Classes become trades; building costs draw on every trade
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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README.md
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README.md
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@ -10,7 +10,8 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
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## What's in it
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- **Skills:** mining, woodcutting, farming, hunting, fishing, smithing,
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masonry, cooking, leatherworking, combat, plus the scout's reconnaissance.
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masonry, construction, cooking, leatherworking, herblore, combat, prayer and
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reconnaissance.
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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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@ -21,8 +22,14 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
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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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- **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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builder (woodcutting, construction, masonry), homesteader (farming, cooking,
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herblore) and ranger (hunting, fishing, leatherworking, cooking). A trade's
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skills are 20% faster, 1 in 10 of its crafts make double, and each has one
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bonus of its own. Every class can train every skill, scout and drill.
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Building costs draw on all four trades: thatch, flax for rope, hide glue,
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leather and provisions as well as wood, stone and metal.
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- **Bank:** 12 slots of 1,000 each to start; more than a stack of one item
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spills into another slot. When something doesn't fit it goes to the city
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stockpile (or the action stops, if you prefer).
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