Skara Brae — Game Concept Overview

# Skara Brae — Fantasy Text-Based MMORPG

## Inspiration

**Torn City** is a text-based, crime-themed MMORPG running since 2004 with over a million users. Core mechanics include:

- Crime system (mugging, drug trafficking, organized crime)
- PvP combat with experience/leveling
- Factions (clan system with wars and organized crimes)
- Companies (player-run businesses)
- Properties and housing
- Stock market and banking
- Item market / bazaar / auctions
- Education system
- Bounty system
- Rich REST API for community tools

**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.

**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)).

---

## Setting

The 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.

**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*.

---

## Core Game Loops

### 1. Adventures (→ Torn's "Crimes")
The primary PvE activity. Players embark on adventures throughout the city and surrounding wilderness.

| Torn Mechanic | Skara Brae Equivalent |
|---|---|
| Search for cash | Pick pockets in the marketplace |
| Sell illegal items | Fence stolen goods at the Thieves' Guild |
| Mug someone | Waylay travelers on the road |
| Burglary | Break into manors and vaults |
| Organized crime | Dungeon raids (guild activity) |
| Drug trafficking | Brew and sell potions (alchemy) |

Adventures have:
- **Risk/reward tiers** (safe but low yield → dangerous but high yield)
- **Cooldown timers** (energy system)
- **Skill-based success chances** (your thievery skill affects pickpocketing)
- **Time-of-day modifiers** (nighttime gives bonuses to stealth activities)
- **Day-of-week events** (market day, full moon effects, festival bonuses)
- **Offline continuation**: Adventures continue for up to 1 hour while logged out. On return, collect accumulated rewards. Server-side tick calculates elapsed rewards.

### 2. Combat (PvP & PvE)
- **Arena**: Structured PvP duels with ranked matchmaking
- **Ambush**: Open-world PvP with risk/reward (infamy system)
- **Dungeon bosses**: PvE endgame encounters
- **Combat is turn-based/text-based** with strategic depth (choose actions, manage stamina/mana)
- **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).
- **Exponential stat growth**: BIGINT stats, tiered display (K/M/B/T). Stats only ever go up — no rebirth/prestige for now.

### 3. Economy
- **Bazaar**: Player-driven item marketplace
- **Auction House**: Rare items, timed auctions
- **Bank of Skara Brae**: Deposits, interest, loans
- **Merchant Ventures**: Invest in trading caravans (→ Torn's stocks) — returns depend on random events
- **Crafting**: Alchemy, blacksmithing, enchanting — create items to sell or use (see Crafting deep dive below)
- **Player shops/stalls**: Set up a stall in the Market Square (→ Torn's bazaar model)

### 4. Guilds (→ Torn's "Factions")
See Guilds deep dive below for full details.

- Player organizations with hierarchy (Guildmaster → Officers → Members → Initiates)
- **Guild Hall**: Upgradable base providing bonuses to members
- **Guild Wars**: Territory control, raids on rival guild halls
- **Guild Adventures**: Cooperative dungeon raids (→ organized crimes)
- **Guild treasury**: Shared resources, taxation of members

### 5. Properties (→ Torn's "Properties")
- **Dwellings**: From a straw bed at an inn to a tower in the city walls
- Properties provide: rest bonuses (energy recovery), storage, crafting stations
- Rentable, sellable, upgradable

### 6. Education (→ Torn's "Education")
- **Schools**: Fighters' Academy, College of Magic, Thieves' Den, Merchants' Guild School
- Courses take real time to complete, provide permanent stat/skill bonuses
- Some adventures require specific education prerequisites

### 7. Quests & Storylines
- **Main storyline**: Uncover the mystery beneath Skara Brae (Bard's Tale-inspired Mangar threat)
- **Side quests**: NPC-given missions with rewards
- **Dynamic events**: City-wide events (plague, invasion, festival)
- **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.
- **Weekly quests**: Larger goals, better rewards
- **Cumulative achievements**: "Mine 10,000 ore total" → permanent bonus

