@dreadwood-types/types 0.1.357 → 0.1.359

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Files changed (48) hide show
  1. package/dist/campStations.d.ts +3 -0
  2. package/dist/campStations.d.ts.map +1 -1
  3. package/dist/campStations.js +8 -0
  4. package/dist/campStations.js.map +1 -1
  5. package/dist/capitalQuarters.d.ts +24 -0
  6. package/dist/capitalQuarters.d.ts.map +1 -0
  7. package/dist/capitalQuarters.js +30 -0
  8. package/dist/capitalQuarters.js.map +1 -0
  9. package/dist/cloisterRound.d.ts +85 -0
  10. package/dist/cloisterRound.d.ts.map +1 -0
  11. package/dist/cloisterRound.js +263 -0
  12. package/dist/cloisterRound.js.map +1 -0
  13. package/dist/earlyBrewing.d.ts +47 -0
  14. package/dist/earlyBrewing.d.ts.map +1 -0
  15. package/dist/earlyBrewing.js +181 -0
  16. package/dist/earlyBrewing.js.map +1 -0
  17. package/dist/earlyWrits.d.ts +19 -1
  18. package/dist/earlyWrits.d.ts.map +1 -1
  19. package/dist/earlyWrits.js +154 -10
  20. package/dist/earlyWrits.js.map +1 -1
  21. package/dist/explorerLedger.d.ts +2 -1
  22. package/dist/explorerLedger.d.ts.map +1 -1
  23. package/dist/explorerLedger.js +6 -0
  24. package/dist/explorerLedger.js.map +1 -1
  25. package/dist/index.d.ts +4 -0
  26. package/dist/index.d.ts.map +1 -1
  27. package/dist/index.js +4 -0
  28. package/dist/index.js.map +1 -1
  29. package/dist/mining.d.ts +16 -1
  30. package/dist/mining.d.ts.map +1 -1
  31. package/dist/mining.js +36 -1
  32. package/dist/mining.js.map +1 -1
  33. package/dist/nobleIntrigue.d.ts +86 -0
  34. package/dist/nobleIntrigue.d.ts.map +1 -0
  35. package/dist/nobleIntrigue.js +281 -0
  36. package/dist/nobleIntrigue.js.map +1 -0
  37. package/dist/prospecting.d.ts +24 -3
  38. package/dist/prospecting.d.ts.map +1 -1
  39. package/dist/prospecting.js +121 -2
  40. package/dist/prospecting.js.map +1 -1
  41. package/dist/quests.d.ts.map +1 -1
  42. package/dist/quests.js +19 -0
  43. package/dist/quests.js.map +1 -1
  44. package/dist/storyQuests.d.ts +4 -1
  45. package/dist/storyQuests.d.ts.map +1 -1
  46. package/dist/storyQuests.js +15 -0
  47. package/dist/storyQuests.js.map +1 -1
  48. package/package.json +2 -2
@@ -33,6 +33,9 @@ export declare const CAMP_CAULDRON_IDS: {
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  readonly rangersRest: "camp-cauldron-rangers-rest";
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  readonly emberdeep: "camp-cauldron-emberdeep";
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  readonly redWaste: "camp-cauldron-red-waste";
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+ readonly hollinBrook: "camp-cauldron-hollin-brook";
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+ readonly tollHouse: "camp-cauldron-toll-house";
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+ readonly muster: "camp-cauldron-muster";
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  };
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  /** The five cauldrons, each beside a trader or a fire so a brewer finds it where people already stop. */
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  export declare const CAMP_CAULDRONS: readonly CampStation[];
@@ -1 +1 @@
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- {"version":3,"file":"campStations.d.ts","sourceRoot":"","sources":["../src/campStations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAIH,MAAM,MAAM,eAAe,GAAG,UAAU,GAAG,aAAa,GAAG,SAAS,GAAG,OAAO,CAAC;AAE/E,MAAM,MAAM,WAAW,GAAG;IACxB,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,EAAE,eAAe,CAAC;IACtB,qEAAqE;IACrE,KAAK,EAAE,MAAM,CAAC;IACd,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,kEAAkE;IAClE,KAAK,EAAE,MAAM,CAAC;CACf,CAAC;AAEF,eAAO,MAAM,iBAAiB;;;;;;;;;;CAWpB,CAAC;AAEX,yGAAyG;AACzG,eAAO,MAAM,cAAc,EAAE,SAAS,WAAW,EAYhD,CAAC;AAEF;;;;;GAKG;AACH,eAAO,MAAM,sBAAsB;;;;;CAKzB,CAAC;AAEX,eAAO,MAAM,mBAAmB,EAAE,SAAS,WAAW,EAKrD,CAAC;AAEF,eAAO,MAAM,cAAc;;;;;IAKzB,+HAA+H;;CAEvH,CAAC;AAEX,wDAAwD;AACxD,eAAO,MAAM,kBAAkB,EAAE,SAAS,WAAW,EAKpD,CAAC;AAEF;;;GAGG;AACH,eAAO,MAAM,oBAAoB,EAAE,SAAS,WAAW,EAEtD,CAAC;AAEF,eAAO,MAAM,cAAc;;;;;CAKjB,CAAC;AAEX;;;;GAIG;AACH,eAAO,MAAM,WAAW,EAAE,SAAS,WAAW,EAK7C,CAAC;AAEF,uCAAuC;AACvC,eAAO,MAAM,aAAa,EAAE,SAAS,WAAW,EAAwI,CAAC;AAEzL,yFAAyF;AACzF,eAAO,MAAM,mBAAmB,IAAI,CAAC"}
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+ {"version":3,"file":"campStations.d.ts","sourceRoot":"","sources":["../src/campStations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAIH,MAAM,MAAM,eAAe,GAAG,UAAU,GAAG,aAAa,GAAG,SAAS,GAAG,OAAO,CAAC;AAE/E,MAAM,MAAM,WAAW,GAAG;IACxB,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,EAAE,eAAe,CAAC;IACtB,qEAAqE;IACrE,KAAK,EAAE,MAAM,CAAC;IACd,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,kEAAkE;IAClE,KAAK,EAAE,MAAM,CAAC;CACf,CAAC;AAEF,eAAO,MAAM,iBAAiB;;;;;;;;;;;;;CAepB,CAAC;AAEX,yGAAyG;AACzG,eAAO,MAAM,cAAc,EAAE,SAAS,WAAW,EAgBhD,CAAC;AAEF;;;;;GAKG;AACH,eAAO,MAAM,sBAAsB;;;;;CAKzB,CAAC;AAEX,eAAO,MAAM,mBAAmB,EAAE,SAAS,WAAW,EAKrD,CAAC;AAEF,eAAO,MAAM,cAAc;;;;;IAKzB,+HAA+H;;CAEvH,CAAC;AAEX,wDAAwD;AACxD,eAAO,MAAM,kBAAkB,EAAE,SAAS,WAAW,EAKpD,CAAC;AAEF;;;GAGG;AACH,eAAO,MAAM,oBAAoB,EAAE,SAAS,WAAW,EAEtD,CAAC;AAEF,eAAO,MAAM,cAAc;;;;;CAKjB,CAAC;AAEX;;;;GAIG;AACH,eAAO,MAAM,WAAW,EAAE,SAAS,WAAW,EAK7C,CAAC;AAEF,uCAAuC;AACvC,eAAO,MAAM,aAAa,EAAE,SAAS,WAAW,EAAwI,CAAC;AAEzL,yFAAyF;AACzF,eAAO,MAAM,mBAAmB,IAAI,CAAC"}
@@ -24,6 +24,10 @@ export const CAMP_CAULDRON_IDS = {
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  rangersRest: 'camp-cauldron-rangers-rest',
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  emberdeep: 'camp-cauldron-emberdeep',
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  redWaste: 'camp-cauldron-red-waste',
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+ // 2026-10-18 (coverage wave 2, earlyBrewing.ts): the three stops between the herbs and the towns of levels 1-20 that had a fire and no cauldron.
