> For the complete documentation index, see [llms.txt](https://dungeonbound-lab.gitbook.io/chiblets/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dungeonbound-lab.gitbook.io/chiblets/gameplay-mechanics.md).

# Gameplay Mechanics

## **Collecting & Upgrading Chiblets**

Chiblets are the foundation of gameplay — creatures that players collect, nurture, and customize to fit their strategy. The upgrading process gives players freedom of choice, while also rewarding long-term investment and resource management.

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### **Core Stats of a Chiblet**

| **Stat** | **Description**                                                                        |
| -------- | -------------------------------------------------------------------------------------- |
| Speed    | Determines turn order in battles, efficiency in adventures, and time-sensitive quests. |
| Strength | Governs attack power in battles and resource-gathering ability in adventures.          |
| Stamina  | Influences max health, resistance to injury, and survivability in PvE & PvP.           |

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### **Leveling System**

* Chiblets start at **Level 1** and can reach **Level 10**.
* Each upgrade requires:
  * **Rune Stones** (chosen by player: Speed / Strength / Stamina).
  * **$CHIBI Tokens** (scales with level, formula-based so adjustable in the future).

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### **Rune Choice Mechanism**

Players decide the growth path of each Chiblet:

| **Rune Type** | **Effect on Stat Growth**      | **Playstyle Example**             |
| ------------- | ------------------------------ | --------------------------------- |
| Speed Rune    | Increases Speed growth rate    | “Swift” Chiblet for fast attacks  |
| Strength Rune | Increases Strength growth rate | “Brawler” Chiblet for high damage |
| Stamina Rune  | Increases Stamina growth rate  | “Tank” Chiblet for survivability  |

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### **Stat Growth Formula**

To prevent overpowered builds, stats are **soft capped at 100** by Level 10.

Stat(L) = Stat\_base + ((MaxStat - Stat\_base) \* (L / L\_max) \* R)<br>

**Where:**

* `Stat_base` = Starting stat (e.g., 10)
* `MaxStat` = 100 (soft cap)
* `L` = Current level (1–10)
* `L_max` = 10
* `R` = Rune multiplier (e.g., 1.2 = faster growth, 0.8 = slower growth)

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### **Example Progression: Speed Build**

**Base Speed = 10, Max = 100, Rune Multiplier = 1.0**

| **Level** | **Formula**                   | **Speed Value** |
| --------- | ----------------------------- | --------------- |
| 1         | 10 + ((100-10) × 1/10 × 1.0)  | 19              |
| 5         | 10 + ((100-10) × 5/10 × 1.0)  | 55              |
| 10        | 10 + ((100-10) × 10/10 × 1.0) | 100             |

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