Herblore rework: tiered potion ladders per skill

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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rope 2026-10-19 21:28:00 +01:00
parent 632a12e8bc
commit f810e16eb8
4 changed files with 125 additions and 51 deletions

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@ -44,11 +44,14 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
fight while their points last, and praying trains Prayer too. A Temple adds
points per bone and lets players offer bones as devotion, which wards the
city in the next raid.
- **Herblore:** farmers grow six herbs (guam to snapdragon); herblore brews
them with a secondary into potions of 50 uses. One potion per skill at a
time: faster gathering, a chance to keep materials or double ore, more
prayer from bones, or combat power, armour and healing. An empty potion is
replaced from the bank automatically.
- **Herblore:** farmers grow six herbs (guam to snapdragon), one per tier.
Every potion is a ladder of up to six tiers (I–VI): the tier's herb plus
the matching rung of the skill's own resources (copper ore → runite ore,
logs → enchanted logs, copper bar → rune bar…), at Herblore 1, 15, 30, 45,
60 and 75. Gathering and Construction potions are 10–35% faster, crafting
potions a 10–35% chance to keep materials, Prayer more points from bones,
and combat has Strength and Defence ladders. Potions last 50 uses, one per
skill at a time; an empty one is replaced from the bank automatically.
- **Events:** raids are announced a day or two ahead. Reconnaissance from
scouts, informants and the spymaster's guild narrows down when, how strong,
and finally where their camp is, so fighters can sabotage it. Fighters can