Roster-shared poolAspects belong to the squad, not individual units. Swappable between battles.No cost, no cooldown for swapping.

3. Slot 1: Key Aspects

3.1 Knight

PropertyValue
Base statsHP 35, ATK 8, MAG 2, DEF 10, SPD 5
Play fantasyThe wall. Enemies break against you.

Abilities:

TierAbilityEffectRangeCooldown
0 (Base)TauntForce target enemy's next action to target you. Bosses: 50% resist.3 tiles3 turns
0 (Base)Shield Wall+5 DEF for 3 ticks. Adjacent allies gain +2 DEF while active.Self5 turns
0 (Base)Cover AllyIf adjacent ally would take damage, you take it instead. Passive.AdjacentPassive
1Break FormationStrike. If target is adjacent to an ally, push target 2 tiles and deal +3 damage.Melee3 turns
1Hold the LineFor 2 ticks, enemies cannot move through tiles adjacent to you.Self (aura)4 turns
2BulwarkShield Wall also grants +2 ATK to adjacent allies. (Passive upgrade)N/APassive
2UnbreakableOnce per battle: when HP would reach 0, instead survive at 1 HP.SelfPer battle
3Iron TideAdvance 3 tiles in a line. All enemies in path take 5 damage and are pushed to sides.3-tile line4 turns

3.2 Mage

PropertyValue
Base statsHP 22, ATK 2, MAG 14, DEF 3, SPD 5
Play fantasyBig numbers. Warp the battlefield.

Abilities:

TierAbilityEffectRangeChargeCooldown
0 (Base)Fireball8 fire damage in 2×2 AoE.4 tiles1 tick2 turns
0 (Base)Ice Lance6 ice damage. Target Frozen 1 tick.4 tiles0 ticks2 turns
0 (Base)Lightning Bolt7 lightning damage. If target is Wet: ×2 damage + stun.5 tiles1 tick2 turns
1Meteor14 fire damage in 3×3 AoE. Deals 3 true damage to caster.5 tiles2 ticks4 turns
1Raise/Lower TerrainTarget tile height ±1 (max +3, min −1).3 tiles0 ticks3 turns
2Elemental MasterySpells deal +2 damage. (Passive)N/AN/APassive
2Frost Nova4 ice damage to all adjacent enemies. All Frozen 1 tick.Self (AoE 1)0 ticks3 turns
3Eclipse10 dark damage + 10 fire damage to all enemies in 5-tile radius. Caster takes 5 true damage.5 tiles3 ticksPer battle

3.3 Rogue

PropertyValue
Base statsHP 24, ATK 8, MAG 2, DEF 4, SPD 12
Play fantasyOutplay. Delete priority target, disappear.

Abilities:

TierAbilityEffectRangeCooldown
0 (Base)BackstabStrike. If attacking from behind (opposite side of target's facing to nearest ally): ×1.5 damage.MeleeNone
0 (Base)VanishBecome Invisible for 2 ticks. Next attack from invisibility: ×1.5 damage.Self4 turns
0 (Base)Poison BladeStrike applies Poisoned (2 damage/tick, 4 ticks).Melee3 turns
1ShadowstepTeleport to any shadowed tile (height ≤ 0, or adjacent to cover). Free action (doesn't consume Move).4 tiles3 turns
1GarroteStrike. If target is Invisible or unaware: 10 damage, cannot act for 1 tick.Melee4 turns
2Dual WieldStrike hits twice (second hit at −3 damage). (Passive)N/APassive
2Smoke BombCreate smoke on current tile. LOS blocked for 2 ticks.Self3 turns
3Death MarkMark target. After 3 of your turns, target takes damage equal to 50% of their missing HP.3 tilesPer battle

3.4 Archer

PropertyValue
Base statsHP 24, ATK 9, MAG 2, DEF 3, SPD 8
Play fantasyControl sightlines. Nothing reaches you.

Abilities:

TierAbilityEffectRangeCooldown
0 (Base)Sniper Shot10 damage. +2 damage per height advantage tier.5 tiles2 turns
0 (Base)Pin5 damage. Target Rooted for 1 tick.4 tiles3 turns
0 (Base)Volley5 damage to all enemies in 3-tile line.4 tiles (line)3 turns
1Height Advantage+1 range and +2 damage when shooting from height advantage. (Passive)N/APassive
1Hunter's MarkMark target. All allies deal +2 damage to marked target for 2 ticks.5 tiles4 turns
2BarrageVolley deals damage in 2×3 area instead of 3-tile line. (Passive upgrade)N/APassive
2Eagle EyeIgnore first 2 tiles of range penalty for shooting uphill. (Passive)N/APassive
3Arrow Storm6 damage to ALL enemies on the map.GlobalPer battle

3.5 Priest

PropertyValue
Base statsHP 22, ATK 3, MAG 12, DEF 3, SPD 5
Play fantasyClutch saves. Decide who lives and dies.