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+ hollinBrook: 'camp-cauldron-hollin-brook',
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+ tollHouse: 'camp-cauldron-toll-house',
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+ muster: 'camp-cauldron-muster',
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  };
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  /** The five cauldrons, each beside a trader or a fire so a brewer finds it where people already stop. */
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  export const CAMP_CAULDRONS = [
@@ -38,6 +42,10 @@ export const CAMP_CAULDRONS = [
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  { id: CAMP_CAULDRON_IDS.rangersRest, kind: 'cauldron', style: 'cauldron-s', x: 1755, z: 1222, place: "Ranger's Rest, by the fire" },
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  { id: CAMP_CAULDRON_IDS.emberdeep, kind: 'cauldron', style: 'cauldron-s', x: 1763, z: 857, place: "Emberdeep Ruins, in Ilsa Cray's camp by the fire" },
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  { id: CAMP_CAULDRON_IDS.redWaste, kind: 'cauldron', style: 'cauldron-s', x: 474, z: 639, place: "the Red Waste, at Brakka's outpost by the fire" },
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+ // Levels 1-20 (coverage wave 2, 2026-10-18): the Hollin Brook inn yard, the Ridge Toll House fire and the Captain's Muster cook fire.
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+ { id: CAMP_CAULDRON_IDS.hollinBrook, kind: 'cauldron', style: 'cauldron-s', x: 354, z: 897, place: "the Sopping Otter Inn's door at Hollin Brook" },
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+ { id: CAMP_CAULDRON_IDS.tollHouse, kind: 'cauldron', style: 'cauldron-s', x: 774, z: 491, place: 'the Ridge Toll House, by the fire' },
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+ { id: CAMP_CAULDRON_IDS.muster, kind: 'cauldron', style: 'cauldron-s', x: 115, z: 784, place: "the Captain's Muster, beside the cook fire" },
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  ];
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  /**
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  * The LONG ROAD cauldrons (skills 31-40 pass, 2026-10-17; longRoadBrewing.ts): the levels 31-40 camps had a cook, a fire and a board and nowhere to brew
@@ -1 +1 @@
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- {"version":3,"file":"campStations.js","sourceRoot":"","sources":["../src/campStations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,EAAE,mBAAmB,EAAE,MAAM,iBAAiB,CAAC;AAetD,MAAM,CAAC,MAAM,iBAAiB,GAAG;IAC/B,QAAQ,EAAE,yBAAyB;IACnC,YAAY,EAAE,4BAA4B;IAC1C,SAAS,EAAE,yBAAyB;IACpC,SAAS,EAAE,0BAA0B;IACrC,QAAQ,EAAE,wBAAwB;IAClC,QAAQ,EAAE,wBAAwB;IAClC,+GAA+G;IAC/G,WAAW,EAAE,4BAA4B;IACzC,SAAS,EAAE,yBAAyB;IACpC,QAAQ,EAAE,yBAAyB;CAC3B,CAAC;AAEX,yGAAyG;AACzG,MAAM,CAAC,MAAM,cAAc,GAA2B;IACpD,yJAAyJ;IACzJ,EAAE,EAAE,EAAE,iBAAiB,CAAC,QAAQ,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,0CAA0C,EAAE;IAC5I,EAAE,EAAE,EAAE,iBAAiB,CAAC,YAAY,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,wCAAwC,EAAE;IAChJ,EAAE,EAAE,EAAE,iBAAiB,CAAC,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,0CAA0C,EAAE;IAC9I,EAAE,EAAE,EAAE,iBAAiB,CAAC,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,gDAAgD,EAAE;IACnJ,EAAE,EAAE,EAAE,iBAAiB,CAAC,QAAQ,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,gDAAgD,EAAE;IAClJ,EAAE,EAAE,EAAE,iBAAiB,CAAC,QAAQ,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,wDAAwD,EAAE;IAC3J,kKAAkK;IAClK,EAAE,EAAE,EAAE,iBAAiB,CAAC,WAAW,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,4BAA4B,EAAE;IACnI,EAAE,EAAE,EAAE,iBAAiB,CAAC,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,kDAAkD,EAAE;IACtJ,EAAE,EAAE,EAAE,iBAAiB,CAAC,QAAQ,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,gDAAgD,EAAE;CACnJ,CAAC;AAEF;;;;;GAKG;AACH,MAAM,CAAC,MAAM,sBAAsB,GAAG;IACpC,SAAS,EAAE,yBAAyB;IACpC,QAAQ,EAAE,yBAAyB;IACnC,OAAO,EAAE,uBAAuB;IAChC,IAAI,EAAE,oBAAoB;CAClB,CAAC;AAEX,MAAM,CAAC,MAAM,mBAAmB,GAA2B;IACzD,EAAE,EAAE,EAAE,sBAAsB,CAAC,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,6DAA6D,EAAE;IACrK,EAAE,EAAE,EAAE,sBAAsB,CAAC,QAAQ,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,uDAAuD,EAAE;IAC/J,EAAE,EAAE,EAAE,sBAAsB,CAAC,OAAO,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,yDAAyD,EAAE;IAChK,EAAE,EAAE,EAAE,sBAAsB,CAAC,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,gEAAgE,EAAE;CACnK,CAAC;AAEF,MAAM,CAAC,MAAM,cAAc,GAAG;IAC5B,QAAQ,EAAE,qBAAqB;IAC/B,SAAS,EAAE,sBAAsB;IACjC,QAAQ,EAAE,sBAAsB;IAChC,QAAQ,EAAE,qBAAqB;IAC/B,+HAA+H;IAC/H,MAAM,EAAE,mBAAmB;CACnB,CAAC;AAEX,wDAAwD;AACxD,MAAM,CAAC,MAAM,kBAAkB,GAA2B;IACxD,EAAE,EAAE,EAAE,cAAc,CAAC,QAAQ,EAAE,IAAI,EAAE,aAAa,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,sCAAsC,EAAE;IACpI,EAAE,EAAE,EAAE,cAAc,CAAC,SAAS,EAAE,IAAI,EAAE,aAAa,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,sCAAsC,EAAE;IACtI,EAAE,EAAE,EAAE,cAAc,CAAC,QAAQ,EAAE,IAAI,EAAE,aAAa,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,oCAAoC,EAAE;IAClI,EAAE,EAAE,EAAE,cAAc,CAAC,QAAQ,EAAE,IAAI,EAAE,aAAa,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,6CAA6C,EAAE;CAC5I,CAAC;AAEF;;;GAGG;AACH,MAAM,CAAC,MAAM,oBAAoB,GAA2B;IAC1D,EAAE,EAAE,EAAE,cAAc,CAAC,MAAM,EAAE,IAAI,EAAE,aAAa,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,6EAA6E,EAAE;CAC1K,CAAC;AAEF,MAAM,CAAC,MAAM,cAAc,GAAG;IAC5B,gBAAgB,EAAE,wBAAwB;IAC1C,cAAc,EAAE,sBAAsB;IACtC,eAAe,EAAE,wBAAwB;IACzC,aAAa,EAAE,sBAAsB;CAC7B,CAAC;AAEX;;;;GAIG;AACH,MAAM,CAAC,MAAM,WAAW,GAA2B;IACjD,EAAE,EAAE,EAAE,cAAc,CAAC,gBAAgB,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,sCAAsC,EAAE;IACnI,EAAE,EAAE,EAAE,cAAc,CAAC,cAAc,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,sCAAsC,EAAE;IAC/H,EAAE,EAAE,EAAE,cAAc,CAAC,eAAe,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,oCAAoC,EAAE;IAC/H,EAAE,EAAE,EAAE,cAAc,CAAC,aAAa,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,oCAAoC,EAAE;CAC5H,CAAC;AAEF,uCAAuC;AACvC,MAAM,CAAC,MAAM,aAAa,GAA2B,CAAC,GAAG,cAAc,EAAE,GAAG,mBAAmB,EAAE,GAAG,kBAAkB,EAAE,GAAG,oBAAoB,EAAE,GAAG,mBAAmB,EAAE,GAAG,WAAW,CAAC,CAAC;AAEzL,yFAAyF;AACzF,MAAM,CAAC,MAAM,mBAAmB,GAAG,CAAC,CAAC"}
1
+ 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@@ -0,0 +1,24 @@
1
+ /**
2
+ * THE CAPITAL'S QUARTERS (COVERAGE_1_40.md section 6 slice 8, 2026-10-18): the Noble Quarter's intrigue (nobleIntrigue.ts) and the Temple Gardens'
3
+ * cloister round (cloisterRound.ts) gathered in one place for the rest of the game: the people the backend spawns, the Explorer's Ledger page, the
4
+ * prop names and the lines a prop says when no step wants it.
5
+ */
6
+ import { type NobleIntrigueId } from './nobleIntrigue.js';
7
+ import { type CloisterRoundId } from './cloisterRound.js';
8
+ import type { CapitalQuestFolk } from './capitalQuests.js';
9
+ /** The six people of the two quarters, in the order the backend spawns them (after every other Capital person, so no earlier id moves). */
10
+ export declare const CAPITAL_QUARTER_FOLK: ReadonlyArray<CapitalQuestFolk>;
11
+ export declare function capitalQuarterFolkByName(name: string | undefined): CapitalQuestFolk | null;
12
+ export declare const CAPITAL_QUARTERS_QUEST_IDS: readonly (NobleIntrigueId | CloisterRoundId)[];
13
+ /** Hover names for the quarters' quest props (frontend entityNames.ts). */
14
+ export declare const CAPITAL_QUARTERS_PROP_NAMES: Readonly<Record<string, string>>;
15
+ /** What a quarters' quest prop says when no step wants it (backend world.ts propIdleLine). */
16
+ export declare const CAPITAL_QUARTERS_PROP_IDLE_LINES: Readonly<Record<string, string>>;
17
+ /** The quest that writes each Ledger mark when it is finished (backend world.ts questCompleted). */
18
+ export declare const CAPITAL_QUARTERS_LEDGER_MARKS: Readonly<Record<string, string>>;
19
+ /** The Ledger page "The Capital's Quarters": three lines for the Noble Quarter's intrigue and four for the cloister round. */
20
+ export declare const LEDGER_QUARTERS_LINES: readonly {
21
+ id: string;
22
+ label: string;
23
+ }[];
24
+ //# sourceMappingURL=capitalQuarters.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"capitalQuarters.d.ts","sourceRoot":"","sources":["../src/capitalQuarters.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,OAAO,EAA+F,KAAK,eAAe,EAAE,MAAM,oBAAoB,CAAC;AACvJ,OAAO,EAA4D,KAAK,eAAe,EAAE,MAAM,oBAAoB,CAAC;AACpH,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAE3D,2IAA2I;AAC3I,eAAO,MAAM,oBAAoB,EAAE,aAAa,CAAC,gBAAgB,CAAkC,CAAC;AAEpG,wBAAgB,wBAAwB,CAAC,IAAI,EAAE,MAAM,GAAG,SAAS,GAAG,gBAAgB,GAAG,IAAI,CAE1F;AAED,eAAO,MAAM,0BAA0B,EAAE,SAAS,CAAC,eAAe,GAAG,eAAe,CAAC,EAAmD,CAAC;AAEzI,2EAA2E;AAC3E,eAAO,MAAM,2BAA2B,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAoB,CAAC;AAC9F,8FAA8F;AAC9F,eAAO,MAAM,gCAAgC,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAyB,CAAC;AAExG,oGAAoG;AACpG,eAAO,MAAM,6BAA6B,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAuD,CAAC;AAEnI,8HAA8H;AAC9H,eAAO,MAAM,qBAAqB,EAAE,SAAS;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,EAQzE,CAAC"}
@@ -0,0 +1,30 @@
1
+ /**
2
+ * THE CAPITAL'S QUARTERS (COVERAGE_1_40.md section 6 slice 8, 2026-10-18): the Noble Quarter's intrigue (nobleIntrigue.ts) and the Temple Gardens'
3
+ * cloister round (cloisterRound.ts) gathered in one place for the rest of the game: the people the backend spawns, the Explorer's Ledger page, the
4
+ * prop names and the lines a prop says when no step wants it.
