id: 674e6efd5fce4cfcae1ab6ce2997030a
parent_id: 
item_type: 1
item_id: fcd381c235694f29abf73665317a40f5
item_updated_time: 1781194181136
title_diff: "[{\"diffs\":[[1,\"Skara Brae — Game Concept Overview\"]],\"start1\":0,\"start2\":0,\"length1\":0,\"length2\":34}]"
body_diff: "[{\"diffs\":[[1,\"# Skara Brae — Fantasy Text-Based MMORPG\\\n\\\n## Inspiration\\\n\\\n**Torn City** is a text-based, crime-themed MMORPG running since 2004 with over a million users. Core mechanics include:\\\n\\\n- Crime system (mugging, drug trafficking, organized crime)\\\n- PvP combat with experience/leveling\\\n- Factions (clan system with wars and organized crimes)\\\n- Companies (player-run businesses)\\\n- Properties and housing\\\n- Stock market and banking\\\n- Item market / bazaar / auctions\\\n- Education system\\\n- Bounty system\\\n- Rich REST API for community tools\\\n\\\n**Idle Fantasy** ([source](https://github.com/tristinbaker/IdleFantasy)) is an open-source offline idle RPG for Android with 23 skills, 20 dungeons, 170+ quests, guild rank progression, pets, and inn workers. Key inspirations: offline sessions, hireable NPC workers, pet buff system, blessing system, slayer tasks. See [Idle Fantasy Inspirations](joplin://fea2d81f0414484fa4edf126f8ca17ed) for full analysis.\\\n\\\n**Skara Brae** transplants Torn's proven mechanics into a dark fantasy setting inspired by **The Bard's Tale I** and the real neolithic settlement on Orkney, with idle RPG elements from Idle Fantasy and a **RoleMaster-inspired critical hit system** (see [Combat System & Stat Scaling Design](joplin://5ff1fed180fa4b39b4cdb925f34c1008)).\\\n\\\n---\\\n\\\n## Setting\\\n\\\nThe city of **Skara Brae** — an ancient, labyrinthine city of stone and sorcery. Once a thriving hub of the Old Kingdom, now a place of shadow and opportunity. Adventurers arrive seeking fortune, power, and answers to mysteries buried beneath the cobblestones.\\\n\\\n**Theme**: Low-to-dark fantasy. Grimy taverns, corrupt city watch, competing guilds, ancient dungeons beneath the city, magical artifacts, political intrigue. Not high fantasy — think more *The Witcher* meets *Thief* meets *Bard's Tale*.\\\n\\\n---\\\n\\\n## Core Game Loops\\\n\\\n### 1. Adventures (→ Torn's \\\"Crimes\\\")\\\nThe primary PvE activity. Players embark on adventures throughout the city and surrounding wilderness.\\\n\\\n| Torn Mechanic | Skara Brae Equivalent |\\\n|---|---|\\\n| Search for cash | Pick pockets in the marketplace |\\\n| Sell illegal items | Fence stolen goods at the Thieves' Guild |\\\n| Mug someone | Waylay travelers on the road |\\\n| Burglary | Break into manors and vaults |\\\n| Organized crime | Dungeon raids (guild activity) |\\\n| Drug trafficking | Brew and sell potions (alchemy) |\\\n\\\nAdventures have:\\\n- **Risk/reward tiers** (safe but low yield → dangerous but high yield)\\\n- **Cooldown timers** (energy system)\\\n- **Skill-based success chances** (your thievery skill affects pickpocketing)\\\n- **Time-of-day modifiers** (nighttime gives bonuses to stealth activities)\\\n- **Day-of-week events** (market day, full moon effects, festival bonuses)\\\n- **Offline continuation**: Adventures continue for up to 1 hour while logged out. On return, collect accumulated rewards. Server-side tick calculates elapsed rewards.