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docs/Battle Mechanics.MD
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# ⚔️ Code of Conquest — Game Mechanics Guide
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Welcome to the **Code of Conquest Battle System** — a turn-based, JRPG-inspired combat framework that blends strategy, morality, and fate.
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Every action, from sword swings to spellcasting, is influenced by your attributes, alignment, and a touch of luck.
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---
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## 🧩 Core Attributes
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Each hero or enemy has six base attributes that define their natural strengths and weaknesses.
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| Attribute | Description |
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|------------|--------------|
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| **Strength (STR)** | Governs physical power, melee attacks, and endurance. |
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| **Dexterity (DEX)** | Controls accuracy, evasion, and proficiency with ranged weapons. |
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| **Intelligence (INT)** | Determines magic power and spell accuracy. |
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| **Wisdom (WIS)** | Governs magical defense, perception, and resistance to debuffs. |
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| **Luck (LCK)** | Influences critical hits, evasion, loot, and unexpected fortune. |
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| **Charisma (CHA)** | Affects leadership, morale, and social interactions. |
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---
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## ⚙️ Derived Combat Stats
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These values are automatically calculated from your core attributes, level, and equipment.
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| Stat | Formula | Description |
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|------|----------|-------------|
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| **Attack (ATK)** | `(STR × 2) + WeaponBonus` | Physical damage output. |
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| **Magic Power (MAG)** | `(INT × 2) + StaffBonus` | Magical damage output. |
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| **Defense (DEF)** | `(STR × 0.5) + ArmorBonus` | Reduces incoming physical damage. |
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| **Magic Defense (MDEF)** | `(WIS × 0.5) + GearBonus` | Reduces incoming magical damage. |
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| **Accuracy (ACC)** | `(DEX × 2) + (LCK × 0.25)` | Likelihood of hitting your target. |
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| **Evasion (EVA)** | `(DEX × 1.5) + (LCK × 0.25)` | Likelihood of dodging attacks. |
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| **Critical Chance (CRIT%)** | `(LCK × 0.5)%` | Chance to land a critical hit. |
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| **Resistance (RES)** | `(WIS × 2) + (LCK × 0.5)` | Chance to resist magical or status effects. |
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---
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## ⚔️ Combat Overview
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Combat is **turn-based** and **formula-driven**.
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Every action follows a consistent, deterministic flow — modified by attributes, skills, and luck.
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### Step 1 — Accuracy Check
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Before any attack lands, its success is determined by comparing **Accuracy** and **Evasion**.
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- **Physical attacks**
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```
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HitChance = ACC / (ACC + Target.EVA)
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```
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- **Magical attacks**
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```
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SpellHitChance = (INT + LCK) / ((INT + LCK) + (Target.WIS + Target.LCK))
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```
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If the resulting value ≥ a random roll (0–1), the attack hits.
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---
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### Step 2 — Damage Calculation
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Once a hit lands, the system determines how much damage is dealt.
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#### Physical Damage
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```
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BaseDamage = (ATK - (Target.DEF × 0.5))
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Variance = random(0.9, 1.1)
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CritModifier = 1.5 if roll ≤ CRIT% else 1.0
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Damage = BaseDamage × Variance × CritModifier
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```
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#### Magical Damage
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```
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BaseDamage = (MAG - (Target.MDEF × 0.5))
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Variance = random(0.9, 1.1)
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Damage = BaseDamage × Variance
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```
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---
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## 💫 Alignment Influence
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Every character and creature has an **Alignment Score** from **–100 (Evil)** to **+100 (Good)**.
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The difference between two combatants’ alignments affects damage output.
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```
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AlignmentDifference = abs(Attacker.Alignment - Target.Alignment)
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AlignmentBonus = (AlignmentDifference / 10) / 100
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```
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**Example:**
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A Paladin (+80) attacks a Necromancer (–70).
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Difference = 150 → +15% damage.
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```
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Damage = Damage × (1 + AlignmentBonus)
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```
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The greater the moral divide, the stronger the opposing strike.
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---
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## 🍀 Luck in Action
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**Luck (LCK)** weaves subtle influence through nearly every mechanic:
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| Mechanic | Luck Effect |
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|-----------|--------------|
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| Hit Accuracy | Boosts ACC slightly. |
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| Critical Hits | Directly increases CRIT%. |
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| Damage Rolls | Pushes random variance toward higher values. |
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| Loot & Rewards | Increases rare drop chances. |
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| Status Resistance | Adds to RES for debuff avoidance. |
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| Escape & Initiative | Slightly improves odds in initiative rolls. |
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Even a low-power adventurer with high luck can turn the tides of battle.
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---
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## 📈 Level Scaling
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As characters grow in level, their core attributes increase according to **class-based growth curves**.
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| Class | STR | DEX | INT | WIS | LCK | CHA |
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|--------|------|------|------|------|------|------|
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| Guardian | High | Low | Low | Medium | Low | Medium |
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| Ranger | Medium | High | Low | Low | Medium | Medium |
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| Arcanist | Low | Medium | High | Medium | Medium | Low |
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| Cleric | Low | Low | Medium | High | Medium | High |
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Level growth, combined with equipment bonuses and skills, naturally scales all derived stats.
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---
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## 🧠 Skill Modifiers
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Every ability or spell uses the base formulas but applies **unique multipliers** or special effects.
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| Skill | Type | Effects |
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|--------|------|----------|
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| **Power Slash** | Melee | Damage × 1.5, Accuracy × 0.9 |
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| **Piercing Shot** | Ranged | Ignores 25% of target DEF |
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| **Fireball** | Magic | Damage × 1.2, chance to Burn (INT + LCK based) |
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| **Bless** | Support | Boosts ally ATK × 1.1 for 3 turns |
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| **Hex** | Curse | Reduces enemy WIS × 0.8 for 2 turns |
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Skills can be enhanced, learned, or combined as your characters progress.
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---
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## 🧮 Example Combat Resolution
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**Scenario:**
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A Level 10 Guardian with high STR attacks an evil creature using *Power Slash.*
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```
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HitChance = ACC / (ACC + Target.EVA)
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If hit:
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Damage = ((ATK - (Target.DEF × 0.5)) × 1.5)
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Damage *= random(0.9, 1.1)
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Damage *= (1 + AlignmentBonus)
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Damage *= CritModifier
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```
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**Result:**
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The system reports a hit, critical strike, or miss — then narrates the event through the AI Dungeon Master.
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---
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## 🔮 Design Philosophy
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The **Code of Conquest Battle System** emphasizes:
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- Predictable, understandable outcomes driven by player stats.
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- Minimal dice-roll chaos — randomness exists, but never dominates.
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- Moral alignment and luck as storytelling mechanics, not just numbers.
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- Clear extensibility for future features like elemental affinities, buffs, and combo attacks.
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Every fight is both a **test of numbers** and a **reflection of who your character truly is**.
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---
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*Last updated:* October 2025
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*System version:* 1.0 — “Balance of Fate”
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