/** * @file Game data definitions. * @copyright nhcarrigan * @license Naomi's Public License * @author Naomi Carrigan */ /* eslint-disable max-lines -- Data file */ /* eslint-disable stylistic/max-len -- Data content */ import type { CraftingRecipe } from "@elysium/types"; export const defaultRecipes: Array = [ // Zone 1: verdant_vale { bonus: { type: "gold_income", value: 1.05 }, description: "Sap from ancient heartwood trees, refined and bound with forest crystal. The resulting tincture accelerates the flow of wealth through your guild in ways the alchemists cannot fully explain.", id: "heartwood_tincture", name: "Heartwood Tincture", requiredMaterials: [ { materialId: "verdant_sap", quantity: 5 }, { materialId: "forest_crystal", quantity: 3 }, ], zoneId: "verdant_vale", }, { bonus: { type: "combat_power", value: 1.08 }, 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", name: "Elder Bark Shield", requiredMaterials: [ { materialId: "elder_bark", quantity: 2 }, { materialId: "verdant_sap", quantity: 8 }, ], zoneId: "verdant_vale", }, // Zone 2: shattered_ruins { bonus: { type: "essence_income", value: 1.05 }, description: "The ruin dust and cursed fragments, carefully worked into a binding that borrows the essence-drawing power of the fallen civilisation's final enchantments.", id: "runic_binding", name: "Runic Binding", requiredMaterials: [ { materialId: "ruin_dust", quantity: 8 }, { materialId: "cursed_fragment", quantity: 4 }, ], zoneId: "shattered_ruins", }, { bonus: { type: "gold_income", value: 1.08 }, description: "A charm set with a chip of the elder dragon's scale. The dragon would be furious if he knew. He would also be impressed.", id: "dragon_scale_charm", name: "Dragon Scale Charm", requiredMaterials: [ { materialId: "dragonscale_chip", quantity: 2 }, { materialId: "ruin_dust", quantity: 10 }, ], zoneId: "shattered_ruins", }, // Zone 3: frozen_peaks { bonus: { type: "click_power", value: 1.08 }, description: "Glacial ice ground and shaped into a lens that clarifies and focuses. Holding it, your guild's actions become sharper, more precise, more effective per motion.", id: "glacial_lens", name: "Glacial Lens", requiredMaterials: [ { materialId: "glacial_ice", quantity: 8 }, { materialId: "frost_crystal", quantity: 4 }, ], zoneId: "frozen_peaks", }, { bonus: { type: "gold_income", value: 1.1 }, description: "The void shard set in frost crystal, creating something that should not be possible: a stable window into the spaces between spaces. Profitable beyond what physics suggests.", id: "void_fragment_amulet", name: "Void Fragment Amulet", requiredMaterials: [ { materialId: "void_shard", quantity: 2 }, { materialId: "frost_crystal", quantity: 6 }, ], zoneId: "frozen_peaks", }, // Zone 4: shadow_marshes { bonus: { type: "essence_income", value: 1.08 }, description: "Marsh roots processed with shadow essence into a refined compound that somehow makes the essence of things flow more freely toward your guild hall.", id: "shadow_extract", name: "Shadow Extract", requiredMaterials: [ { materialId: "marsh_root", quantity: 8 }, { materialId: "shadow_essence", quantity: 4 }, ], zoneId: "shadow_marshes", }, { bonus: { type: "combat_power", value: 1.1 }, 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", name: "Cursed Focus", requiredMaterials: [ { materialId: "cursed_bone", quantity: 2 }, { materialId: "shadow_essence", quantity: 6 }, ], zoneId: "shadow_marshes", }, // Zone 5: volcanic_depths { bonus: { type: "gold_income", value: 1.1 }, description: "A seal forged in the volcanic depths, using the eternal heat of the magma stone and ember crystal to create something that burns wealth into existence continuously.", id: "magma_core_seal", name: "Magma Core Seal", requiredMaterials: [ { materialId: "magma_stone", quantity: 8 }, { materialId: "ember_crystal", quantity: 4 }, ], zoneId: "volcanic_depths", }, { bonus: { type: "combat_power", value: 1.12 }, 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", name: "Elemental Ore Ingot", requiredMaterials: [ { materialId: "legendary_ore", quantity: 2 }, { materialId: "magma_stone", quantity: 10 }, ], zoneId: "volcanic_depths", }, // Zone 6: astral_void { bonus: { type: "click_power", value: 1.12 }, description: "Stardust arranged along astral threads into a map of the void that somehow, impossibly, shows your guild where to press and how to press it for maximum effect.", id: "star_chart", name: "Star Chart", requiredMaterials: [ { materialId: "stardust", quantity: 10 }, { materialId: "astral_thread", quantity: 4 }, ], zoneId: "astral_void", }, { bonus: { type: "gold_income", value: 1.12 }, description: "A void crystal suspended in a matrix of stardust — something that exists in several places simultaneously and draws gold from all of them at once.", id: "void_crystal_matrix", name: "Void Crystal Matrix", requiredMaterials: [ { materialId: "void_crystal", quantity: 2 }, { materialId: "stardust", quantity: 12 }, ], zoneId: "astral_void", }, // Zone 7: celestial_reaches { bonus: { type: "essence_income", value: 1.12 }, description: "Celestial dust and divine fragments ground into a lens that sees the essence in all things and draws a portion of it — gently, as the celestials would prefer.", id: "celestial_lens", name: "Celestial Lens", requiredMaterials: [ { materialId: "celestial_dust", quantity: 10 }, { materialId: "divine_fragment", quantity: 4 }, ], zoneId: "celestial_reaches", }, { bonus: { type: "gold_income", value: 1.15 }, description: "A choir shard set in divine fragments, still humming with the celestial harmonic. The resonance makes gold flow in its direction — not compelled, simply invited.", id: "choir_resonator", name: "Choir Resonator", requiredMaterials: [ { materialId: "choir_shard", quantity: 2 }, { materialId: "divine_fragment", quantity: 6 }, ], zoneId: "celestial_reaches", }, // Zone 8: abyssal_trench { bonus: { type: "combat_power", value: 1.15 }, 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", name: "Pressure-Forged Core", requiredMaterials: [ { materialId: "trench_coral", quantity: 10 }, { materialId: "pressure_gem", quantity: 4 }, ], zoneId: "abyssal_trench", }, { bonus: { type: "click_power", value: 1.15 }, description: "A talisman set with the ancient tooth, suspended in trench coral carvings. Your party fights differently with this at their chest. More deliberately. More completely.", id: "ancient_fang_talisman", name: "Ancient Fang Talisman", requiredMaterials: [ { materialId: "ancient_tooth", quantity: 2 }, { materialId: "trench_coral", quantity: 12 }, ], zoneId: "abyssal_trench", }, // Zone 9: infernal_court { bonus: { type: "gold_income", value: 1.15 }, description: "A seal of infernal court authority, forged from brimstone and ichor. The court doesn't know you have this. It's better that way. It does make trade extremely efficient.", id: "court_seal", name: "Court Seal", requiredMaterials: [ { materialId: "brimstone_flake", quantity: 10 }, { materialId: "demon_ichor", quantity: 5 }, ], zoneId: "infernal_court", }, { bonus: { type: "essence_income", value: 1.15 }, description: "Soul residue and demon ichor worked into a catalyst that draws the essence from everything around it — gently, without drawing the court's attention. Usually.", id: "soul_bound_catalyst", name: "Soul-Bound Catalyst", requiredMaterials: [ { materialId: "soul_residue", quantity: 2 }, { materialId: "demon_ichor", quantity: 8 }, ], zoneId: "infernal_court", }, // Zone 10: crystalline_spire { bonus: { type: "click_power", value: 1.18 }, description: "Prism dust and calculation shards assembled into an array that the spire's intelligence would call elegant, if it had aesthetic preferences, which it might.", id: "prism_array", name: "Prism Array", requiredMaterials: [ { materialId: "prism_dust", quantity: 10 }, { materialId: "calculation_shard", quantity: 4 }, ], zoneId: "crystalline_spire", }, { bonus: { type: "gold_income", value: 1.18 }, description: "A possibility crystal contained within a calculation shard framework. It runs through every possible outcome of every guild action and finds the one with the highest gold yield.", id: "possibility_engine", name: "Possibility Engine", requiredMaterials: [ { materialId: "possibility_crystal", quantity: 2 }, { materialId: "calculation_shard", quantity: 6 }, ], zoneId: "crystalline_spire", }, // Zone 11: void_sanctum { bonus: { type: "combat_power", value: 1.18 }, 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", name: "Null Field Generator", requiredMaterials: [ { materialId: "null_matter", quantity: 10 }, { materialId: "resonance_fragment", quantity: 4 }, ], zoneId: "void_sanctum", }, { bonus: { type: "essence_income", value: 1.18 }, description: "A sanctum core and resonance fragments shaped into a key to something. The essence flows through it like it was designed to carry essence, which it may have been.", id: "sanctum_key", name: "Sanctum Key", requiredMaterials: [ { materialId: "sanctum_core", quantity: 2 }, { materialId: "resonance_fragment", quantity: 6 }, ], zoneId: "void_sanctum", }, // Zone 12: eternal_throne { bonus: { type: "gold_income", value: 1.2 }, description: "Throne dust pressed into throne dust-lacquered crown fragments, shaped into a circlet. Wearing it — metaphorically — makes gold accumulate with the inevitability of authority.", id: "crown_circlet", name: "Crown Circlet", requiredMaterials: [ { materialId: "throne_dust", quantity: 10 }, { materialId: "crown_fragment", quantity: 4 }, ], zoneId: "eternal_throne", }, { bonus: { type: "combat_power", value: 1.2 }, 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", name: "Eternity-Bound Ring", requiredMaterials: [ { materialId: "eternity_splinter", quantity: 2 }, { materialId: "crown_fragment", quantity: 6 }, ], zoneId: "eternal_throne", }, // Zone 13: primordial_chaos { bonus: { type: "click_power", value: 1.2 }, description: "Chaos fragments and creation shards arranged into a lens that hasn't decided what it wants to focus on yet, which somehow makes every click land harder than it should.", id: "chaos_lens", name: "Chaos Lens", requiredMaterials: [ { materialId: "chaos_fragment", quantity: 10 }, { materialId: "creation_shard", quantity: 4 }, ], zoneId: "primordial_chaos", }, { bonus: { type: "gold_income", value: 1.22 }, description: "Primordial essence held in a creation shard framework. It hums constantly. Gold flows toward it with the enthusiasm of something that wants to become something.", id: "creation_core", name: "Creation Core", requiredMaterials: [ { materialId: "primordial_essence", quantity: 2 }, { materialId: "creation_shard", quantity: 6 }, ], zoneId: "primordial_chaos", }, // Zone 14: infinite_expanse { bonus: { type: "essence_income", value: 1.2 }, description: "Expanse dust wound around distance crystals into a coil that draws essence from distances too vast to measure, compressing it into something your guild can actually use.", id: "distance_coil", name: "Distance Coil", requiredMaterials: [ { materialId: "expanse_dust", quantity: 10 }, { materialId: "distance_crystal", quantity: 4 }, ], zoneId: "infinite_expanse", }, { bonus: { type: "gold_income", value: 1.22 }, description: "An infinity shard mounted in a distance crystal frame. The prism reflects gold from an infinite number of directions simultaneously. The math works out favourably.", id: "infinity_prism", name: "Infinity Prism", requiredMaterials: [ { materialId: "infinity_shard", quantity: 2 }, { materialId: "distance_crystal", quantity: 6 }, ], zoneId: "infinite_expanse", }, // Zone 15: reality_forge { bonus: { type: "combat_power", value: 1.22 }, 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", name: "Reality Ingot", requiredMaterials: [ { materialId: "forge_ash", quantity: 10 }, { materialId: "creation_tool", quantity: 4 }, ], zoneId: "reality_forge", }, { bonus: { type: "click_power", value: 1.22 }, description: "A reality shard carefully shaped with creation tools into something that could, theoretically, become a universe. Instead it makes your clicks unreasonably effective.", id: "universe_seed", name: "Universe Seed", requiredMaterials: [ { materialId: "reality_shard", quantity: 2 }, { materialId: "creation_tool", quantity: 6 }, ], zoneId: "reality_forge", }, // Zone 16: cosmic_maelstrom { bonus: { type: "gold_income", value: 1.25 }, description: "Maelstrom debris and force crystals ground into a lens at the intersection of fundamental forces. Gold flows toward it with the same inevitability that galaxies flow toward gravity.", id: "force_lens", name: "Force Lens", requiredMaterials: [ { materialId: "maelstrom_debris", quantity: 10 }, { materialId: "force_crystal", quantity: 4 }, ], zoneId: "cosmic_maelstrom", }, { bonus: { type: "essence_income", value: 1.22 }, description: "A cosmic fragment suspended in a force crystal matrix — a piece of the maelstrom's impossible calm, holding the eye of the storm. Essence accumulates in its vicinity.", id: "maelstrom_eye", name: "Maelstrom Eye", requiredMaterials: [ { materialId: "cosmic_fragment", quantity: 2 }, { materialId: "force_crystal", quantity: 6 }, ], zoneId: "cosmic_maelstrom", }, // Zone 17: primeval_sanctum { bonus: { type: "combat_power", value: 1.25 }, 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", name: "Ancient Memory Array", requiredMaterials: [ { materialId: "ancient_dust", quantity: 10 }, { materialId: "memory_shard", quantity: 4 }, ], zoneId: "primeval_sanctum", }, { bonus: { type: "click_power", value: 1.25 }, description: "The primeval relic, set into a memory shard framework. What function it originally served is unknowable. In your guild's hands, it makes every action more deliberate and more powerful.", id: "first_artefact", name: "First Artefact", requiredMaterials: [ { materialId: "primeval_relic", quantity: 2 }, { materialId: "memory_shard", quantity: 6 }, ], zoneId: "primeval_sanctum", }, // Zone 18: the_absolute { bonus: { type: "gold_income", value: 1.3 }, description: "Absolute fragments and boundary shards ground into a lens that sees to the end of all things — and in seeing, draws the wealth inherent in finality toward your guild.", id: "final_truth_lens", name: "Final Truth Lens", requiredMaterials: [ { materialId: "absolute_fragment", quantity: 10 }, { materialId: "boundary_shard", quantity: 4 }, ], zoneId: "the_absolute", }, { bonus: { type: "combat_power", value: 1.3 }, 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", name: "Omega Convergence", requiredMaterials: [ { materialId: "omega_crystal", quantity: 2 }, { materialId: "boundary_shard", quantity: 6 }, ], zoneId: "the_absolute", }, ];