\\\n\\\n### 2. Combat (PvP & PvE)\\\n- **Arena**: Structured PvP duels with ranked matchmaking\\\n- **Ambush**: Open-world PvP with risk/reward (infamy system)\\\n- **Dungeon bosses**: PvE endgame encounters\\\n- **Combat is turn-based/text-based** with strategic depth (choose actions, manage stamina/mana)\\\n- **RoleMaster-inspired critical hits**: Open-ended d100 crit tables with status effects (bleed, stun, disarm, cripple). Crit damage capped by level difference but never zero. See [Combat System & Stat Scaling Design](joplin://5ff1fed180fa4b39b4cdb925f34c1008).\\\n- **Exponential stat growth**: BIGINT stats, tiered display (K/M/B/T). Stats only ever go up — no rebirth/prestige for now.\\\n\\\n### 3. Economy\\\n- **Bazaar**: Player-driven item marketplace\\\n- **Auction House**: Rare items, timed auctions\\\n- **Bank of Skara Brae**: Deposits, interest, loans\\\n- **Merchant Ventures**: Invest in trading caravans (→ Torn's stocks) — returns depend on random events\\\n- **Crafting**: Alchemy, blacksmithing, enchanting — create items to sell or use (see Crafting deep dive below)\\\n- **Player shops/stalls**: Set up a stall in the Market Square (→ Torn's bazaar model)\\\n\\\n### 4. Guilds (→ Torn's \\\"Factions\\\")\\\nSee Guilds deep dive below for full details.\\\n\\\n- Player organizations with hierarchy (Guildmaster → Officers → Members → Initiates)\\\n- **Guild Hall**: Upgradable base providing bonuses to members\\\n- **Guild Wars**: Territory control, raids on rival guild halls\\\n- **Guild Adventures**: Cooperative dungeon raids (→ organized crimes)\\\n- **Guild treasury**: Shared resources, taxation of members\\\n\\\n### 5. Properties (→ Torn's \\\"Properties\\\")\\\n- **Dwellings**: From a straw bed at an inn to a tower in the city walls\\\n- Properties provide: rest bonuses (energy recovery), storage, crafting stations\\\n- Rentable, sellable, upgradable\\\n\\\n### 6. Education (→ Torn's \\\"Education\\\")\\\n- **Schools**: Fighters' Academy, College of Magic, Thieves' Den, Merchants' Guild School\\\n- Courses take real time to complete, provide permanent stat/skill bonuses\\\n- Some adventures require specific education prerequisites\\\n\\\n### 7. Quests & Storylines\\\n- **Main storyline**: Uncover the mystery beneath Skara Brae (Bard's Tale-inspired Mangar threat)\\\n- **Side quests**: NPC-given missions with rewards\\\n- **Dynamic events**: City-wide events (plague, invasion, festival)\\\n- **Daily quests**: 3-5 per day from NPCs (Madame Sylara, Captain Rennick, Guildmasters). \\\"Complete 3 adventures\\\" / \\\"Craft 2 potions\\\" / \\\"Win 1 arena duel\\\". Rewards: gold, XP, skill XP, occasional items.\\\n- **Weekly quests**: Larger goals, better rewards\\\n- **Cumulative achievements**: \\\"Mine 10,000 ore total\\\" → permanent bonus\\\n\\\n---\\\n\\\n## Crafting System (Deep Dive)\\\n\\\n### Gathering Professions (5)\\\n| Profession | Materials | Locations |\\\n|---|---|---|\\\n| **Mining** | Ore, gems, stone | Mines, Undercity, mountains |\\\n| **Herbalism** | Herbs, fungi, reagents | Forests, swamps, gardens |\\\n| **Woodcutting** | Timber, resin, bark | Forests, groves |\\\n| **Fishing** | Fish, pearls, salvage | Harbor, rivers, underground lakes |\\\n| **Skinning** | Leather, bone, sinew | Wilds, dungeons (from kills) |\\\n\\\n### Crafting Professions (7)\\\n| Profession | Creates | Key Materials |\\\n|---|---|---|\\\n| **Blacksmithing** | Weapons, heavy armor, tools | Ore, coal, flux |\\\n| **Alchemy** | Potions, poisons, elixirs | Herbs, reagents, solvents |\\\n| **Enchanting** | Magical enhancements, scrolls | Rare reagents, essence |\\\n| **Tailoring** | Cloth armor, bags, banners | Cloth, silk, magical thread |\\\n| **Jewelcrafting** | Rings, amulets, gem cuts | Gems, precious metals |\\\n| **Fletching** | Bows, crossbows, arrows | Wood, sinew, feathers |\\\n| **Cooking** | Food (healing, buffs), beverages | Fish, meat, herbs, grain |\\\n\\\n### Profession Mastery Levels\\\nNovice → Apprentice → Journeyman → Expert → Master → Grandmaster\\\n\\\nEach tier unlocks new recipes and improves crafting quality.\\\n\\\n### Crafting Quality Rolls\\\nEvery crafted item rolls for quality:\\\n\\\n| Quality | Chance (base) | Effect |\\\n|---|---|---|\\\n| Common | 50% | Base stats |\\\n| Fine | 25% | +10% stats |\\\n| Superior | 15% | +25% stats |\\\n| Exceptional | 7% | +50% stats |\\\n| Masterwork | 2.5% | +100% stats |\\\n| Legendary | 0.5% | +200% stats + unique affix |\\\n\\\n### Crafting Crits (RoleMaster-inspired)\\\n- Small chance of exceptional result regardless of skill level (mirrors combat crit system)\\\n- d100 roll on craft: 96+ triggers a crafting crit → quality tier upgraded by 1-2 levels\\\n- High skill level improves base quality but crits can happen to anyone\\\n\\\n### Recipe Discovery\\\n- **Taught recipes**: From education courses, guild rank rewards\\\n- **Adventure drops**: Recipe scrolls found in dungeons\\\n- **Experimentation**: Combine materials with a chance to discover a new recipe (消耗 materials on failure)\\\n- **Seasonal events**: Limited-time recipes\\\n\\\n---\\\n\\\n## The Inn — Social Hub (Deep Dive)\\\n\\\n**The Singing Tavern** is the central social hub of Skara Brae, inspired by Idle Fantasy's Inn system.\\\n\\\n### Social Features\\\n- **Chat rooms**: General, trade, guild recruitment, district-specific, roleplay\\\n- **Rumors board**: NPC-posted hints about adventures, dungeon openings, rare spawns, upcoming events\\\n- **Bounty board**: Player-posted and NPC-posted bounties on other players\\\n- **Barter table**: Direct player-to-player trading (avoid market fees) — face-to-face exchange\\\n\\\n### Minigames & Gambling\\\n- **Dice games**: Roll dice against other players or the house\\\n- **Card games**: Fantasy-themed card game (simplified poker variant)\\\n- **Arm wrestling**: Strength-based contest (simple stat check with randomness)\\\n- **Drinking contest**: Constitution-based, winner gets bragging rights + temporary charisma bonus\\\n\\\n### Rest & Recovery\\\n- **Energy/HP/Mana recovery** at a rate determined by inn quality (tied to property system)\\\n- Basic room: 1× recovery rate\\\n- Quality room: 1.5× recovery rate\\\n- Luxury suite: 2× recovery rate\\\n- Members with properties can rest at home for variable rates\\\n\\\n### Carousing\\\n- Spend gold to temporarily boost charisma (affects next N trades, conversations, or persuasion attempts)\\\n- Duration: Until you complete N social interactions or time expires\\\n- Risk: Overdoing it can result in \\\"hangover\\\" debuff (-agility for 1 hour)\\\n\\\n### Innkeeper Daily Quests\\\n- **Madame Sylara** offers 3 daily quests from the inn\\\n- Quest types: \\\"Collect information from X NPCs\\\", \\\"Deliver