diff --git a/apps/api/src/data/recipes.ts b/apps/api/src/data/recipes.ts index 5d03ff8..28ab3be 100644 --- a/apps/api/src/data/recipes.ts +++ b/apps/api/src/data/recipes.ts @@ -23,7 +23,7 @@ export const defaultRecipes: Array = [ zoneId: "verdant_vale", }, { - bonus: { type: "combat_power", value: 1.12 }, + bonus: { type: "combat_power", value: 1.2 }, description: "A ward fashioned from bark older than the kingdom. Its presence on the battlefield is not merely physical — something ancient watches through it.", id: "elder_bark_shield", @@ -101,7 +101,7 @@ export const defaultRecipes: Array = [ zoneId: "shadow_marshes", }, { - bonus: { type: "combat_power", value: 1.1 }, + bonus: { type: "combat_power", value: 1.15 }, description: "The cursed bone and shadow essence combined into a focus that doesn't so much help your party fight as make things afraid of them before the battle begins.", id: "cursed_focus", @@ -127,7 +127,7 @@ export const defaultRecipes: Array = [ zoneId: "volcanic_depths", }, { - bonus: { type: "combat_power", value: 1.12 }, + bonus: { type: "combat_power", value: 1.2 }, description: "The legendary ore, smelted in the volcanic forges with magma stone as fuel. What emerges is something the fire elementals recognise — and fear slightly.", id: "elemental_ore_ingot", @@ -193,7 +193,7 @@ export const defaultRecipes: Array = [ // Zone 8: abyssal_trench { - bonus: { type: "combat_power", value: 1.15 }, + bonus: { type: "combat_power", value: 1.25 }, description: "Trench coral and pressure gem combined under conditions that should have destroyed both. The result is something that survived conditions nothing should survive, which is ideal for combat.", id: "pressure_forged_core", @@ -271,7 +271,7 @@ export const defaultRecipes: Array = [ // Zone 11: void_sanctum { - bonus: { type: "combat_power", value: 1.18 }, + bonus: { type: "combat_power", value: 1.28 }, description: "Null matter and resonance fragments assembled into something that generates a field where the laws governing how hard things are to kill become negotiable.", id: "null_field_generator", @@ -309,7 +309,7 @@ export const defaultRecipes: Array = [ zoneId: "eternal_throne", }, { - bonus: { type: "combat_power", value: 1.2 }, + bonus: { type: "combat_power", value: 1.3 }, description: "An eternity splinter set into crown fragments, shaped into a ring. What it binds is unclear. Whatever it is, it makes your party significantly harder to kill.", id: "eternity_bound_ring", @@ -375,7 +375,7 @@ export const defaultRecipes: Array = [ // Zone 15: reality_forge { - bonus: { type: "combat_power", value: 1.22 }, + bonus: { type: "combat_power", value: 1.35 }, description: "Forge ash smelted with creation tools into an ingot of compressed reality. Your party hits harder when carrying it. Reality does not enjoy being concentrated like this.", id: "reality_ingot", @@ -427,7 +427,7 @@ export const defaultRecipes: Array = [ // Zone 17: primeval_sanctum { - bonus: { type: "combat_power", value: 1.25 }, + bonus: { type: "combat_power", value: 1.4 }, description: "Ancient dust and memory shards arranged into something that remembers how to fight before fighting was invented. Your party benefits from this instinct enormously.", id: "ancient_memory_array", @@ -506,7 +506,7 @@ export const defaultRecipes: Array = [ zoneId: "the_absolute", }, { - bonus: { type: "combat_power", value: 1.4 }, + bonus: { type: "combat_power", value: 1.65 }, description: "An eternity splinter from the eternal throne, set at the boundary between everything and nothing with an omega crystal and bound by boundary shards. Where eternity meets the absolute, something is forged that has never existed and will never exist again. Your party fights as if they know this.", id: "eternal_omega", @@ -546,7 +546,7 @@ export const defaultRecipes: Array = [ zoneId: "the_absolute", }, { - bonus: { type: "combat_power", value: 1.3 }, + bonus: { type: "combat_power", value: 1.55 }, description: "The last omega crystal, set at the convergence of boundary shards in the precise arrangement of an ending. What it does to combat is what endings do to everything: make it final.", id: "omega_convergence", diff --git a/apps/web/src/data/recipes.ts b/apps/web/src/data/recipes.ts index 16b454b..eb35d3c 100644 --- a/apps/web/src/data/recipes.ts +++ b/apps/web/src/data/recipes.ts @@ -24,7 +24,7 @@ export const RECIPES: Array = [ zoneId: "verdant_vale", }, { - bonus: { type: "combat_power", value: 1.08 }, + bonus: { type: "combat_power", value: 1.2 }, description: "A ward fashioned from bark older than the kingdom. Its presence on the battlefield is not merely physical — something ancient watches through it.", id: "elder_bark_shield", @@ -102,7 +102,7 @@ export const RECIPES: Array = [ zoneId: "shadow_marshes", }, { - bonus: { type: "combat_power", value: 1.1 }, + bonus: { type: "combat_power", value: 1.15 }, description: "The cursed bone and shadow essence combined into a focus that doesn't so much help your party fight as make things afraid of them before the battle begins.", id: "cursed_focus", @@ -128,7 +128,7 @@ export const RECIPES: Array = [ zoneId: "volcanic_depths", }, { - bonus: { type: "combat_power", value: 1.12 }, + bonus: { type: "combat_power", value: 1.2 }, description: "The legendary ore, smelted in the volcanic forges with magma stone as fuel. What emerges is something the fire elementals recognise — and fear slightly.", id: "elemental_ore_ingot", @@ -194,7 +194,7 @@ export const RECIPES: Array = [ // Zone 8: abyssal_trench { - bonus: { type: "combat_power", value: 1.15 }, + bonus: { type: "combat_power", value: 1.25 }, description: "Trench coral and pressure gem combined under conditions that should have destroyed both. The result is something that survived conditions nothing should survive, which is ideal for combat.", id: "pressure_forged_core", @@ -272,7 +272,7 @@ export const RECIPES: Array = [ // Zone 11: void_sanctum { - bonus: { type: "combat_power", value: 1.18 }, + bonus: { type: "combat_power", value: 1.28 }, description: "Null matter and resonance fragments assembled into something that generates a field where the laws governing how hard things are to kill become negotiable.", id: "null_field_generator", @@ -310,7 +310,7 @@ export const RECIPES: Array = [ zoneId: "eternal_throne", }, { - bonus: { type: "combat_power", value: 1.2 }, + bonus: { type: "combat_power", value: 1.3 }, description: "An eternity splinter set into crown fragments, shaped into a ring. What it binds is unclear. Whatever it is, it makes your party significantly harder to kill.", id: "eternity_bound_ring", @@ -376,7 +376,7 @@ export const RECIPES: Array = [ // Zone 15: reality_forge { - bonus: { type: "combat_power", value: 1.22 }, + bonus: { type: "combat_power", value: 1.35 }, description: "Forge ash smelted with creation tools into an ingot of compressed reality. Your party hits harder when carrying it. Reality does not enjoy being concentrated like this.", id: "reality_ingot", @@ -428,7 +428,7 @@ export const RECIPES: Array = [ // Zone 17: primeval_sanctum { - bonus: { type: "combat_power", value: 1.25 }, + bonus: { type: "combat_power", value: 1.4 }, description: "Ancient dust and memory shards arranged into something that remembers how to fight before fighting was invented. Your party benefits from this instinct enormously.", id: "ancient_memory_array", @@ -466,7 +466,7 @@ export const RECIPES: Array = [ zoneId: "the_absolute", }, { - bonus: { type: "combat_power", value: 1.3 }, + bonus: { type: "combat_power", value: 1.55 }, description: "The last omega crystal, set at the convergence of boundary shards in the precise arrangement of an ending. What it does to combat is what endings do to everything: make it final.", id: "omega_convergence",