5
+ */
6
+ import { NOBLE_FOLK, NOBLE_INTRIGUE_IDS, NOBLE_LEDGER_MARKS, NOBLE_PROP_IDLE_LINES, NOBLE_PROP_NAMES } from './nobleIntrigue.js';
7
+ import { CLOISTER_FOLK, CLOISTER_LEDGER_MARKS, CLOISTER_ROUND_IDS } from './cloisterRound.js';
8
+ /** The six people of the two quarters, in the order the backend spawns them (after every other Capital person, so no earlier id moves). */
9
+ export const CAPITAL_QUARTER_FOLK = [...NOBLE_FOLK, CLOISTER_FOLK];
10
+ export function capitalQuarterFolkByName(name) {
11
+ return name ? CAPITAL_QUARTER_FOLK.find((f) => f.name === name) ?? null : null;
12
+ }
13
+ export const CAPITAL_QUARTERS_QUEST_IDS = [...NOBLE_INTRIGUE_IDS, ...CLOISTER_ROUND_IDS];
14
+ /** Hover names for the quarters' quest props (frontend entityNames.ts). */
15
+ export const CAPITAL_QUARTERS_PROP_NAMES = NOBLE_PROP_NAMES;
16
+ /** What a quarters' quest prop says when no step wants it (backend world.ts propIdleLine). */
17
+ export const CAPITAL_QUARTERS_PROP_IDLE_LINES = NOBLE_PROP_IDLE_LINES;
18
+ /** The quest that writes each Ledger mark when it is finished (backend world.ts questCompleted). */
19
+ export const CAPITAL_QUARTERS_LEDGER_MARKS = { ...NOBLE_LEDGER_MARKS, ...CLOISTER_LEDGER_MARKS };
20
+ /** The Ledger page "The Capital's Quarters": three lines for the Noble Quarter's intrigue and four for the cloister round. */
21
+ export const LEDGER_QUARTERS_LINES = [
22
+ { id: NOBLE_LEDGER_MARKS.quietWordAtTheFountain, label: "Read the Noble Quarter's three clues and heard two houses" },
23
+ { id: NOBLE_LEDGER_MARKS.fourDoorsOneStory, label: 'Put the four manors\' hours in order for the Steward' },
24
+ { id: NOBLE_LEDGER_MARKS.whatTheGardenWallsKept, label: 'Walked the four cart marks in order and found the silver' },
25
+ { id: CLOISTER_LEDGER_MARKS.waterMintForTheQuay, label: 'Brewed a Fishing Potion at the cloister garden for the quay' },
26
+ { id: CLOISTER_LEDGER_MARKS.steadyDrawForTheRange, label: 'Brewed an Archery Potion at the cloister garden for the range' },
27
+ { id: CLOISTER_LEDGER_MARKS.strengthForTheForge, label: 'Brewed a Strength Potion at the cloister garden for the forge' },
28
+ { id: CLOISTER_LEDGER_MARKS.edgeForTheWatch, label: 'Brewed a Weapon Mastery Potion at the cloister garden for the Great Gate' },
29
+ ];
30
+ //# sourceMappingURL=capitalQuarters.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"capitalQuarters.js","sourceRoot":"","sources":["../src/capitalQuarters.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,OAAO,EAAE,UAAU,EAAE,kBAAkB,EAAE,kBAAkB,EAAE,qBAAqB,EAAE,gBAAgB,EAAwB,MAAM,oBAAoB,CAAC;AACvJ,OAAO,EAAE,aAAa,EAAE,qBAAqB,EAAE,kBAAkB,EAAwB,MAAM,oBAAoB,CAAC;AAGpH,2IAA2I;AAC3I,MAAM,CAAC,MAAM,oBAAoB,GAAoC,CAAC,GAAG,UAAU,EAAE,aAAa,CAAC,CAAC;AAEpG,MAAM,UAAU,wBAAwB,CAAC,IAAwB;IAC/D,OAAO,IAAI,CAAC,CAAC,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC;AACjF,CAAC;AAED,MAAM,CAAC,MAAM,0BAA0B,GAAmD,CAAC,GAAG,kBAAkB,EAAE,GAAG,kBAAkB,CAAC,CAAC;AAEzI,2EAA2E;AAC3E,MAAM,CAAC,MAAM,2BAA2B,GAAqC,gBAAgB,CAAC;AAC9F,8FAA8F;AAC9F,MAAM,CAAC,MAAM,gCAAgC,GAAqC,qBAAqB,CAAC;AAExG,oGAAoG;AACpG,MAAM,CAAC,MAAM,6BAA6B,GAAqC,EAAE,GAAG,kBAAkB,EAAE,GAAG,qBAAqB,EAAE,CAAC;AAEnI,8HAA8H;AAC9H,MAAM,CAAC,MAAM,qBAAqB,GAA6C;IAC7E,EAAE,EAAE,EAAE,kBAAkB,CAAC,sBAAsB,EAAE,KAAK,EAAE,2DAA2D,EAAE;IACrH,EAAE,EAAE,EAAE,kBAAkB,CAAC,iBAAiB,EAAE,KAAK,EAAE,sDAAsD,EAAE;IAC3G,EAAE,EAAE,EAAE,kBAAkB,CAAC,sBAAsB,EAAE,KAAK,EAAE,0DAA0D,EAAE;IACpH,EAAE,EAAE,EAAE,qBAAqB,CAAC,mBAAmB,EAAE,KAAK,EAAE,6DAA6D,EAAE;IACvH,EAAE,EAAE,EAAE,qBAAqB,CAAC,qBAAqB,EAAE,KAAK,EAAE,+DAA+D,EAAE;IAC3H,EAAE,EAAE,EAAE,qBAAqB,CAAC,mBAAmB,EAAE,KAAK,EAAE,+DAA+D,EAAE;IACzH,EAAE,EAAE,EAAE,qBAAqB,CAAC,eAAe,EAAE,KAAK,EAAE,0EAA0E,EAAE;CACjI,CAAC"}
@@ -0,0 +1,85 @@
1
+ /**
2
+ * THE CLOISTER ROUND (COVERAGE_1_40.md section 6 slice 8, 2026-10-18; the Capital district `capital-temple`, Potion Making 31-40, no new ground).
3
+ *
4
+ * The Temple Gardens had a temple, a mausoleum, a fountain and a walled east garden dressed with topiary, and nothing to DO but sit. The east garden is
5
+ * now a working herb garden: a cauldron by the path and eight herb beds (two each of water mint, hawkweed, bloodroot and ironwort, the four herbs of the
6
+ * Potion Making 31-40 full potions that need nothing from the far north), and Sister Maren Oake keeps it. Her four quests are a BREWER'S ROUND through the
7
+ * Capital: each has you pick a herb from the beds, brew a full potion at the garden's cauldron and carry it to the one person in the city who has asked
8
+ * for it, with no fights:
9
+ *
10
+ * 31 Water Mint for the Quay Fishing Potion (water mint, a seashell) Harbour Clerk Tamsin Rell at the King's Harbour quay
11
+ * 34 A Steady Draw for the Range Archery Potion (hawkweed, a feather) Tourney Marshal Cade Brightwater in the Training Yard
12
+ * 37 Strength for the Forge Strength Potion (bloodroot, a wolf's fang) Forge Master Dorran Vale at the anvil shed
13
+ * 40 An Edge for the Watch Weapon Mastery Potion (ironwort, a sharp rock) Gate Captain Wynn Aldern at the Great Gate
14
+ *
15
+ * Every brew is an EXISTING recipe (potionMaking.ts POTION_RECIPES) from an existing herb, so no new item exists. The beds are the game's own `herbpatch`
16
+ * entity (the same pick, the same regrow, the same Foraging XP), so a bed picked bare stays bare for the next player until it grows back. The second
17
+ * ingredient of a full potion is lent once when the quest is taken and the bag has none, as the Long Road brewers do. The four herbs are common ones
18
+ * (Foraging 10-22): the far-north herbs (marsh marigold 29, frost lichen 35) are still the Long Road's, so the cloister takes nothing from the road.
19
+ *
20
+ * NOTHING HERE HEALS OR BLESSES (the no-healing rule): the potions are working draughts, none is a healing item, and Sister Maren sells nothing and heals
21
+ * no one. No bank (banking is towns only, and the Capital has its own). Every level, count and reward is a PLACEHOLDER for the balance pass.
