Herblore rework: tiered potion ladders per skill
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
632a12e8bc
commit
f810e16eb8
4 changed files with 125 additions and 51 deletions
13
README.md
13
README.md
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue