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Official Rules

The Eldiron Official Ruleset is the default fantasy RPG ruleset bundled with Eldiron. It gives characters, races, classes, weapons, armor, spells, progression, visuals, and world simulation one shared meaning.

Black-and-white rulebook scene with adventurers, dice, and an open rules tome

Work In Progress

This is a preview of the official ruleset direction for the next release line. It is not the final v1 scope. Version 1 is expected to grow beyond the current draft with more classes, races, spells, equipment, crafting, conditions, loot, encounter tools, localization, and balancing support.

Official Ruleset

One Rulebook For The World

A Warrior, an Orc, a training sword, a healing spell, and a leather vest should all mean something before a project author writes custom scripts. The official ruleset is that shared meaning.

d3d6d8d20
Level 1 WarriorHumanHP 16 / 16STR 12Training Sword

Design Goal

Eldiron should feel easier to author because the ordinary RPG rules are already there. A project should not need custom attributes for every weapon cooldown, every spell range, every starter loadout, every faction decision, or every item preview.

When a project says:

  • this character is a Warrior
  • this enemy is an Orc
  • this item is a training_sword
  • this spell is minor_heal

the official ruleset should answer the obvious questions: What are its stats? What can it equip? How far can it attack? What does it roll? How long is the cooldown? What does it look like? Who is it hostile toward?

Projects can still customize the answers. The official ruleset is the default layer; Game / Rules is the project override layer.

How To Read The Rules

The official ruleset is a tabletop-style rulebook backed by TOML. The guide explains how the rules play. The TOML is the source of truth that Creator, clients, runtime systems, and tools read.

Rulebook termIn Eldiron TOMLUsed by
Race[races.Human], [races.Orc]identity, relations, visual defaults
Class[classes.Warrior]stats, equipment, abilities, loadouts
Weapon[items.weapons.training_sword]damage, cooldown, range, visuals
Spell[spells.minor_heal]cost, range, cast time, effect
Intent[intents.attack]allowed actions and distances
Icon[icons.basic_attack]bundled UI/item masks and attribution
Combat kind[combat.kinds.fire]damage bonuses and reductions

The current bundled ruleset is assembled from split TOML files under the eldiron.official id.

Ruleset timing values are measured in seconds. Cooldowns, spell durations, FX durations, resource respawns, corpse lifetimes, and NPC respawn delays all use seconds so combat and abilities remain easy to tune. Script scheduling commands such as notify_in and block_events are different: they use in-game minutes because they schedule world-clock events.

FieldCurrent value
Ruleset ideldiron.official
NameEldiron Official Ruleset
Version1.0.0
Schema version1
Engine minimum0.91.0
Statusdraft

Dice

Eldiron uses dice notation for readable random values.

1d6

Roll one six-sided die. Result: 1 to 6.

1d8

Roll one eight-sided die. Result: 1 to 8.

d20

Used for critical checks and future resolution rules.

A ruleset damage entry is intentionally readable:

[items.weapons.training_sword.damage]
roll = "1d6"
bonus = 1
bonus_attribute = "STR"
bonus_every = 4
damage_kind = "physical"

Read it as:

  1. Roll 1d6.
  2. Add the flat bonus.
  3. Add one more bonus for every 4 points in STR.
  4. Treat the result as physical damage.

So a Warrior with STR = 12 using a training sword rolls 1d6, adds 1, and then gains 3 more from Strength.

The TOML stays explicit. Tools can explain it, calculate it, and test it without requiring hidden formulas in character data.

Character Sheet

Every character starts from shared attributes. Race and class then shape those attributes into a playable role.

GroupAttributes
PrimarySTR, DEX, INT, WIS, VIT
ResourcesHP, MAX_HP, MP, MAX_MP
CombatDMG, POWER, ARMOR, RESIST, FIRE_RESIST, INIT, SPEED
ProgressionLEVEL, EXP
AttributeMeaning
STRphysical force, melee scaling, carrying future heavy actions
DEXagility, initiative, future ranged and avoidance hooks
INTarcane spell scaling and knowledge hooks
WISdivine spell scaling, resolve, and perception hooks
VITtoughness and health scaling
HP / MAX_HPcurrent and maximum health
MP / MAX_MPcurrent and maximum mana; MP regenerates over time
ARMORphysical protection
RESISTgeneral magical protection
FIRE_RESISTfire-specific protection
POWERgeneral spell power

Derived stats are table-driven. For example MAX_HP, DMG, POWER, INIT, and SPEED can be calculated from level and primary attributes without asking authors to write formulas on each character.

