6.0 KiB
⚔️ 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”