22
+ *
23
+ * Types only from storyQuests.ts (an erased import), so storyQuests.ts can spread CLOISTER_ROUND_QUESTS without a cycle.
24
+ */
25
+ import type { StoryQuestDef } from './storyQuests.js';
26
+ import type { CapitalQuestFolk } from './capitalQuests.js';
27
+ import type { HerbKind } from './potionMaking.js';
28
+ export declare const CLOISTER_FOLK_NAME = "Sister Maren Oake";
29
+ /** Sister Maren stands on the garden's path beside the cauldron, facing it. */
30
+ export declare const CLOISTER_FOLK: CapitalQuestFolk;
31
+ export declare const CLOISTER_CAULDRON_ID = "camp-cauldron-cloister";
32
+ export declare const CLOISTER_CAULDRON: {
33
+ readonly id: "camp-cauldron-cloister";
34
+ readonly kind: "cauldron";
35
+ readonly style: "cauldron-s";
36
+ readonly x: 728;
37
+ readonly z: 123;
38
+ readonly place: "the Temple Gardens' east garden, beside the path from the iron gate";
39
+ };
40
+ /** How far (tiles) the backend may move the cauldron or a bed from its spot to find open ground. */
41
+ export declare const CLOISTER_SEARCH = 2;
42
+ /** A bed may move further (the garden's trees stand about the lawn: a bed with a tree on the camera's side is hidden from the player, so it takes the nearest clear tile). */
43
+ export declare const CLOISTER_BED_SEARCH = 5;
44
+ export type CloisterBed = {
45
+ id: string;
46
+ herb: HerbKind;
47
+ x: number;
48
+ z: number;
49
+ };
50
+ /** Eight beds, two of each herb, on the clear south lawn (the garden's groves hide anything under their canopies: the backend takes the nearest tile clear of them). */
51
+ export declare const CLOISTER_BEDS: readonly CloisterBed[];
52
+ export declare const CLOISTER_BED_HERBS: readonly HerbKind[];
53
+ /** The centre of the garden, for the helper's arrow and the guide. */
54
+ export declare const CLOISTER_GARDEN_AT: {
55
+ x: number;
56
+ z: number;
57
+ label: string;
58
+ };
59
+ export declare const CLOISTER_ROUND_IDS: readonly ["waterMintForTheQuay", "steadyDrawForTheRange", "strengthForTheForge", "edgeForTheWatch"];
60
+ export type CloisterRoundId = (typeof CLOISTER_ROUND_IDS)[number];
61
+ /** Skills each quest asks (placeholders): the recipe's Potion Making level and the herb's own Foraging level. */
62
+ export declare const CLOISTER_ROUND_LEVELS: Readonly<Record<CloisterRoundId, {
63
+ potionmaking: number;
64
+ foraging: number;
65
+ }>>;
66
+ /** What each brews, from which herb, and the lent second ingredient. Every one an existing recipe. */
67
+ export declare const CLOISTER_ROUND_BREWS: Readonly<Record<CloisterRoundId, {
68
+ potion: string;
69
+ herb: HerbKind;
70
+ lent: string;
71
+ to: string;
72
+ }>>;
73
+ export declare const CLOISTER_ROUND_QUESTS: Readonly<Record<CloisterRoundId, StoryQuestDef>>;
74
+ export declare const CLOISTER_ROUND_META: Readonly<Record<CloisterRoundId, {
75
+ title: string;
76
+ description: string;
77
+ category: 'skilling';
78
+ art: {
79
+ item: string;
80
+ };
81
+ }>>;
82
+ export declare const CLOISTER_ROUND_GIVER_PLACES: Readonly<Record<CloisterRoundId, string>>;
83
+ /** The Explorer's Ledger marks the four write when they are finished (types explorerLedger.ts, the page "The Capital's Quarters"). */
84
+ export declare const CLOISTER_LEDGER_MARKS: Readonly<Record<CloisterRoundId, string>>;
85
+ //# sourceMappingURL=cloisterRound.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,263 @@
1
+ import { CAPITAL_FOLK_NAMES } from './capitalQuests.js';
2
+ export const CLOISTER_FOLK_NAME = 'Sister Maren Oake';
3
+ /** Sister Maren stands on the garden's path beside the cauldron, facing it. */
4
+ export const CLOISTER_FOLK = {
5
+ key: 'maren',
6
+ name: CLOISTER_FOLK_NAME,
7
+ role: 'folk',
8
+ x: 729,
9
+ z: 125,
10
+ faceX: 728,
11
+ faceZ: 123,
12
+ speak: "Sister Maren Oake. The cloister is not built yet, but the garden has always been ours: mint for the quay, hawkweed for the range, bloodroot and ironwort for the forge and the gate. Anyone with a vial and a steady hand may use the cauldron. I only ask that you leave the beds a little greener than you found them.",
13
+ };
14
+ const MAREN = { kind: 'resident', name: CLOISTER_FOLK_NAME };
15
+ const refOfName = (name) => ({ kind: 'resident', name });
16
+ const HARBOUR = refOfName(CAPITAL_FOLK_NAMES.harbour);
17
+ const MARSHAL = refOfName(CAPITAL_FOLK_NAMES.marshal);
18
+ const FORGE = refOfName(CAPITAL_FOLK_NAMES.forge);
19
+ const CAPTAIN = refOfName(CAPITAL_FOLK_NAMES.captain);
20
+ // ---- The garden: a cauldron and eight beds ----------------------------------------------------------------------------------------------------
21
+ export const CLOISTER_CAULDRON_ID = 'camp-cauldron-cloister';
22
+ export const CLOISTER_CAULDRON = {
23
+ id: CLOISTER_CAULDRON_ID,
24
+ kind: 'cauldron',
25
+ style: 'cauldron-s',
26
+ x: 728,
27
+ z: 123,
28
+ place: "the Temple Gardens' east garden, beside the path from the iron gate",
29
+ };
30
+ /** How far (tiles) the backend may move the cauldron or a bed from its spot to find open ground. */
31
+ export const CLOISTER_SEARCH = 2;
32
+ /** A bed may move further (the garden's trees stand about the lawn: a bed with a tree on the camera's side is hidden from the player, so it takes the nearest clear tile). */
33
+ export const CLOISTER_BED_SEARCH = 5;
34
+ const bed = (herb, n, x, z) => ({ id: `cloister-bed-${herb}-${n}`, herb, x, z });
35
+ /** Eight beds, two of each herb, on the clear south lawn (the garden's groves hide anything under their canopies: the backend takes the nearest tile clear of them). */
36
+ export const CLOISTER_BEDS = [
37
+ bed('watermint', 1, 720, 128),
38
+ bed('watermint', 2, 719, 131),
39
+ bed('hawkweed', 1, 738, 127),
40
+ bed('hawkweed', 2, 740, 131),
41
+ bed('bloodroot', 1, 744, 131),
42
+ bed('bloodroot', 2, 748, 130),
43
+ bed('ironwort', 1, 724, 132),
44
+ bed('ironwort', 2, 746, 132),
45
+ ];
46
+ export const CLOISTER_BED_HERBS = ['watermint', 'hawkweed', 'bloodroot', 'ironwort'];
47
+ /** The centre of the garden, for the helper's arrow and the guide. */
48
+ export const CLOISTER_GARDEN_AT = { x: 730, z: 123, label: "the Temple Gardens' east garden" };