Mana regeneration is configured by [resource_regen.MP] in the official ruleset. The default restores 1 MP every 3 real-time seconds while the character is active, capped by MAX_MP.

Races

Races provide identity, language, visual defaults, attribute defaults, and base relations.

RaceRoleAvatarLanguagesKey defaults
Humanbalanced default peoplehumanoidcommonHP 10, all primary attributes 10
Orcstrong hostile test racehumanoidorcishHP 14, STR 12, DEX 9, INT 8, WIS 8, VIT 12

Race names are not hardcoded factions. They are identity defaults that feed relations and reputation.

Disposition And Reputation

Disposition answers a practical AI question: should this character treat that character as friendly, neutral, or hostile?

From / TowardHumanOrc
Humanfriendlyhostile
Orchostilefriendly

Reputation starts at 0, which means the race relation is used as-is.

ReputationDisposition
-50 or lowerhostile
0normal relation
50 or higherfriendly

Scripts should use is_hostile(entity_id) or disposition_of(entity_id) when they need an AI decision. They should not inspect custom alignment numbers.

Classes

Classes are the main playable role definitions. A class controls attributes, equipment permissions, abilities, spells, progression hooks, and starting loadout.

Black-and-white rulebook plate of a Warrior and Cleric

Martial

Warrior

Durable weapon user. Strong opening class for melee, armor, shields, and basic combat tests.

  • Primary: STR, VIT
  • HP 16 / 16
  • Training Sword
  • Padded Armor
Divine

Cleric

Armored support caster. Establishes mana, healing, spell unlocks, and divine scaling.

  • Primary: WIS, VIT
  • HP 14 / 14, MP 8 / 8
  • Novice Mace
  • Minor Heal
Ranged

Ranger

Mobile hunter. Establishes ranged weapon range, bow damage, ammunition, and DEX scaling.

  • Primary: DEX, VIT
  • HP 14 / 14
  • Hunting Bow
  • Wooden Arrows
Civilian

Citizen

Settlement baseline for vendors, crafters, trainers, and other non-adventuring NPCs.

  • Primary: VIT
  • HP 10 / 10
  • No combat abilities
  • Profession services

Warrior

AreaRule
Rolemartial
Primary attributesSTR, VIT
Weaponssword, axe, mace, spear, bow
Armorcloth, leather, chain, shield
Starting healthHP 16, MAX_HP 16
Starter money5s
Starter weapontraining_sword
Starter armorpadded_armor
Starter clothingwool_trousers, leather_shoes
Starter inventorynone
Level 1 abilitiesbasic_attack, guard
Level 2 unlockpower_strike

Cleric

AreaRule
Roledivine
Primary attributesWIS, VIT
Weaponsmace
Armorcloth, leather, chain, shield
Starting healthHP 14, MAX_HP 14
Starting manaMP 8, MAX_MP 8
Starter money5s
Starter weaponnovice_mace
Starter armorcleric_vestments, round_shield
Starter clothingwool_trousers, leather_shoes
Starter inventoryblessed_herb
Level 1 abilitiesbasic_attack, guard
Level 1 spellsminor_heal
Level 2 unlockholy_light

Ranger

AreaRule
Roleranged
Primary attributesDEX, VIT
Weaponsbow, sword, axe
Armorcloth, leather
Starting healthHP 14, MAX_HP 14
Starter money5s
Starter weaponhunting_bow
Starter armorleather_vest
Starter clothingwool_trousers, leather_shoes
Starter inventorywooden_arrows
Level 1 abilitiesbasic_attack

Citizen

AreaRule
Rolecivilian
Primary attributesVIT
Weaponsnone by default
Armorcloth, leather
Starting healthHP 10, MAX_HP 10
Starter clothinglinen_shirt, wool_trousers, leather_shoes
Combat abilitiesnone
Professionsseparate from class

Citizens are the default class for settlement NPCs. A blacksmith, merchant, or herbalist does not need to be a Warrior just to exist in the world. Use class for the character's combat baseline and profession for their economic or social role:

race = "Human"
class = "Citizen"
profession = "Blacksmith"

An armed town guard can still be a Warrior with profession = "Guard" or a future guard service role. The important split is that class answers "how does this character survive conflict?" while profession answers "what do they do in the settlement economy?"

