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Engine Progression
Status: ✅ 100% Complete (See COMPLETED_WORK.md)
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.
- XP Sources: Combat, quests, exploration, achievements
- Leveling Curve: Exponential scaling to level cap (50)
- Level Rewards: Stat increases, attribute points, ability unlocks
Flexible point distribution each level for specialization, hybrid builds, or balanced approaches.
Learned proficiencies that improve through use—"learning by doing":
- Skill Categories: Attribute, Weapon, Armor, Magic, Profession
- Ranking System: Rank 0 (untrained) to 100 (master)
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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
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Combat Integration: All skill bonuses applied via
SkillEffectCalculator
Implementation: ✅ SkillDataService, SkillProgressionService, AwardSkillXPCommand, InitializeCharacterSkillsCommand
See Skills System for full details.
Class-granted active powers requiring conscious activation:
- Ability Categories: Active, Passive, Reactive, Ultimate
- Resource Management: Mana costs and cooldown timers tracked per character
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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.
Universal magical knowledge accessible to all with sufficient skill:
- Spell Traditions: Arcane, Divine, Occult, Primal
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Acquisition: Learn via
LearnSpellCommandfrom 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.)
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Combat Integration: Cast via
CastSpellCommandwith mana costs and success checks
Implementation: ✅ SpellDataService, SpellCastingService, LearnSpellCommand, CastSpellCommand, GetLearnableSpellsQuery
See Spells System for full details.
- 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
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
- Character System - Base attributes and classes
- Skills System - Practice-based progression details
- Abilities System - Class power details
- Spells System - Magic system details
- Combat System - Skills/abilities/spells affect combat
- Quest System - XP rewards from quests
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