# Ashen Realms – Playable Slice 0.7 V2 ## Complete Burned Road **Status:** Implementation Specification **Depends on:** Slice 0.6.6 **Purpose:** Turn the Burned Road into the first complete repeatable hunt location using the new no-XP/no-direct-money progression model. --- ## 1. Goal The Burned Road becomes the first place where Ashen Realms feels like a repeatable RPG activity rather than a combat test screen. The player should be able to: **Travel → Hunt → compare encounters → choose an enemy → fight → receive trade goods/equipment → hunt again.** This slice replaces the previous reward assumption of direct XP and Silver from kills. > Normal monster kills must not directly grant XP, Silver, regional reputation or World Renown. --- ## 2. Player Experience When the player starts a hunt on the Burned Road, 2–3 encounter cards appear. Possible enemies: - Ash Rat - Feral Road Hound - Road Bandit - rare: Charred Raider Each enemy must feel mechanically and economically different. The player can deliberately choose an easy target, a useful target, or a risky rare target. --- ## 3. Encounter Pool Suggested initial weights: | Monster | Weight | Role | |---|---:|---| | Ash Rat | 50 | basic safe target | | Feral Road Hound | 30 | first status-effect enemy | | Road Bandit | 18 | stronger humanoid with telegraph | | Charred Raider | 2 | rare dangerous encounter | Weights are balancing data and must not be hardcoded into the Angular UI. The hunt should return 2–3 distinct encounter records where possible. --- ## 4. Monster Mechanics ### Ash Rat Purpose: pure baseline combat. - no special combat mechanic - low danger - short fight - guaranteed basic trade good ### Feral Road Hound Purpose: introduce Bleeding as a simple ongoing effect. - normal bite - occasional Bleeding application - Bleeding has clear icon/status feedback - Bleeding duration and damage are server-authoritative ### Road Bandit Purpose: reinforce Telegraphing. - normal attack - Heavy Strike is announced before execution - Shield Bash can interrupt the prepared attack - Defend is a valid response if the player does not interrupt ### Charred Raider Purpose: first rare encounter and visible future farming target. - noticeably stronger than normal Burned Road enemies - combines higher base stats with one known mechanic - no entirely new subsystem - visually marked as Rare / Strong --- ## 5. Trade Goods Every normal enemy should provide a thematic trade good instead of money. Initial content: | Monster | Guaranteed Trade Good | |---|---| | Ash Rat | Ashen Pelt ×1 | | Feral Road Hound | Tough Hide ×1 | | Road Bandit | Raider Insignia ×1 | | Charred Raider | Charred Raider Insignia ×1 | These items represent loot that can later be exchanged with a merchant. The trade goods must be persisted as actual player-owned loot. Slice 0.7.5 will add category-specific carrying capacity and loot bags. Until then, existing inventory storage may temporarily hold these goods. --- ## 6. Equipment Drops Trade goods are guaranteed; equipment remains an exciting additional roll. Suggested initial drops: ### Ash Rat - small chance for simple starter-slot equipment ### Feral Road Hound - chance for Ashen Boots - chance for a Small Healing Potion if potions are already lootable ### Road Bandit - Bandit Blade - Bandit Hood - Plunderer Gloves ### Charred Raider - Reinforced Leather Jacket - Ashen Boots - Mark of the Border Watch - optional prestige drop later Exact drop rates should remain data-driven and can initially follow existing Tier-1 balancing values where already implemented. --- ## 7. Reward Rules After a normal victory, the server may grant: - trade goods - equipment - consumables - hunt/combat state progression The server must **not** grant: - XP - Silver - regional reputation - World Renown These economy/progression rewards are deliberately deferred to merchant exchange and milestone systems. --- ## 8. Backend Requirements The existing content model must support: - multiple monsters for one location - weighted encounter generation - rare encounter weighting - guaranteed loot entries - probabilistic equipment entries - status-effect combat events - telegraphed actions Recommended behavior: ```text POST /api/hunts → server validates current location → server selects encounter definitions from Burned Road pool → persisted HuntEncounter records are returned ``` Combat must still start only from a valid generated encounter. --- ## 9. Frontend Requirements The Hunt screen must show for each encounter: - monster artwork - English name - danger rating - optional short flavor text - clear Attack action The player should immediately recognize the rare Charred Raider. After victory, the loot summary should clearly separate: - Trade Goods - Equipment - Consumables Do not show old XP or Silver reward rows. --- ## 10. Hunt Refresh The player can choose **Search Again**. Rules: - generates a new persisted hunt result - old encounter IDs cannot be attacked indefinitely after being invalidated - avoid client-side randomization - no resource cost in this slice --- ## 11. Tests At minimum: ### Hunting - Burned Road produces only configured monsters - rare encounter is selectable through deterministic injected random values - encounter generation is server-authoritative - invalid/stale encounter cannot start combat ### Combat - Feral Road Hound can apply Bleeding - Bleeding ticks correctly - Road Bandit Heavy Strike is telegraphed - Shield Bash can interrupt the telegraphed action ### Loot - Ash Rat grants Ashen Pelt - Road Bandit grants Raider Insignia - normal kill grants no XP - normal kill grants no Silver - normal kill grants no reputation - equipment drop roll remains independent from guaranteed trade good --- ## 12. Acceptance Criteria - [ ] Burned Road offers 2–3 encounter choices per hunt. - [ ] Four enemy definitions are available, including rare Charred Raider. - [ ] Feral Road Hound demonstrates Bleeding. - [ ] Road Bandit demonstrates Telegraphing / interrupt interaction. - [ ] Every enemy grants a thematic trade good. - [ ] Equipment can drop in addition to trade goods. - [ ] Normal kills grant no XP, Silver, regional reputation or World Renown. - [ ] Loot is persisted server-side. - [ ] The player can repeatedly hunt without manual database changes. - [ ] Existing travel and combat flows continue to work. --- ## 13. Out of Scope Do not add yet: - loot bag capacity - merchant exchange - reputation-gated shop offers - first quest tutorial - Abandoned Watchpost content - area boss