---

## Crafting System (Deep Dive)

### Gathering Professions (5)
| Profession | Materials | Locations |
|---|---|---|
| **Mining** | Ore, gems, stone | Mines, Undercity, mountains |
| **Herbalism** | Herbs, fungi, reagents | Forests, swamps, gardens |
| **Woodcutting** | Timber, resin, bark | Forests, groves |
| **Fishing** | Fish, pearls, salvage | Harbor, rivers, underground lakes |
| **Skinning** | Leather, bone, sinew | Wilds, dungeons (from kills) |

### Crafting Professions (7)
| Profession | Creates | Key Materials |
|---|---|---|
| **Blacksmithing** | Weapons, heavy armor, tools | Ore, coal, flux |
| **Alchemy** | Potions, poisons, elixirs | Herbs, reagents, solvents |
| **Enchanting** | Magical enhancements, scrolls | Rare reagents, essence |
| **Tailoring** | Cloth armor, bags, banners | Cloth, silk, magical thread |
| **Jewelcrafting** | Rings, amulets, gem cuts | Gems, precious metals |
| **Fletching** | Bows, crossbows, arrows | Wood, sinew, feathers |
| **Cooking** | Food (healing, buffs), beverages | Fish, meat, herbs, grain |

### Profession Mastery Levels
Novice → Apprentice → Journeyman → Expert → Master → Grandmaster

Each tier unlocks new recipes and improves crafting quality.

### Crafting Quality Rolls
Every crafted item rolls for quality:

| Quality | Chance (base) | Effect |
|---|---|---|
| Common | 50% | Base stats |
| Fine | 25% | +10% stats |
| Superior | 15% | +25% stats |
| Exceptional | 7% | +50% stats |
| Masterwork | 2.5% | +100% stats |
| Legendary | 0.5% | +200% stats + unique affix |

### Crafting Crits (RoleMaster-inspired)
- Small chance of exceptional result regardless of skill level (mirrors combat crit system)
- d100 roll on craft: 96+ triggers a crafting crit → quality tier upgraded by 1-2 levels
- High skill level improves base quality but crits can happen to anyone

### Recipe Discovery
- **Taught recipes**: From education courses, guild rank rewards
- **Adventure drops**: Recipe scrolls found in dungeons
- **Experimentation**: Combine materials with a chance to discover a new recipe (消耗 materials on failure)
- **Seasonal events**: Limited-time recipes

---

## The Inn — Social Hub (Deep Dive)

**The Singing Tavern** is the central social hub of Skara Brae, inspired by Idle Fantasy's Inn system.

### Social Features
- **Chat rooms**: General, trade, guild recruitment, district-specific, roleplay
- **Rumors board**: NPC-posted hints about adventures, dungeon openings, rare spawns, upcoming events
- **Bounty board**: Player-posted and NPC-posted bounties on other players
- **Barter table**: Direct player-to-player trading (avoid market fees) — face-to-face exchange

### Minigames & Gambling
- **Dice games**: Roll dice against other players or the house
- **Card games**: Fantasy-themed card game (simplified poker variant)
- **Arm wrestling**: Strength-based contest (simple stat check with randomness)
- **Drinking contest**: Constitution-based, winner gets bragging rights + temporary charisma bonus

### Rest & Recovery
- **Energy/HP/Mana recovery** at a rate determined by inn quality (tied to property system)
- Basic room: 1× recovery rate
- Quality room: 1.5× recovery rate
- Luxury suite: 2× recovery rate
- Members with properties can rest at home for variable rates

### Carousing
- Spend gold to temporarily boost charisma (affects next N trades, conversations, or persuasion attempts)
- Duration: Until you complete N social interactions or time expires
- Risk: Overdoing it can result in "hangover" debuff (-agility for 1 hour)

### Innkeeper Daily Quests
- **Madame Sylara** offers 3 daily quests from the inn
- Quest types: "Collect information from X NPCs", "Deliver a message", "Win X gold gambling"
- Rewards scale with difficulty

### Hire Workers (Idle Fantasy-inspired)
The most distinctive feature from Idle Fantasy — **hire NPCs to automate tasks**:

| Worker | Task | Efficiency | Cost |
|---|---|---|---|
| **Mercenary** | Runs adventures while offline | 60% of normal rewards | Gold/hour |
| **Apprentice** | Trains a skill while offline | 50% of active rate | Gold/hour |
| **Gatherer** | Collects basic materials | Low-tier materials only | Gold/hour |

