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title_diff: "[{\"diffs\":[[1,\"Skara Brae — Idle Fantasy Inspirations\"]],\"start1\":0,\"start2\":0,\"length1\":0,\"length2\":38}]"
body_diff: "[{\"diffs\":[[1,\"# Skara Brae — Idle Fantasy Inspirations\\\n\\\nSource: [Idle Fantasy](https://github.com/tristinbaker/IdleFantasy) — an open-source offline idle RPG for Android (Kotlin, Jetpack Compose, GPL-3.0).\\\n\\\n> **Status update (2026-07):** Repo re-reviewed at **v1.12.11, 366 stars, 810 commits** (was ~206 stars when this note was first written). Several new systems shipped after the original capture — they are documented in **[New Mechanics (post-2025 evolution)](#new-mechanics-post-2025-evolution)** below. The original sections (offline sessions, workers, pets, guild ranks, blessings, slayer, daily/long-term quests, mercantile) remain valid and are not repeated in the new section.\\\n\\\n*\\\"Set your hero to work. Close the app. Come back to loot.\\\"*\\\n\\\nKey mechanics from Idle Fantasy to adapt for Skara Brae:\\\n\\\n---\\\n\\\n## Offline / Idle Sessions\\\n\\\n**Idle Fantasy**: Pick a skill or dungeon, start a session, close the app. Hero trains for up to 1 hour while closed. Come back to collect XP and loot. No stamina bar, no energy system.\\\n\\\n**Skara Brae adaptation**: Skara Brae keeps Torn-style energy (differentiates our game), but adds offline adventure progression:\\\n- Adventures continue for up to **1 hour** while logged out (or up to your energy cap)\\\n- On return, collect accumulated gold, XP, and loot\\\n- **Server-side tick** calculates elapsed time rewards on login\\\n- Training skills offline at **50% rate** (active play is always better)\\\n- This keeps casual players engaged without requiring constant attention\\\n\\\n---\\\n\\\n## 23 Skills Across 4 Categories\\\n\\\n**Idle Fantasy** has 23 skills organized into:\\\n\\\n| Category | Skills |\\\n|---|---|\\\n| **Gathering (7)** | Mining, Fishing, Woodcutting, Farming, Firemaking, Agility, Thieving |\\\n| **Crafting (7)** | Smithing, Cooking, Fletching, Crafting, Runecrafting, Herblore, Construction |\\\n| **Combat (7)** | Attack, Strength, Defense, Ranged, Magic, Hitpoints, Prayer |\\\n| **Support (2)** | Mercantile, Slayer |\\\n\\\n**Skara Brae mapping** (merging with existing design):\\\n\\\n| Idle Fantasy | Skara Brae Equivalent |\\\n|---|---|\\\n| Mining, Woodcutting | Mining, Woodcutting (gathering) |\\\n| Fishing, Farming | Fishing, Herbalism (gathering) |\\\n| Firemaking | — (drop, not fantasy-appropriate) |\\\n| Agility | Agility (thievery skill tree) |\\\n| Thieving | Thievery (existing) |\\\n| Smithing | Blacksmithing |\\\n| Cooking | Cooking (alchemy sub-skill) |\\\n| Fletching | Fletching (ranged weapon crafting) |\\\n| Crafting | Tailoring, Jewelcrafting |\\\n| Runecrafting | Enchanting |\\\n| Herblore | Alchemy |\\\n| Construction | — (~~defer to property system~~ → **RE-EVALUATED, see below**: make it a real skill) |\\\n| Attack, Strength, Defense | Melee combat skills |\\\n| Ranged | Ranged combat skill |\\\n| Magic | Magic skills (fire, ice, illusion, necromancy) |\\\n| Hitpoints | Constitution |\\\n| Prayer | Wisdom / Cleric skills |\\\n| Mercantile | Bartering / Trading skill |\\\n| Slayer | Slayer / Bounty Hunting |\\\n\\\n---\\\n\\\n## Pets — Permanent Passive Buffs\\\n\\\n**Idle Fantasy**: Rare enemies drop **collectible pets** that grant permanent passive XP bonuses.