Masonry joins Construction; smith hardware; homesteader plots

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -10,8 +10,9 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
## What's in it
- **Skills:** mining, woodcutting, farming, hunting, fishing, smithing,
masonry, construction, cooking, leatherworking, herblore, combat, prayer and
reconnaissance.
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.
- **Combat:** fights cost HP (less when out-levelled or armoured); below half
health you eat food from your bank, and out of food you retreat, losing
nothing but the fight. HP recovers 25% an hour.
@ -24,10 +25,11 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
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, masonry), homesteader (farming, cooking,
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. Every class can train every skill, scout and drill.
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