This is an early screenshot of the Spirit Details page from DAEMON. Ignore the details for now, they're still being worked on in terms of creating the algorithms for the details of the various powers of the spirits.
But each spirit controlled by the character has a power (a castable effect, like a spell in other roguelikes), and this has four parameters:
- Proc: the % chance of this power being triggered each turn. This use does not modify the recharge time so powers can be both passive (proc-based) and active (on-use). Can be modified by environmental factors, target availability, items and so on. Also thinking of allowing the random proc effect to be suppressed under certain circumstances.
- Effect: for damaging powers, the damage dealt. For non-damaging powers, the extent.
- Duration: the duration of the power for non-instant powers in turns, for instant-powers, the length of a HoT/DoT effect applied.
- Recharge: the time to recharge the on-use version of the power.
All these figures are/will be modified by factors such as the Spirit Power Level/Sphere/Current Tolerance and Character Spirit/Mind/Summoning Skill and so on. Also I want enviromental and transient effects to play a role too.