- Worker quality tiers: Novice → Journeyman → Expert (better rates, higher cost)
- Workers consume your energy while active
- Creates a meaningful **gold sink** for veteran players
- Buy **provisions** in bulk (food, potions, torches) for dungeon expeditions

---

## Pets (Deep Dive)

### Acquisition
- **Taming**: Wild encounters in the Wilds (skill check, rare success)
- **Purchase**: Pet trader in the Market Square
- **Breeding**: Combine two pets for a chance at rare offspring with combined bonuses
- **Quest rewards**: Specific pets from storyline/side quests
- **Rare enemy drops**: Dungeon bosses and rare spawns can drop pet eggs/whistles
- **Seasonal events**: Limited-time pets

### Pet Rarity Tiers
Common → Uncommon → Rare → Epic → Legendary → Mythic

### Pet Types & Bonuses
| Pet | Bonus |
|---|---|
| Wolf | +tracking, +combat XP |
| Raven | +scouting, +perception |
| Cat | +stealth, +thievery XP |
| Owl | +magic XP, +wisdom |
| Hound | +combat damage, +slayer XP |
| Toad | +poison resistance, +alchemy XP |
| Hawk | +ranged accuracy, +gathering yield |

### Pet Mechanics
- **Active pet**: One pet follows you (visible in combat), providing its passive bonus
- **Pet stable**: Store up to N pets (expandable via property upgrades)
- **Pet aging**: Pets grow over time, increasing their bonus at milestones (1 week, 1 month, 6 months)
- **Pet death**: Pets can be killed in PvP ambush (creates real stakes) — resurrected at Temple Row for gold
- **Pet equipment**: Collars, armor, trinkets — crafted or found. Enhance pet bonuses.
- **Pet breeding**: Combine two pets → offspring has a chance of inheriting combined bonuses or rare mutation

---

## Guilds (Deep Dive)

### Guild Hall Upgrades
| Upgrade | Effect | Build Cost |
|---|---|---|
| **Training Grounds** | +X% stat training speed for members | Gold + materials |
| **Library** | +X% education course speed | Gold + enchanted books |
| **Vault** | Shared storage for members | Gold + crafted locks |
| **War Room** | Plan raids, view territory map | Gold + cartography tools |
| **Brewery** | Member happiness → reduced quit rate, social bonuses | Gold + cooking supplies |
| **Infirmary** | Faster HP/energy recovery for members | Gold + alchemy supplies |
| **Enchanting Lab** | +X% enchanting quality for members | Gold + rare reagents |

### Guild Taxation
- Configurable tax rate on member earnings: **0-25%**
- Tax gold flows into guild treasury
- Guildmaster and officers set the rate
- High tax → more treasury for upgrades, but member dissatisfaction

### Guild Alliances
- Formal treaties between guilds: shared chat, coordinated raids, non-aggression pacts
- Alliance leaderboard
- Alliance vs. alliance wars for territory control

### Guild Territories
- Control of city districts provides bonuses to all guild members in that district
- Territory gained through guild wars and maintained through activity
- District bonuses: Market Square (reduced listing fees), Harbor (trade route bonuses), etc.

### Guild Rank Progression (Idle Fantasy-inspired)
- **10 rank levels** per guild: Initiate → Apprentice → Journeyman → Expert → Veteran → Elite → Champion → Master → Grandmaster → Legend
- **Daily guild tasks**: Complete for reputation points
- **Rank-up quests**: Progression quests to advance in guild rank
- **Cross-skill rewards**: Higher ranks unlock resources from skills you don't personally train
- **Guild reputation**: Decayed by inactivity, increased by events, raids, member achievements

### Guild Bank
- Shared treasury with withdrawal permissions by rank
- Deposit logs visible to officers+
- Withdrawal limits configurable by rank