Abilities:

TierAbilityEffectRangeChargeCooldown
0 (Base)HealRestore (MAG × 1.5) HP.3 tiles0 ticks1 turn
0 (Base)ReviveBring downed ally back at 25% HP.Adjacent0 ticksPer battle (2 uses)
0 (Base)CleanseRemove all debuffs from target ally.3 tiles0 ticks2 turns
0 (Base)Holy Light6 holy damage. ×2 vs Undead. Heals adjacent ally for 3 HP.4 tiles1 tick2 turns
1SanctuaryCreate a 3×3 zone on target area. Enemies inside: −3 ATK. Allies inside: +3 HP/tick. Lasts 3 ticks.3 tiles0 ticks5 turns
1MartyrTransfer all debuffs from target ally to self.4 tiles0 ticks3 turns
2OverhealHeal excess → temporary HP shield. (Passive upgrade to Heal)N/AN/APassive
2Mass HealHeal all allies for (MAG × 1.0) HP.All allies1 tick4 turns
3Divine InterventionTarget ally: if they would die this battle, instead survive at full HP. One use.3 tiles0 ticksPer battle

3.6 Monk

PropertyValue
Base statsHP 28, ATK 10, MAG 3, DEF 5, SPD 9
Play fantasySelf-contained. No gear, no buffs, just hands.

Abilities:

TierAbilityEffectRangeCooldown
0 (Base)FlurryStrike twice (second hit at −2 damage).MeleeNone
0 (Base)Chi StrikeStrike. Build +1 Chi.MeleeNone
0 (Base)MeditateRestore 8 HP to self. Build +1 Chi.Self3 turns
1Chi BurstConsume all Chi. Deal 4 damage × Chi stacks in 2-tile line. Min 1 Chi.2-tile line3 turns
1RoundhouseStrike all adjacent enemies for 4 damage each.Self (AoE 1)3 turns
2Chi MasteryChi stacks no longer decay between battles. Max Chi: 5. (Passive)N/APassive
2CounterWhen hit by melee attack: return 50% damage to attacker. (Passive)N/APassive
3Thousand PalmsStrike target 5 times, each at 3 damage. Ignores DEF.MeleePer battle

3.7 Berserker

PropertyValue
Base statsHP 40, ATK 13, MAG 1, DEF 2, SPD 7
Play fantasyAdrenaline. Near death, near god.

Abilities:

TierAbilityEffectRangeCooldown
0 (Base)Rage StrikeStrike. +1 damage per 10% missing HP.MeleeNone
0 (Base)BloodthirstFor 3 ticks: +3 ATK, but take 2 damage at end of each turn.Self4 turns
0 (Base)UnstoppableImmune to Root, Slow, Stun while below 50% HP. (Passive)N/APassive
1Reckless ChargeMove up to 4 tiles in a line. Strike first enemy hit. Take 3 damage.4-tile line3 turns
1Death's DoorWhile below 25% HP: +5 ATK, +2 move range. (Passive)N/APassive
2Blood FrenzyKilling an enemy resets Rage Strike's cooldown and heals 5 HP. (Passive)N/APassive
2War CryAll enemies in 3-tile radius: −2 ATK for 2 ticks. All allies: +1 ATK.Self (AoE 3)4 turns
3WorldbreakerDeal 15 damage to target and all adjacent enemies. Self: take 5 true damage.Melee (AoE 1)Per battle

3.8 Shaman

PropertyValue
Base statsHP 24, ATK 4, MAG 11, DEF 4, SPD 5
Play fantasyRuin enemies. Their sword arm goes limp.

Abilities:

TierAbilityEffectRangeChargeCooldown
0 (Base)CurseTarget enemy: −3 ATK, −3 MAG, −2 SPD for 3 ticks.4 tiles0 ticks3 turns
0 (Base)TotemPlace totem on target tile. All enemies in 2-tile radius: −2 DEF. Lasts 3 ticks. Totem HP: 5.3 tiles0 ticks4 turns
0 (Base)Spirit WalkBecome untargetable for 1 tick. Can move through enemies.Self0 ticks4 turns
1HexIf target is Cursed: deal 8 dark damage and extend Curse by 2 ticks.4 tiles1 tick3 turns
1Healing TotemTotem variant: allies in radius heal 3 HP/tick.3 tiles0 ticks4 turns
2Spreading CurseWhen a Cursed enemy is damaged, Curse jumps to nearest un-Cursed enemy. (Passive)N/AN/APassive
2VoodooChoose enemy. Any damage you take this turn is also dealt to them.4 tiles0 ticks5 turns
3Plague StormAll enemies on map: Poisoned (3 damage/tick, 4 ticks) and Cursed (3 ticks).Global2 ticksPer battle

3.9 Bard

PropertyValue
Base statsHP 22, ATK 2, MAG 8, DEF 3, SPD 10
Play fantasyThe multiplier. Every point of team damage has your signature.

Abilities:

TierAbilityEffectRangeCooldown
0 (Base)InspireTarget ally: +3 ATK, +3 MAG for 3 ticks.4 tiles2 turns
0 (Base)LullabyTarget enemy: Sleep 1 tick (cannot act or move, breaks on damage).4 tiles3 turns
0 (Base)BalladAll allies heal 3 HP/tick for 3 ticks.All allies4 turns
1EncoreTarget ally acts again immediately after their next turn.3 tiles5 turns
1Mocking VerseTarget enemy: −4 ATK, −4 MAG for 2 ticks. Bosses: half effect.4 tiles3 turns
2Inspiring PresenceAdjacent allies deal +2 damage with all attacks. (Passive aura)AdjacentPassive
2RefrainBallad also grants +2 SPD while active. (Passive upgrade)N/APassive
3Grand FinaleAll allies gain +5 ATK, +5 MAG, +3 SPD for 3 ticks. All enemies: −3 DEF.GlobalPer battle

