Tales from Oddwater All alpha testing notes

Alpha testing notes · Balance checkpoint

Build 9Balance Update

Progression, preparation, and the road to a fairer endgame.

Notes posted

Analysis and unexecuted proposal. No gameplay changes were made.

A winding path through the shadowed Forsaken Woods.
The Forsaken Woods
The moonlit tower in the Heart of the Forest.
The Heart of the Forest

Executive assessment

The carryover concern is real. In the legal Woods-through-Master path, the Company entered Heart Basic at approximately level 9, Heart Advanced at 9.2, and Heart Expert at 10.1. All 100 informed-policy campaigns completed those three Heart tiers without a character death. Alternating the books reached level 12 before Heart Master. The progression schedule therefore already runs ahead of the adventure-specific difficulty schedule.

This does not mean every higher tier should get a damage increase. The current game has a large preparation cliff:

  • At level 10 with moderate upgrades, attacks alone completed both adventures' Expert routes in 100/100 samples. Their deathless rates were 91% in Woods and 81% in Heart. That misses the requested Expert experience.
  • At maximum level and upgrades, the ordinary equipped Company cleared Master with little danger. In the controlled tactical samples, Master deathless rates were 100% in Woods and 98% in Heart.
  • Heart Master+ wiped the maximum-stat parties with generic weapons/wards in every full-route sample. However, matching weapon elements and Earth/Wind wards changed the starting party's result to 199/200 completions, 134/200 deathless. That preparation required 6.6 town visits per attempted route.
  • Prepared Woods Master+ remained too safe for the stated endgame vision: the strongest tested starting-party policy completed 200/200, with 196/200 deathless. Other prepared compositions were 94–96.5% deathless with the same tactical policy.
  • New Juniper is useful, but these experiments do not establish that she is overpowered. Control/healing decisions compete with damage and can make a poor policy slower and less successful. Blanket nerfs to Goat or Balm are not justified by this checkpoint.

Recommendation: smooth the dangerous preparation cliffs, strengthen the underperforming tier/encounter bands, and adopt an explicit power-band contract before expanding the library. Keep earned progression and ownership. A fixed tier multiplier adjustment alone cannot preserve the same meaning of Advanced/Expert for both new parties and capped veterans. Do not use town travel, potion price increases, or more random critical deaths to conceal that structural problem.

The numerical tuning proposals below are starting candidates, not simulated balance changes, approved designs, or implementation instructions to execute now. Current-state simulations establish the defects; the proposed acceptance gates must establish whether a future change fixes them.

Source, preservation, and scope

  • Source HEAD: 85aebc68eb7ab6aa43cb4e09d03b1953c6342775, main, Build 9 functional tvOS integration. This was not a clean checkout. The measured implementation is HEAD plus the existing September 23 working tree, not the released Build 8 binary.
  • Read the root instructions, knowledge index, Coding Principles, Build 9 Windows handoff, current systems, both canonical handbooks, Heart content supplement, combat abilities, progression/training/reserves, adventure library/Master+, Company reputation, travel/rest/provision economy, and persistent-death guidance. Implementation resolved historical contradictions.
  • Relevant uncommitted work includes Juniper's regeneration/polymorph engine, starting-spell migration, spell costs/data, status/save support, challenge performer/signpost changes, 5-XP signpost success, the 9-gold One-Eyed Jack, reusable event references, and associated tests/handbooks. Artwork, sound, flight presentation, save-slot deletion and other unrelated edits also existed and were preserved.
  • Tonight's combat baseline includes Briar Balm: d4+1 now plus two d4+1 pulses for 1 MP; Goat: guaranteed two personal-turn skips for 2 MP on eligible enemies; Barkskin: 1 MP. The five explicit Goat-immune creatures are Bellkeeper/Veyr, Hollow Warden, Thul, Index Warden and Ward Gaoler. This is not a generic boss/size rule. Spider and Owlbear Mother remain eligible.
  • Source status, SHA-256 input manifest, and working-tree patch record the baseline. Frozen inputs include the actual source/JSON/test bytes, including the untracked Juniper suite. The patch alone would omit that untracked file.
  • Unity was open at 6000.6.0f1 without the Pipeline package. No Editor control, live script edits, source installation, scene changes, second Editor, or player-save access was needed. New tooling lives outside Assets; it compiled a frozen copy with Unity's .NET 8 Roslyn/runtime. No save-store class was linked into the simulator. No forced rolls, God Mode, synthetic victories, or debug completion were used in measured fights.
  • Final input-hash comparison found zero changes to the snapshotted existing source/JSON/test files. No gameplay data or rules were changed by this task. Both handbooks were reviewed; they need no synchronization edit for an analysis-only checkpoint. Proposed rules are deliberately kept out of them.

