/** * The gear ladder by ring (NEXT_STEPS "The PvP woods by level", item 6; design sheet pvp-woods-b05; James, 2026-10-17). * * The Dreadwoods is cut into five rings by distance from the woods' edge (zones.ts `combatZoneAt`). Every ring has a reason to be * there, and the gear is the clearest one: the deeper the ring, the better the weapons and armour its creatures drop, and the more * Weapon Mastery they ask for. Ring 1 asks for nothing (the Borderer's kit, bordererKit.ts); Rings 2-5 climb through the metal tiers * the game already has (bronze, iron, steel, the bow ladder) plus a few new rungs where a kind of weapon had a gap: * * Ring 2 (mastery 6-15): iron blades, the pine bow, the iron mace and spear, iron armour, the Gravewatch Buckler * Ring 3 (mastery 16-23): iron longswords, the spruce bow, the Ironjaw Maul, steel armour (rare), the Rotwood Signet * Ring 4 (mastery 24-31): steel blades, the ash bow, the steel mace and spear, steel armour, the Coreward Band * Ring 5 (mastery 32-40): the Dragonfang Blade, the oak bow, the steel battleaxe, the best steel armour, the Dragonfang Pendant * * Everything here is 1-40 gear. The Frozen set (Combat 45) and anything for 41+ stays behind its gates; no magic items, no runes * (James: no runes or magic items for players in this band). Nobody sells any of it: creatures drop it, a smith makes the iron and * steel pieces. All numbers (damage, chances, prices) are PLACEHOLDERS for the balance pass. * * Where a creature stands is READ from the zones (dreadwoodsZones.ts), never typed per kind, so a place another session moves * (the Mire into Ring 3, the Hollow into Ring 4) takes its gear with it. Creatures outside the zones are added to * WOODS_EXTRA_CREATURE_RINGS. */ export type WoodsRing = 1 | 2 | 3 | 4 | 5; /** The kinds of weapon the sheet's ladder lists: blades, bows, clubs and maces, and spears. */ export type WoodsWeaponType = 'blade' | 'bow' | 'heavy' | 'spear'; export type WoodsLadderWeapon = { kind: string; type: WoodsWeaponType; }; export type WoodsGearRung = { /** A player's Combat range the ring is meant for (zones.ts and the sheet). */ readonly combat: readonly [number, number]; /** The weapons a creature in this ring may drop. */ readonly weapons: readonly WoodsLadderWeapon[]; /** Armour pieces (steel and iron come from the smith's tiers). */ readonly armour: readonly string[]; /** The rare chase item(s): worn, rare, theirs alone. */ readonly chase: readonly string[]; }; /** The Weapon Mastery band of each ring: every weapon on a rung asks for a level inside its ring's band (a test holds it). */ export declare const WOODS_RING_MASTERY_BANDS: Readonly>; /** The eight new weapons and trinkets this ladder adds, and the one pendant. Everything else is an existing item. */ export declare const WOODS_GEAR_NEW_ITEMS: readonly string[]; export declare const WOODS_GEAR_ITEM_NAMES: Readonly>; /** What a trader pays for each new item (and its death-keep value): PLACEHOLDERS for the balance pass. */ export declare const WOODS_GEAR_PRICES: Readonly>; export declare const WOODS_GEAR_LADDER: Readonly>; /** What the sheet shows that the ladder does not build yet (NEXT_STEPS): a spear for Rings 3 and 5. */ export declare const WOODS_GEAR_GAPS: readonly string[]; export declare function woodsGearForRing(ring: WoodsRing): WoodsGearRung; /** Creatures that are not a zone's grunt or boss (a worker adds one here with its ring). */ export declare const WOODS_EXTRA_CREATURE_RINGS: Readonly>; /** The ring a woods creature stands in, read from the zones' centres (null: not a woods creature). */ export declare function woodsRingOfNpcKind(kind: string): WoodsRing | null; /** Every creature kind that carries a ladder drop. */ export declare function woodsGearNpcKinds(): string[]; /** A grunt's chance for each weapon, and a boss's (placeholders: roughly one in two hundred, and one in twenty-five). */ export declare const WOODS_GRUNT_WEAPON_CHANCE = 0.005; export declare const WOODS_BOSS_WEAPON_CHANCE = 0.04; export declare const WOODS_BOSS_ARMOUR_MULT = 5; /** The chase item: one in about 650 off a grunt, one in 65 off a boss. */ export declare const WOODS_GRUNT_CHASE_CHANCE = 0.0015; export declare const WOODS_BOSS_CHASE_CHANCE = 0.015; export type WoodsGearDrop = { itemKind: string; chance: number; minQty: number; maxQty: number; }; /** * The ladder drops of one creature kind: its ring's weapons, armour and chase items, each an independent small chance (drops.ts rolls * every entry on its own). Empty for a creature on no ring, the crooks (their own table) and the spiderlings. */ export declare function woodsGearDropEntries(kind: string): WoodsGearDrop[]; //# sourceMappingURL=woodsGearLadder.d.ts.map