Combat on the tier ladder, less combat XP, eating costs a swing
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -19,10 +19,11 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
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or crit. Every blow has a damage type (slashing, blunt, piercing, magic);
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each enemy is vulnerable to some (+25%) and resists others (-25%), shown
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as tinted icons. Armour stops physical blows, ward stops magic. Below half
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health you eat from your bank; out of food you retreat, losing nothing but
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the fight. HP recovers 25% an hour. The Combat page replays the fight
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live. Fights are split into the Frontier (bandits, sabotage, drilling, the
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city's troubles) and expeditions: Greenwood to start, then one area per
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health you eat from your bank, and each bite holds back your next swing;
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out of food you retreat, losing nothing but the fight. HP recovers 25%
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an hour. The Combat page replays the fight live. Fights are split into
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the Frontier (bandits, sabotage, drilling, the city's troubles) and
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expeditions: Greenwood to start, then one area per
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tier (Old Watchtower, Sunken Barrows, Iron Hills, Frostpeak, Dragon's
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Spine), each with four races and a boss (the dragons at the top). Every
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kill is one of the race's variants (a brute, a skirmisher, a caster, now
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@ -69,7 +70,8 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
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helmet, greaves, cuirass and five tools; every leather tier a cap,
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trousers and jerkin; every cloth tier a hood, leggings and robe. Higher
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bars need coal; each metal past copper needs a Smithy level (rune needs
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level 5, so a city). Gear needs a combat level to wear, tools a skill
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level 5, so a city). Gear needs the combat level of its tier (15, 30, 45,
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60, 75) to wear, and the areas open at the same levels; tools need a skill
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level to use.
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- **Classes are trades,** from gathering to finished goods, so each player has
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a quiet gathering side and a busier crafting side: miner (mining, smithing,
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