Game Mechanics

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Topics to explain more about:

* The Ranking system, how the system matches you against other players' builds, draw-wins
* Item activation rules, e.g for Goobert, how Spiked Shield activates on thorn creation and not on each block, and how other items work
* Stun, Miss
* Temporary debuffs (like from Lightsaber can be reflected etc),
* Stamina, passive gain, out of stamina
* Dark Reflection
* Block,
* RNG in the game; damage, item activation speed, ...
* Combat Log explained
* Other frequently asked questions from the discord?
* Some mention of Game Modes? In another page than Game Mechanics though

## Inventory Mechanics

* The whole inventory can be moved using the arrow keys.
* Bags can be placed onto other filled bags, swapping items that are inside and throwing those out that don't fit

## Shop Mechanics

After you start a game and after every round that you fight (until you've either won 10 rounds or lost 5, in that case your game is over and you return to the starting screen) you enter the Shop. Every time you enter the Shop you receive a certain amount of Gold, depending on which round you are in and the number of Piggybanks in your inventory. Additionally, "left-over gold transfers to the next round".

* +10 gold in round 8 is special and is for the unique class selection shop

When you enter the Shop it always has five items on offer. Hovering over an item on the shelves reveals its tooltip, an outline of the spaces it occupies in the inventory and any **⭐** or  the item might have. The price of the item is shown next to it on a card.

There is a chance for items to be on sale, this is marked by a red sign next to the item in question. Items on sale cost half their regular price, rounded up (an item that regularly costs 11 gold costs 6 when on sale). The on-sale-price is also shown.

To buy an item you simply have to drag it from its place on the shelve into either a fitting spot in your inventory or into your storage, which is located at the bottom of the middle of the Shop-screen. You can freely swap between any items in your inventory and your storage. Items that are in your storage will have no effects (neither in your battles, nor when entering the Shop (see Piggybank)). (The actual purchase of an item happens when you let go of the left mouse button while dragging an item over your inventory or storage. This means that if you change your mind while dragging an item from the shop you can drag it back to the shop before releasing the button, and no gold will be spent.)

The Shop renews the items it offers at the beginning of each round, i.e. when you first start a game and every time you come back to the Shop after you've finished a battle. Additionally you can pull on the rope next to the "Start Backpack Battle"-Sign to reroll the items on offer. Each pull costs 1 Gold. If you want to safe an item from being removed from the shelves due to a reroll or because you've entered the Shop again, you can reserve it. For this you simply have to click on its price tag, or right-click the item. You can keep any number of items reserved for any length of time.

You can sell any item that you have in either your inventory or storage. You simply have to drag it to the (Mimic-)chest in front of the shopkeeper and drop it. You will always get half the price of the item rounded up back. That means you can sell Stones and any item you bought while it was on sale and recoup all the Gold you spent.

## Combat Mechanics

### Star/Diamond item activations

Many items have a special effect that happens depending on items around it. For example Food, Steel Goobert and Flute. Diamond works just like Star, it's just used when an item has two different effects. Usually an item can only fill one star of another item, and one diamond.

### Buffs

 **Luck:** Increases accuracy by 5% per stack.

 **Regeneration:** Regenerate 1 health per stack every 2 seconds.

 **Spikes:** Deals 1 damage per stack when hit with a Melee weapon (up to 100% of the damage).

 **Vampirism:** Heals 1 health per stack when hitting with a Melee weapon (up to 100% of the damage).

 **Mana:** Resource used by magic items.

 **Heat:** All items trigger 2% faster per stack.

 **Empower:** Weapon damage is increased by 1 per stack.

### Debuffs

 **Poison:** Deals 1 damage per stack every 2 seconds.

 **Blind:** Decreases accuracy by 5% per stack.

 **Cold:** All items trigger 2% slower per stack.

### Reflect

> "Reflect: The next debuff inflicts your opponent instead of you."
>
>

"Reflect 2" means that you will cleanse the next 2 stacks of debuffs applied to you, and inflict them upon the opponent instead. Reflect only works once per battle. Regardless of how many stacks of a debuff is inflicted to the player who has Reflect, only 1 stack will be reflected per Reflect. For example, if player A has a Pestilence Flask that triggers and tries to apply 3 poison to player B that has a Ruby Whelp, 2 poison stacks will be cleansed and reflected from B, resulting in 1 remaining poison stack for B, and 3 poison on A (1 from their own Pestilence Flask and 2 from reflect).

Items that can reflect are: Ruby Egg, Ruby Whelp.

### Fatigue

Fatigue can be dealt from different sources, the base one is from the round going far enough for the game to start dealing Fatigue damage to both players every second. That happens when 17 seconds have passed in the battle. At that point text will appear on the screen saying "Fatigue sets in..." and both players will take 1 Fatigue damage each. Each time Fatigue damage happens it increases the current amount by 1, resulting in 1 damage the first time, 2 damage the second time (at 18 seconds), then 3, 4, and so on.

Items that do something "during Fatigue" refer to when Fatigue sets in after 17 seconds.

Other sources of Fatigue damage is: Mr. Struggles and Corrupted Crystal.
These work similarly to base Fatigue damage, but only deals damage to the opponent.