Adventurers¶
Adventurers are the heart of the game. They have free will and make decisions based on their personality, needs, and current state.
Class Overview¶
| Class | Primary Stat | Attack Scales With | Attack Range | Recruitment Building | Traits |
|---|---|---|---|---|---|
| Warrior | STR | Strength | 3 | Barracks | High HP, high attack, frontline melee |
| Mage | INT | Intelligence | 12 | Mage Tower | Ranged magic attacks, low HP |
| Ranger | AGI | Agility | 11 | Ranger Lodge | Ranged bow attacks, high curiosity |
| Guard | STR | Strength | 3 | Guard Post | Patrols buildings, never leaves post |
| Builder | AGI | — | 3 | Builder's Guild | Repairs buildings, pacifist (does not fight) |
Detailed Stats¶
Warrior¶
| Stat | Range |
|---|---|
| HP | 70 – 150 |
| STR | 8 – 22 |
| AGI | 3 – 12 |
| INT | 1 – 8 |
| LCK | 1 – 10 |
Personality Tendencies: High Glory (0.5–1.0), moderate Greed (0.2–0.8), low Curiosity (0.0–0.2)
Skill Tree:
| Level | Skill | Effect |
|---|---|---|
| 3 | Power Strike | Attack ×1.15 |
| 6 | Shield Wall | Defense +5 |
| 10 | Berserker | Attack ×1.3, HP ×0.9 |
| 15 | Warlord | Attack ×1.5, Defense +8 |
Mage¶
| Stat | Range |
|---|---|
| HP | 25 – 65 |
| STR | 1 – 3 |
| AGI | 1 – 8 |
| INT | 12 – 28 |
| LCK | 3 – 14 |
Personality Tendencies: High Safety (0.3–0.9), moderate Curiosity (0.1–0.3)
Skill Tree:
| Level | Skill | Effect |
|---|---|---|
| 3 | Fireball | Attack +5 |
| 6 | Mana Shield | Defense +4 |
| 10 | Chain Lightning | Attack ×1.4 |
| 15 | Archmage | Attack ×1.6, Attack +8 |
Ranger¶
| Stat | Range |
|---|---|
| HP | 45 – 100 |
| STR | 4 – 14 |
| AGI | 8 – 20 |
| INT | 3 – 12 |
| LCK | 3 – 14 |
Personality Tendencies: Very high Curiosity (0.7–1.0), low Safety (0.0–0.4)
Skill Tree:
| Level | Skill | Effect |
|---|---|---|
| 3 | Precision Shot | Attack +4 |
| 6 | Evasion | Dodge rate +15% |
| 10 | Multishot | Attack ×1.35 |
| 15 | Eagle Eye | Attack ×1.5, Crit rate +20% |
Guard¶
| Stat | Range |
|---|---|
| HP | 50 – 120 |
| STR | 3 – 10 |
| AGI | 2 – 8 |
| INT | 1 – 5 |
| LCK | 1 – 6 |
Personality Tendencies: Very high Safety (0.5–1.0), no Curiosity
Special Behavior: Automatically assigned to patrol buildings; will not leave their post to chase distant enemies.
Skill Tree:
| Level | Skill | Effect |
|---|---|---|
| 3 | Vigilance | Defense +3 |
| 6 | Hold the Line | HP ×1.2 |
| 10 | Taunt | Defense +6, Attack +3 |
| 15 | Fortress | HP ×1.4, Defense +10 |
Builder¶
| Stat | Range |
|---|---|
| HP | 30 – 70 |
| STR | 1 – 6 |
| AGI | 4 – 14 |
| INT | 2 – 8 |
| LCK | 2 – 10 |
Personality Tendencies: Very high Safety (0.8–1.0), no Curiosity, no Glory
Special Behavior: Pacifist — will never enter combat. Automatically travels to damaged buildings to repair them.
Skill Tree:
| Level | Skill | Effect |
|---|---|---|
| 3 | Quick Fix | Repair speed ×1.3 |
| 6 | Reinforce | Repair speed ×1.5 |
| 10 | Master Craft | Repair speed ×2.0 |
| 15 | Architect | Repair speed ×2.5, HP ×1.3 |
State System¶
Adventurers transition between the following states:
IDLE
├─→ MOVING_TO_BOUNTY
├─→ EXPLORING
├─→ PATROLLING
├─→ REPAIRING — Builder only
└─→ FIGHTING
└─→ RETURNING
└─→ LODGING
└─→ IDLE
Lodging System¶
- When HP is low, adventurers return to the castle, their class guild, or an inn to rest
- Lodging adventurers enter the LODGING state: they disappear from the map and become invulnerable
- Each building can house up to 3 lodgers
- If a building is destroyed, all lodgers inside are immediately released
- Adventurers leave lodging automatically once their HP is fully restored
Leveling System¶
| Item | Description |
|---|---|
| Max level | 20 |
| Base XP | 40 XP (to reach Lv. 2) |
| XP formula | 40 × 1.6^(level-1) |
| Kill XP | Varies by enemy type (10 – 150 XP) |
| Combat drip | Each hit grants 1/5 of the kill XP |
| Bounty XP | Explore 15 XP, Defend 25 XP |
On level up, primary and secondary stats increase along with HP.
Personality System¶
Each adventurer has four personality values (0.0 – 1.0) that influence whether they accept bounties:
| Trait | Effect |
|---|---|
| Greed (gold) | Higher values mean the adventurer cares more about the reward |
| Safety (safety) | Higher values mean the adventurer avoids danger |
| Glory (glory) | Higher values mean the adventurer prefers combat missions |
| Curiosity (curiosity) | Higher values mean the adventurer prefers exploration |
Bounty Attraction Formula:
attraction = reward × greed + fame × glory - danger × safety + explore_bonus × curiosity
- distance_penalty - low_hp_penalty