Appearance
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
- Core Concept
- Design Principles
- Slot 1: Key Aspects
- Slot 2: Function Aspects
- Slot 3: Movement Aspects
- Slot 4: Defense Aspects
- Slot 5: Utility Aspects
- Progression System
- Acquisition & Economy
- Synergy System
- Example Builds
- Balance Guidelines
- MVP Scope
- 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
| # | Principle | Meaning | Measurement |
|---|---|---|---|
| 1 | Slots are typed | No all-offense or all-defense builds. Each slot accepts only its category. | Validation at equip time. |
| 2 | Key is permanent | A unit's Key Aspect never changes. | Locked at recruitment. |
| 3 | Build is identity | The combination of all 5 slots defines the unit more than the Key alone. | Two Knights with different slot layouts should play differently. |
| 4 | Progression is split | EXP goes into slot upgrades (improve abilities) OR raw stats (HP, ATK, MAG, SPD). Go wide or go tall. | Choice at each level-up. |
| 5 | Drop-driven discovery | Aspects come from enemy drops. You discover builds, not plan them from a catalog. | No full catalog visible at game start. |
| 6 | Roster-shared pool | Aspects belong to the squad, not individual units. Swappable between battles. | No cost, no cooldown for swapping. |
3. Slot 1: Key Aspects
3.1 Knight
| Property | Value |
|---|---|
| Base stats | HP 35, ATK 8, MAG 2, DEF 10, SPD 5 |
| Play fantasy | The wall. Enemies break against you. |
Abilities:
| Tier | Ability | Effect | Range | Cooldown |
|---|---|---|---|---|
| 0 (Base) | Taunt | Force target enemy's next action to target you. Bosses: 50% resist. | 3 tiles | 3 turns |
| 0 (Base) | Shield Wall | +5 DEF for 3 ticks. Adjacent allies gain +2 DEF while active. | Self | 5 turns |
| 0 (Base) | Cover Ally | If adjacent ally would take damage, you take it instead. Passive. | Adjacent | Passive |
| 1 | Break Formation | Strike. If target is adjacent to an ally, push target 2 tiles and deal +3 damage. | Melee | 3 turns |
| 1 | Hold the Line | For 2 ticks, enemies cannot move through tiles adjacent to you. | Self (aura) | 4 turns |
| 2 | Bulwark | Shield Wall also grants +2 ATK to adjacent allies. (Passive upgrade) | N/A | Passive |
| 2 | Unbreakable | Once per battle: when HP would reach 0, instead survive at 1 HP. | Self | Per battle |
| 3 | Iron Tide | Advance 3 tiles in a line. All enemies in path take 5 damage and are pushed to sides. | 3-tile line | 4 turns |
3.2 Mage
| Property | Value |
|---|---|
| Base stats | HP 22, ATK 2, MAG 14, DEF 3, SPD 5 |
| Play fantasy | Big numbers. Warp the battlefield. |
Abilities:
| Tier | Ability | Effect | Range | Charge | Cooldown |
|---|---|---|---|---|---|
| 0 (Base) | Fireball | 8 fire damage in 2×2 AoE. | 4 tiles | 1 tick | 2 turns |
| 0 (Base) | Ice Lance | 6 ice damage. Target Frozen 1 tick. | 4 tiles | 0 ticks | 2 turns |
| 0 (Base) | Lightning Bolt | 7 lightning damage. If target is Wet: ×2 damage + stun. | 5 tiles | 1 tick | 2 turns |
| 1 | Meteor | 14 fire damage in 3×3 AoE. Deals 3 true damage to caster. | 5 tiles | 2 ticks | 4 turns |
| 1 | Raise/Lower Terrain | Target tile height ±1 (max +3, min −1). | 3 tiles | 0 ticks | 3 turns |
| 2 | Elemental Mastery | Spells deal +2 damage. (Passive) | N/A | N/A | Passive |
| 2 | Frost Nova | 4 ice damage to all adjacent enemies. All Frozen 1 tick. | Self (AoE 1) | 0 ticks | 3 turns |
| 3 | Eclipse | 10 dark damage + 10 fire damage to all enemies in 5-tile radius. Caster takes 5 true damage. | 5 tiles | 3 ticks | Per battle |
3.3 Rogue
| Property | Value |
|---|---|
| Base stats | HP 24, ATK 8, MAG 2, DEF 4, SPD 12 |
| Play fantasy | Outplay. Delete priority target, disappear. |
Abilities:
| Tier | Ability | Effect | Range | Cooldown |
|---|---|---|---|---|
| 0 (Base) | Backstab | Strike. If attacking from behind (opposite side of target's facing to nearest ally): ×1.5 damage. | Melee | None |
| 0 (Base) | Vanish | Become Invisible for 2 ticks. Next attack from invisibility: ×1.5 damage. | Self | 4 turns |
| 0 (Base) | Poison Blade | Strike applies Poisoned (2 damage/tick, 4 ticks). | Melee | 3 turns |
| 1 | Shadowstep | Teleport to any shadowed tile (height ≤ 0, or adjacent to cover). Free action (doesn't consume Move). | 4 tiles | 3 turns |
| 1 | Garrote | Strike. If target is Invisible or unaware: 10 damage, cannot act for 1 tick. | Melee | 4 turns |
| 2 | Dual Wield | Strike hits twice (second hit at −3 damage). (Passive) | N/A | Passive |
| 2 | Smoke Bomb | Create smoke on current tile. LOS blocked for 2 ticks. | Self | 3 turns |
| 3 | Death Mark | Mark target. After 3 of your turns, target takes damage equal to 50% of their missing HP. | 3 tiles | Per battle |
3.4 Archer
| Property | Value |
|---|---|
| Base stats | HP 24, ATK 9, MAG 2, DEF 3, SPD 8 |
| Play fantasy | Control sightlines. Nothing reaches you. |
Abilities:
