Combat rework: damage types, races with variants, armour weights, tailoring

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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rope 2026-10-20 14:16:12 +01:00
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@ -10,42 +10,56 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
## What's in it
- **Skills:** mining, woodcutting, farming, hunting, fishing, smithing,
construction (with masonry), cooking, leatherworking, herblore, combat,
prayer and reconnaissance. Smiths also make hardware for builders, one kind
per metal (copper rivets to rune locks), which fittings and buildings need.
construction (with masonry), cooking, leatherworking, tailoring, herblore,
combat, prayer and reconnaissance. Smiths also make hardware for builders,
one kind per metal (copper rivets to rune locks), which fittings and
buildings need.
- **Combat:** every fight is played out swing by swing: you and the enemy
each have HP, a swing timer, accuracy and a max hit, and swings hit, miss
or crit (power from level and gear aims and hits; armour dodges and soaks).
Below half health you eat from your bank; out of food you retreat, losing
nothing but the fight. HP recovers 25% an hour. The Combat page replays
the fight live. Fights are split into the Frontier (bandits, sabotage,
drilling, the city's troubles) and expeditions: Greenwood to start, then
one area per tier (Old Watchtower, Sunken Barrows, Iron Hills, Frostpeak,
Dragon's Spine), each with a golem, a troll, a spirit and a flyer that drop
rare trophies (3%, 6% from bosses) for stronger weapons, and a boss (the
dragons at the top). Each kill is followed by a 2-second pause.
or crit. Every blow has a damage type (slashing, blunt, piercing, magic);
each enemy is vulnerable to some (+25%) and resists others (-25%), shown
as tinted icons. Armour stops physical blows, ward stops magic. Below half
health you eat from your bank; out of food you retreat, losing nothing but
the fight. HP recovers 25% an hour. The Combat page replays the fight
live. Fights are split into the Frontier (bandits, sabotage, drilling, the
city's troubles) and expeditions: Greenwood to start, then one area per
tier (Old Watchtower, Sunken Barrows, Iron Hills, Frostpeak, Dragon's
Spine), each with four races and a boss (the dragons at the top). Every
kill is one of the race's variants (a brute, a skirmisher, a caster, now
and then a rare elite), so each encounter mixes damage types: spirit races
lean on magic, golems and trolls on blows. Races drop rare trophies (3%,
6% from bosses) for stronger weapons and the area's armour reagents (10%,
far more from dragons). Each kill is followed by a 2-second pause.
- **Weapons:** four styles, one per trade, and anyone can use any of them.
Sword and shield (2.4s swings, the shield blocks 15% of hits; swords from
Smithing, shields from Construction), warhammer (Smithing; slow, heavy,
twice the crits), staff (Herblore; accurate, ignores armour) and bow
(Leatherworking; fast, strikes first). The last three take both hands and
carry a shield's power. Your trade's weapon does 15% more damage. Golems
break under hammers, trolls fall to swords, spirits only fear staves, and
flyers fall to bows. Past copper, each weapon needs its tier's trophies.
Sword and shield (slashing, 2.4s swings, the shield blocks 15% of hits;
swords from Smithing, shields from Construction), warhammer (blunt,
Smithing; slow, heavy, twice the crits), staff (magic, Herblore;
accurate) and bow (piercing, Leatherworking; fast, strikes first). The
last three take both hands and carry a shield's power. Your trade's weapon
does 15% more damage. Past copper, each weapon needs its tier's trophies.
- **Armour:** three weights. Heavy plate (Smithing) is strong against blows
and weak to magic, light cloth (Tailoring) the other way round, medium
leather (Leatherworking) a bit of both. Every trade gathers its own base
material at every tier (ore, hunted hides, farmed fibres), and past copper
each piece also needs reagents from that tier's area: plating, lacing or
thread.
- **Tiers:** six RuneScape-style tiers (copper, iron, steel, mithril,
adamant, rune at levels 1–75) of ore, trees (up to enchanted) and hides (deer,
boar and bear from hunting; green, blue and red dragonhide from fighting
dragons). Every metal tier has a sword, shield, helmet, greaves, cuirass and
five tools; every leather tier a cap, trousers and jerkin. Higher bars need
coal; each metal past copper needs a Smithy level (rune needs level 5, so a
city). Gear needs a combat level to wear, tools a skill level to use.
adamant, rune at levels 1–75) of ore, trees (up to enchanted), hides (deer,
boar, bear, elk, sabrecat, mammoth) and fibres (flax, cotton, silk,
moonpetal, starbloom, spiritvine). Every metal tier has a sword, shield,
helmet, greaves, cuirass and five tools; every leather tier a cap,
trousers and jerkin; every cloth tier a hood, leggings and robe. Higher
bars need coal; each metal past copper needs a Smithy level (rune needs
level 5, so a city). Gear needs a combat level to wear, tools a skill
level to use.
- **Classes are trades,** from gathering to finished goods, so each player has
a quiet gathering side and a busier crafting side: miner (mining, smithing),
builder (woodcutting, construction), homesteader (farming, cooking,
herblore) and ranger (hunting, fishing, leatherworking, cooking). A trade's
skills are 20% faster, 1 in 10 of its crafts make double, and each has one
bonus of its own. Homesteaders farm differently: two plots, either one crop
30% faster or two crops at once sharing a 20% faster pace. Every class can train every skill, scout and drill.
herblore, tailoring) and ranger (hunting, fishing, leatherworking,
cooking). A trade's skills are 20% faster, 1 in 10 of its crafts make
double, and each has one bonus of its own. Homesteaders farm differently:
two plots, either one crop 30% faster or two crops at once sharing a 20%
faster pace. Every class can train every skill, scout and drill.
Building costs draw on all four trades: thatch, flax for rope, hide glue,
leather and provisions as well as wood, stone and metal.
- **Bank:** 12 slots of 1,000 each to start; more than a stack of one item