Professions

Professions define services and future crafting families. They are not combat classes.

ProfessionRole
Merchantbuys and sells goods
Blacksmithmetal weapons, armor, repairs, forge recipes
Tailorcloth clothing, light armor, dyes, patterns
Herbalistwild herbs, gathering, herb trade
Fletcherarrows, bows, shafts, and ranged supplies
Innkeeperrest, food, rooms, rumors
Trainerability, recipe, and skill unlocks

Professions do not cap what a player can learn. They describe social and economic identity: who teaches, trades, repairs, or specializes in a settlement. Crafting power comes from skills and recipe gates, so a Ranger with high Fletching can naturally become better at bows and arrows without being locked into a hard profession slot.

Crafting Skills

Official v1 starts with open sandbox crafting: there is no fixed two-profession limit. Recipes name a skill, a recommended skill value, a difficulty, and the attribute that naturally supports that work.

SkillAttributeRangeEarly use
fletchingDEX0-100arrows, bows, shafts
herbalismWIS0-100wild herbs and preparation
restorationWIS0-100blessings, restoration reagents
weaponsmithingSTR0-100metal weapons
armorsmithingSTR0-100armor and repairs
tailoringDEX0-100cloth, leather, dyes, patterns
woodworkingDEX0-100wooden handles, shields, furniture

Simple recipes are available immediately. Better skill values create better outputs instead of blocking the attempt. A character can expose skill points as attributes such as skill_fletching = 25.

Crafted items use two numeric percentages:

  • quality: 1..100, how well the item was made
  • condition: 1..100, current wear or damage

Crafted items start with condition = 100. Their quality is calculated from recipe difficulty, recommended skill, the crafter's matching skill, and the supporting attribute. Weapon damage scales by both quality and condition.

Recipes

Recipes transform inventory stacks into item outputs. They use the same item templates as loot, shops, class loadouts, spell reagents, and text look paths.

RecipeSkillRecommendedDifficultyConsumesProduces
wooden_arrowsfletching1010green_wood x1, feather x2wooden_arrows x10
blessed_herbrestoration88wild_herb x1blessed_herb x1
hunting_bowfletching2535green_wood x3hunting_bow x1

profession_hint marks who usually teaches, sells, or performs the work, and class_hint can mark a class-flavored recipe such as Cleric blessing. The recipe gate itself is still the actual requirement: blessed_herb requires the minor_heal spell, so Herbalism supplies the wild_herb and Cleric restoration turns it into a reagent. This leaves room for Ultima Online-style character growth while still giving towns useful roles such as Fletcher, Herbalist, Tailor, and Blacksmith.

Setting LEVEL on an authored character applies class progression during spawn/load. For example, a level 2 Cleric receives the Cleric level gains and level 2 spell unlocks from the ruleset. Explicit character overrides, such as a custom wounded HP = 1, are preserved.

Class starting loadouts are applied only when a character does not define its own startup item attributes. This keeps the official defaults useful while still allowing special templates.

Intents

Intent rules are fed by actions. For example, the attack intent resolves to the basic_attack action, and take resolves to the take action. This keeps buttons, scripts, and later sandbox tools on the same rules path.

IntentRule
attacktarget must resolve to a hostile disposition
attack distancecomes from equipped weapon range, fallback 1.5 tiles
taketarget must be an item, distance 1.5 tiles
usedistance 2 tiles

Official action distances are resolved before per-character [intent_distance] values. A single Attack button can therefore serve melee and ranged weapons: swords and maces use melee range, bows use the bow category range. In 2D directional play, choosing Attack and pressing a direction scans that lane out to the equipped weapon range, so a bow can target an enemy several tiles away without needing a separate ranged-attack intent.

Attack cooldown is rules-owned. A character script should call attack() for a normal weapon or unarmed attack. The runtime uses the equipped weapon cooldown and falls back to the basic_attack action cooldown. When damage resolves, the target receives the damaged event with the final amount, attacker_id, damage kind, and source_item_id payload fields. Ruleset spell damage uses this same damaged event path, so NPC reactions do not need separate weapon and spell handlers.

Combat

Combat is meant to be easy to explain and easy to test.