| Tier | Ability | Effect | Range | Cooldown |
|---|---|---|---|---|
| 0 (Base) | Sniper Shot | 10 damage. +2 damage per height advantage tier. | 5 tiles | 2 turns |
| 0 (Base) | Pin | 5 damage. Target Rooted for 1 tick. | 4 tiles | 3 turns |
| 0 (Base) | Volley | 5 damage to all enemies in 3-tile line. | 4 tiles (line) | 3 turns |
| 1 | Height Advantage | +1 range and +2 damage when shooting from height advantage. (Passive) | N/A | Passive |
| 1 | Hunter's Mark | Mark target. All allies deal +2 damage to marked target for 2 ticks. | 5 tiles | 4 turns |
| 2 | Barrage | Volley deals damage in 2×3 area instead of 3-tile line. (Passive upgrade) | N/A | Passive |
| 2 | Eagle Eye | Ignore first 2 tiles of range penalty for shooting uphill. (Passive) | N/A | Passive |
| 3 | Arrow Storm | 6 damage to ALL enemies on the map. | Global | Per battle |
3.5 Priest
| Property | Value |
|---|---|
| Base stats | HP 22, ATK 3, MAG 12, DEF 3, SPD 5 |
| Play fantasy | Clutch saves. Decide who lives and dies. |
Abilities:
| Tier | Ability | Effect | Range | Charge | Cooldown |
|---|---|---|---|---|---|
| 0 (Base) | Heal | Restore (MAG × 1.5) HP. | 3 tiles | 0 ticks | 1 turn |
| 0 (Base) | Revive | Bring downed ally back at 25% HP. | Adjacent | 0 ticks | Per battle (2 uses) |
| 0 (Base) | Cleanse | Remove all debuffs from target ally. | 3 tiles | 0 ticks | 2 turns |
| 0 (Base) | Holy Light | 6 holy damage. ×2 vs Undead. Heals adjacent ally for 3 HP. | 4 tiles | 1 tick | 2 turns |
| 1 | Sanctuary | Create a 3×3 zone on target area. Enemies inside: −3 ATK. Allies inside: +3 HP/tick. Lasts 3 ticks. | 3 tiles | 0 ticks | 5 turns |
| 1 | Martyr | Transfer all debuffs from target ally to self. | 4 tiles | 0 ticks | 3 turns |
| 2 | Overheal | Heal excess → temporary HP shield. (Passive upgrade to Heal) | N/A | N/A | Passive |
| 2 | Mass Heal | Heal all allies for (MAG × 1.0) HP. | All allies | 1 tick | 4 turns |
| 3 | Divine Intervention | Target ally: if they would die this battle, instead survive at full HP. One use. | 3 tiles | 0 ticks | Per battle |
3.6 Monk
| Property | Value |
|---|---|
| Base stats | HP 28, ATK 10, MAG 3, DEF 5, SPD 9 |
| Play fantasy | Self-contained. No gear, no buffs, just hands. |
Abilities:
| Tier | Ability | Effect | Range | Cooldown |
|---|---|---|---|---|
| 0 (Base) | Flurry | Strike twice (second hit at −2 damage). | Melee | None |
| 0 (Base) | Chi Strike | Strike. Build +1 Chi. | Melee | None |
| 0 (Base) | Meditate | Restore 8 HP to self. Build +1 Chi. | Self | 3 turns |
| 1 | Chi Burst | Consume all Chi. Deal 4 damage × Chi stacks in 2-tile line. Min 1 Chi. | 2-tile line | 3 turns |
| 1 | Roundhouse | Strike all adjacent enemies for 4 damage each. | Self (AoE 1) | 3 turns |
| 2 | Chi Mastery | Chi stacks no longer decay between battles. Max Chi: 5. (Passive) | N/A | Passive |
| 2 | Counter | When hit by melee attack: return 50% damage to attacker. (Passive) | N/A | Passive |
| 3 | Thousand Palms | Strike target 5 times, each at 3 damage. Ignores DEF. | Melee | Per battle |
3.7 Berserker
| Property | Value |
|---|---|
| Base stats | HP 40, ATK 13, MAG 1, DEF 2, SPD 7 |
| Play fantasy | Adrenaline. Near death, near god. |
Abilities:
| Tier | Ability | Effect | Range | Cooldown |
|---|---|---|---|---|
| 0 (Base) | Rage Strike | Strike. +1 damage per 10% missing HP. | Melee | None |
| 0 (Base) | Bloodthirst | For 3 ticks: +3 ATK, but take 2 damage at end of each turn. | Self | 4 turns |
| 0 (Base) | Unstoppable | Immune to Root, Slow, Stun while below 50% HP. (Passive) | N/A | Passive |
| 1 | Reckless Charge | Move up to 4 tiles in a line. Strike first enemy hit. Take 3 damage. | 4-tile line | 3 turns |
| 1 | Death's Door | While below 25% HP: +5 ATK, +2 move range. (Passive) | N/A | Passive |
| 2 | Blood Frenzy | Killing an enemy resets Rage Strike's cooldown and heals 5 HP. (Passive) | N/A | Passive |
| 2 | War Cry | All enemies in 3-tile radius: −2 ATK for 2 ticks. All allies: +1 ATK. | Self (AoE 3) | 4 turns |
| 3 | Worldbreaker | Deal 15 damage to target and all adjacent enemies. Self: take 5 true damage. | Melee (AoE 1) | Per battle |
3.8 Shaman
| Property | Value |
|---|---|
| Base stats | HP 24, ATK 4, MAG 11, DEF 4, SPD 5 |
| Play fantasy | Ruin enemies. Their sword arm goes limp. |
Abilities:
| Tier | Ability | Effect | Range | Charge | Cooldown |
|---|---|---|---|---|---|
| 0 (Base) | Curse | Target enemy: −3 ATK, −3 MAG, −2 SPD for 3 ticks. | 4 tiles | 0 ticks | 3 turns |
| 0 (Base) | Totem | Place totem on target tile. All enemies in 2-tile radius: −2 DEF. Lasts 3 ticks. Totem HP: 5. | 3 tiles | 0 ticks | 4 turns |
| 0 (Base) | Spirit Walk | Become untargetable for 1 tick. Can move through enemies. | Self | 0 ticks | 4 turns |
| 1 | Hex | If target is Cursed: deal 8 dark damage and extend Curse by 2 ticks. | 4 tiles | 1 tick | 3 turns |
