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Spirit Chains
Spirit Chains are throwable items — the core verb for both engaging and capturing. You aim and throw a chain on the overworld; it flies in your facing direction and can miss. Definitions live in public/assets/data/spiritchains.json; capture/throw math is the shared pure module src/engine/spiritchains.js; tunables sit in GAME.SPIRIT_CHAIN.
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Engage by throw: landing a chain on a monster starts combat and gives the thrower the first turn (initiative); walking into a monster still starts combat, but the monster acts first.
[CURRENT]Throwing at a player (when PvP is on) engages the duel[CURRENT]— but PvP turns resolve simultaneously, so the thrower's first-turn edge is recorded (initiatorId) and not yet applied.[PLANNED] -
Capture stays turn-based: a map throw only starts the fight; the in-combat catch is what captures, now scaled by the chain's tier (see Combat and Taming).
[CURRENT] -
Two resources per chain:
throwCount(overworld throws — spent on every throw, hit or miss) anddurability(capture charges — spent only on a successful capture; the chain is consumed when charges hit 0).[CURRENT] -
Controls:
Qthrows along your facing;[/]cycle the equipped chain.[CURRENT]
Five base tiers + three top-tier specials:
| Chain | Tier | Capture × | Range | Max rarity | Throws | Charges | Special |
|---|---|---|---|---|---|---|---|
| Frayed Chain | 1 | 0.50× | 160px | ≤3 | 3 | 1 | — |
| Iron Chain | 2 | 0.75× | 240px | ≤3 | 5 | 2 | — |
| Steel Chain | 3 | 1.00× | 320px | ≤4 | 8 | 3 | — |
| Runed Chain | 4 | 1.30× | 440px | ≤4 | 12 | 5 | — |
| Astral Chain | 5 | 1.60× | 560px | ≤5 | 20 | 8 | — |
| Eternal Coil | 6 | 1.40× | 480px | ≤4 | ∞ | 6 |
Endless: unlimited overworld throws [CURRENT]
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| Sovereign Bind | 6 | 1.00× | 480px | ≤5 | 3 | 3 |
Guaranteed: ~100% capture at ≤25% HP [CURRENT]
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| Hydra Lash | 6 | 1.30× | 480px | ≤5 | 5 | 5 |
Multi/area: chain nearby monsters [PLANNED]
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Rarity gate: a chain can only capture monsters up to its maxRarity — a too-rare target auto-fails ("the chain rejects it"). Low tiers floor at rarity 3 so they stay useful (the live pool is mostly rarity 3–4; rarity 5 is legendary).
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Starter: every profile is granted a tier-1 Frayed Chain (and back-filled on older saves).
[CURRENT] -
Loot chests: 10 chests/round spawn against walls (server-authoritative, seeded), each holding 1–2 randomized chains weighted by
dropWeight(common low tiers, rare specials). Walk within 40px to open; a duplicate refills that chain's throws + charges. Chests blip on the minimap only within 420px — you explore to find them.[CURRENT] -
Gold shop — spend run-earned gold between runs. Prices: T1 25g · T2 70g · T3 160g · T4 380g · T5 850g · specials 1300–1600g. Buying banks the chain permanently (a duplicate refills its throws + charges).
[CURRENT]single-player + server handler /[PLANNED]online shop UI -
Crafting from in-run materials.
[PLANNED]
Extraction stakes: chains opened from chests this run are provisional (
runFound) — banked on extract, lost on death/timeout (your starter and previously-banked chains are always safe; a death never leaves you chainless). A refill of an already-banked chain is not at risk.[CURRENT]
Tamer's Quest — game-logic wiki. This GitHub Wiki is the canonical, code-mirrored spec (it superseded the in-app public/wiki.html, now archived, on 2026-06-11). Pair with docs/IMPLEMENTATION_PLAN.md and docs/REQUIREMENTS.md in the repo.
Tamer's Quest Game Logic Wiki
- Home
- Onboarding and Title
- Multiplayer and Networking
- Movement and Sprint
- Monsters Stats and Elements
- Combat and Taming
- Spirit Chains
- Progression
- Map and Biomes
- Extraction Round
- Rendering and HUD
- Open Questions
Legend
[CURRENT] implemented
[PLANNED] vision
[OPEN] undecided