4. Slot 2: Function Aspects

4.1 Alchemist

TierAbilityEffectCooldown
0Brew PotionCreate 1 of 3 random potions (Heal 30% / +ATK / Bomb: 6 damage AoE 1).2 turns
0Transmute TerrainChange target tile to chosen element (fire oil, water, electrified).3 turns
0Mix ElementsCombine two adjacent hazards into a new effect (water+electricity = AoE stun).3 turns
1Explosive ConcoctionBrew Potion always gives Bomb option + 1 random potion.Passive
1Acid Flask4 damage + −3 DEF to target for 2 ticks.3 turns
2Master BrewerBrew Potion creates 2 potions instead of 1.Passive
2Transmute SelfGain elemental resistance matching adjacent terrain for 4 ticks.4 turns

4.2 Beastmaster

TierAbilityEffectCooldown
0Summon WolfDeploy wolf companion (HP 12, ATK 6, SPD 10, Flanking: +3 dmg vs surrounded enemies). Lasts until killed.5 turns
0TrackReveal HP and intended action of target enemy.2 turns
0Pack TacticsWolf and Beastmaster deal +2 damage when adjacent to each other.Passive
1Summon HawkDeploy hawk companion (HP 8, ATK 4, SPD 14, Flying). Cannot be targeted by melee.5 turns
1RendWolf/Hawk performs special attack: bleed + push.3 turns
2Summon BearDeploy bear companion (HP 20, ATK 10, SPD 4, Taunts enemies).5 turns
2Alpha BondCompanion gains +3 HP, +2 damage.Passive

Companion rule: One companion active at a time. Summoning a new one dismisses the old one.

4.3 Warlock

TierAbilityEffectCooldown
0Life Drain5 dark damage. Heal self for damage dealt.2 turns
0Demonic PactSpend 5 HP. Gain +5 MAG for 3 ticks.4 turns
0Spreading CurseCurse on target spreads to adjacent enemy after 2 ticks.3 turns
1Blood OfferingSpend HP to reduce cooldown of next spell by 2 turns.3 turns
1Soul HarvestWhen an enemy dies within 3 tiles of you: heal 5 HP.Passive
2Dark BargainSpend 10 HP. Next spell deals double damage.5 turns
2Vampiric AuraAdjacent allies heal 25% of damage dealt.Passive

4.4 Druid

TierAbilityEffectCooldown
0Bear FormShapeshift: +10 HP, +4 ATK, −3 SPD. Can Strike and Taunt.3 turns
0Hawk FormShapeshift: Fly, +2 move, +1 range. Can't melee.3 turns
0EntangleTarget: Rooted for 2 ticks.3 turns
1Wolf FormShapeshift: +2 ATK, +3 SPD, Flanking.3 turns
1Regenerate TerrainRemove hazard from target tile. Heal tile to base terrain type.2 turns
2Master ShapeshifterShapeshift cooldown −1. Transform back to human as free action.Passive
2Briar Patch3×3 area: enemies take 2 damage when entering. Lasts 3 ticks.4 turns

4.5 Necromancer

TierAbilityEffectCooldown
0Raise DeadFrom corpse: summon Skeleton (HP 10, ATK 5, SPD 4). Lasts until killed. Max 2 active.3 turns
0Bone Armor+4 DEF. Lasts 3 ticks.4 turns
0Soul HarvestWhen any unit dies within 5 tiles: gain 1 Soul charge.Passive
1Raise Dead IISkeleton becomes Bone Warrior (HP 15, ATK 8, SPD 6).Passive upgrade
1Consume SoulsSpend all Soul charges. Deal 3 dark damage × charges to target.3 turns
2Undead LegionMax Raise Dead count increased to 4.Passive
2Death NovaWhen a skeleton dies: 3 dark damage to adjacent enemies.Passive

4.6 Engineer

TierAbilityEffectCooldown
0Deploy TurretPlace turret (HP 8, ATK 4, Range 3). Fires at nearest enemy each tick. Lasts 4 ticks.4 turns
0Lay MinePlace mine on adjacent tile. 8 damage when stepped on. Invisible to enemies.3 turns
0Construct BarrierCreate cover (HP 5) on adjacent tile.3 turns
1OverchargeTurret deals +4 damage this turn. Turret duration +2 ticks.3 turns
1MinefieldLay 3 mines in adjacent tiles at once.4 turns
2Advanced TurretTurret gains +4 HP, +2 ATK, and can target 2 enemies/tick.Passive
2Scrap RecoveryWhen construct/turret/mine is destroyed: heal 5 HP.Passive

4.7 Illusionist

TierAbilityEffectCooldown
0Mirror ImageCreate 2 copies of self on adjacent tiles. Copies have 1 HP, deal no damage. Attackers must guess.4 turns
0ConfuseTarget enemy's next action targets random unit (including allies). Bosses immune.3 turns
0InvisibilityTarget ally becomes Invisible for 2 ticks.3 turns
1PhantasmCreate illusory enemy on target tile. Distracts AI for 2 ticks.3 turns
1Mind WarpConfused enemy's attack deals +50% damage to its target.Passive
2Grand IllusionMirror Image creates 4 copies instead of 2.Passive
2Mass ConfuseAll enemies in 2-tile radius: Confused for 1 tick.5 turns