| 1 | Healing Totem | Totem variant: allies in radius heal 3 HP/tick. | 3 tiles | 0 ticks | 4 turns |
| 2 | Spreading Curse | When a Cursed enemy is damaged, Curse jumps to nearest un-Cursed enemy. (Passive) | N/A | N/A | Passive |
| 2 | Voodoo | Choose enemy. Any damage you take this turn is also dealt to them. | 4 tiles | 0 ticks | 5 turns |
| 3 | Plague Storm | All enemies on map: Poisoned (3 damage/tick, 4 ticks) and Cursed (3 ticks). | Global | 2 ticks | Per battle |
3.9 Bard
| Property | Value |
|---|---|
| Base stats | HP 22, ATK 2, MAG 8, DEF 3, SPD 10 |
| Play fantasy | The multiplier. Every point of team damage has your signature. |
Abilities:
| Tier | Ability | Effect | Range | Cooldown |
|---|---|---|---|---|
| 0 (Base) | Inspire | Target ally: +3 ATK, +3 MAG for 3 ticks. | 4 tiles | 2 turns |
| 0 (Base) | Lullaby | Target enemy: Sleep 1 tick (cannot act or move, breaks on damage). | 4 tiles | 3 turns |
| 0 (Base) | Ballad | All allies heal 3 HP/tick for 3 ticks. | All allies | 4 turns |
| 1 | Encore | Target ally acts again immediately after their next turn. | 3 tiles | 5 turns |
| 1 | Mocking Verse | Target enemy: −4 ATK, −4 MAG for 2 ticks. Bosses: half effect. | 4 tiles | 3 turns |
| 2 | Inspiring Presence | Adjacent allies deal +2 damage with all attacks. (Passive aura) | Adjacent | Passive |
| 2 | Refrain | Ballad also grants +2 SPD while active. (Passive upgrade) | N/A | Passive |
| 3 | Grand Finale | All allies gain +5 ATK, +5 MAG, +3 SPD for 3 ticks. All enemies: −3 DEF. | Global | Per battle |
4. Slot 2: Function Aspects
4.1 Alchemist
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Brew Potion | Create 1 of 3 random potions (Heal 30% / +ATK / Bomb: 6 damage AoE 1). | 2 turns |
| 0 | Transmute Terrain | Change target tile to chosen element (fire oil, water, electrified). | 3 turns |
| 0 | Mix Elements | Combine two adjacent hazards into a new effect (water+electricity = AoE stun). | 3 turns |
| 1 | Explosive Concoction | Brew Potion always gives Bomb option + 1 random potion. | Passive |
| 1 | Acid Flask | 4 damage + −3 DEF to target for 2 ticks. | 3 turns |
| 2 | Master Brewer | Brew Potion creates 2 potions instead of 1. | Passive |
| 2 | Transmute Self | Gain elemental resistance matching adjacent terrain for 4 ticks. | 4 turns |
4.2 Beastmaster
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Summon Wolf | Deploy wolf companion (HP 12, ATK 6, SPD 10, Flanking: +3 dmg vs surrounded enemies). Lasts until killed. | 5 turns |
| 0 | Track | Reveal HP and intended action of target enemy. | 2 turns |
| 0 | Pack Tactics | Wolf and Beastmaster deal +2 damage when adjacent to each other. | Passive |
| 1 | Summon Hawk | Deploy hawk companion (HP 8, ATK 4, SPD 14, Flying). Cannot be targeted by melee. | 5 turns |
| 1 | Rend | Wolf/Hawk performs special attack: bleed + push. | 3 turns |
| 2 | Summon Bear | Deploy bear companion (HP 20, ATK 10, SPD 4, Taunts enemies). | 5 turns |
| 2 | Alpha Bond | Companion 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
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Life Drain | 5 dark damage. Heal self for damage dealt. | 2 turns |
| 0 | Demonic Pact | Spend 5 HP. Gain +5 MAG for 3 ticks. | 4 turns |
| 0 | Spreading Curse | Curse on target spreads to adjacent enemy after 2 ticks. | 3 turns |
| 1 | Blood Offering | Spend HP to reduce cooldown of next spell by 2 turns. | 3 turns |
| 1 | Soul Harvest | When an enemy dies within 3 tiles of you: heal 5 HP. | Passive |
| 2 | Dark Bargain | Spend 10 HP. Next spell deals double damage. | 5 turns |
| 2 | Vampiric Aura | Adjacent allies heal 25% of damage dealt. | Passive |
4.4 Druid
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Bear Form | Shapeshift: +10 HP, +4 ATK, −3 SPD. Can Strike and Taunt. | 3 turns |
| 0 | Hawk Form | Shapeshift: Fly, +2 move, +1 range. Can't melee. | 3 turns |
| 0 | Entangle | Target: Rooted for 2 ticks. | 3 turns |
| 1 | Wolf Form | Shapeshift: +2 ATK, +3 SPD, Flanking. | 3 turns |
| 1 | Regenerate Terrain | Remove hazard from target tile. Heal tile to base terrain type. | 2 turns |
| 2 | Master Shapeshifter | Shapeshift cooldown −1. Transform back to human as free action. | Passive |
| 2 | Briar Patch | 3×3 area: enemies take 2 damage when entering. Lasts 3 ticks. | 4 turns |
4.5 Necromancer
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Raise Dead | From corpse: summon Skeleton (HP 10, ATK 5, SPD 4). Lasts until killed. Max 2 active. | 3 turns |
| 0 | Bone Armor | +4 DEF. Lasts 3 ticks. | 4 turns |
| 0 | Soul Harvest | When any unit dies within 5 tiles: gain 1 Soul charge. | Passive |
| 1 | Raise Dead II | Skeleton becomes Bone Warrior (HP 15, ATK 8, SPD 6). | Passive upgrade |
| 1 | Consume Souls | Spend all Soul charges. Deal 3 dark damage × charges to target. | 3 turns |
| 2 | Undead Legion | Max Raise Dead count increased to 4. | Passive |
