Six tiers of ore, trees, hides and gear; dragons; tier tabs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -14,9 +14,13 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
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- **Combat:** fights cost HP (less when out-levelled or armoured); below half
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health you eat food from your bank, and out of food you retreat, losing
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nothing but the fight. HP recovers 25% an hour.
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- **Gear and tools:** smiths make weapons, copper and iron armour, and tools
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(pickaxe, axe, hoe, fishing rod, hunting knife) that make gathering 15–30%
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faster; leatherworkers turn hides into leather armour.
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- **Tiers:** six RuneScape-style tiers (copper, iron, steel, mithril,
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adamant, rune at levels 1–75) of ore, trees (up to magic) and hides (deer,
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boar and bear from hunting; green, blue and red dragonhide from fighting
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dragons). Every metal tier has a sword, shield, helmet, greaves, cuirass and
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five tools; every leather tier a cap, trousers and jerkin. Higher bars need
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coal; each metal past copper needs a Smithy level (rune needs level 5, so a
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city). Gear needs a combat level to wear, tools a skill level to use.
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- **Classes:** warrior, scout, artisan, pioneer. Every class can train every
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skill; a class makes some skills 20% faster and has one signature ability.
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- **Bank:** 12 slots of up to 1,000 each to start. When something doesn't
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