\\\n\\\n**Skara Brae adaptation**:\\\n- Pets drop from rare enemies in dungeons and adventures\\\n- Each pet provides a **permanent passive bonus** (e.g., +2% mining XP, +5% gold from adventures)\\\n- Pets have **rarity tiers**: Common → Uncommon → Rare → Epic → Legendary → Mythic\\\n- **Pet stable**: Multiple pets owned, one active at a time (or multiple for patrons)\\\n- **Pet aging**: Pets grow over time, increasing their bonus at milestones (1 week, 1 month, 6 months)\\\n- **Pet death**: Can be killed in PvP ambush — resurrected at Temple Row for gold (creates stakes)\\\n- **Pet breeding**: Combine two pets for a chance at rare offspring with combined bonuses\\\n- Pet types: wolf (tracking bonus), raven (scouting), cat (stealth), owl (magic XP), hound (combat XP), etc.\\\n\\\n---\\\n\\\n## Inn Workers — Hire NPCs to Automate Tasks\\\n\\\n**Idle Fantasy**: The Inn lets you **hire workers** who queue up sessions on your behalf, and buy food in bulk.\\\n\\\n**Skara Brae adaptation**:\\\n- **The Singing Tavern** offers hireable NPCs:\\\n  - **Mercenary**: Runs adventures while you're offline (reduced rewards: 60% of normal)\\\n  - **Apprentice**: Trains a skill while you're offline (50% rate)\\\n  - **Gatherer**: Collects basic materials while you're offline (low-tier only)\\\n- Workers cost **gold per hour** — creates a gold sink for veteran players\\\n- Worker quality tiers: Novice → Journeyman → Expert (better rates, higher cost)\\\n- Buy **provisions** in bulk (food for dungeon expeditions, potions, torches)\\\n- This is Idle Fantasy's most distinctive mechanic — automating the grind for gold\\\n\\\n---\\\n\\\n## Guild Rank Progression\\\n\\\n**Idle Fantasy**: 17 guilds with **10 rank levels** each. Advance by completing progression quests and earning reputation through daily requests. Higher ranks unlock harder dailies and better cross-skill rewards.\\\n\\\n**Skara Brae adaptation** (merging with existing guild design):\\\n- Guilds have **rank tiers** within the guild (Initiate → Apprentice → Journeyman → Expert → Master → Grandmaster)\\\n- **Daily guild tasks**: Complete for reputation points\\\n- **Rank-up quests**: Progression quests to advance in guild rank\\\n- **Cross-skill rewards**: Higher ranks unlock access to resources from skills you don't personally train\\\n- Existing guild hall upgrades (training grounds, library, vault, war room, brewery) remain\\\n\\\n---\\\n\\\n## Church / Blessings\\\n\\\n**Idle Fantasy**: The Church offers **timed blessings** powered by Prayer levels and bones. Three types: XP boosts (up to 1.5×), Defense bonuses, Coin multipliers. One active at a time.\\\n\\\n**Skara Brae adaptation**:\\\n- **Temple Row** offers blessings from the Old Gods\\\n- Blessing types: XP boost (up to 1.5×), Damage reduction, Gold multiplier, Crit chance increase\\\n- Duration based on Wisdom stat and offering quality\\\n- One blessing active at a time\\\n- Offerings: Gold, rare items, bones from undead enemies\\\n- Higher Wisdom = longer duration, stronger effect\\\n- This adds a \\\"buff management\\\" layer without being tedious\\\n\\\n---\\\n\\\n## Slayer Tasks\\\n\\\n**Idle Fantasy**: Visit the Slayer Master for kill-specific-enemy assignments. Each kill earns bonus XP. Complete tasks to level Slayer skill and unlock tougher assignments.\\\n\\\n**Skara Brae adaptation**:\\\n- **Captain Rennick** at City Watch HQ (or **The Beggar King** for underground targets) gives slayer tasks\\\n- \\\"Kill 15 skeletal warriors in the Undercity\\\" → bonus Slayer XP + gold reward\\\n- Slayer level unlocks tougher targets with better rewards\\\n- Ties into the bounty system naturally\\\n\\\n---\\\n\\\n## Quest Diversity\\\n\\\n**Idle Fantasy**: 170+ quests — **daily quests** (reset every morning) + **long-term cumulative quests** (track progress over many sessions).