| 2 | Death Nova | When a skeleton dies: 3 dark damage to adjacent enemies. | Passive |
4.6 Engineer
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Deploy Turret | Place turret (HP 8, ATK 4, Range 3). Fires at nearest enemy each tick. Lasts 4 ticks. | 4 turns |
| 0 | Lay Mine | Place mine on adjacent tile. 8 damage when stepped on. Invisible to enemies. | 3 turns |
| 0 | Construct Barrier | Create cover (HP 5) on adjacent tile. | 3 turns |
| 1 | Overcharge | Turret deals +4 damage this turn. Turret duration +2 ticks. | 3 turns |
| 1 | Minefield | Lay 3 mines in adjacent tiles at once. | 4 turns |
| 2 | Advanced Turret | Turret gains +4 HP, +2 ATK, and can target 2 enemies/tick. | Passive |
| 2 | Scrap Recovery | When construct/turret/mine is destroyed: heal 5 HP. | Passive |
4.7 Illusionist
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Mirror Image | Create 2 copies of self on adjacent tiles. Copies have 1 HP, deal no damage. Attackers must guess. | 4 turns |
| 0 | Confuse | Target enemy's next action targets random unit (including allies). Bosses immune. | 3 turns |
| 0 | Invisibility | Target ally becomes Invisible for 2 ticks. | 3 turns |
| 1 | Phantasm | Create illusory enemy on target tile. Distracts AI for 2 ticks. | 3 turns |
| 1 | Mind Warp | Confused enemy's attack deals +50% damage to its target. | Passive |
| 2 | Grand Illusion | Mirror Image creates 4 copies instead of 2. | Passive |
| 2 | Mass Confuse | All enemies in 2-tile radius: Confused for 1 tick. | 5 turns |
4.8 Chronomancer
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Haste | Target ally: +50% Speed for 3 ticks. | 3 turns |
| 0 | Slow | Target enemy: −50% Speed for 3 ticks. | 3 turns |
| 0 | Rewind | Target unit's CT set to 0. (Effectively: push to back of turn order.) | 4 turns |
| 1 | Time Stop | All units except caster: Frozen for 1 tick. | 5 turns |
| 1 | Accelerate | Target ally's charge time reduced by 1 tick (min 0). | 3 turns |
| 2 | Double Time | Haste and Slow affect all in 2-tile radius instead of single target. | Passive |
| 2 | Temporal Echo | After acting, 25% chance to gain an extra half-turn (Move only). | Passive |
4.9 Rune Knight
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Enchant Weapon | Add elemental damage (Fire/Ice/Lightning) to next Strike: +3 damage of chosen element. | 2 turns |
| 0 | Rune Trap | Place invisible trap on adjacent tile. Next enemy to step: 4 damage + elemental effect. | 3 turns |
| 0 | Dispel Enchantments | Remove all buffs from target enemy. | 3 turns |
| 1 | Elemental Ward | Self: gain +3 DEF vs chosen element for 4 ticks. | 3 turns |
| 1 | Rune Strike | Strike with both physical AND magical damage (target uses lower of DEF or magic resist). | 3 turns |
| 2 | Enchant Ally | Enchant Weapon can now target allies. | Passive |
| 2 | Rune Explosion | Detonate existing Rune Trap remotely: 8 damage in 2-tile radius. | 3 turns |
4.10 Assassin
| Tier | Ability | Effect | Cooldown |
|---|---|---|---|
| 0 | Mark Target | Mark enemy. Deal +50% damage to marked target. Lasts until target dies or you mark another. | 2 turns |
| 0 | Shadow Strike | Teleport to marked target and Strike. +4 damage. | 3 turns |
| 0 | Execution | If target below 25% HP: instant kill. Bosses immune. | Per battle |
| 1 | Garrote | Strike from Invisibility: 10 damage, target cannot act for 1 tick. | 3 turns |
| 1 | Poison Coating | Strike applies Poisoned (3 damage/tick, 3 ticks). | 3 turns |
| 2 | Chain Kill | Killing a marked target immediately refreshes Mark Target and Shadow Strike cooldowns. | Passive |
| 2 | Shroud | After killing an enemy: become Invisible for 1 tick. | Passive |
5. Slot 3: Movement Aspects
5.1 Horseback
| Property | Value |
|---|---|
| Base move | +2 |
| Special | Cannot be flanked (attacks from any side count as frontal). |
| Tier | Upgrade |
|---|---|
| 0 | +2 Move, Cannot be flanked, Charge-through (move through enemies, deal 2 damage to each passed through) |
| 1 | +1 Move (total +3) |
| 1 | Horse gains armor: +2 DEF |
| 2 | Trample: Charge-through damage increased to 5 |
| 2 | Cavalry Charge: First Strike after moving 4+ tiles deals +4 damage |
5.2 Shadowstep
| Property | Value |
|---|---|
| Base move | Normal (no bonus) |
| Special | Teleport to any shadowed tile instead of normal move. |
| Tier | Upgrade |
|---|---|
| 0 | Teleport to shadowed tile (range 3). +2 damage from shadows. Vanish after kill (1 tick). |
| 1 | Shadow range +1 (total 4 tiles) |
| 1 | Teleport through thin walls (cover objects) |
| 2 | Shadowstrike: attacking from shadow deals +4 damage instead of +2 |
| 2 | Shadow Clone: after teleport, leave a 1 HP decoy on origin tile |
5.3 Flight
| Property | Value |
|---|---|
| Base move | +1 |
| Special | Ignore terrain, hazards, height costs. Ranged attacks −15% accuracy vs you. |
| Tier | Upgrade |
|---|---|
| 0 | Ignore terrain, +1 Move, ranged −accuracy vs self. Immune to fall damage. |