a message\\\", \\\"Win X gold gambling\\\"\\\n- Rewards scale with difficulty\\\n\\\n### Hire Workers (Idle Fantasy-inspired)\\\nThe most distinctive feature from Idle Fantasy — **hire NPCs to automate tasks**:\\\n\\\n| Worker | Task | Efficiency | Cost |\\\n|---|---|---|---|\\\n| **Mercenary** | Runs adventures while offline | 60% of normal rewards | Gold/hour |\\\n| **Apprentice** | Trains a skill while offline | 50% of active rate | Gold/hour |\\\n| **Gatherer** | Collects basic materials | Low-tier materials only | Gold/hour |\\\n\\\n- Worker quality tiers: Novice → Journeyman → Expert (better rates, higher cost)\\\n- Workers consume your energy while active\\\n- Creates a meaningful **gold sink** for veteran players\\\n- Buy **provisions** in bulk (food, potions, torches) for dungeon expeditions\\\n\\\n---\\\n\\\n## Pets (Deep Dive)\\\n\\\n### Acquisition\\\n- **Taming**: Wild encounters in the Wilds (skill check, rare success)\\\n- **Purchase**: Pet trader in the Market Square\\\n- **Breeding**: Combine two pets for a chance at rare offspring with combined bonuses\\\n- **Quest rewards**: Specific pets from storyline/side quests\\\n- **Rare enemy drops**: Dungeon bosses and rare spawns can drop pet eggs/whistles\\\n- **Seasonal events**: Limited-time pets\\\n\\\n### Pet Rarity Tiers\\\nCommon → Uncommon → Rare → Epic → Legendary → Mythic\\\n\\\n### Pet Types & Bonuses\\\n| Pet | Bonus |\\\n|---|---|\\\n| Wolf | +tracking, +combat XP |\\\n| Raven | +scouting, +perception |\\\n| Cat | +stealth, +thievery XP |\\\n| Owl | +magic XP, +wisdom |\\\n| Hound | +combat damage, +slayer XP |\\\n| Toad | +poison resistance, +alchemy XP |\\\n| Hawk | +ranged accuracy, +gathering yield |\\\n\\\n### Pet Mechanics\\\n- **Active pet**: One pet follows you (visible in combat), providing its passive bonus\\\n- **Pet stable**: Store up to N pets (expandable via property upgrades)\\\n- **Pet aging**: Pets grow over time, increasing their bonus at milestones (1 week, 1 month, 6 months)\\\n- **Pet death**: Pets can be killed in PvP ambush (creates real stakes) — resurrected at Temple Row for gold\\\n- **Pet equipment**: Collars, armor, trinkets — crafted or found. Enhance pet bonuses.\\\n- **Pet breeding**: Combine two pets → offspring has a chance of inheriting combined bonuses or rare mutation\\\n\\\n---\\\n\\\n## Guilds (Deep Dive)\\\n\\\n### Guild Hall Upgrades\\\n| Upgrade | Effect | Build Cost |\\\n|---|---|---|\\\n| **Training Grounds** | +X% stat training speed for members | Gold + materials |\\\n| **Library** | +X% education course speed | Gold + enchanted books |\\\n| **Vault** | Shared storage for members | Gold + crafted locks |\\\n| **War Room** | Plan raids, view territory map | Gold + cartography tools |\\\n| **Brewery** | Member happiness → reduced quit rate, social bonuses | Gold + cooking supplies |\\\n| **Infirmary** | Faster HP/energy recovery for members | Gold + alchemy supplies |\\\n| **Enchanting Lab** | +X% enchanting quality for members | Gold + rare reagents |\\\n\\\n### Guild Taxation\\\n- Configurable tax rate on member earnings: **0-25%**\\\n- Tax gold flows into guild treasury\\\n- Guildmaster and officers set the rate\\\n- High tax → more treasury for upgrades, but member dissatisfaction\\\n\\\n### Guild Alliances\\\n- Formal treaties between guilds: shared chat, coordinated raids, non-aggression pacts\\\n- Alliance leaderboard\\\n- Alliance vs. alliance wars for territory control\\\n\\\n### Guild Territories\\\n- Control of city districts provides bonuses to all guild members in that district\\\n- Territory gained through guild wars and maintained through activity\\\n- District bonuses: Market Square (reduced listing fees), Harbor (trade route bonuses), etc.