Black-and-white combat plate with dice, sword, armor, shield, and orc marker

1Choose target
2Call attack()
3Roll weapon dice
4Apply damage kind
5Reduce by armor
6Apply final damage
Combat defaultValue
Damage kindphysical
Unarmed damage1d3, plus STR bonus every 4 points
Attack cooldown1.0 seconds
Cast cooldown1.5 seconds
Global cooldown0.5 seconds
Critical roll20
Critical multiplier1.5

Example Attack

A level 1 Human Warrior attacks an Orc with a training sword.

StepResult
Weapontraining_sword
Damage roll1d6
Flat bonus+1
Strength bonusSTR 12, so +3 from bonus_every = 4
Damage kindphysical
Cooldown1.0 seconds

If the die rolls 4, the attack starts at 4 + 1 + 3 = 8 physical damage. The Orc's physical reduction then comes from ARMOR and equipped armor before the final amount is applied.

Damage Kinds

KindMeaningReduction
physicalmundane weapon and body damageARMOR plus equipped armor ARMOR
arcaneunshaped magical forceRESIST plus equipped armor RESIST
spellcompatibility name for arcane forceRESIST plus equipped armor RESIST
fireheat, flame, and burning magicFIRE_RESIST plus equipped armor FIRE_RESIST

Weapons

Weapons define category, slot, cooldown, damage kind, visual data, and dice damage.

WeaponCategorySlotCooldownDamageVisual
training_swordswordmain_hand1.01d6, bonus 1, STR every 4wooden diagonal sword mask
hand_axeaxemain_hand1.21d8, bonus 1, STR every 4diagonal axe mask
novice_macemacemain_hand1.151d6, bonus 0, STR every 4diagonal mace mask
hunting_bowbowmain_hand1.51d6, bonus 0, DEX every 4diagonal bow mask
training_spearspearmain_hand1.251d6, bonus 1, STR every 4diagonal spear mask

Weapon categories add shared behavior.

CategoryHandsBase cooldownRange
swordone-handed1.0default melee
axeone-handed1.2default melee
maceone-handed1.15default melee
speartwo-handed1.252
bowtwo-handed1.56

Armor And Clothing

The current armor model follows broad material families: cloth, leather, chain, and shield. This keeps equipment readable and gives crafting professions a natural future path.

Black-and-white equipment plate showing weapons, armor, boots, trousers, and clothing

ArmorFamilySlotArmorAvatar channels
padded_armorclothtorso1torso, arms
cleric_vestmentsclothtorso1torso, arms
leather_vestleathertorso2torso
chain_shirtchaintorso3torso, arms
round_shieldshieldshield1round shield mask
ClothingFamilySlotWorthAvatar channels
linen_shirtclothtorso5ctorso, arms
wool_trousersclothlegs6clegs
leather_shoesleatherfeet8cfeet
ContainerFamilySlotsVisual
small_bagbag6pouch mask
loot_corpsecorpse8+tombstone mask

Containers open as floating UI panels. They use procedural UI templates by default; a template defines columns, slot size, padding, gap, title, and palette colors. Projects can later skin the same template with tile ids for frame corners, edges, center fill, and slots without turning every bag into a custom screen.

Dead characters that call drop_items("") create a lootable corpse container under the official rules. The corpse expands to fit the carried loot and uses the same open, click-to-take, drag, and text transfer paths as bags. Empty corpses despawn by default so cleaned-out tombstones do not remain on the map. Non-empty corpses also have a lifetime. For respawning NPCs, the corpse disappears shortly before the NPC returns, using despawn_before_respawn_seconds; other corpses use despawn_seconds.

NPCs respawn by default. [respawn.npc] defines the delay, restores health to full, restores the NPC's startup loadout and behavior state, and removes that NPC's corpse when it returns. Player death remains script-controlled so games can decide whether the player wakes at a shrine, returns to town, loses money, keeps a tombstone, or follows another custom death loop. Individual NPCs can override the timer with respawn_seconds or disable automatic respawn with respawn = false.

AmmunitionFamilyQuantityUsed byVisual
wooden_arrowsarrow20bow, 1 per attackdiagonal arrow mask
ReagentFamilyQuantityUsed byVisual
blessed_herbherb3Cleric restoration reagentherb sprig mask
MaterialFamilyQuantityUsed byVisual
green_woodwood5shafts, handles, woodworkingwood shaft mask
featherfeather5arrow fletchingfeather mask
wild_herbherb5gathered herbalism materialherb sprig mask

Economy

Eldiron uses a classic copper, silver, and gold economy. All prices and rewards are stored as integer base units, where copper is the base:

CurrencySymbolBase value
Copperc1
Silvers10
Goldg100

The UI formats base values compactly. 125 copper is shown as 1g 2s 5c. This keeps the rules and tools simple while still presenting familiar RPG money to players.