| 1 | +1 Move (total +2) |
| 1 | Dive attack: +3 damage when attacking from height |
| 2 | Evasive Flight: ranged −accuracy increased to 25% |
| 2 | Aerial Superiority: +10% damage vs grounded targets |
5.4 Burrow
| Property | Value |
|---|---|
| Base move | Normal (no bonus) |
| Special | Move through ground (untargetable during move). Emerge with surprise attack. |
| Tier | Upgrade |
|---|---|
| 0 | Burrow: move underground (range 3), untargetable. Emerge Strike: +3 damage. Leave tunnel entrance. |
| 1 | Tunnel lasts 3 ticks instead of 2 |
| 1 | Emerge AoE: deal 3 damage to all adjacent enemies |
| 2 | Deep Burrow: range +2 (total 5 tiles) |
| 2 | Seismic Sense: see all enemies within 4 tiles while burrowed |
5.5 Blink
| Property | Value |
|---|---|
| Base move | Normal (no bonus) |
| Special | Short teleport replaces Move. Pass through enemies. No opportunity attacks. |
| Tier | Upgrade |
|---|---|
| 0 | Blink: teleport 2 tiles. Pass through enemies. No opportunity attacks. Consumes Move action. |
| 1 | +1 blink range (total 3 tiles) |
| 1 | Blink leaves decoy (1 HP) on origin tile for 1 tick |
| 2 | Blink is now a free action (does not consume Move — can Move + Blink in one turn) |
| 2 | Emergency Blink: once per battle, Blink when hit (before damage resolves) |
5.6 Grappling Hook
| Property | Value |
|---|---|
| Base move | Normal (no bonus) |
| Special | Pull self to high ground. Pull enemies to you. |
| Tier | Upgrade |
|---|---|
| 0 | Grapple to tile: pull self to high ground (range 3). Hook enemy: pull to you (range 2). Swing across gaps. |
| 1 | Hook range +1 (self 4, enemy 3) |
| 1 | Hook can target allies (pull them to safety) |
| 2 | Grapple Strike: after pulling self to high ground, immediate free Strike |
| 2 | Chain Hook: pull enemy AND deal 3 damage |
5.7 Sprint
| Property | Value |
|---|---|
| Base move | +3 |
| Special | No attack at max move distance (must stop 1 tile short to attack). Pass through allies. |
| Tier | Upgrade |
|---|---|
| 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) |
| 1 | May attack at max sprint distance |
| 2 | Momentum: each tile moved adds +1 damage to Strike (capped at +5) |
| 2 | Relay: allies you pass through gain +1 Move next turn |
5.8 Phase Walk
| Property | Value |
|---|---|
| Base move | Normal (no bonus) |
| Special | Move through walls and units. Cannot be intercepted. |
| Tier | Upgrade |
|---|---|
| 0 | Move through walls/units. Cannot be intercepted. Leaves afterimage decoy on origin tile for 1 tick. |
| 1 | Phase duration: can end turn inside a wall (untargetable, cannot act) |
| 1 | Afterimage explodes when hit: 3 damage in 2-tile radius |
| 2 | Phase Strike: attack from inside wall to adjacent (surprise +4 damage) |
| 2 | Ghost Touch: can interact with objects/enemies while phased |
5.9 Portal
| Property | Value |
|---|---|
| Base move | Normal (no bonus) |
| Special | Place linked portals. Team can use them. |
| Tier | Upgrade |
|---|---|
| 0 | Place 2 linked portals (range 3 to place). Team can teleport between them as free action. Lasts 3 ticks. Enemies cannot use. |
| 1 | Triple portal: place 3 portals. Any portal connects to any other. |
| 1 | Portals last 4 ticks |
| 2 | Portal Mine: first enemy to step adjacent takes 5 damage and is teleported to controller's choice |
| 2 | Portal Network: allies gain +10 CT when using portals |
6. Slot 4: Defense Aspects
6.1 Parry
| Tier | Effect |
|---|---|
| 0 | 30% chance to negate melee attack. On parry: counterattack for 50% damage. |
| 1 | Parry also works vs arrows (ranged physical). |
| 1 | Counterattack deals 75% damage instead of 50%. |
| 2 | Riposte: counterattack on parry is a guaranteed hit. |
| 2 | Parry chance +10% (total 40%). |
6.2 Shield
| Tier | Effect |
|---|---|
| 0 | +4 DEF. Block projectiles (first ranged attack/tick deals 0 damage). Guard stance: take damage for adjacent ally (once/tick). |
| 1 | Reflect projectile: blocked ranged attack is reflected back at attacker for 50% damage. |
| 1 | Shield Bash: after blocking, free 3-damage Strike on attacker. |
| 2 | +6 DEF instead of +4. |
| 2 | Guard aura: adjacent allies gain +2 DEF. |
6.3 Ward
| Tier | Effect |
|---|---|
| 0 | −3 magic damage taken. 20% chance to reflect spell back at caster. Nullify first status effect per battle. |
| 1 | Reflect chance +10% (total 30%). |
| 1 | Absorb spell: when reflect procs, heal for spell's damage instead of reflecting. |
| 2 | Reflect AoE spells: 20% chance to reflect entire AoE (all targets hit the caster's side instead). |
| 2 | Nullify first status per battle → per encounter (each battle). |
6.4 Dodge (The Non-Deterministic One)
| Tier | Effect |
|---|---|
| 0 | 15% chance to avoid ALL damage from any attack. When dodge procs: gain 1 Momentum charge (max 3). Shows (?) on enemy timeline. |
| 1 | Momentum charges: spend 1 for free 1-tile move. Spend 3 for free Strike. |