---

## Blessings / Church (Idle Fantasy-inspired)

- **Temple Row** offers blessings from the Old Gods
- **Blessing types**: XP boost (up to 1.5×), Damage reduction, Gold multiplier, Crit chance increase
- **Duration**: Based on Wisdom stat and offering quality
- **One blessing active** at a time
- **Offerings**: Gold, rare items, bones from undead enemies
- Higher Wisdom = longer duration, stronger effect
- Adds "buff management" layer without being tedious

---

## Slayer Tasks (Idle Fantasy-inspired)

- **Captain Rennick** at City Watch HQ gives slayer tasks (lawful targets)
- **The Beggar King** gives underground slayer tasks (criminal targets)
- "Kill 15 skeletal warriors in the Undercity" → bonus Slayer XP + gold reward
- Slayer level unlocks tougher targets with better rewards
- Ties into the bounty system naturally

---

## Character System

### Races
| Race | Bonus | Penalty |
|---|---|---|
| Human | Balanced, bonus to charisma | None (jack of all trades) |
| Dwarf | Constitution +, Smithing + | Agility - |
| Elf | Magic +, Perception + | Strength - |
| Halfling | Agility +, Thievery + | Strength - |
| Orc | Strength +, Intimidation + | Intelligence - |
| Half-Elf | Charisma +, Magic + | Constitution - |

### Classes (determine starting skills and education paths)
- **Warrior** — Melee combat, tanking
- **Rogue** — Stealth, thievery, poison
- **Mage** — Offensive magic, enchanting
- **Bard** — Buffs, social skills, lore
- **Cleric** — Healing, protection, undead turning
- **Ranger** — Ranged combat, tracking, survival

### Stats (BIGINT — exponential growth)
- **Strength** — Physical damage, carrying capacity
- **Agility** — Dodge, stealth, thievery
- **Constitution** — HP, endurance, poison resistance
- **Intelligence** — Magic power, crafting quality
- **Wisdom** — Mana, perception, healing power, blessing duration
- **Charisma** — Trading prices, faction relations, bardic abilities

Stats only ever go up. Display tiered: `1.2K`, `4.7M`, `1.2B`, `3.8T`. See [Combat System & Stat Scaling Design](joplin://5ff1fed180fa4b39b4cdb925f34c1008).

### Skills (leveled through use)
- Weapon skills (sword, axe, bow, staff, etc.)
- Thievery (lockpicking, pickpocketing, sneaking)
- Magic schools (fire, ice, illusion, necromancy, etc.)
- Crafting (alchemy, blacksmithing, enchanting, tailoring, jewelcrafting, fletching, cooking)
- Gathering (mining, herbalism, woodcutting, fishing, skinning)
- Social (persuasion, intimidation, bartering)
- Support (mercantile/trading, slayer/bounty hunting)

---

## Technology Stack

### Backend — Rust
| Component | Technology | Rationale |
|---|---|---|
| HTTP Framework | **Axum** | Modern, ergonomic, excellent ecosystem, tower middleware |
| Real-time | **WebSocket** via axum + tokio-tungstenite | Live combat, chat, notifications |
| Database | **PostgreSQL** + **SQLx** | ACID compliance, relational data fits game entities well |
| Cache/Sessions | **Redis** | Session tokens, leaderboards, rate limiting, real-time pub/sub |
| Auth | **JWT** (jsonwebtoken crate) | Stateless auth, API-friendly |
| Background Jobs | **tokio** tasks + custom scheduler | Timers for cooldowns, education courses, guild wars |
| Migrations | **sqlx-cli** or **refinery** | Database schema versioning |
| Serialization | **serde** + **serde_json** | JSON API, message passing |
| Game Tick Engine | Custom event loop on **tokio** | Time-based game events (day/night cycle, weather, offline rewards) |

### Frontend — Vue.js
| Component | Technology | Rationale |
|---|---|---|
| Framework | **Vue 3** + **Composition API** | Modern, reactive, good for complex UIs |
| Build Tool | **Vite** | Fast dev server, optimized builds |
| State Management | **Pinia** | Type-safe, modular stores for game state |
| Routing | **Vue Router** | SPA navigation |
| UI Framework | **PrimeVue** or custom dark fantasy theme | Rich component library |
| Real-time | **WebSocket client** (native) | Live updates, combat, chat |
| HTTP Client | **Axios** or **fetch API** | REST API calls |
| Mobile | **PWA** or **Capacitor** | Native-like mobile experience |