4.8 Chronomancer

TierAbilityEffectCooldown
0HasteTarget ally: +50% Speed for 3 ticks.3 turns
0SlowTarget enemy: −50% Speed for 3 ticks.3 turns
0RewindTarget unit's CT set to 0. (Effectively: push to back of turn order.)4 turns
1Time StopAll units except caster: Frozen for 1 tick.5 turns
1AccelerateTarget ally's charge time reduced by 1 tick (min 0).3 turns
2Double TimeHaste and Slow affect all in 2-tile radius instead of single target.Passive
2Temporal EchoAfter acting, 25% chance to gain an extra half-turn (Move only).Passive

4.9 Rune Knight

TierAbilityEffectCooldown
0Enchant WeaponAdd elemental damage (Fire/Ice/Lightning) to next Strike: +3 damage of chosen element.2 turns
0Rune TrapPlace invisible trap on adjacent tile. Next enemy to step: 4 damage + elemental effect.3 turns
0Dispel EnchantmentsRemove all buffs from target enemy.3 turns
1Elemental WardSelf: gain +3 DEF vs chosen element for 4 ticks.3 turns
1Rune StrikeStrike with both physical AND magical damage (target uses lower of DEF or magic resist).3 turns
2Enchant AllyEnchant Weapon can now target allies.Passive
2Rune ExplosionDetonate existing Rune Trap remotely: 8 damage in 2-tile radius.3 turns

4.10 Assassin

TierAbilityEffectCooldown
0Mark TargetMark enemy. Deal +50% damage to marked target. Lasts until target dies or you mark another.2 turns
0Shadow StrikeTeleport to marked target and Strike. +4 damage.3 turns
0ExecutionIf target below 25% HP: instant kill. Bosses immune.Per battle
1GarroteStrike from Invisibility: 10 damage, target cannot act for 1 tick.3 turns
1Poison CoatingStrike applies Poisoned (3 damage/tick, 3 ticks).3 turns
2Chain KillKilling a marked target immediately refreshes Mark Target and Shadow Strike cooldowns.Passive
2ShroudAfter killing an enemy: become Invisible for 1 tick.Passive

5. Slot 3: Movement Aspects

5.1 Horseback

PropertyValue
Base move+2
SpecialCannot be flanked (attacks from any side count as frontal).
TierUpgrade
0+2 Move, Cannot be flanked, Charge-through (move through enemies, deal 2 damage to each passed through)
1+1 Move (total +3)
1Horse gains armor: +2 DEF
2Trample: Charge-through damage increased to 5
2Cavalry Charge: First Strike after moving 4+ tiles deals +4 damage

5.2 Shadowstep

PropertyValue
Base moveNormal (no bonus)
SpecialTeleport to any shadowed tile instead of normal move.
TierUpgrade
0Teleport to shadowed tile (range 3). +2 damage from shadows. Vanish after kill (1 tick).
1Shadow range +1 (total 4 tiles)
1Teleport through thin walls (cover objects)
2Shadowstrike: attacking from shadow deals +4 damage instead of +2
2Shadow Clone: after teleport, leave a 1 HP decoy on origin tile

5.3 Flight

PropertyValue
Base move+1
SpecialIgnore terrain, hazards, height costs. Ranged attacks −15% accuracy vs you.
TierUpgrade
0Ignore terrain, +1 Move, ranged −accuracy vs self. Immune to fall damage.
1+1 Move (total +2)
1Dive attack: +3 damage when attacking from height
2Evasive Flight: ranged −accuracy increased to 25%
2Aerial Superiority: +10% damage vs grounded targets

5.4 Burrow

PropertyValue
Base moveNormal (no bonus)
SpecialMove through ground (untargetable during move). Emerge with surprise attack.
TierUpgrade
0Burrow: move underground (range 3), untargetable. Emerge Strike: +3 damage. Leave tunnel entrance.
1Tunnel lasts 3 ticks instead of 2
1Emerge AoE: deal 3 damage to all adjacent enemies
2Deep Burrow: range +2 (total 5 tiles)
2Seismic Sense: see all enemies within 4 tiles while burrowed
PropertyValue
Base moveNormal (no bonus)
SpecialShort teleport replaces Move. Pass through enemies. No opportunity attacks.
TierUpgrade
0Blink: teleport 2 tiles. Pass through enemies. No opportunity attacks. Consumes Move action.
1+1 blink range (total 3 tiles)
1Blink leaves decoy (1 HP) on origin tile for 1 tick
2Blink is now a free action (does not consume Move — can Move + Blink in one turn)
2Emergency Blink: once per battle, Blink when hit (before damage resolves)

5.6 Grappling Hook

PropertyValue
Base moveNormal (no bonus)
SpecialPull self to high ground. Pull enemies to you.
TierUpgrade
0Grapple to tile: pull self to high ground (range 3). Hook enemy: pull to you (range 2). Swing across gaps.
1Hook range +1 (self 4, enemy 3)
1Hook can target allies (pull them to safety)
2Grapple Strike: after pulling self to high ground, immediate free Strike
2Chain Hook: pull enemy AND deal 3 damage

