/** * TIDE OF BLOOD as five story quests (T73, 2026-10-14; see tideOfBlood.ts for the story and the clock). Kept in its own file and entered * in storyQuests.ts STORY_QUESTS as five lines. Types only from storyQuests.ts (no runtime import, so there is no cycle). Rewards are * placeholders for the balance pass; every Combat gate is a placeholder too (the Mire is PvP ground with no healing in a fight). */ import type { StoryQuestDef } from './storyQuests.js'; export declare const READING_THE_RED_COMBAT = 18; export declare const LOW_FORD_COMBAT = 20; export declare const RED_MOON_COMBAT = 24; export declare const SURGE_COMBAT = 28; export declare const TIDE_OF_BLOOD_COMBAT = 33; /** The ford's bank (where the helper points and `reach` counts): the river's north bank under the five posts. */ export declare const LOW_FORD_AREA: { readonly minX: 586; readonly maxX: 610; readonly minZ: 541; readonly maxZ: 548; }; export declare const LOW_FORD_AT: { readonly x: 598; readonly z: number; readonly label: "the Blood Ford"; }; /** The west plank walk's west end, where the Bloodtide Elemental stands. */ export declare const SURGE_AREA: { readonly minX: 578; readonly maxX: 592; readonly minZ: 518; readonly maxZ: 524; }; export declare const SURGE_AT: { readonly x: number; readonly z: number; readonly label: "the west plank walk"; }; export declare const READING_THE_RED_QUEST: StoryQuestDef; export declare const LOW_FORD_QUEST: StoryQuestDef; export declare const RED_MOON_QUEST: StoryQuestDef; export declare const SURGE_QUEST: StoryQuestDef; export declare const TIDE_OF_BLOOD_QUEST: StoryQuestDef; //# sourceMappingURL=tideOfBloodQuestDef.d.ts.map