| 1 | Dodge chance +5% (total 20%). |
| 2 | Dodge → free movement of 1 tile (no Momentum consumption). |
| 2 | Momentum spent on Strike grants +4 damage. |
6.5 Absorb
| Tier | Effect |
|---|---|
| 0 | 20% of damage taken is converted to healing. Overheal → temporary HP shield (max 5 HP). |
| 1 | Absorb also works vs magic damage. |
| 1 | Absorbed healing also heals adjacent ally for 25% of the amount. |
| 2 | Absorb rate +10% (total 30%). |
| 2 | Overheal shield cap +5 (total 10 HP). |
6.6 Thorns
| Tier | Effect |
|---|---|
| 0 | Reflect 20% of damage taken back at attacker. Below 50% HP: reflect 30%. |
| 1 | Thorns apply Bleeding (2 damage/tick, 2 ticks) to attacker. |
| 1 | Reflect also works vs ranged attacks. |
| 2 | On death: AoE thorns — 5 damage to all adjacent enemies. |
| 2 | Reflect rate below 50% HP: +10% (total 40%). |
6.7 Regeneration
| Tier | Effect |
|---|---|
| 0 | Heal 8% max HP per tick. Faster healing (+50%) when on natural terrain (grass, dirt, stone). |
| 1 | Regen cures 1 debuff per tick. |
| 1 | Regen shares with adjacent ally: they heal 25% of your regen amount. |
| 2 | Regen rate +4% (total 12% HP/tick). |
| 2 | On death save: if Regen is active, once per battle heal 20% HP instead of dying. |
6.8 Stone Skin
| Tier | Effect |
|---|---|
| 0 | +6 DEF. Cannot be pushed or pulled. Knockback immune. |
| 1 | Immune to Stun. |
| 1 | Immune to first lethal hit per battle (survive at 1 HP). |
| 2 | DEF bonus also applies to adjacent allies (but they don't get immunity). |
| 2 | Stone form: can choose to become immovable object (-cannot move, +6 DEF, immune to all displacement for 2 ticks, free action). |
6.9 Mirror
| Tier | Effect |
|---|---|
| 0 | When hit by a melee attack: copy the attacker's ability. Can use the copied ability on your next turn (one use, then consumed). |
| 1 | Mirror also copies spell abilities. |
| 1 | Can store 2 copied abilities at once. |
| 2 | Copied abilities deal +2 damage. |
| 2 | Mirror Image: when hit, also create a 1 HP decoy. |
6.10 Void
| Tier | Effect |
|---|---|
| 0 | 5% chance to completely erase incoming attack (no damage, no on-hit effects, no triggers). |
| 1 | Erased attack cannot be used by that enemy for 2 ticks. |
| 1 | Erasure chance +5% (total 10%). |
| 2 | When alone (no allies in 3-tile radius): erasure chance doubled. |
| 2 | Void Shield: after erasing an attack, gain +3 DEF for 2 ticks. |
7. Slot 5: Utility Aspects
7.1 Healer's Wisdom
| Tier | Effect |
|---|---|
| 0 | +1 EXP per heal. Overheal → temp HP shield (3 HP). |
| 1 | Heal also cleanses 1 debuff. |
| 1 | Overheal shield +3 HP (total 6). |
| 2 | All healing abilities gain +1 range. |
7.2 Treasure Hunter
| Tier | Effect |
|---|---|
| 0 | +15% gold from battles. Reveal hidden loot tiles (sparkle indicator). +5% rare drop chance from enemies. |
| 1 | Double loot proc: 20% chance to double any non-boss drop. |
| 1 | Detect hidden item caches in non-combat nodes. |
| 2 | Non-boss enemies have 10% chance to drop additional Aspect. |
7.3 Scout
| Tier | Effect |
|---|---|
| 0 | Fog of war reveal +2 tiles. See enemy HP and intended action on hover (without Track). Cannot be ambushed (no enemy first-strike bonus). |
| 1 | See through cover objects (walls don't block LOS for scouting). |
| 1 | Detect traps and mines on adjacent tiles. |
| 2 | See enemy stat block (ATK, DEF, SPD, MAG) on hover. |
7.4 Diplomat
| Tier | Effect |
|---|---|
| 0 | 15% chance to recruit neutral/hostile unit on encounter (non-boss). Shop prices −10%. |
| 1 | Recruit chance +10% (total 25%). |
| 1 | Boss charm: 5% chance boss skips first turn (too busy monologuing). |
| 2 | Recruited units start with one random Uncommon Aspect equipped. |
7.5 Tactician
| Tier | Effect |
|---|---|
| 0 | Team +10 initial CT at battle start. Before first turn: reposition 1 unit to any tile in deployment zone. |
| 1 | Reposition 2 units instead of 1. |
| 1 | Adjacent allies gain +10% accuracy (for non-deterministic effects like Dodge). |
| 2 | First turn of battle: all allies gain +1 Move. |
7.6 Craftsman
| Tier | Effect |
|---|---|
| 0 | Mid-battle: temporary +2 DEF to adjacent ally's armor (lasts 3 ticks). Repair: restore 5 HP to construct/cover. |
| 1 | Permanent upgrade: weapon +1 ATK for this run. (Use at Camp node.) |
| 1 | Craft from enemy parts: kill → 20% chance to get crafting material. |
| 2 | Tempered Steel: crafted upgrades are +2 instead of +1. |
7.7 Ritualist
| Tier | Effect |
|---|---|
| 0 | Prepare 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. |
| 1 | Traps persist between battle waves (multi-wave missions). |
| 1 | Rituals grow if uninterrupted: each tick ritual is active, effect radius +1 (max +2). |
| 2 | Triple ritual: prepare 3 connected tiles at once. |
7.8 Looter
| Tier | Effect |
|---|---|