### Infrastructure
| Component | Technology |
|---|---|
| Containerization | Docker + docker-compose |
| Reverse Proxy | Caddy or nginx |
| CI/CD | GitHub Actions |
| Monitoring | Prometheus + Grafana |
| Logging | tracing crate (Rust) → structured JSON logs |

---

## Architecture Overview

```
┌──────────────────────────────────────────────────┐
│                   Frontend (Vue 3)                │
│  ┌─────────┐ ┌─────────┐ ┌──────────┐ ┌───────┐ │
│  │ REST API │ │WebSocket│ │  State    │ │  PWA  │ │
│  │  Client  │ │ Client  │ │ (Pinia)  │ │ Shell │ │
│  └────┬─────┘ └────┬────┘ └──────────┘ └───────┘ │
└───────┼────────────┼──────────────────────────────┘
        │ HTTP/REST  │ WS
        ▼            ▼
┌──────────────────────────────────────────────────┐
│                API Gateway (Axum)                 │
│  ┌──────────┐ ┌──────────────┐ ┌───────────────┐ │
│  │ Auth     │ │ Rate Limiter │ │ WS Handler    │ │
│  │ Middleware│ │              │ │               │ │
│  └──────────┘ └──────────────┘ └───────────────┘ │
├──────────────────────────────────────────────────┤
│              Game Services (Rust)                 │
│  ┌────────┐ ┌────────┐ ┌────────┐ ┌───────────┐ │
│  │ Player │ │ Combat │ │ Economy│ │  Guild    │ │
│  │Service │ │Service │ │Service │ │  Service  │ │
│  ├────────┤ ├────────┤ ├────────┤ ├───────────┤ │
│  │Adventure│ │ World  │ │ Market │ │  Chat &   │ │
│  │Service │ │Service │ │Service │ │  Social   │ │
│  ├────────┤ ├────────┤ ├────────┤ ├───────────┤ │
│  │Crafting│ │  Pet   │ │Blessing│ │  Worker   │ │
│  │Service │ │Service │ │Service │ │  Service  │ │
│  └────────┘ └────────┘ └────────┘ └───────────┘ │
├──────────────────────────────────────────────────┤
│              Game Engine Core                     │
│  ┌────────────┐ ┌───────────┐ ┌───────────────┐ │
│  │ Tick/Sched │ │ Event Bus │ │ Rule Engine   │ │
│  │ (timers)   │ │ (pub/sub) │ │ (formulas)    │ │
│  └────────────┘ └───────────┘ └───────────────┘ │
├──────────────────────────────────────────────────┤
│              Data Layer                           │
│  ┌──────────────┐  ┌──────────┐  ┌───────────┐  │
│  │  PostgreSQL  │  │  Redis   │  │  S3/Minio  │  │
│  │  (persistent)│  │ (cache)  │  │  (assets)  │  │
│  └──────────────┘  └──────────┘  └───────────┘  │
└──────────────────────────────────────────────────┘
```

---

## API Design (RESTful + WebSocket)

### REST Endpoints (examples)

```
# Authentication
POST   /api/auth/register
POST   /api/auth/login
POST   /api/auth/refresh

# Character
GET    /api/character
PUT    /api/character
GET    /api/character/stats
GET    /api/character/skills
PUT    /api/character/train/:skill

# Adventures
GET    /api/adventures/available
POST   /api/adventures/embark/:id
GET    /api/adventures/history
GET    /api/adventures/offline-rewards  # Collect offline session rewards

# Combat
POST   /api/combat/arena/challenge/:target_id
POST   /api/combat/ambush/:target_id
GET    /api/combat/arena/leaderboard

# Economy
GET    /api/market/items
POST   /api/market/list
POST   /api/market/buy/:listing_id
GET    /api/bank/balance
POST   /api/bank/deposit
POST   /api/bank/withdraw

# Crafting
GET    /api/crafting/recipes
POST   /api/crafting/craft/:recipe_id
GET    /api/crafting/professions

# Pets
GET    /api/pets
POST   /api/pets/activate/:pet_id
POST   /api/pets/breed
GET    /api/pets/stable

# Guilds
GET    /api/guild
POST   /api/guild/create
POST   /api/guild/:id/join
GET    /api/guild/:id/members
POST   /api/guild/:id/raid
GET    /api/guild/:id/rank-quests

# Properties
GET    /api/properties
POST   /api/properties/:id/buy
PUT    /api/properties/:id/upgrade

# Education
GET    /api/education/available
POST   /api/education/enroll/:course_id
GET    /api/education/progress

# Blessings
GET    /api/blessings/available
POST   /api/blessings/activate/:blessing_id
GET    /api/blessings/active

# Inn / Workers
GET    /api/inn/workers
POST   /api/inn/hire/:worker_type
POST   /api/inn/dismiss/:worker_id
GET    /api/inn/quests  # Daily innkeeper quests

# Slayer
GET    /api/slayer/task
POST   /api/slayer/claim-reward
```

