Gilded Dominion

Implemented

Training

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

Practice, lessons and disciplines

Training offers free practice bouts and paid lessons in Blunt Weapons or Polearms. Practice spends no Energy, pays no money or Character XP, and causes no wear or injury. Citizen status opens practice; finish conflicting physical work first. A City Hall business letter is not required.

  • The first three started bouts or paid lessons per character per UTC day consume that character's rewarded training allowance. A rewarded victory grants 4 discipline XP; a lesson costs 1.000 Bucks and grants 5.
  • Later bouts remain available without rewards. Losing or retreating still consumes a rewarded bout's daily slot. A completed bout counts for the story's training requirement.
  • Every 20 discipline XP earns a level, up to Level 10. Disciplines advance separately; unarmed practice trains Blunt Weapons.
  • The equipped weapon determines the active discipline for stats and skills. Real victories grant 6 discipline XP outside the daily practice limit.

Select and save Special Skills

Choose unlocked checkboxes, then Save skills before combat. Two skills can be active initially; the current weapon's discipline Level 3 unlocks a third slot. Unlock level, Stamina cost and cooldown are separate requirements.

  • Second Wind is once per encounter. Other skills become available after their cooldown.
  • Counterattack requires guarding against a hit first. Intimidate only has a chance to work when the opponent is at half Health or less.
SkillDiscipline levelStaminaEffect
Brace03Reduce the next incoming blow by 75%.
Second Wind00Recover 12 Stamina once per encounter.
Sweeping Strike17A powerful strike with reduced accuracy.
Disarm Attempt15Deal light damage and weaken the next enemy attack if it hits.
Counterattack24A precise strike after guarding against a hit.
Intimidate26Attempt to make a weakened opponent surrender.

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.

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.

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