\\\n\\\n### Guild Rank Progression (Idle Fantasy-inspired)\\\n- **10 rank levels** per guild: Initiate → Apprentice → Journeyman → Expert → Veteran → Elite → Champion → Master → Grandmaster → Legend\\\n- **Daily guild tasks**: Complete for reputation points\\\n- **Rank-up quests**: Progression quests to advance in guild rank\\\n- **Cross-skill rewards**: Higher ranks unlock resources from skills you don't personally train\\\n- **Guild reputation**: Decayed by inactivity, increased by events, raids, member achievements\\\n\\\n### Guild Bank\\\n- Shared treasury with withdrawal permissions by rank\\\n- Deposit logs visible to officers+\\\n- Withdrawal limits configurable by rank\\\n\\\n---\\\n\\\n## Blessings / Church (Idle Fantasy-inspired)\\\n\\\n- **Temple Row** offers blessings from the Old Gods\\\n- **Blessing types**: XP boost (up to 1.5×), Damage reduction, Gold multiplier, Crit chance increase\\\n- **Duration**: Based on Wisdom stat and offering quality\\\n- **One blessing active** at a time\\\n- **Offerings**: Gold, rare items, bones from undead enemies\\\n- Higher Wisdom = longer duration, stronger effect\\\n- Adds \\\"buff management\\\" layer without being tedious\\\n\\\n---\\\n\\\n## Slayer Tasks (Idle Fantasy-inspired)\\\n\\\n- **Captain Rennick** at City Watch HQ gives slayer tasks (lawful targets)\\\n- **The Beggar King** gives underground slayer tasks (criminal targets)\\\n- \\\"Kill 15 skeletal warriors in the Undercity\\\" → bonus Slayer XP + gold reward\\\n- Slayer level unlocks tougher targets with better rewards\\\n- Ties into the bounty system naturally\\\n\\\n---\\\n\\\n## Character System\\\n\\\n### Races\\\n| Race | Bonus | Penalty |\\\n|---|---|---|\\\n| Human | Balanced, bonus to charisma | None (jack of all trades) |\\\n| Dwarf | Constitution +, Smithing + | Agility - |\\\n| Elf | Magic +, Perception + | Strength - |\\\n| Halfling | Agility +, Thievery + | Strength - |\\\n| Orc | Strength +, Intimidation + | Intelligence - |\\\n| Half-Elf | Charisma +, Magic + | Constitution - |\\\n\\\n### Classes (determine starting skills and education paths)\\\n- **Warrior** — Melee combat, tanking\\\n- **Rogue** — Stealth, thievery, poison\\\n- **Mage** — Offensive magic, enchanting\\\n- **Bard** — Buffs, social skills, lore\\\n- **Cleric** — Healing, protection, undead turning\\\n- **Ranger** — Ranged combat, tracking, survival\\\n\\\n### Stats (BIGINT — exponential growth)\\\n- **Strength** — Physical damage, carrying capacity\\\n- **Agility** — Dodge, stealth, thievery\\\n- **Constitution** — HP, endurance, poison resistance\\\n- **Intelligence** — Magic power, crafting quality\\\n- **Wisdom** — Mana, perception, healing power, blessing duration\\\n- **Charisma** — Trading prices, faction relations, bardic abilities\\\n\\\nStats only ever go up. Display tiered: `1.2K`, `4.7M`, `1.2B`, `3.8T`. See [Combat System & Stat Scaling Design](joplin://5ff1fed180fa4b39b4cdb925f34c1008).