skills I believed were committed
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@@ -4,37 +4,42 @@
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The domain has **four core entities**:
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| Entity | Key Properties |
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|---|---|
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| **Character** | Health (max 1000/1500), Level (1–10), Alive/Dead, Factions (many), damage survived, faction count |
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| **Magical Object** | Health, maxHealth, type (Healing or Weapon), destroyed flag |
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| **Faction** | String/name, members |
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| **Damage/Heal events** | Source, target, amount, level-adjusted |
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| Entity | Key Properties |
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| ---------------------- | ------------------------------------------------------------------------------------------------- |
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| **Character** | Health (max 1000/1500), Level (1–10), Alive/Dead, Factions (many), damage survived, faction count |
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| **Magical Object** | Health, maxHealth, type (Healing or Weapon), destroyed flag |
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| **Faction** | String/name, members |
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| **Damage/Heal events** | Source, target, amount, level-adjusted |
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---
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## User Story Groups
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### 1. Damage & Health (3 rules)
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- Characters start at 1000 HP, Alive
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- Damage subtracts from HP; death at 0
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- Self-damage forbidden
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- Healing: self only, dead can't heal
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### 2. Levels (2 rules)
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- Base level 1; max HP scales at level 6 (→ 1500)
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- Level gap ≥ 5: damage ±50% (target higher = -50%, target lower = +50%)
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### 3. Factions (3 rules)
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- Characters can join/leave multiple factions
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- Same faction = Allies: no damage between allies, ally-only healing
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### 4. Magical Objects (3 rules)
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- **Healing objects**: give HP to characters, can't deal damage, can't be healed
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- **Weapons**: deal fixed damage, lose 1 HP per use, can't heal
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- Objects are faction-neutral
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### 5. Leveling Up (3 rules)
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- **Survived damage**: Level 1 → 1000, then +2000 per level (cumulative)
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- **Faction diversity**: Level 1 → 3 factions, then +3 per level (cumulative)
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- Max level 10, no level loss
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