New player characters start with 50 copper, displayed as 5s, unless the character explicitly defines another wealth value.

Money itemAdds
copper_coin1c
silver_coin1s
gold_coin1g

Money items are marked monetary = true. Taking one adds its value directly to the actor's wallet instead of placing the coin item in inventory. Normal item worth, shop prices, loot rewards, and character wealth are all measured in base copper units.

Money loot can use the same item template with a different value. For example, a dropped purse can set monetary = true, currency = "silver", and amount = 5 to add 5s when taken. worth = 50 is the equivalent raw base value and is useful for tools and display.

Resource nodes are the world objects that produce materials. They are distinct from inventory items.

Resource nodeActionProducesRespawnVisual
wild_herb_nodegather_herbswild_herb x2300 secondsherb sprig mask
green_wood_nodegather_woodgreen_wood x3300 secondswood shaft mask
bird_nest_nodegather_feathersfeather x2300 secondsfeather/nest mask
ToolWorthInteractionStateVisual
torch1suse toggles it on/offswaps light, tile, and look text; while lit it loses condition over game minutes and destroys itself at 0%one bundled unlit tile, one bundled four-frame lit tile

Bows consume one matching ammunition item from the attacker's inventory when a weapon attack resolves. hunting_bow declares ammunition = "wooden_arrows" and ammunition_quantity = 1, so the ruleset owns both which item is needed and how many are spent. Stackable ammunition decrements its quantity; when the stack reaches zero the inventory slot is emptied. wooden_arrows therefore means one inventory stack of arrows, not one single arrow item per slot.

When an item defines avatar_channels and no explicit icon or tile source, Eldiron derives its preview from the bundled humanoid avatar. Inventory, equipment, and ground item visuals use the same generated shape.

Some official items are interactive templates rather than passive gear. A torch contains its own script, authored state text, light definition, and lit/unlit visual state. Its unlit tile and animated lit tile are bundled with the official rules, so projects can place a complete working torch without rebuilding that behavior by hand. Its burn time is rules-owned through [durability]: while active, it drains condition by 10% per 60 game minutes, and on_empty = "destroy" removes the burned-out torch.

Abilities And Spells

Abilities and spells define what exists. Actions define how an actor performs a gameplay verb. This keeps the current RPG layer compatible with future sandbox verbs such as harvesting, crafting, lockpicking, stealing, or taming.

ActionKindTargetCostResult
basic_attackattackhostile or neutral entity-weapon damage
power_strikeattackhostile or neutral entity-power_strike damage
minor_healspellfriendly or self3 MP, 1 blessed_herbminor_heal healing
holy_lightspellhostile or neutral entity4 MPholy_light damage
takeinteractionground item-move item to inventory
gather_herbsgatherresource node-resource output
gather_woodgatherresource node-resource output
gather_feathersgatherresource node-resource output
craft_blessed_herbcraftself1 wild_herb, minor_heal knownblessed_herb x1
craft_wooden_arrowscraftself1 green_wood, 2 featherwooden_arrows x10
craft_hunting_bowcraftself3 green_wood, recommended fletching 25hunting_bow x1

Action definitions already include a generic consumes list, so spells, crafting, and other sandbox actions can require reagents or materials without a new hardcoded system. These costs use stack quantities too: consuming three arrows, herbs, ore, or reagents subtracts three from a matching stack before it removes an inventory slot.

Actions can also declare skill and required_skill. The first gather actions are open at required_skill = 0, but the same mechanism is now available for higher-tier ore, wood, herbs, locks, traps, and profession actions.

Class action bars expose five demo slots in Hideout2D. Warrior gets martial combat plus simple field gathering and arrow crafting. Cleric gets attack, healing, holy damage, herb gathering, and herb blessing. Ranger gets attack, wood and feather gathering, arrow fletching, and bow crafting.

Abilities are class-owned combat options. Spells add school, cast time, and damage or healing data. Actions connect those definitions to targets, costs, cooldowns, results, and FX.

