Gilded Dominion

Implemented

Encounters

Town is always visible. Citizen opens lawful encounters, training and care; Skilled Worker opens criminal opportunities.

Turn actions and resuming an encounter

Accept a contract at Town > Contracts or a practice bout at Town > Training, then play at Town > Encounters. Inspect the opponent's announced intent and your Health and Stamina before choosing a command. Turns are saved; returning to the page or refreshing resumes the same encounter.

  • Attack uses the equipped weapon's displayed Stamina cost. Heavy Attack costs 7 and hits harder with reduced accuracy.
  • Guard reduces the incoming blow and restores up to 8 Stamina. Select Special Skills in Training before the encounter; their cooldowns apply during combat.
  • Bandage restores up to 25 Health, consumes one carried Bandage and can be used once per encounter. The opponent can still respond on that turn.
  • Retreat has a 75% success chance per attempt. A failed retreat lets the opponent respond. After 30 turns an unresolved fight ends as a stalemate.
  • Wait for each command's result. If a turn has already changed, Refresh and act on the saved current turn.
  • All current opponents are NPCs. There is no permanent character death or player-versus-player attack in this release.

Health, Energy, Stamina and combat stats

Profile > Combat & Standing shows current combat values. Attack influences damage, Defense reduces incoming damage, Accuracy improves hit chance, Evasion avoids attacks and Critical improves the chance of a stronger hit. Wearable gear and the equipped weapon's discipline modify these values.

  • Energy pays for starting real contracts and manual production. Refill it through Character > Provisions. It is separate from encounter Health and Stamina.
  • Health is the damage you can withstand. Each new encounter starts with its own Health and Stamina; temporary injuries can penalize character stats.
  • Stamina pays for turn actions. Guard and Second Wind recover it during a fight; Provisions do not refill encounter Stamina.
  • Blunt Weapons and Polearms have separate discipline XP and levels. Character Level, Social Status and weapon discipline are three different forms of progress.

Rewards and history

A real victory grants 15 Character XP per difficulty level and 6 XP in the encounter's weapon discipline. Lawful victories pay Bucks and Honor; criminal victories give tagged cargo and Notoriety. Training uses its own limited rewards. Town > Journal lists recent outcomes.

Honor, Notoriety, Heat, fines and injury

Lawful victories build Honor. Criminal victories build Notoriety and Heat, reduce Honor by one and create tagged stolen cargo rather than immediate Bucks. The character keeps their standing and history when you switch to someone else.

  • Heat falls by 1 per elapsed hour. Crime and the fence close at Heat 8 or above, or while a fine remains unpaid. Lawful opportunities stay available subject to Energy, injury and other normal requirements.
  • Criminal victory adds 3 Heat. Criminal defeat, retreat or stalemate adds 4 Heat, confiscates all stolen cargo and records a 1.500 Bucks fine. Legitimate household possessions are not confiscated.
  • At the Back Alley Fence on Town > Contracts, Sell stolen cargo pays 75% of its quoted value. Tagged cargo cannot enter ordinary Inventory or Marketplace.
  • Pay restitution on Contracts costs the fine plus 2.000 Bucks, clears Heat and the fine, renounces illegal work and adds one Honor. Past Notoriety and history remain.
  • A real defeat causes 30 minutes of Bruised injury; retreat or stalemate causes 10 minutes of Exhausted injury. Both reduce Attack and Evasion by two and block new real expeditions. Wait for recovery or use the Clinic in Town > Training for 1.500 Bucks.
  • Practice creates no injury or wear. Each completed real encounter uses one durability from equipped combat items, including when you lose or retreat.

Related guides