| 0 | Kill → +5 bonus gold. Steal item: attempt to steal consumable from enemy (40% success, 1 use/battle). Enemy drops consumable on death (1/battle). |
| 1 | Steal success +20% (total 60%). |
| 1 | Steal equipped weapon (rare, 10% success, 1 use/run). |
| 2 | Bonus gold per kill +5 (total +10). Gold bonus doubled on Elites/Bosses. |
7.9 Mentor
| Tier | Effect |
|---|---|
| 0 | Adjacent allies gain +25% EXP from all sources. When you kill an enemy: 25% of EXP shared with adjacent ally. |
| 1 | Aura range +1 (total 2-tile radius). |
| 1 | Shared EXP +25% (total 50%). |
| 2 | Allies in aura learn abilities 1 level-up sooner (EXP to next ability upgrade reduced by 20%). |
7.10 Gambler
| Tier | Effect |
|---|---|
| 0 | Each turn: random buff (Roll the Dice table). +5% crit chance (for non-deterministic Dodge builds). Once per battle: reroll a failed action. |
| 1 | Reroll twice per battle (instead of once). |
| 1 | Buff table improves (removes "no buff" result). |
| 2 | Loaded Dice: can choose which buff to apply instead of random. |
Roll the Dice table (Tier 0):
| Roll (d6) | Buff |
|---|---|
| 1 | No buff this turn |
| 2 | +2 ATK |
| 3 | +2 DEF |
| 4 | +2 SPD |
| 5 | Heal 5 HP |
| 6 | +3 ATK, +3 DEF, +3 SPD (jackpot) |
7.11 Quartermaster
| Tier | Effect |
|---|---|
| 0 | +2 consumable item slots. Items +25% effectiveness. Use items on allies up to 2 tiles away instead of adjacent. |
| 1 | Items not consumed: 15% chance item remains after use. |
| 1 | Item cooldown reduced by 1 turn (min 0). |
| 2 | +2 additional item slots (total +4). |
7.12 Warlord
| Tier | Effect |
|---|---|
| 0 | Nearby enemies (2-tile radius): −2 ATK, −2 DEF. Nearby allies (2-tile radius): +2 ATK, +2 DEF. |
| 1 | Aura radius +1 (total 3 tiles). |
| 1 | When outnumbered (more enemies than allies in aura): morale doubled (−4 enemy / +4 ally). |
| 2 | Kill 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 difficultyLevel-Up Choice
Each level-up, the player chooses:
| Path | Cost | What You Get |
|---|---|---|
| Upgrade Slot | 100 EXP | Unlock next tier of one equipped Aspect (unit-specific) |
| Level Up | 100 EXP | +3 HP, +1 ATK, +1 MAG, +1 DEF, +1 SPD |
Tier Costs (per Aspect)
| Tier | EXP Cost | Cumulative |
|---|---|---|
| Base (0) | 0 | 0 |
| Tier 1 | 100 | 100 |
| Tier 2 | 200 | 300 |
| Tier 3 | 300 | 600 |
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 Tier | Rarity Dropped | Frequency |
|---|---|---|
| Common | ★ Common | 100% drop rate, 1 aspect per enemy |
| Elite | ★★ Uncommon | 100% drop rate, 1 aspect per enemy |
| Boss | ★★★ Rare | 100% drop rate, 1–2 aspects |
| Secret/Superboss | ★★★★ Legendary | 100% 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
| Rarity | Pre-Unlocked Tiers | Upgrade Cost Savings |
|---|---|---|
| ★ Common | 0 (base only) | 0 EXP saved |
| ★★ Uncommon | Tier 1 unlocked | 100 EXP saved |
| ★★★ Rare | Tier 2 unlocked | 300 EXP saved |
| ★★★★ Legendary | Full tree unlocked | 600 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 Type | Stat Contribution | Conditional Bonus |
|---|---|---|
| Weapon | ATK or MAG +4–12 | Bonus if matching Key or Function aspect type |
| Armor | DEF +3–8, HP +5–15 | Bonus if matching Defense aspect type |
| Accessory | Utility stat +2–6 | Trigger effect based on any aspect |
| Off-hand | DEF +2–4, secondary stat | Bonus if matching Defense aspect type |
10. Synergy System
Discovery Model
When two equipped Aspects have a synergy:
- A popup appears: name + effect + brief animation
- Synergy added to run's "Synergy Codex" (accessible from pause menu)
- Tooltip on both Aspects updates to show synergy
Key + Function Synergies
MVP-achievable:
| Key | Function | Synergy Name | Effect |
|---|---|---|---|
| Knight | Chronomancer | Time Warden | Taunt is undodgeable. CT manipulation buffs adjacent allies (+5 CT). |
| Archer | Engineer | Killzone Coordinator | Volley into Engineer's minefield: all mines in Volley AoE detonate. |
| Priest | Alchemist | Blessed Concoctions | Heal spells also apply to allies hit by your potions. |
| Mage | Engineer | Arcane Artillery | Turrets deal bonus damage equal to your MAG stat. |
| Rogue | Warlock | Shadow Pact | Life Drain from Invisibility: +50% damage, heal doubled. |
Post-MVP (require aspects not in launch):
| Key | Function | Synergy Name | Effect |
|---|---|---|---|
| Mage | Druid | Elemental Shapeshift | Bear = Fire Bear, Hawk = Ice Hawk, Wolf = Lightning Wolf. |
| Priest | Necromancer | Dark Ritual | Revive as Undead: +5 ATK, +5 MAG, but lose 5 HP/tick. |
| Rogue | Illusionist | Phantom Blade | Mirror Images deal 25% of your damage. |
| Berserker | Blood Mage | Crimson Rage | Bleeding damage heals you instead of hurting. |
| Shaman | Warlock | Curse Chain | Hex causes Curses to jump to ALL enemies in range. |
| Monk | Chronomancer | Flurry of Time | Haste on Monk grants 3 attacks per turn. |
| Bard | Alchemist | Inspired Chemistry | Buffs apply to potions thrown at allies. |
Cross-Player Synergies (Co-op)
MVP-achievable:
| P1 Unit | P2 Unit | Proximity Trigger | Effect |
|---|---|---|---|
| Knight + Shield | Mage + Any | Adjacent | Fortress Casting: Mage's spells charge 1 tick faster while adjacent to Knight. |
| Priest | Knight + Warlock | Priest heals Knight | Righteous Drain: Heal also grants +3 ATK for 2 ticks. Knight's Life Drain heals Priest for 50% of damage. |
| Rogue + Warlock | Alchemist (Function) | Alchemist throws potion at Rogue's target | Toxic Delivery: Potion damage on Rogue's target also applies Poisoned (3 dmg/tick, 3 ticks). |
| Archer | Engineer | Archer's Volley into Engineer's minefield | Killzone: All mines in Volley AoE detonate simultaneously. |
| Mage + Chronomancer | Knight | Chronomancer Hastes Knight | Temporal Vanguard: Hasted Knight also gains +1 move range this turn. |
Post-MVP (require aspects not in launch):
| P1 | P2 | Synergy |
|---|---|---|
| Priest | Berserker | Righteous Fury: Heal also grants +3 ATK. Berserker kills heal Priest. |
| Rogue + Assassin | Bard | Duet of Death: Encore grants 2 free attacks. |
| Shaman | Warlock | Curse Chain: Hex + Spreading Curse hits all enemies. |
| Monk | Chronomancer | Flurry of Time: 3 attacks in one turn. |
11. Example Builds (MVP)
| Build Name | Key | Function | Movement | Defense | Utility | Playstyle |
|---|---|---|---|---|---|---|
| Crusader | Knight | Alchemist | Horseback | Parry | — | Mounted tank — bombs clusters, parries melee, heals with potions. |
| Shadow Blade | Rogue | Warlock | Shadowstep | Parry | — | Glass cannon — teleports, spends HP for power, parries in melee. |
| Battlemage | Mage | Engineer | Flight | Ward | — | Flying fortress — rains spells, drops turrets, reflects magic. |
| Warpriest | Priest | Chronomancer | Horseback | Shield | — | Mounted support — hastes allies, heals, blocks projectiles. |
| Spellbreaker | Knight | Chronomancer | Shadowstep | Ward | — | Anti-mage — teleports, slows casters, reflects spells. |
| Shock Trooper | Archer | Engineer | Flight | Shield | — | Aerial overwatch — volleys from above, drops mines, blocks counters. |
| Plague Doctor | Priest | Alchemist | Flight | Ward | — | Flying healer — brews potions, heals, reflects magic. |
| Death Knight | Knight | Warlock | Horseback | Shield | — | Mounted drain-tank — spends HP for power, blocks for allies, drains back. |
Build Score (Approximate Role Fit)
| Build | Damage | Tanking | Support | Mobility | Complexity |
|---|---|---|---|---|---|
| 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:
| Slot | Budget | Rationale |
|---|---|---|
| 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)
| Stat | Range | Formula |
|---|---|---|
| HP | 22–40 | Base 20 + Aspect modifier (Knight: +15, Mage: +2, Berserker: +20, etc.) |
| ATK | 2–13 | Base 2 + Aspect modifier |
| MAG | 1–14 | Base 1 + Aspect modifier |
| DEF | 2–10 | Base 2 + Aspect modifier |
| SPD | 5–12 | Base 5 + Aspect modifier |
Ability Power Budget
| Tier | Expected Impact | Example |
|---|---|---|
| Base (0) | Bread-and-butter. Used every fight. | Strike, Heal, Fireball |
| Tier 1 | Situational power spike. | Execute, Meteor, Encore |
| Tier 2 | Significant upgrade to existing abilities. | Passive auras, cooldown reduction |
| Tier 3 | Run-defining capstone. Once per battle or game-changing passive. | Worldbreaker, Divine Intervention |
13. MVP Scope
Launch Set (20–24 weeks)
| Slot | Count | Included |
|---|---|---|
| Key Aspects | 5 | Knight, Mage, Rogue, Archer, Priest |
| Function | 4 | Alchemist, Warlock, Engineer, Chronomancer |
| Movement | 3 | Horseback, Shadowstep, Flight |
| Defense | 3 | Parry, Shield, Ward |
| Utility | 0 | Slot exists on units but no Utility aspects implemented at launch. Slot is visible but greyed out. |
| Total | 15 aspects |
Post-MVP (v0.2+)
| Slot | Count | Included |
|---|---|---|
| Key Aspects | +4 | Monk, Berserker, Shaman, Bard (+ Dark Knight, Druid via meta-shop) |
| Function | +7 | Beastmaster, Druid, Necromancer, Illusionist, Rune Knight, Assassin, Blood Mage |
| Movement | +6 | Sprint, Grappling Hook, Burrow, Blink, Phase Walk, Portal |
| Defense | +7 | Dodge, Absorb, Thorns, Regeneration, Stone Skin, Mirror, Void |
| Utility | +12 | Healer's Wisdom, Treasure Hunter, Scout, Tactician, Gambler, Diplomat, Craftsman, Ritualist, Looter, Mentor, Quartermaster, Warlord |
| Post-MVP total | +36 aspects | 51 total aspects |
14. Open Questions
- 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)?
- 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+.
- 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.
- 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.
- 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.
- 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+.
- 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.
- 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