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