Motivation

Motivation Points are a mechanic akin to experience points in other RPGs, where heroes accumulate points for their combat performance in order to level up. However, motivation levels are contained within a single journey run and reset at its end. Motivation Points can also be used as a resource to spend on powered up attacks.
==Gaining Motivation Points==
Contrary to most RPGs, Motivation Points in Bonfire are not granted for killing enemies, but by taking active part in the battle itself, with the reward dependent on the power and helpfulness of the given action. Examples include:
*Whenever a hero deals damage to an enemy or heals an ally (either directly or through a buff/debuff), they gain Motivation Points equal to the amount of damage or healing caused.
*AoE damage is a special case and grants only 85% of damage dealt as Motivation Points.
*In the case of both damage and healing, only the actual amount of HP taken/healed is taken into account. For instance, killing a 13HP enemy will only grant 13MP, even if it was done with a 100+ damage Blast from Zivko.
*Applying a buff or a debuff grants 40% of its effective power as Motivation Points.
*Mitigating damage (such as when Hildie protects an ally), grants Motivation Points equal to 50% of the damage taken.
*Summoning a creature grants Motivation Points equal to 50% of its effective power.
*Likewise, each action taken by a summoned creature grants the corresponding Motivation Points to its owner, but cut to 40% of the normal value.
*Abilities that affect Turn Order grant 20% of their effective delay/quicken as Motivation Points.
==Motivation Levels==
All heroes start a journey at motivation level 1. As they use abilities in battle, they will gain Motivation Points. When a hero has accumulated enough Motivation Points, they will gain a motivation level. Heroes only retain their motivation levels until the end of the journey - they will start their next one back at level 1.
The amount of Motivation Points required to advance to the next level is 300 * Current Level.
When a hero gains a motivation level:
*Their health and maximum health are restored to full.
*Their Attack, Special, Armor and Speed stats are all increased by 10% of their base value. This includes purchased upgrades but not bonuses from stat increasing items. Internally, all of these stats are stored to a high level of precision, so, for example, a character with a base Attack of 45 will gain exactly 4.5 per level.
*Every two levels starting from level 2, a character gains an additional bar for attack charging.
== Charging Up Attacks ==
Motivation Points can be used to charge up attacks by pressing and holding the mouse button when clicking the enemy. A full charge requires a number of Motivation Points equal to the proportion represented by a single bar in the hero's motivation meter (half of the Motivation Points to the next level at level 1, one-third of the Motivation Points at levels 2 and 3, and so on). The power boost granted by this method is useful for taking a particular enemy out quicker is more important than the potential Motivation Points killing it normally would grant.
* As mouse button is held, the attack starts charging linearly at the cost of Motivation Points, as shown by a progress bar.
* A fully charged attack has its effective power as well as Attack and Special stats raised by 60%, which results in a significant amount of bonus damage, even on enemies with high Armor.
* Boosted attacks grant less Motivation Points on their own, scaling linearly up to 95% penalty at max charge level.
* Heroes start with 2 charge bars at motivation level 1. Heroes gain an additional bar every two levels starting from level 2, so high level characters are able to use boosted attacks more frequently. However, because the Motivation Point cost is proportional to total Motivation Point requirements, the direct cost slowly goes up with each level.
Category:Game Mechanics