Systems:

Game Loop:
After Every Dungeon. you get set in the hub. In the hub there is an npc that brings you to the world Map. 
on The world map you can choose a stage.
Could be a normal Stage or a Story Stage where you only encounter the story, maybe not even free movement there. 
(Will be marked as story and can be skipped, Maybe just some text to read like a book depending how much ressources we want to put into the story.)
In a normal Dungeon you can leave by dieing, finishing the stage or leave it in the esc menu.
Monster Kills in a Stage needs to be tracked. Exiting a Stage, independed what made you exit it, gives loot for killed monster. A finished stage gives a stage specific bonus.

Gear:
- Weapon and Armor Crafting
- Weapon and Armor enhancing (+0-+10)
- Armor Set Bonuses
- Accessory dropps from bosses with randomized stats inside of a specific range (z.B. a ring that can roll between 10 and 20 Atk)
- Stat max rolls of Accessorys should be displayed in a different color to showcase that its a max roll.
- Legendary Modifiers on Accessorys in Post game (Depending on what modify it could be some baseline stuff like +MoveSPd or something that modifies a skill)
- Consumabels (Hp Pots, Mp Pots, short duration buffs)
  => Consumable Loadout needs to be set up before entering a dungeon. 
  => Amount of Consumables you can bring will be lower then the amount you can overall have.

Chapter Specific Unlock
- Every Story Chapter has 1 side boss that unlocks something new.
- Chapter 1 in addition unlocks the Blacksmith after 1-2
- Chapter 1 side boss unlocks an npc to craft potions
- Chapter 2 unlocks a Artificer
  => you can melt accesories to get ressources to "repair" your acceosries = you increase the stat rolls
  => cant exceed max roll this way. Just a way to grind your way up if you are unlucky with stat rolls
- Chapter 3 ??? (Maybe the Legendary Modifier mechanic from Post game gear will be used here instead if i dont find another idea i like)
- Chapter 4 "Hero Soul Infusion" (Name may change later)
  => Allows you to unlock a 4th skill from the other class that uses the same weapon type.
  => Maybe locked behind a second boss fight where you fight a shadow of that class. 
     Would mean 6 additional boss fights though of which you only encounter one of them in a normal playthrough. 
     So that idea may gets dropped.
  => Skill will be exchangeable at an NPC in Town.
- Chapter 5 - Randomized arena
  => You fight waves of enemies from all chapters.
  => Each wave a buff stacks up that increases the strengt of the enemies.
  => earn a special currency that allows you to buy small upgrades for specific biomes. (Buff is active outside of this endless survival arena aswell)
  => there are 5 arenas of the biomes of the 5 chapters which randomly change (or stay the same) every 5 waves. 
     (Therefore you cant snipe a specific Biome where you got the biggest buffs for)

Hub 
- Hub will have an NPC to bring you to the Stage select Map / World Map
- Hub will have additional NPCs for all the Additional Chapter specific Unlocks
- There will be traveling merchants that sell consumables or over priced Materials from Monster dropps. 
  What get offered will change around at random after every stage
- Money can only be received by Selling dropps to the merchants.