5.7 Sprint

PropertyValue
Base move+3
SpecialNo attack at max move distance (must stop 1 tile short to attack). Pass through allies.
TierUpgrade
0+3 Move. Cannot attack at max distance (only when moving ≤ total − 1). Pass through allies. First Strike from sprint: +2 damage.
1+1 Move (total +4)
1May attack at max sprint distance
2Momentum: each tile moved adds +1 damage to Strike (capped at +5)
2Relay: allies you pass through gain +1 Move next turn

5.8 Phase Walk

PropertyValue
Base moveNormal (no bonus)
SpecialMove through walls and units. Cannot be intercepted.
TierUpgrade
0Move through walls/units. Cannot be intercepted. Leaves afterimage decoy on origin tile for 1 tick.
1Phase duration: can end turn inside a wall (untargetable, cannot act)
1Afterimage explodes when hit: 3 damage in 2-tile radius
2Phase Strike: attack from inside wall to adjacent (surprise +4 damage)
2Ghost Touch: can interact with objects/enemies while phased

5.9 Portal

PropertyValue
Base moveNormal (no bonus)
SpecialPlace linked portals. Team can use them.
TierUpgrade
0Place 2 linked portals (range 3 to place). Team can teleport between them as free action. Lasts 3 ticks. Enemies cannot use.
1Triple portal: place 3 portals. Any portal connects to any other.
1Portals last 4 ticks
2Portal Mine: first enemy to step adjacent takes 5 damage and is teleported to controller's choice
2Portal Network: allies gain +10 CT when using portals

6. Slot 4: Defense Aspects

6.1 Parry

TierEffect
030% chance to negate melee attack. On parry: counterattack for 50% damage.
1Parry also works vs arrows (ranged physical).
1Counterattack deals 75% damage instead of 50%.
2Riposte: counterattack on parry is a guaranteed hit.
2Parry chance +10% (total 40%).

6.2 Shield

TierEffect
0+4 DEF. Block projectiles (first ranged attack/tick deals 0 damage). Guard stance: take damage for adjacent ally (once/tick).
1Reflect projectile: blocked ranged attack is reflected back at attacker for 50% damage.
1Shield Bash: after blocking, free 3-damage Strike on attacker.
2+6 DEF instead of +4.
2Guard aura: adjacent allies gain +2 DEF.

6.3 Ward

TierEffect
0−3 magic damage taken. 20% chance to reflect spell back at caster. Nullify first status effect per battle.
1Reflect chance +10% (total 30%).
1Absorb spell: when reflect procs, heal for spell's damage instead of reflecting.
2Reflect AoE spells: 20% chance to reflect entire AoE (all targets hit the caster's side instead).
2Nullify first status per battle → per encounter (each battle).

6.4 Dodge (The Non-Deterministic One)

TierEffect
015% chance to avoid ALL damage from any attack. When dodge procs: gain 1 Momentum charge (max 3). Shows (?) on enemy timeline.
1Momentum charges: spend 1 for free 1-tile move. Spend 3 for free Strike.
1Dodge chance +5% (total 20%).
2Dodge → free movement of 1 tile (no Momentum consumption).
2Momentum spent on Strike grants +4 damage.

6.5 Absorb

TierEffect
020% of damage taken is converted to healing. Overheal → temporary HP shield (max 5 HP).
1Absorb also works vs magic damage.
1Absorbed healing also heals adjacent ally for 25% of the amount.
2Absorb rate +10% (total 30%).
2Overheal shield cap +5 (total 10 HP).

6.6 Thorns

TierEffect
0Reflect 20% of damage taken back at attacker. Below 50% HP: reflect 30%.
1Thorns apply Bleeding (2 damage/tick, 2 ticks) to attacker.
1Reflect also works vs ranged attacks.
2On death: AoE thorns — 5 damage to all adjacent enemies.
2Reflect rate below 50% HP: +10% (total 40%).

6.7 Regeneration

TierEffect
0Heal 8% max HP per tick. Faster healing (+50%) when on natural terrain (grass, dirt, stone).
1Regen cures 1 debuff per tick.
1Regen shares with adjacent ally: they heal 25% of your regen amount.
2Regen rate +4% (total 12% HP/tick).
2On death save: if Regen is active, once per battle heal 20% HP instead of dying.

6.8 Stone Skin

TierEffect
0+6 DEF. Cannot be pushed or pulled. Knockback immune.
1Immune to Stun.
1Immune to first lethal hit per battle (survive at 1 HP).
2DEF bonus also applies to adjacent allies (but they don't get immunity).
2Stone form: can choose to become immovable object (-cannot move, +6 DEF, immune to all displacement for 2 ticks, free action).

6.9 Mirror

TierEffect
0When hit by a melee attack: copy the attacker's ability. Can use the copied ability on your next turn (one use, then consumed).
1Mirror also copies spell abilities.
1Can store 2 copied abilities at once.
2Copied abilities deal +2 damage.
2Mirror Image: when hit, also create a 1 HP decoy.

6.10 Void

TierEffect
05% chance to completely erase incoming attack (no damage, no on-hit effects, no triggers).
1Erased attack cannot be used by that enemy for 2 ticks.
1Erasure chance +5% (total 10%).
2When alone (no allies in 3-tile radius): erasure chance doubled.
2Void Shield: after erasing an attack, gain +3 DEF for 2 ticks.

