/** * THE MUSTER, the Battlefield's quest chain (T96 2026-10-14; the places, people, raid and Hold are in battlefieldMuster.ts). Five quests, Combat 7-14, * given at the Captain's Muster in the soldiers' compound: * * 1. Eyes on the Far Bank (Combat 7) Scout Merrin Quill: read three lookout posts along the soldiers' lake bank, tell her. No fight at all. * 2. Supplies for the Line (Combat 9) Lieutenant Corin Vale: cook four dishes at the camp fire, hand them to the cook, load the supply wagon, tell Vale. * 3. The Sappers' Span (Combat 11, Woodwork 15) Sapper Joss Thorne: look over the old bridge's piers, hand him the timber (30 birch and * 20 poplar) and he mends the span for you (the same personal crossing as mending it at the gap), * walk it to the goblin bank, tell Joss it holds. Branches off quest 2; quest 4 does not need it. * 4. Hold the Line (Combat 12) Vale: put down eight goblin raiders on the shore north of the Muster (the raid comes every two hours; speak * to Vale while it is quiet and he sounds a drill), tell Vale. * 5. The Warchief's Hold (Combat 14) Vale: cross the lake (any way), reach the hill, put down Warchief Skragg (a telegraphed slam, step clear), * silence his war drum, tell Vale. Ends with an iron shield and a page of the Explorer's Ledger. * * EVERY NUMBER HERE (levels, counts, rewards) IS A PLACEHOLDER for the balance pass. Types only from storyQuests.ts (no runtime import, so there is no cycle). */ import type { StoryQuestDef } from './storyQuests.js'; export declare const BATTLEFIELD_QUEST_IDS: readonly ["eyesOnTheFarBank", "suppliesForTheLine", "sappersSpan", "holdTheLine", "warchiefsHold"]; export type BattlefieldQuestId = (typeof BATTLEFIELD_QUEST_IDS)[number]; /** The story effect the Sappers' Span hand-in runs: the world mends the span for this player (the backend completes the Broken Bridge). */ export declare const BATTLEFIELD_BRIDGE_EFFECT = "battlefield-bridge"; /** Combat levels each quest asks. */ export declare const BATTLEFIELD_COMBAT_LEVELS: Readonly>; export declare const BATTLEFIELD_QUEST_NAMES: Readonly>; export declare const SPAN_WOODWORK_LEVEL = 15; export declare const SPAN_BIRCH = 30; export declare const SPAN_POPLAR = 20; export declare const SUPPLY_DISHES_TO_COOK = 4; export declare const SUPPLY_DISHES: readonly ["cookedrabbit", "cookedtrout", "cookedchicken", "cookedcrab"]; export declare const RAIDERS_TO_DEFEAT = 8; /** What each quest pays: coins, Explorer XP, a combat XP lump the player puts where they like, and a gear piece. Placeholders. */ export declare const BATTLEFIELD_REWARDS: { readonly eyesOnTheFarBank: { readonly coins: 250; readonly explorerXp: 200; readonly choiceXp: 500; }; readonly suppliesForTheLine: { readonly coins: 400; readonly explorerXp: 300; readonly choiceXp: 600; }; readonly sappersSpan: { readonly coins: 500; readonly explorerXp: 500; readonly choiceXp: 800; }; readonly holdTheLine: { readonly coins: 700; readonly explorerXp: 500; readonly choiceXp: 1200; }; readonly warchiefsHold: { readonly coins: 1200; readonly explorerXp: 900; readonly choiceXp: 2000; }; }; export declare const BATTLEFIELD_FINAL_GEAR = "ironshield"; export declare const EYES_ON_THE_FAR_BANK_QUEST: StoryQuestDef; export declare const SUPPLIES_FOR_THE_LINE_QUEST: StoryQuestDef; export declare const SAPPERS_SPAN_QUEST: StoryQuestDef; export declare const HOLD_THE_LINE_QUEST: StoryQuestDef; export declare const WARCHIEFS_HOLD_QUEST: StoryQuestDef; //# sourceMappingURL=battlefieldQuests.d.ts.map