Mechanics

## Game mechanics

Every time the player plays the game a new run starts. The run is saved between levels. Allowing you to pick up where you left off unless you choose new game at the main menu. Every run contributes to achievements and collection.

### Dungeon

The game is played by going from one dungeon to the next. In each run, there are 15 main dungeon rooms, 2 Finders Keepers, 4 Shops and a floor 16 (?) ending floor, plus optional event dungeons that the player can choose to visit, and boss dungeon(s) - varying on which ending is taken.

### Path

The player goes from one dungeon to the next by using paths. Main paths are unmarked. Event paths are marked. Unvisited event paths are marked with "?". Visited paths are marked with their own symbol. Hovering over that symbol will show the path name. Some of the symbols are used by multiple paths, but the names are unique. Players will automatically find hallway rooms with minor encounters when exiting certain rooms. There are currently two types of hallway encounters (Finders Keepers and Shop) and they are always encountered at specific times.

### Hallway Room

#### Shop

Shops will always present you with 1 of either basic potion or large potion and 2 semi-random items. The rarity of the items presented goes up the later in the game the shop is presented. In each shop the rarity of the item is rolled first, then the item within that rarity. The balancing of the chances to get different rarities is what is changed as you go through the game. Generally getting grey items in the first shop, blue items in the second, purple in the third, and gold in the last. Because the chances only go up and are not guaranteed you should expect to get a mixture of items from the tier of shop you are visiting and the last tier. For example, in the last shop you will likely have a choice between one purple and one gold item. However, there is a chance of two purple or two gold.

The potion can't be cursed, the items cost souls dependent on their rarity, but the potion is always free. This cannot be skipped; you are forced to take a potion or an item and cannot progress until you do.

After each 3rd dungeon you will encounter a shop unless you have pathed to an event dungeon. In which case you will first have to complete the event dungeon before you are presented with the shop. In this way it ends up always being the room before the 4th, 7th, 10th, and 13th Main Dungeon Rooms.

#### Finders Keepers

During Finders Keepers you are presented with a gift from Owl. This will always be an item you either accept or discard with a variance in the rarity depending on if it is the first or second instance of the event.

Finders Keepers always triggers after the 1st Main Dungeon. The second finders keepers follow the same rules as the shop. It will appear after the 7th Main Dungeon unless you have pathed to an event dungeon. In which case you will first have to complete the event dungeon before you are presented with the Finders Keepers. In this way it ends up always being the room before the 8th Main Dungeon Room.

### Card

Each dungeon has some number of cards.

There are multiple types of cards:

* Potions
* Enemies
* Treasure/Items
* Stat Boost
* Paths
* Shuffle
* Gravestone
* Pillar

The player can interact with the two front cards in multiple ways:

* Clicking on the card.
* Using a Book or Scroll on it.
* Pass or stealth past the card.
* Talking (Only with specific entities)

### Turn

Every interaction with a card is a turn. Clicking on it, Stealthing past it, or talking to it. The effect will depend on the type of card.

\*\*IMPORTANT - Using a book or a scroll do not count as a turn. They are free actions.

## Primary Stats

### Souls

Can be gained by killing enemies. Amount gained is increased by increasing clarity. You dont have to be the cause of death for the enemy to gain souls.

Can be spent on treasure, or used by cards such as Soul Spill

### Health

If your Health drops to 0 your current dungeon run ends, and you lose.

### Attack

Your Attack - target's Defense = Damage. This happens in reverse for damage applied to you. Target's Attack - Your Defense = Damage.

Using this fact, it follows that if you have negative defense, it will increase the damage dealt to you.

Piercing Damage acts like physical Damage when physical damage is not fully blocked.

### Defense

Blocks Physical damage.

Excess Defense adds a chance to Parry all Piercing damage.

Negative Defense increases the damage dealt to you.

### Speed

Highest Speed attacks first in combat.

Adds Dodge and Stealth chance.

### Clarity

Boosts soul gain from killing enemies and Critical Hit Chance.

Increases your Curse Resistance and how much healing you get from a potion.

Negative Clarity reduces Curse Resistance and potion healing

## Secondary Stats

### Dodge Chance

Chance to avoid damage by an attacking creature (caps at %80)

### Stealth Chance

Chance to avoid getting attacked when passing by hostile creatures.

### Parry Chance

Chance to avoid piercing damage when all physical damage is blocked.

## Damage

### Physical

Default damage type. Is affected by targets defense.

### Piercing

Deals Damage regardless of target's defense. Can be Parried.

### Ranged

Deals Damage every turn while in range. Ignores defense but can be dodged. Ranged damage is not possible while the monster using it is a front card.

### Soul

Deals Damage regardless of target's stats.

### Reflected

Deals Damage back to the attacker ignoring resistances.

### Splash

Deals Damage to the adjacent enemies ignoring resistances.

## Status Effects

### Freeze

Stops creature's actions and death effects. Creature becomes unfrozen after being attacked or being damaged by splash damage.

### Poison

Deals X damage each turn. After poison deals damage it is reduced by 1.

### Knockback

Pushes back the attack target. Forces the attack target to swap card position depending on which front card it is. Cards on the right with move towards the right and vice versa for the left. Enemies with blocker are immune to this.

### Ensnare

Prevent creature's movement actions and halves normal attack damage.

## Misc.

### Shuffle

Randomize the card positions in the dungeon