7. Slot 5: Utility Aspects

7.1 Healer's Wisdom

TierEffect
0+1 EXP per heal. Overheal → temp HP shield (3 HP).
1Heal also cleanses 1 debuff.
1Overheal shield +3 HP (total 6).
2All healing abilities gain +1 range.

7.2 Treasure Hunter

TierEffect
0+15% gold from battles. Reveal hidden loot tiles (sparkle indicator). +5% rare drop chance from enemies.
1Double loot proc: 20% chance to double any non-boss drop.
1Detect hidden item caches in non-combat nodes.
2Non-boss enemies have 10% chance to drop additional Aspect.

7.3 Scout

TierEffect
0Fog of war reveal +2 tiles. See enemy HP and intended action on hover (without Track). Cannot be ambushed (no enemy first-strike bonus).
1See through cover objects (walls don't block LOS for scouting).
1Detect traps and mines on adjacent tiles.
2See enemy stat block (ATK, DEF, SPD, MAG) on hover.

7.4 Diplomat

TierEffect
015% chance to recruit neutral/hostile unit on encounter (non-boss). Shop prices −10%.
1Recruit chance +10% (total 25%).
1Boss charm: 5% chance boss skips first turn (too busy monologuing).
2Recruited units start with one random Uncommon Aspect equipped.

7.5 Tactician

TierEffect
0Team +10 initial CT at battle start. Before first turn: reposition 1 unit to any tile in deployment zone.
1Reposition 2 units instead of 1.
1Adjacent allies gain +10% accuracy (for non-deterministic effects like Dodge).
2First turn of battle: all allies gain +1 Move.

7.6 Craftsman

TierEffect
0Mid-battle: temporary +2 DEF to adjacent ally's armor (lasts 3 ticks). Repair: restore 5 HP to construct/cover.
1Permanent upgrade: weapon +1 ATK for this run. (Use at Camp node.)
1Craft from enemy parts: kill → 20% chance to get crafting material.
2Tempered Steel: crafted upgrades are +2 instead of +1.

7.7 Ritualist

TierEffect
0Prepare tile: bless (allies heal 3 HP on entering), curse (enemies take 3 damage on entering), or electrify (2 damage/tick in water). Traps last 3 ticks.
1Traps persist between battle waves (multi-wave missions).
1Rituals grow if uninterrupted: each tick ritual is active, effect radius +1 (max +2).
2Triple ritual: prepare 3 connected tiles at once.

7.8 Looter

TierEffect
0Kill → +5 bonus gold. Steal item: attempt to steal consumable from enemy (40% success, 1 use/battle). Enemy drops consumable on death (1/battle).
1Steal success +20% (total 60%).
1Steal equipped weapon (rare, 10% success, 1 use/run).
2Bonus gold per kill +5 (total +10). Gold bonus doubled on Elites/Bosses.

7.9 Mentor

TierEffect
0Adjacent allies gain +25% EXP from all sources. When you kill an enemy: 25% of EXP shared with adjacent ally.
1Aura range +1 (total 2-tile radius).
1Shared EXP +25% (total 50%).
2Allies in aura learn abilities 1 level-up sooner (EXP to next ability upgrade reduced by 20%).

7.10 Gambler

TierEffect
0Each turn: random buff (Roll the Dice table). +5% crit chance (for non-deterministic Dodge builds). Once per battle: reroll a failed action.
1Reroll twice per battle (instead of once).
1Buff table improves (removes "no buff" result).
2Loaded Dice: can choose which buff to apply instead of random.

Roll the Dice table (Tier 0):

Roll (d6)Buff
1No buff this turn
2+2 ATK
3+2 DEF
4+2 SPD
5Heal 5 HP
6+3 ATK, +3 DEF, +3 SPD (jackpot)

7.11 Quartermaster

TierEffect
0+2 consumable item slots. Items +25% effectiveness. Use items on allies up to 2 tiles away instead of adjacent.
1Items not consumed: 15% chance item remains after use.
1Item cooldown reduced by 1 turn (min 0).
2+2 additional item slots (total +4).

7.12 Warlord

TierEffect
0Nearby enemies (2-tile radius): −2 ATK, −2 DEF. Nearby allies (2-tile radius): +2 ATK, +2 DEF.
1Aura radius +1 (total 3 tiles).
1When outnumbered (more enemies than allies in aura): morale doubled (−4 enemy / +4 ally).
2Kill in aura: all allies in aura heal 3 HP.

8. Progression System

EXP Economy

EXP earned per battle: 100 (base)
  +25 for no units downed
  +25 for under 10 ticks
  +50 for Elite/Boss
  ×1.5 for Hard difficulty
  ×2.0 for Lethal difficulty

Level-Up Choice

Each level-up, the player chooses:

PathCostWhat You Get
Upgrade Slot100 EXPUnlock next tier of one equipped Aspect (unit-specific)
Level Up100 EXP+3 HP, +1 ATK, +1 MAG, +1 DEF, +1 SPD

Tier Costs (per Aspect)

TierEXP CostCumulative
Base (0)00
Tier 1100100
Tier 2200300
Tier 3300600

Slot Upgrade Trees — Linear vs Branching

The master GDD asks whether upgrades are linear or branching. Proposal:

  • Key Aspects: Branching at Tier 2. Player picks one of two paths (e.g., Knight: "Defensive Path" vs "Aggressive Path"). Tier 3 is the capstone of chosen path.
  • Flex Slots (Function/Movement/Defense/Utility): Linear. Tier 1 → Tier 2 → Tier 3. Simpler to design, fewer assets.

