skills I believed were committed

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2026-06-12 22:08:36 +01:00
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The domain has **four core entities**:
| Entity | Key Properties |
|---|---|
| **Character** | Health (max 1000/1500), Level (110), Alive/Dead, Factions (many), damage survived, faction count |
| **Magical Object** | Health, maxHealth, type (Healing or Weapon), destroyed flag |
| **Faction** | String/name, members |
| **Damage/Heal events** | Source, target, amount, level-adjusted |
| Entity | Key Properties |
| ---------------------- | ------------------------------------------------------------------------------------------------- |
| **Character** | Health (max 1000/1500), Level (110), Alive/Dead, Factions (many), damage survived, faction count |
| **Magical Object** | Health, maxHealth, type (Healing or Weapon), destroyed flag |
| **Faction** | String/name, members |
| **Damage/Heal events** | Source, target, amount, level-adjusted |
---
## User Story Groups
### 1. Damage & Health (3 rules)
- Characters start at 1000 HP, Alive
- Damage subtracts from HP; death at 0
- Self-damage forbidden
- Healing: self only, dead can't heal
### 2. Levels (2 rules)
- Base level 1; max HP scales at level 6 (→ 1500)
- Level gap ≥ 5: damage ±50% (target higher = -50%, target lower = +50%)
### 3. Factions (3 rules)
- Characters can join/leave multiple factions
- Same faction = Allies: no damage between allies, ally-only healing
### 4. Magical Objects (3 rules)
- **Healing objects**: give HP to characters, can't deal damage, can't be healed
- **Weapons**: deal fixed damage, lose 1 HP per use, can't heal
- Objects are faction-neutral
### 5. Leveling Up (3 rules)
- **Survived damage**: Level 1 → 1000, then +2000 per level (cumulative)
- **Faction diversity**: Level 1 → 3 factions, then +3 per level (cumulative)
- Max level 10, no level loss