49
+ // ---- The four quests -----------------------------------------------------------------------------------------------------------------------
50
+ export const CLOISTER_ROUND_IDS = ['waterMintForTheQuay', 'steadyDrawForTheRange', 'strengthForTheForge', 'edgeForTheWatch'];
51
+ /** Skills each quest asks (placeholders): the recipe's Potion Making level and the herb's own Foraging level. */
52
+ export const CLOISTER_ROUND_LEVELS = {
53
+ waterMintForTheQuay: { potionmaking: 31, foraging: 10 },
54
+ steadyDrawForTheRange: { potionmaking: 34, foraging: 14 },
55
+ strengthForTheForge: { potionmaking: 37, foraging: 18 },
56
+ edgeForTheWatch: { potionmaking: 40, foraging: 22 },
57
+ };
58
+ /** What each brews, from which herb, and the lent second ingredient. Every one an existing recipe. */
59
+ export const CLOISTER_ROUND_BREWS = {
60
+ waterMintForTheQuay: { potion: 'fishingpotion', herb: 'watermint', lent: 'seashell', to: CAPITAL_FOLK_NAMES.harbour },
61
+ steadyDrawForTheRange: { potion: 'archerypotion', herb: 'hawkweed', lent: 'feather', to: CAPITAL_FOLK_NAMES.marshal },
62
+ strengthForTheForge: { potion: 'strengthpotion', herb: 'bloodroot', lent: 'wolffang', to: CAPITAL_FOLK_NAMES.forge },
63
+ edgeForTheWatch: { potion: 'weaponmasterypotion', herb: 'ironwort', lent: 'sharprock', to: CAPITAL_FOLK_NAMES.captain },
64
+ };
65
+ const req = (id, quest, refuse) => ({
66
+ quest,
67
+ skills: [
68
+ { skill: 'potionmaking', level: CLOISTER_ROUND_LEVELS[id].potionmaking },
69
+ { skill: 'foraging', level: CLOISTER_ROUND_LEVELS[id].foraging },
70
+ ],
71
+ refuse,
72
+ });
73
+ export const CLOISTER_ROUND_QUESTS = {
74
+ waterMintForTheQuay: {
75
+ giver: MAREN,
76
+ requires: req('waterMintForTheQuay', 'tansysCauldron', `A brewer's round wants a brewer with a cauldron behind her: Tansy's Cauldron done first, Foraging ${CLOISTER_ROUND_LEVELS.waterMintForTheQuay.foraging} and Potion Making ${CLOISTER_ROUND_LEVELS.waterMintForTheQuay.potionmaking}.`),
77
+ offer: "The quay hands cannot fish a morning without a draught to sharpen the eye, and Tamsin Rell at the harbour has been asking the cloister for it since spring. The mint is in the beds by the iron gate and the cauldron is free to use. A Fishing Potion, if you will, carried to the quay. I will lend you a seashell.",
78
+ accept: "Water mint grows in the two beds on the garden's west side. Bring a vial of water and your pestle and mortar, brew at the cauldron by the path and carry the potion to Harbour Clerk Tamsin Rell on the King's Harbour quay, out through the East Gate.",
79
+ decline: 'Then the quay fishes blind, and I wear a path to the East Gate myself.',
80
+ onAccept: [{ kind: 'seashell', qty: 1, ifMissing: true }],
81
+ steps: [
82
+ {
83
+ kind: 'gather',
84
+ items: ['watermint'],
85
+ qty: 1,
86
+ label: "Pick water mint from the cloister garden's west beds",
87
+ hint: "Water mint grows in the two beds on the west side of the Temple Gardens' east garden, behind the iron gate (Foraging 10). Both are picked bare for a while after a pick.",
88
+ at: { x: 719, z: 124, label: "the cloister garden's west beds" },
89
+ },
90
+ {
91
+ kind: 'brew',
92
+ potions: ['fishingpotion'],
93
+ cauldron: CLOISTER_CAULDRON_ID,
94
+ label: "Brew a Fishing Potion at the cloister garden's cauldron",
95
+ hint: 'Take the water mint, the seashell and a vial of water to the cauldron by the path in the east garden and brew a Fishing Potion (Potion Making 31).',
96
+ },
97
+ {
98
+ kind: 'deliver',
99
+ npc: HARBOUR,
100
+ items: [{ kinds: ['fishingpotion'], qty: 1, label: 'Fishing Potion' }],
101
+ label: 'Carry the potion to Harbour Clerk Tamsin Rell',
102
+ hint: "Tamsin Rell stands on the quay of the King's Harbour, north of the Harbour Road, outside the East Gate.",
103
+ say: "Clear as the harbour on a still morning. The hands will be fishing before the next tide. I shall write it in the book: a draught from the cloister, and the name of the brewer.",
104
+ short: 'A Fishing Potion, brewed from water mint and a seashell at the cloister garden.',
105
+ },
106
+ ],
107
+ done: "The quay will fish the better for it, and Sister Maren will hear. Take this from the cloister's own purse.",
108
+ after: 'The beds are greener than they were. Come again for the range.',
109
+ rewards: { coins: 800, xp: { explorer: 2600, potionmaking: 1700, foraging: 400 } },
110
+ },
111
+ steadyDrawForTheRange: {
112
+ giver: MAREN,
113
+ requires: req('steadyDrawForTheRange', 'waterMintForTheQuay', `Sister Maren wants the quay's draught done first, and a brewer who can steep an archery draught (Potion Making ${CLOISTER_ROUND_LEVELS.steadyDrawForTheRange.potionmaking}, Foraging ${CLOISTER_ROUND_LEVELS.steadyDrawForTheRange.foraging}).`),
114
+ offer: "The Tourney Marshal wants something for the range, where the recruits draw too fast. An Archery Potion steadies a hand, and hawkweed grows in the south beds. A feather and a vial, and a walk to the Training Yard. I will lend you the feather.",
115
+ accept: "Hawkweed grows in the two beds in the middle of the garden's south lawn. Brew at the cauldron by the path and carry the potion to Tourney Marshal Cade Brightwater in the Training Yard, the Military Ward.",
116
+ decline: 'Then the recruits go on drawing too fast.',
117
+ onAccept: [{ kind: 'feather', qty: 1, ifMissing: true }],
118
+ steps: [
119
+ {
120
+ kind: 'gather',
121
+ items: ['hawkweed'],
122
+ qty: 1,
123
+ label: "Pick hawkweed from the cloister garden's middle beds",
124
+ hint: "Hawkweed grows in the two beds in the middle of the south lawn of the Temple Gardens' east garden (Foraging 14).",
125
+ at: { x: 739, z: 129, label: "the cloister garden's middle beds" },
126
+ },
127
+ {
128
+ kind: 'brew',
129
+ potions: ['archerypotion'],
130
+ cauldron: CLOISTER_CAULDRON_ID,
131
+ label: "Brew an Archery Potion at the cloister garden's cauldron",
132
+ hint: 'Take the hawkweed, a feather and a vial of water to the cauldron in the east garden and brew an Archery Potion (Potion Making 34).',
133
+ },
134
+ {
135
+ kind: 'deliver',
136
+ npc: MARSHAL,
