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The depth slice: four standing reasons to return past the daily reset. - The rung ladder: the dungeon is a descent fought one rung per turn, each guardian a fixed tier. A loss bounces you home but your depth PERSISTS — you re-enter where you left off. The Wyrm now gates on BOTH level AND reaching the floor (the deep has a bottom, and you must have touched it). - The satchel + the death-save: potions are CARRIED now (up to three), bought to the satchel, drunk with quaff. The heart of it: when any fight would kill the active fighter and they carry a draught, the strongest is drunk automatically — they survive standing at the potion's value, no bounce. This fires on EVERY fight (forest, rung, and the Wyrm itself — a potion carried to the climax is a real tactical choice); a Wyrm loss so saved is "driven back, alive but unproven," not devoured. The sleeping ambush victim never quaffs (they are asleep). combat.py stays pure — the satchel and the save live entirely in the façade. - The forge: the shop spends scaling gold to add a +1 edge to equipped weapon or armour, capped — the late-game gold sink. Swapping or selling the piece loses the edge with it (one centralized unequip clears the bonus and the plus so a stat can never go phantom). - Rare beasts: a few named foes prowl the forest via weighted selection, surfacing seldom; felling one is a public Herald flash and always yields a draught into the satchel. Rung guardians are never rare (fixed foes). Four new player columns; four new banded settings; dungeon_tiers extended to three rungs. Tests 283 -> 330; the death-save (all four paths), forge accounting across forge/buy/sell/legacy, rung math, and weighted rare selection all pinned, with the death-save and forge invariants revert-verified.
53 lines
1.5 KiB
JSON
53 lines
1.5 KiB
JSON
{
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"inn": {
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"kind": "inn",
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"name": "The Sleeping Drake",
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"glyph": "⌂",
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"color": "town",
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"actions": ["rest", "gamble", "leave"],
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"flavor": [
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"Lamplight pools on worn oak tables.",
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"The innkeeper nods toward the hearth.",
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"A night's rest restores you fully.",
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"In the corner, a dice cup waits for a wager."
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]
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},
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"shop": {
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"kind": "shop",
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"name": "Gravel & Sons Outfitters",
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"glyph": "$",
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"color": "town",
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"actions": ["buy", "sell", "forge", "leave"],
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"flavor": [
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"Racks of steel and leather line the walls.",
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"Buying a weapon or armour equips it at once.",
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"Potions go into your satchel, to quaff when the need is dire.",
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"The forge glows: bring coin to better your blade or your guard.",
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"Old gear sells back for half its price."
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]
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},
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"healer": {
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"kind": "healer",
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"name": "The Quiet Shrine",
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"glyph": "✚",
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"color": "town",
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"actions": ["heal", "leave"],
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"flavor": [
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"Incense curls beneath a still blue flame.",
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"The keeper mends wounds for coin, per point of vigour."
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]
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},
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"dungeon": {
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"kind": "dungeon",
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"name": "The Understone Deep",
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"glyph": "∩",
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"color": "dungeon",
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"actions": ["descend", "challenge", "leave"],
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"flavor": [
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"A cold throat of stone descends into dark.",
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"To descend is to face a troll, then something worse.",
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"Deeper still, the old tales say, the Wyrm Below coils and waits."
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]
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}
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}
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