Game Systems
Everything under the hood: how XP flows, what stats do, how rolls work, and how 3v3 combat plays out. No hidden mechanics, no guesswork.
Progression
XP comes from real work. Every task, subtask, commit, and milestone feeds into your character's progression. There is no idle XP, no artificial grind. If you didn't ship it, you didn't earn it.
XP sources:
- Subtask completed: 35 base XP, multiplied by rarity (Common 1x, Uncommon 1.5x, Rare 2x, Epic 3x)
- All subtasks in a group completed: 2x bonus on the sum of all subtask XP in that group
- Task execution: ~120 XP per prompt
- Story complete milestone: 50 XP
- Commit milestone: 15 XP
Skill leveling: Each skill level costs level x 100 XP. Level 1 costs 100 XP, level 5 costs 500 XP, and so on. XP is earned per-skill through usage.
Stats
STR Strength
Primary damage stat for Sword archetype classes (Paladin, Death Knight, Barbarian). Directly scales melee attack damage.
INT Intellect
Primary damage stat for Magic archetype classes (Archmage, Warlock, Druid). Scales spell damage and healing power.
DEX Dexterity
Primary damage stat for Specialist archetype classes (Hunter, Rogue, Assassin). Scales ranged and precision attacks.
AGI Agility
Determines turn order in combat and dodge chance. Higher AGI means you act first and avoid more attacks.
VIT Vitality
Scales maximum HP (formula: 75 + VIT x 15) and defense rating. A Paladin with 18 VIT starts with 345 HP.
LUK Luck
Scales critical hit chance. Rogues and Assassins have 25 base LUK, giving them the highest natural crit rate.
Roll System
Roll items are consumables that add random bonuses to your equipped trait lines. Each item type targets a specific bonus pool. A matched roll (bonus type aligns with your class's primary stat) gives full value. A mismatched roll still works but at reduced effectiveness.
Prismatic Orb
Rolls a random bonus from the full stat pool
Whetstone
Sharpens offensive output with damage-oriented rolls
Sacred Vial
Channels restorative energy into healing and spell rolls
Tome of Vitality
Fortifies durability with defensive and sustain rolls
Catalyzing Tome
Hones finesse with precision, speed, and crit rolls
Rarity tiers and drop rates:
| Rarity | Drop Rate | Multiplier | Effect |
|---|---|---|---|
| Common | 45% | 1.0x | Base bonus value |
| Uncommon | 30% | 1.5x | 50% stronger bonus |
| Rare | 20% | 2.0x | Double bonus value |
| Epic | 5% | 3.0x | Triple bonus value |
Trait Lines
Each equipped trait has 3 rollable slots (trait lines). You fill these slots by using roll items. Once a slot is rolled, its rarity and bonus are locked until you re-roll it with another item.
Loadout structure:
- 4 active skills - your core combat rotation
- 2 passive skills - always-on stat boosts or effects
- 1 ultimate - powerful finisher gated by your class resource
Each of these 7 equipped traits can have up to 3 trait lines rolled on it, giving you up to 21 total bonus rolls shaping your build. The interplay between roll item type, rarity, and matched/mismatched bonuses creates meaningful gearing decisions.
Combat
Battles are 3v3 team-based. Each team fields 3 characters from their roster. Combat is turn-based with AGI determining turn order each round.
Core mechanics:
- Turn order: AGI stat determines who acts first. Ties broken by random roll.
- Targeting: Single-target, AOE (hits all enemies), and ally-target (heals/buffs) depending on the skill.
- Class resources: Ultimates are gated behind class-specific resources (Holy Power, Rage, Combo Points, etc.) that build through combat actions.
- Cooldowns: Most skills have cooldown timers. Managing rotations and timing windows is key.
Special effects in combat:
- DoT (Damage over Time): Corruption, Agony, Immolate. Stack ticking damage across turns.
- CC (Crowd Control): Fear, Polymorph, Kidney Shot. Disable enemies for turns.
- Lifesteal: Death Strike, Drain Life. Heal for a percentage of damage dealt.
- Penetration: Soul Reaper, Expose Armor. Ignore a portion of enemy defense.
- Shields: Divine Shield, Mana Shield. Absorb incoming damage.
Battle modes:
- Live PvP: Both players actively choose actions each turn in real-time.
- Idle PvP: AI controls your team based on your loadout and skill priorities. Queue and check results later.
Elements
8 elements determine damage effectiveness. Each skill and character has an element affinity. Super effective hits deal 1.5x damage. Resisted hits deal 0.5x damage. Neutral matchups deal 1.0x.
| Attacker \ Defender | Fire | Water | Wind | Earth | Holy | Shadow | Poison | Neutral |
|---|---|---|---|---|---|---|---|---|
| Fire | 1.0x | 0.5x | 1.5x | 1.0x | 1.0x | 1.0x | 1.5x | 1.0x |
| Water | 1.5x | 1.0x | 1.0x | 0.5x | 1.0x | 1.0x | 1.0x | 1.0x |
| Wind | 1.0x | 1.0x | 1.0x | 1.5x | 1.0x | 1.0x | 0.5x | 1.0x |
| Earth | 1.0x | 1.5x | 0.5x | 1.0x | 1.0x | 1.0x | 1.0x | 1.0x |
| Holy | 1.0x | 1.0x | 1.0x | 1.0x | 1.0x | 1.5x | 1.0x | 1.0x |
| Shadow | 1.0x | 1.0x | 1.0x | 1.0x | 0.5x | 1.0x | 1.5x | 1.0x |
| Poison | 1.0x | 1.5x | 1.0x | 1.0x | 0.5x | 1.0x | 1.0x | 1.0x |
| Neutral | 1.0x | 1.0x | 1.0x | 1.0x | 1.0x | 1.0x | 1.0x | 1.0x |