137
+ items: [{ kinds: ['archerypotion'], qty: 1, label: 'Archery Potion' }],
138
+ label: 'Carry the potion to Tourney Marshal Cade Brightwater',
139
+ hint: "The Tourney Marshal stands in the Training Yard of the Military Ward, north of the sergeants' lane.",
140
+ say: "Green and sharp. I shall put it in the arm of the fastest recruit, and we will see if the butts survive. The cloister has the Yard's thanks.",
141
+ short: 'An Archery Potion, brewed from hawkweed and a feather at the cloister garden.',
142
+ },
143
+ ],
144
+ done: "A steady draw and a full potion. Maren's purse, for a long walk.",
145
+ after: 'The recruits have started hitting the butts. They are puzzled.',
146
+ rewards: { coins: 920, xp: { explorer: 2900, potionmaking: 2200, foraging: 450 } },
147
+ },
148
+ strengthForTheForge: {
149
+ giver: MAREN,
150
+ requires: req('strengthForTheForge', 'steadyDrawForTheRange', `Sister Maren wants the range's draught done first, and a brewer who can steep a strength draught (Potion Making ${CLOISTER_ROUND_LEVELS.strengthForTheForge.potionmaking}, Foraging ${CLOISTER_ROUND_LEVELS.strengthForTheForge.foraging}).`),
151
+ offer: "Dorran Vale has been lifting bars since before the Great Gate had a roof, and his back is not what it was. A Strength Potion would see him through the week. Bloodroot grows in the south-east beds; a wolf's fang is on loan from me. Brew it at the cauldron and take it to the forge.",
152
+ accept: "Bloodroot grows in the two beds on the garden's south-east side. Bring a vial of water and your pestle and mortar. Brew at the cauldron by the path and carry the potion to Forge Master Dorran Vale at the anvil shed in the Forge and Artisan Quarter.",
153
+ decline: 'Then Dorran lifts with his back, and I hear about it at the market.',
154
+ onAccept: [{ kind: 'wolffang', qty: 1, ifMissing: true }],
155
+ steps: [
156
+ {
157
+ kind: 'gather',
158
+ items: ['bloodroot'],
159
+ qty: 1,
160
+ label: "Dig bloodroot from the cloister garden's south-east beds",
161
+ hint: "Bloodroot grows in the two beds on the south-east side of the Temple Gardens' east garden (Foraging 18).",
162
+ at: { x: 746, z: 130, label: "the cloister garden's south-east beds" },
163
+ },
164
+ {
165
+ kind: 'brew',
166
+ potions: ['strengthpotion'],
167
+ cauldron: CLOISTER_CAULDRON_ID,
168
+ label: "Brew a Strength Potion at the cloister garden's cauldron",
169
+ hint: "Take the bloodroot, a wolf's fang and a vial of water to the cauldron in the east garden and brew a Strength Potion (Potion Making 37).",
170
+ },
171
+ {
172
+ kind: 'deliver',
173
+ npc: FORGE,
174
+ items: [{ kinds: ['strengthpotion'], qty: 1, label: 'Strength Potion' }],
175
+ label: 'Carry the potion to Forge Master Dorran Vale',
176
+ hint: 'Forge Master Dorran Vale stands by the anvil shed south of Anvil Square in the Forge and Artisan Quarter.',
177
+ say: "Red as a hot bar, and the smell of a field. I shall lift the gate's hinges on this and curse the cloister's name fondly. Tell Sister Maren the forge owes her.",
178
+ short: "A Strength Potion, brewed from bloodroot and a wolf's fang at the cloister garden.",
179
+ },
180
+ ],
181
+ done: "That is a back that lifts again. The cloister's thanks, and the forge's.",
182
+ after: 'Dorran has stopped complaining about his shoulder. The apprentices are suspicious.',
183
+ rewards: { coins: 1050, xp: { explorer: 3300, potionmaking: 2700, foraging: 500 } },
184
+ },
185
+ edgeForTheWatch: {
186
+ giver: MAREN,
187
+ requires: req('edgeForTheWatch', 'strengthForTheForge', `Sister Maren wants the forge's draught done first, and a brewer who can steep a Weapon Mastery Potion (Potion Making ${CLOISTER_ROUND_LEVELS.edgeForTheWatch.potionmaking}, Foraging ${CLOISTER_ROUND_LEVELS.edgeForTheWatch.foraging}).`),
188
+ offer: "The Gate Captain has asked the cloister for the best draught a watchman can drink, the last of the four. Ironwort from the beds, a sharp rock to bind it, a vial of water and a steady brewer. I will lend you the rock. Take the potion to Wynn Aldern at the Great Gate and tell him it is for the watch.",
189
+ accept: "Ironwort grows in the two beds along the garden's south edge. Brew at the cauldron by the path and carry the potion to Gate Captain Wynn Aldern inside the Great Gate, on the west wall.",
190
+ decline: 'Then the watch holds the wall on porridge.',
191
+ onAccept: [{ kind: 'sharprock', qty: 1, ifMissing: true }],
192
+ steps: [
193
+ {
194
+ kind: 'gather',
195
+ items: ['ironwort'],
196
+ qty: 1,
197
+ label: "Cut ironwort from the cloister garden's south edge",
198
+ hint: "Ironwort grows in the two beds along the garden's south edge, one west and one east of the middle (Foraging 22).",
199
+ at: { x: 735, z: 132, label: "the cloister garden's south edge" },
200
+ },
201
+ {
202
+ kind: 'brew',
203
+ potions: ['weaponmasterypotion'],
204
+ cauldron: CLOISTER_CAULDRON_ID,
205
+ label: "Brew a Weapon Mastery Potion at the cloister garden's cauldron",
206
+ hint: 'Take the ironwort, a sharp rock and a vial of water to the cauldron in the east garden and brew a Weapon Mastery Potion (Potion Making 40).',
207
+ },
208
+ {
209
+ kind: 'deliver',
210
+ npc: CAPTAIN,
211
+ items: [{ kinds: ['weaponmasterypotion'], qty: 1, label: 'Weapon Mastery Potion' }],
212
+ label: 'Carry the potion to Gate Captain Wynn Aldern',
213
+ hint: 'The Gate Captain stands inside the Great Gate on the west wall, south of the Royal Way.',
214
+ say: "Grey as iron and it smells like a whetstone. The watch will have this by the evening bell and will not know why they are all so cheerful. Tell the Sister the wall holds.",
215
+ short: 'A Weapon Mastery Potion, brewed from ironwort and a sharp rock at the cloister garden.',
216
+ },
217
+ ],
218
+ done: "That is the fourth round, and the whole city walked. Take this, and the cloister's garden is yours to tend.",
219
+ after: 'The beds are still green. The Sister says it is the walking that does it.',
220
+ rewards: { coins: 1250, xp: { explorer: 3800, potionmaking: 3300, foraging: 600 } },
221
+ },
222
+ };
223
+ export const CLOISTER_ROUND_META = {
