Classes become trades; building costs draw on every trade

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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rope 2026-10-19 22:45:32 +01:00
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@ -10,7 +10,8 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
## What's in it
- **Skills:** mining, woodcutting, farming, hunting, fishing, smithing,
masonry, cooking, leatherworking, combat, plus the scout's reconnaissance.
masonry, construction, cooking, leatherworking, herblore, combat, prayer and
reconnaissance.
- **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.
@ -21,8 +22,14 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
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.
- **Classes:** warrior, scout, artisan, pioneer. Every class can train every
skill; a class makes some skills 20% faster and has one signature ability.
- **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,
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.
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
spills into another slot. When something doesn't fit it goes to the city
stockpile (or the action stops, if you prefer).