# item_info -> combos [strike, [R R Attack]] specs [spec [bonus amount, [r g b]] # Playthrough constructs join game stats randomised initial stash drops 6 skills 6 colours 6 specs play first round basically duke it out # Colours # ### Red ### Real world concepts Aggressive Apply Buffs Fast & Chaotic ### Green ### Healing Specialisation Defensive Purge buffs & debuffs ### Blue ### Fantasy concepts (magical) Aggressive & Defensive Apply Debuffs Slow & Reliable # Classes # Class names to be changed ==================== Pure Red `Nature` Pure Green `Non-Violence` Pure Blue `Destruction` Hybrid Red / Blue `Chaos` Hybrid Red / Green `Purity` Hybrid Blue / Green `Technology` Skills ========== Basic Type ------------------------------------------------------------------------- Attack `Basic offensive skill - deal damage` Buff `Base ally targetted skill - increase ally speed` Stun `Base enemy disable - disable enemy for 2 rounds` Block `Base self targetted defensive - reduced damage taken for 2 rounds` Debuff `Base enemy debuff - reduce enemy speed` # Attack Base # RR - Strike GG - Heal BB - Blast RG - Purify GB - Decay RB - Blast # Stun Base # RR - Strangle GG - Break BB - Ruin RG - Banish GB - Silence RB - Hex # Buff Base # RR - Empower GR - Triage BB - Absorb RG - Sustain GB - Amplify RB - Haste # Debuff Base # RR - Restrict GG - Purge BB - Curse RG - Slow GB - Siphon RB - Invert # Block Base # RR - Counter GG - Reflect BB - Electrify RG - Intercept GB - Life `rename?` RB - Recharge ## Advanced combos ## Two ways of upgrading #1 -> combine more of the same for a stronger version of the same skill / spec (T2 / T3 Combos) #2 -> combine skill with two matching colour specs to change the way the skill works (Spec / Skill hybrid) ### T2 / T3 Combos ### All current specs / items can be further combo'd into T2 and T3 versions # 3 of same base => 1 upgraded tier # `3 x T1 Red Damage Spec => T2 Red Damage Spec` `3 x T2 Red Damage Spec => T3 Red Damage Spec` `3 x T1 Strike => T2 Strike` `3 x T2 Strike => T3 Strike` Upgraded skills will have a combination of higher damage / longer duration / reduced cooldown Upgraded skills use the same speed formula as previously ### Spec / Skill hybrid specs ### # Strike # 2 x Red Damage + Strike => Strike damage bonus (crit?) 2 x Red Speed + Strike => Strike reduces enemy speed 2 x Red Life + Strike => Strike reduces enemy healing (% reduction) # Heal # 2 x Green Damage + Heal => Heal target for additional 20% of caster's maximum life 2 x Green Speed + Heal => Heal target gets bonus speed 2 x Green Life + Heal => Heal increases target's max hp for 2 turns etc etc 30 skills * 3 specs => 90 spec / skill hybrid specs -> might be overcomplicated