\\\n\\\n**Skara Brae adaptation**:\\\n- **Daily quests**: 3-5 per day from NPCs (Madame Sylara, Captain Rennick, Guildmasters)\\\n  - \\\"Complete 3 adventures\\\" / \\\"Craft 2 potions\\\" / \\\"Win 1 arena duel\\\"\\\n  - Rewards: gold, XP, skill XP, occasional items\\\n- **Weekly quests**: Larger goals, better rewards\\\n- **Storyline quests**: Multi-step, unlock new areas/NPCs/mechanics\\\n- **Cumulative achievements**: \\\"Mine 10,000 ore total\\\" → permanent bonus\\\n- Quest board in the Inn + NPC-specific quest givers\\\n\\\n---\\\n\\\n## New Mechanics (post-2025 evolution)\\\n\\\nThese systems appeared in Idle Fantasy **after** this note was first captured (now v1.12.11) and are strong candidates to integrate into Skara Brae.\\\n\\\n### Infinite Tower ⭐\\\nEndless floor-by-floor combat gauntlet; enemies scale forever; **every 10 floors = a milestone** rewarding unique gear + permanent XP/coin bonuses.\\\n\\\n**Why it fits:** Gives the BIGINT exponential stat system a natural home — infinite content matches infinite stats. We currently have dungeons + arena but **no repeatable-scaling endgame PvE**.\\\n\\\n**Adaptation:** Reskin as **Mangar's Tower** / the Infinite Labyrinth beneath the city. Floor milestones grant small, bounded permanent bonuses (consistent with \\\"stats only go up\\\"). Per-floor leaderboard. → **Phase 3**.\\\n\\\n### Expeditions ⭐⭐ (highest-value pickup)\\\nNon-combat *skilling* dungeons tied to a gathering skill (Agility, Fishing, Mining, Thieving, Woodcutting). Completing sessions gradually uncovers **5 hidden lore notes**; collecting all 5 **unlocks a secret combat dungeon**. Advanced expeditions are gated by having unlocked an earlier dungeon — a discovery tree.\\\n\\\n**Why it fits:** Bridges gathering skills to content gating *and* delivers lore organically — exactly the \\\"mystery beneath Skara Brae\\\" theme. Our notes currently silo gathering from dungeons; Expeditions unify them into one progression tree.\\\n\\\n**Adaptation:** Each gathering skill gets 2 expedition tiers (lvl 1, lvl 40) → reveals a themed dungeon (e.g., Mining \\\"Copper Caverns\\\" → \\\"Collapsed Mine\\\"; Fishing \\\"Sunken Grotto\\\" → \\\"Drowned Temple\\\"; Thieving \\\"Thieves' Den\\\" → \\\"Rogue Sanctum\\\"). Lore notes double as world-building collectibles. → **Phase 2–3**.\\\n\\\n### Buildings / Builder's Workshop ⭐\\\nUpgrade town buildings (Inn, Guild Hall, Church, Fairgrounds, Garden, Queue Master, Cape Rack) with coins + **Construction** materials. Each building has tiers (0 → 3), gating a passive bonus; higher tiers require a higher Construction level.\\\n\\\n**Why it fits:** Reframes our scattered \\\"guild hall upgrades\\\" into a unified **town-meta progression** the player personally drives, and gives the crafting economy a permanent gold/material sink.\\\n\\\n**Adaptation:** Make **Construction a real skill** (see re-evaluation below). Upgradable buildings: The Singing Tavern (+worker XP), Temple Row (+blessing duration), Adventurers' Guild (−quest requirements), Market Square / Fairgrounds (carnival), Harbor, plus queue-slot and cape-rack buildings. → **Phase 2**.\\\n\\\n### Carnival\\\nTraveling minigame hub. **Idle minigames** convert a skill level → tickets over time (15% → 35% chance per minute, scaling to lvl 99; Archery Range=Ranged, Strongman=Strength, Wizard's Duel=Magic, Fishing Derby=Fishing). **Active minigames** (Ring Toss, Hammer Strike, Potion Sequence, Item Appraisal, Pick-a-Cup, Higher/Lower) reward more tickets on Hard, each on a 10-minute cooldown. Ticket shop sells XP lamps, gear, pets, capes.\\\n\\\n**Why it fits:** Richer than our \\\"inn gambling (dice/cards)\\\"; the skill → ticket idle conversion is a clever loop. Drops onto our existing **seasonal/festival calendar** as a traveling faire.\\\n\\\n**Adaptation:** A traveling Carnival/Faire that appears during festivals; tickets redeemed at its shop. Active minigames map onto our inn minigame table. → **Phase 3–4**.\\\n\\\n### Pity System (\\\"Fortune's Favor\\\")\\\nEscalating bad-luck protection on the rarest gear drops (IF's v1.12.10 \\\"Divine gear pity system\\\").