224
+ waterMintForTheQuay: {
225
+ title: 'Water Mint for the Quay',
226
+ description: `Sister Maren Oake wants a Fishing Potion for the quay hands: water mint from the cloister garden's beds, a seashell, brewed at the garden's cauldron and carried to Harbour Clerk Tamsin Rell. Needs Tansy's Cauldron, Foraging ${CLOISTER_ROUND_LEVELS.waterMintForTheQuay.foraging} and Potion Making ${CLOISTER_ROUND_LEVELS.waterMintForTheQuay.potionmaking}.`,
227
+ category: 'skilling',
228
+ art: { item: 'fishingpotion' },
229
+ },
230
+ steadyDrawForTheRange: {
231
+ title: 'A Steady Draw for the Range',
232
+ description: `Sister Maren wants an Archery Potion for the Training Yard: hawkweed from the beds and a feather, brewed at the garden's cauldron and carried to Tourney Marshal Cade Brightwater. Needs Water Mint for the Quay, Foraging ${CLOISTER_ROUND_LEVELS.steadyDrawForTheRange.foraging} and Potion Making ${CLOISTER_ROUND_LEVELS.steadyDrawForTheRange.potionmaking}.`,
233
+ category: 'skilling',
234
+ art: { item: 'archerypotion' },
235
+ },
236
+ strengthForTheForge: {
237
+ title: 'Strength for the Forge',
238
+ description: `Sister Maren wants a Strength Potion for the forge: bloodroot from the beds and a wolf's fang, brewed at the garden's cauldron and carried to Forge Master Dorran Vale. Needs A Steady Draw for the Range, Foraging ${CLOISTER_ROUND_LEVELS.strengthForTheForge.foraging} and Potion Making ${CLOISTER_ROUND_LEVELS.strengthForTheForge.potionmaking}.`,
239
+ category: 'skilling',
240
+ art: { item: 'strengthpotion' },
241
+ },
242
+ edgeForTheWatch: {
243
+ title: 'An Edge for the Watch',
244
+ description: `Sister Maren wants a Weapon Mastery Potion for the Great Gate: ironwort from the beds and a sharp rock, brewed at the garden's cauldron and carried to Gate Captain Wynn Aldern. Needs Strength for the Forge, Foraging ${CLOISTER_ROUND_LEVELS.edgeForTheWatch.foraging} and Potion Making ${CLOISTER_ROUND_LEVELS.edgeForTheWatch.potionmaking}.`,
245
+ category: 'skilling',
246
+ art: { item: 'weaponmasterypotion' },
247
+ },
248
+ };
249
+ const MAREN_PLACE = "Sister Maren Oake tends the east walled garden of the Capital's Temple Gardens, through the iron gate on its north side (the north-east of the city). A cauldron stands by the path and herb beds line the garden.";
250
+ export const CLOISTER_ROUND_GIVER_PLACES = {
251
+ waterMintForTheQuay: MAREN_PLACE,
252
+ steadyDrawForTheRange: MAREN_PLACE,
253
+ strengthForTheForge: MAREN_PLACE,
254
+ edgeForTheWatch: MAREN_PLACE,
255
+ };
256
+ /** The Explorer's Ledger marks the four write when they are finished (types explorerLedger.ts, the page "The Capital's Quarters"). */
257
+ export const CLOISTER_LEDGER_MARKS = {
258
+ waterMintForTheQuay: 'quarters:cloister-quay',
259
+ steadyDrawForTheRange: 'quarters:cloister-range',
260
+ strengthForTheForge: 'quarters:cloister-forge',
261
+ edgeForTheWatch: 'quarters:cloister-watch',
262
+ };
263
+ //# sourceMappingURL=cloisterRound.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,47 @@
1
+ /**
2
+ * POTION MAKING 1-20, a third round of orders (second-wave coverage slice 2 again, 2026-10-18; track: coverage wave 2).
3
+ *
4
+ * T118 gave Hope Town its cauldron and two brews, and T103 gave Brindlecross and Riversend theirs with two brewer's-round quests. Every recipe of
5
+ * levels 1-20 already had a quest, but a brewer between the towns had nowhere to stand: the Hollin Brook inn, the Ridge Toll House and the Captain's
6
+ * Muster all sit on the road between the herbs and the towns with a fire and no cauldron. This puts a cauldron at each (campStations.ts) and one order
7
+ * from the person at it, three silent bonus quests that re-use recipes the game already has:
8
+ *
9
+ * The Innkeeper's Order (Ma Tern, the Sopping Otter Inn, Hollin Brook: a Mini Cooking and a Mini Foraging Potion, Potion Making 7, after A Glow for the Guild)
10
+ * A Draught for the Gate (Toll-Warden Ansel Pike, the Ridge Toll House: a Mini Archery Potion, Potion Making 15, after A Tonic for the Crossing)
11
+ * Muster Rations (Hob Tasker, the Captain's Muster: a Mini Strength Potion, Potion Making 18, after A Draught for the Gate)
12
+ *
13
+ * So the first band has a four-quest brewing line (Tansy's, the two Hope Town brews, the inn) and the second a four-quest line besides the halt's
14
+ * (the Crossing's tonic, the gate, the Muster; Riversend's pair stays a fork off the tonic). Any cauldron brews any recipe; each brew step points its
15
+ * arrow at the camp's own. Levels, counts and rewards are PLACEHOLDERS for the balance pass.
16
+ *
17
+ * Types only from storyQuests.ts (an erased import), so storyQuests.ts can spread EARLY_BREW_QUESTS without a cycle.
18
+ */
19
+ import type { StoryQuestDef } from './storyQuests.js';
20
+ export declare const EARLY_BREW_IDS: readonly ["innkeepersOrder", "draughtForTheGate", "musterRations"];
21
+ export type EarlyBrewId = (typeof EARLY_BREW_IDS)[number];
22
+ export declare const EARLY_BREW_BAND: Readonly<Record<EarlyBrewId, '1-10' | '11-20'>>;
23
+ /** The skills each asks (placeholders): the highest recipe it brews, and the herb's own Foraging level. */
24
+ export declare const EARLY_BREW_LEVELS: Readonly<Record<EarlyBrewId, {
25
+ potionmaking: number;
26
+ foraging: number;
27
+ }>>;
28
+ /** The potions each brews (existing recipes) and the herbs it has you pick (existing herbs). */
29
+ export declare const EARLY_BREW_BREWS: Readonly<Record<EarlyBrewId, {
30
+ potions: readonly string[];
31
+ herbs: readonly {
32
+ herb: string;
33
+ qty: number;
34
+ }[];
35
+ cauldron: string;
36
+ }>>;
37
+ export declare const EARLY_BREW_QUESTS: Readonly<Record<EarlyBrewId, StoryQuestDef>>;
38
+ export declare const EARLY_BREW_META: Readonly<Record<EarlyBrewId, {
39
+ title: string;
40
+ description: string;
41
+ category: 'skilling';
42
+ art: {
43
+ item: string;
44
+ };
45
+ }>>;
46
+ export declare const EARLY_BREW_GIVER_PLACES: Readonly<Record<EarlyBrewId, string>>;
47
+ //# sourceMappingURL=earlyBrewing.d.ts.map
@@ -0,0 +1 @@
1
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