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elysium/apps/api/src/data/recipes.ts
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hikari 3afe64e48a
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feat: comprehensive balance and bug fix pass (#240)
## Summary

- **fix(#148)**: Boss fights now return a fresh HMAC signature in the response; both the manual and auto-boss paths update `signatureReference` from it, ending the signature-mismatch loop that stopped auto-boss after the first fight
- **fix(#145)**: Militia `baseCost` lowered from 100g → 65g, smoothing the peasant→militia jump from 10× to ~6.5×
- **fix(#144)**: `crystal_shard` buffed from `1.65×/1.2×` → `1.9×/1.3×` — now competitive as an epic trinket
- **fix(#142)**: Click-power recipe progression smoothed across zones 13–18 and ceiling raised: z13 1.20→1.22, z15 1.22→1.25, z17 1.25→1.28, z18 1.28→1.30
- **close(#143)**: `elder_bark_shield` (1.2×), `void_fragment_amulet` (1.15×), and `soul_bound_catalyst` (1.2×) are all already at or above their target values from a prior pass

Closes #148
Closes #145
Closes #144
Closes #142

Reviewed-on: #240
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-04-06 19:33:05 -07:00

561 lines
22 KiB
TypeScript

/**
* @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<CraftingRecipe> = [
// 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: 1.2 },
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",
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: 1.15 },
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: 1.15 },
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",
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: 1.2 },
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",
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: 1.25 },
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",
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: 1.2 },
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: 1.28 },
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",
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: 1.3 },
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",
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: 1.22 },
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: 1.35 },
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",
name: "Reality Ingot",
requiredMaterials: [
{ materialId: "forge_ash", quantity: 10 },
{ materialId: "creation_tool", quantity: 4 },
],
zoneId: "reality_forge",
},
{
bonus: { type: "click_power", value: 1.25 },
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: 1.4 },
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",
name: "Ancient Memory Array",
requiredMaterials: [
{ materialId: "ancient_dust", quantity: 10 },
{ materialId: "memory_shard", quantity: 4 },
],
zoneId: "primeval_sanctum",
},
{
bonus: { type: "click_power", value: 1.28 },
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",
},
// ── Cross-zone recipes ─────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.28 },
description:
"Verdant sap from the oldest trees, refined in ember crystal heat and bound by legendary ore from the volcanic forges. The resulting tincture fuses the forest's patient growth with fire's relentless drive — gold accumulates with unusual enthusiasm.",
id: "verdant_pyre_seal",
name: "Verdant Pyre Seal",
requiredMaterials: [
{ materialId: "verdant_sap", quantity: 8 },
{ materialId: "ember_crystal", quantity: 6 },
{ materialId: "legendary_ore", quantity: 2 },
],
zoneId: "volcanic_depths",
},
{
bonus: { type: "click_power", value: 1.22 },
description:
"A void shard frozen into glacial ice and then submerged in shadow essence — the cold of nothing meeting the dark of everything. The resulting weave sharpens strikes with an emptiness that the shadows themselves cannot resist.",
id: "voidfrost_weave",
name: "Voidfrost Weave",
requiredMaterials: [
{ materialId: "glacial_ice", quantity: 8 },
{ materialId: "void_shard", quantity: 3 },
{ materialId: "shadow_essence", quantity: 5 },
],
zoneId: "shadow_marshes",
},
{
bonus: { type: "essence_income", value: 1.28 },
description:
"A choir shard from the celestial reaches lowered into the crushing dark of the abyssal trench and set alongside an ancient tooth. The celestial harmonic does not stop in the deep — it deepens. Essence flows toward it from every direction simultaneously.",
id: "choir_of_the_deep",
name: "Choir of the Deep",
requiredMaterials: [
{ materialId: "celestial_dust", quantity: 8 },
{ materialId: "choir_shard", quantity: 2 },
{ materialId: "ancient_tooth", quantity: 2 },
{ materialId: "pressure_gem", quantity: 5 },
],
zoneId: "abyssal_trench",
},
{
bonus: { type: "click_power", value: 1.38 },
description:
"A primeval relic submerged at the absolute boundary of existence alongside omega crystals and boundary shards — the first and last thing, unified. Every action your guild takes through it is simultaneously the most ancient and most final thing that has ever happened. It does not miss.",
id: "primal_omega_lens",
name: "Primal Omega Lens",
requiredMaterials: [
{ materialId: "primeval_relic", quantity: 2 },
{ materialId: "boundary_shard", quantity: 4 },
{ materialId: "omega_crystal", quantity: 2 },
],
zoneId: "the_absolute",
},
{
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",
name: "Eternal Omega",
requiredMaterials: [
{ materialId: "crown_fragment", quantity: 6 },
{ materialId: "eternity_splinter", quantity: 2 },
{ materialId: "boundary_shard", quantity: 4 },
{ materialId: "omega_crystal", quantity: 2 },
],
zoneId: "the_absolute",
},
// Zone 18: the_absolute
{
bonus: { type: "click_power", value: 1.3 },
description:
"Absolute fragments ground and set in an omega crystal lattice — an instrument of pure finality. Every action your guild takes through it carries the weight of an ending. It does not miss.",
id: "absolute_focus",
name: "Absolute Focus",
requiredMaterials: [
{ materialId: "absolute_fragment", quantity: 8 },
{ materialId: "omega_crystal", quantity: 3 },
],
zoneId: "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: 1.55 },
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",
name: "Omega Convergence",
requiredMaterials: [
{ materialId: "omega_crystal", quantity: 2 },
{ materialId: "boundary_shard", quantity: 6 },
],
zoneId: "the_absolute",
},
];