9. Acquisition & Economy

Aspect Drops

Enemy TierRarity DroppedFrequency
Common★ Common100% drop rate, 1 aspect per enemy
Elite★★ Uncommon100% drop rate, 1 aspect per enemy
Boss★★★ Rare100% drop rate, 1–2 aspects
Secret/Superboss★★★★ Legendary100% drop rate, unique aspect

Drop Pool Selection

When an enemy dies, the dropped aspect is drawn from:

  • 60% chance: aspect matching the enemy's faction/type
  • 30% chance: random aspect from any unlocked pool
  • 10% chance: aspect from a slot type the player has no spare aspects for (fill gaps)

Rarity Effects

RarityPre-Unlocked TiersUpgrade Cost Savings
★ Common0 (base only)0 EXP saved
★★ UncommonTier 1 unlocked100 EXP saved
★★★ RareTier 2 unlocked300 EXP saved
★★★★ LegendaryFull tree unlocked600 EXP saved

Inventory

  • No cap on stored aspects (unlimited collection)
  • Aspects are roster-shared: any unit can equip any unassigned aspect
  • Swapping is free, between battles only
  • Duplicates: automatically converted to EXP (Common = 25 EXP, Uncommon = 50, Rare = 100)

Equipment (Separate Track)

Equipment TypeStat ContributionConditional Bonus
WeaponATK or MAG +4–12Bonus if matching Key or Function aspect type
ArmorDEF +3–8, HP +5–15Bonus if matching Defense aspect type
AccessoryUtility stat +2–6Trigger effect based on any aspect
Off-handDEF +2–4, secondary statBonus if matching Defense aspect type

10. Synergy System

Discovery Model

When two equipped Aspects have a synergy:

  1. A popup appears: name + effect + brief animation
  2. Synergy added to run's "Synergy Codex" (accessible from pause menu)
  3. Tooltip on both Aspects updates to show synergy

Key + Function Synergies

MVP-achievable:

KeyFunctionSynergy NameEffect
KnightChronomancerTime WardenTaunt is undodgeable. CT manipulation buffs adjacent allies (+5 CT).
ArcherEngineerKillzone CoordinatorVolley into Engineer's minefield: all mines in Volley AoE detonate.
PriestAlchemistBlessed ConcoctionsHeal spells also apply to allies hit by your potions.
MageEngineerArcane ArtilleryTurrets deal bonus damage equal to your MAG stat.
RogueWarlockShadow PactLife Drain from Invisibility: +50% damage, heal doubled.

Post-MVP (require aspects not in launch):

KeyFunctionSynergy NameEffect
MageDruidElemental ShapeshiftBear = Fire Bear, Hawk = Ice Hawk, Wolf = Lightning Wolf.
PriestNecromancerDark RitualRevive as Undead: +5 ATK, +5 MAG, but lose 5 HP/tick.
RogueIllusionistPhantom BladeMirror Images deal 25% of your damage.
BerserkerBlood MageCrimson RageBleeding damage heals you instead of hurting.
ShamanWarlockCurse ChainHex causes Curses to jump to ALL enemies in range.
MonkChronomancerFlurry of TimeHaste on Monk grants 3 attacks per turn.
BardAlchemistInspired ChemistryBuffs apply to potions thrown at allies.

Cross-Player Synergies (Co-op)

MVP-achievable:

P1 UnitP2 UnitProximity TriggerEffect
Knight + ShieldMage + AnyAdjacentFortress Casting: Mage's spells charge 1 tick faster while adjacent to Knight.
PriestKnight + WarlockPriest heals KnightRighteous Drain: Heal also grants +3 ATK for 2 ticks. Knight's Life Drain heals Priest for 50% of damage.
Rogue + WarlockAlchemist (Function)Alchemist throws potion at Rogue's targetToxic Delivery: Potion damage on Rogue's target also applies Poisoned (3 dmg/tick, 3 ticks).
ArcherEngineerArcher's Volley into Engineer's minefieldKillzone: All mines in Volley AoE detonate simultaneously.
Mage + ChronomancerKnightChronomancer Hastes KnightTemporal Vanguard: Hasted Knight also gains +1 move range this turn.

Post-MVP (require aspects not in launch):

P1P2Synergy
PriestBerserkerRighteous Fury: Heal also grants +3 ATK. Berserker kills heal Priest.
Rogue + AssassinBardDuet of Death: Encore grants 2 free attacks.
ShamanWarlockCurse Chain: Hex + Spreading Curse hits all enemies.
MonkChronomancerFlurry of Time: 3 attacks in one turn.

11. Example Builds (MVP)

Build NameKeyFunctionMovementDefenseUtilityPlaystyle
CrusaderKnightAlchemistHorsebackParryMounted tank — bombs clusters, parries melee, heals with potions.
Shadow BladeRogueWarlockShadowstepParryGlass cannon — teleports, spends HP for power, parries in melee.
BattlemageMageEngineerFlightWardFlying fortress — rains spells, drops turrets, reflects magic.
WarpriestPriestChronomancerHorsebackShieldMounted support — hastes allies, heals, blocks projectiles.
SpellbreakerKnightChronomancerShadowstepWardAnti-mage — teleports, slows casters, reflects spells.
Shock TrooperArcherEngineerFlightShieldAerial overwatch — volleys from above, drops mines, blocks counters.
Plague DoctorPriestAlchemistFlightWardFlying healer — brews potions, heals, reflects magic.
Death KnightKnightWarlockHorsebackShieldMounted drain-tank — spends HP for power, blocks for allies, drains back.

