/** * MINING QUESTS FOR LEVELS 1-20 (T101, slice 1 of dreadwoods-backend/COVERAGE_1_40.md, 2026-10-14): Mining had no quest at all in * levels 1-10 and two thin ones in 11-20 (the coverage audit's thinnest skill). Two story-engine quests, all data, using Master * Haldren (the smith, who already takes bronze bars for The Smith's Apprentice) and the game's own deliver step: * * - A Prospector's Errand (any Mining level, band 1-10): four copper and four tin, mined with the copper pick, bring them to Haldren * for the samples shelf (tin wants Mining 5). It also tells the player where the richer seams are: the mine, and the Deep Seam * (deepSeam.ts), the collapsed shaft that opens on the east side of the map. * - Iron for the Smith (band 11-20, a three-step chain): after the errand and with Mining 15, Haldren lends an iron pickaxe (iron * needs an iron pick and an iron pick needs iron bars: the bootstrap the game left open), asks for eight iron ore, then four * iron bars smelted from it (Blacksmithing 15). The iron pick he lent is the player's to keep. * * Every reward is a PLACEHOLDER for the balance pass. Like skillQuests.ts, this file only imports types from storyQuests.ts so the * two do not form a cycle: storyQuests.ts spreads MINING_QUESTS into STORY_QUESTS and quests.ts spreads MINING_META into QUEST_META. */ import type { StoryQuestDef } from './storyQuests.js'; export type MiningQuestId = 'prospectorsErrand' | 'ironForTheSmith'; export declare const MINING_QUEST_IDS: readonly MiningQuestId[]; /** The Mining and Blacksmithing levels the quests ask (the game's own: tin 5, iron 15). */ export declare const MINING_QUEST_LEVELS: { readonly tin: 5; readonly iron: 15; readonly ironBar: 15; }; export declare const MINING_QUESTS: Record; /** The journal card text for each (quests.ts storyMeta). */ export declare const MINING_META: Readonly>; //# sourceMappingURL=miningQuests.d.ts.map