### WebSocket Channels
```
ws://server/ws?token=JWT

# Client → Server
{ "type": "combat:action", "data": { "action": "attack", "target": "enemy_1" } }
{ "type": "chat:message", "data": { "channel": "guild", "message": "..." } }

# Server → Client
{ "type": "combat:result", "data": { "damage": 42, "enemy_hp": 158, "crit": false } }
{ "type": "combat:crit", "data": { "roll": 147, "effect": "bleed", "duration": 5 } }
{ "type": "notification", "data": { "text": "Your adventure has completed!" } }
{ "type": "market:update", "data": { "item": "...", "price": 500 } }
{ "type": "adventure:offline_rewards", "data": { "gold": 1247, "xp": 5300, "items": [...] } }
```

---

## Monetization (Ethical F2P)

- **Patron Subscription** (→ Torn's donator packs): Monthly sub providing QoL benefits (extra energy, custom themes, expanded log, etc.) — no pay-to-win
- **Cosmetics**: Character portraits, UI themes, custom titles
- **Convenience**: Extra character slots, extended history logs, extra pet stable slots
- **No**: Pay-to-win items, selling power, loot boxes

---

## MVP Scope (Phase 1)

1. User registration, authentication, character creation (race + class)
2. Basic stat/skill system with training (BIGINT stats)
3. Adventure system (5-10 adventures across difficulty tiers)
4. Turn-based combat engine with crit tables
5. Basic economy: inventory, bazaar (buy/sell), bank
6. Guild creation and membership
7. REST API + basic Vue.js frontend
8. Real-time notifications via WebSocket
9. Offline adventure rewards collection
10. Basic crafting (2-3 professions)

---

## Future Phases

- **Phase 2**: PvP arena, guild wars, properties, education system, pets, blessings
- **Phase 3**: Full storyline/quests, dynamic world events, day/night cycle, inn workers, slayer tasks
- **Phase 4**: Mobile app (Capacitor), merchant ventures (stock market), advanced crafting, pet breeding
- **Phase 5**: Community API, mod support, tournament system

---

## Related Design Notes

| Note | ID | Content |
|---|---|---|
| [Combat System & Stat Scaling Design](joplin://5ff1fed180fa4b39b4cdb925f34c1008) | `5ff1fed180fa4b39b4cdb925f34c1008` | RoleMaster + Torn hybrid combat, crit tables, stat scaling |
| [Idle Fantasy Inspirations](joplin://fea2d81f0414484fa4edf126f8ca17ed) | `fea2d81f0414484fa4edf126f8ca17ed` | Idle RPG mechanics, offline sessions, workers, pets |
| [Lore & World Building](joplin://2c8e2a844da0497e8a93c820ec8901a1) | `2c8e2a844da0497e8a93c820ec8901a1` | 10 city districts, 8 key NPCs, 5-act storyline |
| [Tech Stack & Architecture](joplin://980c3eb587294e4383474b94988f2f88) | `980c3eb587294e4383474b94988f2f88` | Rust workspace, Vue frontend, database schema |
| [Project Plan](joplin://088737f31c514f1da21cc42c0ab6acc1) | `088737f31c514f1da21cc42c0ab6acc1` | Roadmap, MVP scope, repository structure |

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