\\\n\\\n**Adaptation:** Given our 0.5% Legendary crafting + rare drops, add an escalating counter that guarantees a high-rarity result after N dry attempts. Reskin as **Fortune's Favor**. → **Phase 2**.\\\n\\\n### Gear Scoring\\\nPre-dungeon, IF tells you how your current gear stacks up against the dungeon's rating (v1.12.10 gear scoring).\\\n\\\n**Adaptation:** A recommended-power / gear-score indicator on our risk/reward adventure tiers so players self-select difficulty. → **Phase 1–2**.\\\n\\\n### Titles (UX reinforcement)\\\nPermanent cosmetic titles displayed as \\\"*Name* the *Title*\\\"; crucially, **locked titles are visible with their unlock condition** (skill-mastery = complete all quests in a skill chain; guild-max = reach lvl 10 in a guild; boss clears; seasonal events).\\\n\\\n**Adaptation:** Our Medals & Honours note already mentions titles — **adopt IF's locked-title-with-requirement UX** as a motivator (e.g., \\\"Master Smith,\\\" \\\"Archmage,\\\" \\\"Godslayer,\\\" seasonal titles kept permanently). → **Phase 2**.\\\n\\\n### XP Lamps\\\nConsumable that grants XP to a chosen skill (10k / 50k variants); obtained from quests, events, the Carnival shop.\\\n\\\n**Adaptation:** Flexible catch-up / reward currency we currently lack. → **Phase 2**.\\\n\\\n### Queue Slots (parallel sessions)\\\nThe \\\"Queue Master\\\" building grants additional concurrent session/queue slots.\\\n\\\n**Adaptation:** An idle-progression lever — patrons / upgrades can run multiple offline workers/sessions in parallel. → **Phase 3**.\\\n\\\n### Raid Bosses (confirmed)\\\nIF's \\\"Godslayer\\\" title = defeat every raid boss at least once, confirming a raid-boss roster exists.\\\n\\\n**Adaptation:** Validates designing a raid-boss roster for our guild raids (6–12 players). → **Phase 5**.\\\n\\\n---\\\n\\\n## Re-evaluation: Construction Skill\\\n\\\nOriginal mapping (above) said Construction → \\\"defer to property system.\\\" **Reversed.** IF now uses Construction as the backbone of the Buildings / Builder's Workshop meta. Add **Construction** as a real crafting skill in Skara Brae, feeding town-building upgrades.\\\n\\\n---\\\n\\\n## Process Ideas Worth Copying\\\n\\\n- **Auto-generated wiki from game data.** IF's entire community wiki is generated from the game's data files. This validates keeping all content (items, adventures, crit tables, spells, recipes, medals, dungeons, tower floors, expeditions) as structured JSON/TOML in `skara-brae-common` — we can auto-generate both client tooltips *and* a community game wiki from a single source.\\\n- **Layered PvE ladder.** IF matured into: expeditions → dungeons → raids → infinite tower, with buildings + carnival as parallel progression. Adopt this as our PvE spine.\\\n\\\n---\\\n\\\n## What NOT to Take from Idle Fantasy\\\n\\\n- **No energy/stamina removal**: Skara Brae keeps Torn-style energy — it's a core differentiator\\\n- **No fully offline game**: Skara Brae is multiplayer — offline is supplementary, not primary\\\n- **No single-player focus**: Guild interaction, PvP, and economy are central to our game\\\n\\\n---\\\n\\\n## Related Notes\\\n\\\n- [Game Concept Overview](joplin://fcd381c235694f29abf73665317a40f5) — Full game design with all features\\\n- [Combat System & Stat Scaling Design](joplin://5ff1fed180fa4b39b4cdb925f34c1008) — Crit tables, BIGINT stats\\\n- [Lore & World Building](joplin://2c8e2a844da0497e8a93c820ec8901a1) — Districts, NPCs, storyline\\\n- [Tech Stack & Architecture](joplin://980c3eb587294e4383474b94988f2f88) — Rust workspace, DB schema\\\n- [Project Plan](joplin://088737f31c514f1da21cc42c0ab6acc1) — Roadmap, MVP, repo structure\"]],\"start1\":0,\"start2\":0,\"length1\":0,\"length2\":13999}]"
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