\\\n\\\n### Skills (leveled through use)\\\n- Weapon skills (sword, axe, bow, staff, etc.)\\\n- Thievery (lockpicking, pickpocketing, sneaking)\\\n- Magic schools (fire, ice, illusion, necromancy, etc.)\\\n- Crafting (alchemy, blacksmithing, enchanting, tailoring, jewelcrafting, fletching, cooking)\\\n- Gathering (mining, herbalism, woodcutting, fishing, skinning)\\\n- Social (persuasion, intimidation, bartering)\\\n- Support (mercantile/trading, slayer/bounty hunting)\\\n\\\n---\\\n\\\n## Technology Stack\\\n\\\n### Backend — Rust\\\n| Component | Technology | Rationale |\\\n|---|---|---|\\\n| HTTP Framework | **Axum** | Modern, ergonomic, excellent ecosystem, tower middleware |\\\n| Real-time | **WebSocket** via axum + tokio-tungstenite | Live combat, chat, notifications |\\\n| Database | **PostgreSQL** + **SQLx** | ACID compliance, relational data fits game entities well |\\\n| Cache/Sessions | **Redis** | Session tokens, leaderboards, rate limiting, real-time pub/sub |\\\n| Auth | **JWT** (jsonwebtoken crate) | Stateless auth, API-friendly |\\\n| Background Jobs | **tokio** tasks + custom scheduler | Timers for cooldowns, education courses, guild wars |\\\n| Migrations | **sqlx-cli** or **refinery** | Database schema versioning |\\\n| Serialization | **serde** + **serde_json** | JSON API, message passing |\\\n| Game Tick Engine | Custom event loop on **tokio** | Time-based game events (day/night cycle, weather, offline rewards) |\\\n\\\n### Frontend — Vue.js\\\n| Component | Technology | Rationale |\\\n|---|---|---|\\\n| Framework | **Vue 3** + **Composition API** | Modern, reactive, good for complex UIs |\\\n| Build Tool | **Vite** | Fast dev server, optimized builds |\\\n| State Management | **Pinia** | Type-safe, modular stores for game state |\\\n| Routing | **Vue Router** | SPA navigation |\\\n| UI Framework | **PrimeVue** or custom dark fantasy theme | Rich component library |\\\n| Real-time | **WebSocket client** (native) | Live updates, combat, chat |\\\n| HTTP Client | **Axios** or **fetch API** | REST API calls |\\\n| Mobile | **PWA** or **Capacitor** | Native-like mobile experience |\\\n\\\n### Infrastructure\\\n| Component | Technology |\\\n|---|---|\\\n| Containerization | Docker + docker-compose |\\\n| Reverse Proxy | Caddy or nginx |\\\n| CI/CD | GitHub Actions |\\\n| Monitoring | Prometheus + Grafana |\\\n| Logging | tracing crate (Rust) → structured JSON logs |\\\n\\\n---\\\n\\\n## Architecture Overview\\\n\\\n```\\\n┌──────────────────────────────────────────────────┐\\\n│                   Frontend (Vue 3)                │\\\n│  ┌─────────┐ ┌─────────┐ ┌──────────┐ ┌───────┐ │\\\n│  │ REST API │ │WebSocket│ │  State    │ │  PWA  │ │\\\n│  │  Client  │ │ Client  │ │ (Pinia)  │ │ Shell │ │\\\n│  └────┬─────┘ └────┬────┘ └──────────┘ └───────┘ │\\\n└───────┼────────────┼──────────────────────────────┘\\\n        │ HTTP/REST  │ WS\\\n        ▼            ▼\\\n┌──────────────────────────────────────────────────┐\\\n│                API Gateway (Axum)                 │\\\n│  ┌──────────┐ ┌──────────────┐ ┌───────────────┐ │\\\n│  │ Auth     │ │ Rate Limiter │ │ WS Handler    │ │\\\n│  │ Middleware│ │              │ │               │ │\\\n│  └──────────┘ └──────────────┘ └───────────────┘ │\\\n├──────────────────────────────────────────────────┤\\\n│              Game Services (Rust)                 │\\\n│  ┌────────┐ ┌────────┐ ┌────────┐ ┌───────────┐ │\\\n│  │ Player │ │ Combat │ │ Economy│ │  Guild    │ │\\\n│  │Service │ │Service │ │Service │ │  Service  │ │\\\n│  ├────────┤ ├────────┤ ├────────┤ ├───────────┤ │\\\n│  │Adventure│ │ World  │ │ Market │ │  Chat &   │ │\\\n│  │Service │ │Service │ │Service │ │  Social   │ │\\\n│  ├────────┤ ├────────┤ ├────────┤ ├───────────┤ │\\\n│  │Crafting│ │  Pet   │ │Blessing│ │  Worker   │ │\\\n│  │Service │ │Service │ │Service │ │  Service  │ │\\\n│  └────────┘ └────────┘ └────────┘ └───────────┘ │\\\n├──────────────────────────────────────────────────┤\\\n│              Game Engine Core                     │\\\n│  ┌────────────┐ ┌───────────┐ ┌───────────────┐ │\\\n│  │ Tick/Sched │ │ Event Bus │ │ Rule Engine   │ │\\\n│  │ (timers)   │ │ (pub/sub) │ │ (formulas)    │ │\\\n│  └────────────┘ └───────────┘ └───────────────┘ │\\\n├──────────────────────────────────────────────────┤\\\n│              Data Layer                           │\\\n│  ┌──────────────┐  ┌──────────┐  ┌───────────┐  │\\\n│  │  PostgreSQL  │  │  Redis   │  │  S3/Minio  │  │\\\n│  │  (persistent)│  │ (cache)  │  │  (assets)  │  │\\\n│  └──────────────┘  └──────────┘  └───────────┘  │\\\n└──────────────────────────────────────────────────┘\\\n```\\\n\\\n---\\\n\\\n## API Design (RESTful + WebSocket)\\\n\\\n### REST Endpoints (examples)\\\n\\\n```\\\n# Authentication\\\nPOST   /api/auth/register\\\nPOST   /api/auth/login\\\nPOST   /api/auth/refresh\\\n\\\n# Character\\\nGET    /api/character\\\nPUT    /api/character\\\nGET    /api/character/stats\\\nGET    /api/character/skills\\\nPUT    /api/character/train/:skill\\\n\\\n# Adventures\\\nGET    /api/adventures/available\\\nPOST   /api/adventures/embark/:id\\\nGET    /api/adventures/history\\\nGET    /api/adventures/offline-rewards  # Collect offline session rewards\\\n\\\n# Combat\\\nPOST   /api/combat/arena/challenge/:target_id\\\nPOST   /api/combat/ambush/:target_id\\\nGET    /api/combat/arena/leaderboard\\\n\\\n# Economy\\\nGET    /api/market/items\\\nPOST   /api/market/list\\\nPOST   /api/market/buy/:listing_id\\\nGET    /api/bank/balance\\\nPOST   /api/bank/deposit\\\nPOST   /api/bank/withdraw\\\n\\\n# Crafting\\\nGET    /api/crafting/recipes\\\nPOST   /api/crafting/craft/:recipe_id\\\nGET    /api/crafting/professions\\\n\\\n# Pets\\\nGET    /api/pets\\\nPOST   /api/pets/activate/:pet_id\\\nPOST   /api/pets/breed\\\nGET    /api/pets/stable\\\n\\\n# Guilds\\\nGET    /api/guild\\\nPOST   /api/guild/create\\\nPOST   /api/guild/:id/join\\\nGET    /api/guild/:id/members\\\nPOST   /api/guild/:id/raid\\\nGET    /api/guild/:id/rank-quests\\\n\\\n# Properties\\\nGET    /api/properties\\\nPOST   /api/properties/:id/buy\\\nPUT    /api/properties/:id/upgrade\\\n\\\n# Education\\\nGET    /api/education/available\\\nPOST   /api/education/enroll/:course_id\\\nGET    /api/education/progress\\\n\\\n# Blessings\\\nGET    /api/blessings/available\\\nPOST   /api/blessings/activate/:blessing_id\\\nGET    /api/blessings/active\\\n\\\n# Inn / Workers\\\nGET    /api/inn/workers\\\nPOST   /api/inn/hire/:worker_type\\\nPOST   /api/inn/dismiss/:worker_id\\\nGET    /api/inn/quests  # Daily innkeeper quests\\\n\\\n# Slayer\\\nGET    /api/slayer/task\\\nPOST   /api/slayer/claim-reward\\\n```\\\n\\\n### WebSocket Channels\\\n```\\\nws://server/ws?token=JWT\\\n\\\n# Client → Server\\\n{ \\\"type\\\": \\\"combat:action\\\", \\\"data\\\": { \\\"action\\\": \\\"attack\\\", \\\"target\\\": \\\"enemy_1\\\" } }\\\n{ \\\"type\\\": \\\"chat:message\\\", \\\"data\\\": { \\\"channel\\\": \\\"guild\\\", \\\"message\\\": \\\"...