- Guild data model: world/guilds/*.toml defines guilds with stat growth,
resource type (mana/endurance), spell lists, level caps, and race
restrictions. Spells are separate files in world/spells/*.toml.
- Player resources: mana and endurance pools added to PlayerStats with
DB migration. Passive regen for mana/endurance when out of combat.
- Guild commands: guild list/info/join/leave with multi-guild support.
spells/skills command shows available spells per guild level.
- Spell casting: cast command works in and out of combat. Offensive
spells queue as CombatAction::Cast and resolve on tick. Heal/utility
spells resolve immediately out of combat. Mana/endurance costs,
cooldowns, and damage types all enforced.
- Chargen integration: classes reference a guild via TOML field. On
character creation, player auto-joins the seeded guild at level 1.
Class selection shows "→ joins <Guild>" hint.
- Look command: now accepts optional target argument to inspect NPCs
(stats/attitude), objects, exits, players, or inventory items.
- 4 guilds (warriors/rogues/mages/clerics) and 16 spells created for
the existing class archetypes.
Made-with: Cursor
Replace immediate combat with a 3-second tick engine that resolves
actions, NPC AI, status effects, respawns, and passive regeneration.
Players queue combat actions (attack/defend/flee/use) that resolve on
the next tick. Any NPC can now be attacked — non-hostile targets incur
attitude penalties instead of being blocked. Status effects persist in
the database and continue ticking while players are offline.
Made-with: Cursor