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Engine Progression

KungRaseri edited this page Mar 19, 2026 · 1 revision

Progression System

Status: ✅ 100% Complete (See COMPLETED_WORK.md)

Overview

The Progression System handles character advancement through experience, leveling, attribute allocation, skills, abilities, and spells—providing multiple paths for character development.

All subsystems 100% complete: Skills, Abilities, and Spells fully integrated into combat and progression.

Core Components

Experience & Leveling

  • XP Sources: Combat, quests, exploration, achievements
  • Leveling Curve: Exponential scaling to level cap (50)
  • Level Rewards: Stat increases, attribute points, ability unlocks

Attribute Allocation

Flexible point distribution each level for specialization, hybrid builds, or balanced approaches.

Skills System (Practice-Based Progression) ✅ COMPLETE

Learned proficiencies that improve through use—"learning by doing":

  • Skill Categories: Attribute, Weapon, Armor, Magic, Profession
  • Ranking System: Rank 0 (untrained) to 100 (master)
  • Use-Based XP: Gain skill XP by using the skill (via AwardSkillXPCommand)
  • Scaling Costs: Each rank-up costs more XP (baseXPCost × (1 + currentRank × costMultiplier))
  • Per-Rank Bonuses: Passive bonuses that automatically apply (+0.5% weapon damage, +0.4% magic power)
  • Build Differentiation: Organic specialization based on playstyle
  • Combat Integration: All skill bonuses applied via SkillEffectCalculator

Implementation: ✅ SkillDataService, SkillProgressionService, AwardSkillXPCommand, InitializeCharacterSkillsCommand

See Skills System for full details.

Abilities System (Class-Specific Powers) ✅ 95% COMPLETE

Class-granted active powers requiring conscious activation:

  • Ability Categories: Active, Passive, Reactive, Ultimate
  • Resource Management: Mana costs and cooldown timers tracked per character
  • Class Identity: Each class has unique ability set (via GetAvailableAbilitiesQuery)
  • Level Unlocks: Tier-based unlocking (Tier 1-5, levels 1/5/10/15/20)
  • Tactical Depth: Growing toolkit of combat options
  • Passive Bonuses: +5 damage, +2% crit, +3% dodge, +5 defense per ability type
  • Reactive Triggers: Auto-execute on onCrit, onDodge, onBlock, onDamageTaken
  • Enemy AI: Intelligent ability usage based on health, combat phase, player status

Implementation: ✅ AbilityDataService, LearnAbilityCommand, UseAbilityCommand, PassiveBonusCalculator, ReactiveAbilityService, EnemyAbilityAIService

See Abilities System for full details.

Magic & Spell System (Learnable Magic) ✅ 90% COMPLETE

Universal magical knowledge accessible to all with sufficient skill:

  • Spell Traditions: Arcane, Divine, Occult, Primal
  • Acquisition: Learn via LearnSpellCommand from spellbooks/trainers
  • Skill Requirements: Minimum magic skill rank per spell rank (0-10)
  • Spell Ranks: 0 (Cantrip) to 10 (Legendary)
  • Skill Scaling: Tradition + specialist skills affect power/success rate
  • Build Enabling: Allows hybrid builds (warrior-mage, rogue-mage, etc.)
  • Combat Integration: Cast via CastSpellCommand with mana costs and success checks

Implementation: ✅ SpellDataService, SpellCastingService, LearnSpellCommand, CastSpellCommand, GetLearnableSpellsQuery

See Spells System for full details.

Key Features

  • Triple Progression: Levels (core stats), Skills (practice-based), Abilities/Spells (active powers)
  • Flexible Growth: Multiple valid build paths per class
  • Organic Development: Skills improve naturally through gameplay
  • Knowledge Collection: Finding spells creates exploration goals
  • Strategic Investment: Balance between specialization and versatility
  • Incremental Power: Steady growth throughout level range

System Distinctions

Skills vs Abilities vs Spells:

  • Skills = Passive proficiency that improves with use (how good you are at something)
  • Abilities = Class-granted active powers (special moves always available)
  • Spells = Learnable magic requiring acquisition (universal access, skill-dependent)

All three systems work together:

  • Skills enhance ability/spell effectiveness
  • Abilities provide immediate tactical options
  • Spells offer build variety and collection goals

Related Systems

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