\\\" } }\\\n\\\n# Server → Client\\\n{ \\\"type\\\": \\\"combat:result\\\", \\\"data\\\": { \\\"damage\\\": 42, \\\"enemy_hp\\\": 158, \\\"crit\\\": false } }\\\n{ \\\"type\\\": \\\"combat:crit\\\", \\\"data\\\": { \\\"roll\\\": 147, \\\"effect\\\": \\\"bleed\\\", \\\"duration\\\": 5 } }\\\n{ \\\"type\\\": \\\"notification\\\", \\\"data\\\": { \\\"text\\\": \\\"Your adventure has completed!\\\" } }\\\n{ \\\"type\\\": \\\"market:update\\\", \\\"data\\\": { \\\"item\\\": \\\"...\\\", \\\"price\\\": 500 } }\\\n{ \\\"type\\\": \\\"adventure:offline_rewards\\\", \\\"data\\\": { \\\"gold\\\": 1247, \\\"xp\\\": 5300, \\\"items\\\": [...] } }\\\n```\\\n\\\n---\\\n\\\n## Monetization (Ethical F2P)\\\n\\\n- **Patron Subscription** (→ Torn's donator packs): Monthly sub providing QoL benefits (extra energy, custom themes, expanded log, etc.) — no pay-to-win\\\n- **Cosmetics**: Character portraits, UI themes, custom titles\\\n- **Convenience**: Extra character slots, extended history logs, extra pet stable slots\\\n- **No**: Pay-to-win items, selling power, loot boxes\\\n\\\n---\\\n\\\n## MVP Scope (Phase 1)\\\n\\\n1. User registration, authentication, character creation (race + class)\\\n2. Basic stat/skill system with training (BIGINT stats)\\\n3. Adventure system (5-10 adventures across difficulty tiers)\\\n4. Turn-based combat engine with crit tables\\\n5. Basic economy: inventory, bazaar (buy/sell), bank\\\n6. Guild creation and membership\\\n7. REST API + basic Vue.js frontend\\\n8. Real-time notifications via WebSocket\\\n9. Offline adventure rewards collection\\\n10. Basic crafting (2-3 professions)\\\n\\\n---\\\n\\\n## Future Phases\\\n\\\n- **Phase 2**: PvP arena, guild wars, properties, education system, pets, blessings\\\n- **Phase 3**: Full storyline/quests, dynamic world events, day/night cycle, inn workers, slayer tasks\\\n- **Phase 4**: Mobile app (Capacitor), merchant ventures (stock market), advanced crafting, pet breeding\\\n- **Phase 5**: Community API, mod support, tournament system\\\n\\\n---\\\n\\\n## Related Design Notes\\\n\\\n| Note | ID | Content |\\\n|---|---|---|\\\n| [Combat System & Stat Scaling Design](joplin://5ff1fed180fa4b39b4cdb925f34c1008) | `5ff1fed180fa4b39b4cdb925f34c1008` | RoleMaster + Torn hybrid combat, crit tables, stat scaling |\\\n| [Idle Fantasy Inspirations](joplin://fea2d81f0414484fa4edf126f8ca17ed) | `fea2d81f0414484fa4edf126f8ca17ed` | Idle RPG mechanics, offline sessions, workers, pets |\\\n| [Lore & World Building](joplin://2c8e2a844da0497e8a93c820ec8901a1) | `2c8e2a844da0497e8a93c820ec8901a1` | 10 city districts, 8 key NPCs, 5-act storyline |\\\n| [Tech Stack & Architecture](joplin://980c3eb587294e4383474b94988f2f88) | `980c3eb587294e4383474b94988f2f88` | Rust workspace, Vue frontend, database schema |\\\n| [Project Plan](joplin://088737f31c514f1da21cc42c0ab6acc1) | `088737f31c514f1da21cc42c0ab6acc1` | Roadmap, MVP scope, repository structure |\"]],\"start1\":0,\"start2\":0,\"length1\":0,\"length2\":24349}]"
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