Resonance: Class Fusion
A LitRPG class fusion system built with AI Dungeon scripts. Eight years after the Resonance, you've just been initialized — a late awakener in a world where guilds, Portals, and Dungeons are part of daily life. Your backstory is scanned for relevant skills, and from there, every choice shapes your path. What the Script Does (and Doesn't): The script handles the mechanical backbone — XP calculations, skill and class leveling, attribute gains, fusion logic, and inventory. It communicates with the AI through System Block tags invisible to the player. What it doesn't do: No skill descriptions or class lore — the AI narrates what your abilities look and feel like No dice rolls or skill checks — the AI decides outcomes based on your skills and the situation No predefined story — the world reacts to your actions through the AI Note: Author's Note and Plot Essentials are used by the script. Anything added manually will be overridden each turn. Tips: Use Do actions ("You do something") — that's what generates XP and progression. Describe actions, not skills. Not " You use Stealth" but "You stay low, moving through the shadows." The System matches skills automatically. Be specific. "You attack" gives little to work with. "You feint high and thrust at its exposed side" tells it what you're doing. Use /learn during gameplay to pick up new skills. Classes & Fusion: Choose from 6 basic classes (Fighter, Rogue, Scout, Mage, Adept, Guardian) or qualify for rare classes through backstory skills. Every class has a max level of 20. When you max two same-tier classes, they fuse into a higher-tier class — same-class fusion for specialization, cross-class for hybrid builds. Your backstory matters: prior training is recognized as starting skills with accelerated growth. Skills & XP: Skills improve through use, not from killing monsters. The harder the situation, the faster you grow. Only skills tied to your class's primary and secondary attributes generate class XP. Skills are grouped into three behavioral categories: Flow: your core actions — tagged every time you use them Spike: decisive moments — tagged only when they change the outcome Support: setup and awareness — tagged when feeding into other skills Attributes: Six attributes scale logarithmically: Strength, Agility, Perception, Intelligence, Willpower, Vitality. 5 is human average, 10 is trained athlete, 20 is peak human, 25+ is superhuman. Dungeons: Portals lead to hostile subspaces graded F through S. Enter with /enter [grade], fight through escalating encounters, and face a boss at the end. Clearing a dungeon collapses its Portal and generates rewards based on grade-specific loot tables. Higher grades yield rarer items and more credits. Loot tables are stored as story cards — you can customize drop rates and rarity tiers. Consumables: Dungeons drop limited-use items. Wands have multiple charges (scaled by dungeon grade), scrolls and talismans are single-use. Use them with /use [item]. The script assigns charges automatically based on item name — AI just tags them as consumables. Commands: All commands are entered as Story actions. Use /help in-game for the full list. /sheet — Full character sheet /select [name] — Select a class /fuse — Initiate class fusion /learn [skill] — Attempt to learn a new skill /enter [grade] — Enter dungeon (F through S) /exit — Exit dungeon /retreat — Emergency retreat from dungeon /rest — Rest, reduces strain /inventory — List items /use [item] — Use a consumable item /add_item [cat], [item] — Add item manually /remove_item [item] — Remove item Features & Configuration: The scenario includes a FEATURE CONFIG story card. Edit it to enable or disable systems (ON/OFF): Inventory — Tracks items and credits. Strain — Physical and mental strain accumulation in dungeons. Experimental. Debug Tags — Shows raw System Block tags in output for debugging An XP CONFIG story card is available for adjusting experience values. Formulas: Skill XP per use: base (14) × threat multiplier × behavioral multiplier ± variance (3) Skill XP to level: 80 × (1 + level × 0.45) Class XP per use: skill XP × 0.6 — primary attributes full rate, secondary 50% Class XP to level: 80 + 40 × level — rare classes need 20% more Supported AI Models: Works well: Deepseek (3.2/V4), Dynamic Deepseek, Gemma, Equinox, GLM. Optimized Context disabled. Playable: Hearthfire — can output corrupted System Block tags, but the script handles most cases. Others: Most other models don't reliably output the System Block format and are not recommended. Known Issues: Phantom items: AI sometimes adds items you didn't get. Use /remove_item to clean up. Invented skills: AI may use skills not in the system. Only registered skills generate XP. Check /skills.