Build Score (Approximate Role Fit)

BuildDamageTankingSupportMobilityComplexity
Crusader★★★★★★★★★★★★Medium
Shadow Blade★★★★★★★★★High
Battlemage★★★★★★★★★★★★★High
Warpriest★★★★★★★★★★★★Medium
Spellbreaker★★★★★★★★★★★★★High
Shock Trooper★★★★★★★★★★Medium
Plague Doctor★★★★★★★★★★★★★High
Death Knight★★★★★★★★★★★Medium

Post-MVP builds from v2.0 (Paladin Peter, Ghost Stalker, etc.) will be achievable when Monk/Berserker/Shaman/Bard and additional flex aspects ship.


12. Balance Guidelines

Slot Budget

Each slot has a "power budget" measured in approximate stat-equivalent value:

SlotBudgetRationale
Key (0)100%Core identity. Strongest abilities, most defining.
Function (1)60%Secondary active abilities. Less power than Key, more flexible.
Movement (2)40%Mobility utility. Changes how, not how hard.
Defense (3)40%Reactive protection. Passive value.
Utility (4)40%Economy and passive bonuses. Multiplier effects.

Key Aspect Stat Budget (Level 1)

StatRangeFormula
HP22–40Base 20 + Aspect modifier (Knight: +15, Mage: +2, Berserker: +20, etc.)
ATK2–13Base 2 + Aspect modifier
MAG1–14Base 1 + Aspect modifier
DEF2–10Base 2 + Aspect modifier
SPD5–12Base 5 + Aspect modifier

Ability Power Budget

TierExpected ImpactExample
Base (0)Bread-and-butter. Used every fight.Strike, Heal, Fireball
Tier 1Situational power spike.Execute, Meteor, Encore
Tier 2Significant upgrade to existing abilities.Passive auras, cooldown reduction
Tier 3Run-defining capstone. Once per battle or game-changing passive.Worldbreaker, Divine Intervention

13. MVP Scope

Launch Set (20–24 weeks)

SlotCountIncluded
Key Aspects5Knight, Mage, Rogue, Archer, Priest
Function4Alchemist, Warlock, Engineer, Chronomancer
Movement3Horseback, Shadowstep, Flight
Defense3Parry, Shield, Ward
Utility0Slot exists on units but no Utility aspects implemented at launch. Slot is visible but greyed out.
Total15 aspects

Post-MVP (v0.2+)

SlotCountIncluded
Key Aspects+4Monk, Berserker, Shaman, Bard (+ Dark Knight, Druid via meta-shop)
Function+7Beastmaster, Druid, Necromancer, Illusionist, Rune Knight, Assassin, Blood Mage
Movement+6Sprint, Grappling Hook, Burrow, Blink, Phase Walk, Portal
Defense+7Dodge, Absorb, Thorns, Regeneration, Stone Skin, Mirror, Void
Utility+12Healer's Wisdom, Treasure Hunter, Scout, Tactician, Gambler, Diplomat, Craftsman, Ritualist, Looter, Mentor, Quartermaster, Warlord
Post-MVP total+36 aspects51 total aspects

14. Open Questions

  1. Duplicates: When a duplicate aspect drops, current plan is auto-convert to EXP. Is this satisfying, or should duplicates be a resource (e.g., combine 3 Commons to craft an Uncommon)?
  2. Key Aspect pool at launch: 5 Keys confirmed (Knight, Mage, Rogue, Archer, Priest). Remaining 4 (Monk, Berserker, Shaman, Bard) and unlockable 2 (Dark Knight, Druid) are v0.2+.
  3. Utility slot: The slot exists on all units but has zero aspects at launch. Is the empty slot confusing UI, or does it create anticipation for future content? Alternatively: hide the slot entirely until v0.3 ships Utility aspects.
  4. Slot upgrade trees: Linear for all flex slots (proposed above) vs branching for some? Branching doubles design and asset work. MVP: linear. Post-MVP: consider branching for Key Aspects.
  5. Synergy discovery: Should synergies be visible in the Aspect tooltip before discovery (greyed out with "???" ) or completely hidden until triggered? Hidden = more exciting discovery. Visible = more strategic planning.
  6. Aspect inventory UI: How does the player browse 15 aspects at launch? Simple grid filtered by slot type should suffice. Revisit when pool expands to 50+.
  7. Aspect rarity from common enemies: If every common enemy drops a Common aspect, the player will be flooded with Commons. For MVP with only 15 aspects: 50% drop rate from common enemies to prevent flood. Revisit when pool is larger.
  8. Aspect pool expansions as unlocks (meta-progression): If expansions add aspects to the drop pool, the pool gets diluted. Should expansions be opt-in (equippable before run) instead of pool-diluting? Likely a post-MVP concern since all 15 launch aspects are in the base pool.

Next: Roguelike Structure

Markdown is the canonical GDD source.