Scripts use attack() for the normal weapon attack. Named action buttons or text commands use use_action("<id>"); for example use_action("power_strike") or use power strike orc in text play. Resource actions can also be typed by name, such as gather herbs, gather wood, or gather feathers, which targets the nearest matching visible resource node. Successful gathering sends a localized result message such as You gather Wild Herb x2. Recipes can be typed by name too, such as craft blessed herb, craft wooden arrows, or craft hunting bow. Container transfers start with simple text commands such as open small bag, put wild herb in bag, and take wild herb from bag.

AbilityKindCooldownRangeEffect
basic_attackattack1.0weaponnormal physical attack
guardstance3.0selfARMOR +2 for 2.0 seconds
power_strikeattack4.0weapon1d8, bonus 2, STR every 4
SpellSchoolKindCostCooldownRangeRoll
minor_healrestorationheal3 MP, 1 blessed_herb4.051d6, bonus 1, WIS every 4
holy_lightrestorationdamage4 MP5.051d6, bonus 1, WIS every 4
fire_sparkfiredamage2 MP3.061d6, bonus 0, INT every 4

Spell FX use semantic presets from fx.toml. The ruleset describes the visual intent, and the engine maps that to procedural particles and lighting.

SpellCast FXTravel FXImpact FX
minor_healrising_motes-rising_motes
holy_lightholy_glowholy_bolthit_burst
fire_spark-ember_trailfire_burst
FX PresetDescription
hit_burstshort impact burst from the target center
rising_motessoft particles across the tile, moving upward
holy_glowwarm divine aura around caster or target
holy_boltfocused holy projectile with trailing glow
fire_bursthot impact explosion with sparks and smoke
flame_patchsmall burning area on the tile
ember_trailembers behind a moving fire spell

Progression

Progression uses explicit tables so balancing is visible.

LevelRequired XP
2100
3250
4450
5700
102700
2010450

Minor quests award 25 XP, major quests award 100 XP, and kill XP starts at 25 per defender level.

The current maximum level is 20. Level-up rewards and ability unlocks are class-owned.

Visual Defaults

Rules and visuals meet in play, so the ruleset provides a consistent default visual layer.

Visual ruleValue
Default avatarhumanoid
Avatar assetassets/humanoid.eldiron_avatar
Palettesingle 31-color mood palette based on Lospec's "31" palette
Explicit overrideproject tile_id, avatar, or empty visual fields win

On load, Eldiron copies the effective ruleset palette into the project palette. That keeps internal painting, item previews, avatar channels, and generated icons on one color source.

Tools And Testing

The official ruleset is structured so tools can answer practical authoring questions without guessing:

  • Which items does a level 1 Warrior start with?
  • Can a Cleric equip this weapon?
  • What is the attack range of this weapon?
  • How much XP is needed for the next level?
  • What damage can this weapon or spell roll?
  • Which race relation makes this target hostile?
  • How long until this character can attack again?
  • What happens if this Orc fights this Warrior 100 times?

The same TOML should serve gameplay, Creator UI, terminal tools, console tools, validation, and automated arena tests.

Work In Progress Roadmap

The current draft is a playable slice, not the final v1 promise.

Already present or underway:

  • Human and Orc race baselines
  • Warrior and Cleric class baselines
  • default race relations and reputation thresholds
  • attack, take, and use intent rules
  • weapon and unarmed dice damage
  • physical, arcane, spell, and fire damage kinds
  • cloth, leather, chain, and shield armor families
  • starter weapons, armor, clothing, abilities, and spells
  • default humanoid avatar and rules-owned palette
  • stackable materials, reagents, ammunition, and first crafting recipes
  • skill-gated crafting with open profession growth
  • first item container, small_bag, with text transfer commands
  • Creator integration and rules-aware tools

Expected v1 growth areas:

  • more playable classes and enemy roles
  • more races and creature templates
  • a larger spell and ability catalogue
  • larger crafting professions, reagents, recipes, stations, and item outputs
  • container popups, bags, chests, corpses, and loot transfer UI
  • loot tables and treasure rules
  • conditions such as stunned, burning, poisoned, blessed, and guarded
  • armor proficiency, weapon proficiency, and class restrictions
  • encounter templates and automatic arena balance tests
  • rarity, value, repair rules, and deeper quality/condition effects
  • richer AI intent rules and disposition changes
  • localization-ready rule names, messages, and descriptions
  • illustrated guide pages and deeper examples

The long-term goal is not a tiny ruleset. The goal is a real world simulation that starts simple, stays readable, and grows without returning to scattered per-character configuration.