Evidence package and reproducibility

The driver is Verification/BalanceCheckpoint. Implemented catalog records all 8 heroes, 15 spells, 16 creatures, 14 encounter definitions (including the scripted prologue), tier/economy tables, challenge approaches and both route layouts. Result tables provide expanded comparisons. CSV summaries include Wilson confidence intervals and every tested cell:

ExperimentTrial recordsCellsSamples and seeds
Individual encounters292,5002,925100 per cell; 920230–920329
Persistent full expeditions45,000450100 per cell; 920230–920329
Legal campaign paths10,904146 reached steps100 new Companies per path/policy; 920230–920329
Rank, ability, optional-route and retreat ablations6,60066100 per cell; 920230–920329
Maximum preparation, fresh encounters and routes36,000180200 per cell; 930230–930429
Legal endgame grinding3,70058 reached steps100 new Companies per policy; 940230–940329

Total: 394,704 trial records, not 394,704 independent human playthroughs. Campaign step records share their Company's history. Identical seed ranges deliberately permit scenario comparisons, but differing actions consume RNG differently; these are not identical dice streams after the policies diverge. No final trial hit the combat-round bound.

The raw trial archive preserves individual records. Summaries: encounters, expeditions, campaigns, ablations, prepared parties, grinding.

From the repository root, reproduce the frozen baseline into a new output directory:

$balanceOutput = 'Logs/BalanceCheckpoint-Reproduction'
New-Item -ItemType Directory -Force -Path $balanceOutput | Out-Null
Expand-Archive -LiteralPath Documentation/Balance/Build9-2026-09-23/FrozenInputs.zip -DestinationPath "$balanceOutput/snapshot"
powershell -NoProfile -ExecutionPolicy Bypass -File Verification/BalanceCheckpoint/Run.ps1 -Output $balanceOutput -ReuseSnapshot -Mode smoke
foreach ($balanceMode in @('encounter','expedition','campaign','ablation')) {
    powershell -NoProfile -ExecutionPolicy Bypass -File Verification/BalanceCheckpoint/Run.ps1 -Output $balanceOutput -ReuseSnapshot -Mode $balanceMode -Samples 100 -Seed 920230
}
powershell -NoProfile -ExecutionPolicy Bypass -File Verification/BalanceCheckpoint/Run.ps1 -Output $balanceOutput -ReuseSnapshot -Mode prepared -Samples 200 -Seed 930230
powershell -NoProfile -ExecutionPolicy Bypass -File Verification/BalanceCheckpoint/Run.ps1 -Output $balanceOutput -ReuseSnapshot -Mode grind -Samples 100 -Seed 940230
& 'C:/Users/dan/.cache/codex-runtimes/codex-primary-runtime/dependencies/python/python.exe' Verification/BalanceCheckpoint/Analyze.py $balanceOutput

The Python path is this machine's bundled runtime; any working Python 3 with the standard library suffices. -UnityData can override the compiler/runtime installation. Omitting -ReuseSnapshot creates a new snapshot from the then-current working tree and refuses to replace an existing snapshot. Do not compare that run as the same source unless hashes agree. Run modes sequentially because they share their compiled executable/output directory.

Fidelity and limitations

Implementation sources: combat and statuses, combat construction and rewards, stat/gear/spell/level derivation, exploration/reward/rest transitions, per-adventure launch/replay state, Company benefits, travel fees, recruitment, challenge resolution, shared authored data, and current Blacksmith/Temple UI. These links point to the repository; the frozen archive/manifest pins the measured bytes.

The executable links the actual VintageEncounter, JournalGame partials, definitions, validation and composition. It calls CombatAction, CastSpell, UseConsumable, CombatBeat, normal rewards, purchases, leveling, town recovery and LaunchAdventure. It does not duplicate damage resolution or enemy AI. Small expected-value formulas select actions; the engine rolls and resolves them.

Every authored fresh encounter placement and both route alternatives passed the smoke run. A repeated seeded route produced identical measured output. An independent rebuild from the packaged source archive reproduced 3,791 first-seed records across all six modes with every recorded scalar exactly equal: reproduction check. ValidateReproduction.py performs that comparison. Expedition navigation uses normal movement/interactions. Travel, town-return and campaign-launch checks temporarily disable the Practice bypass to enforce production eligibility; simulation state otherwise retains TestingTravel. Debug positioning is used only to initialize isolated fresh-encounter fixtures, never to replenish a route or fabricate rewards. Campaigns perform the scripted prologue through its real API and exclude that mandatory narrative defeat from balance deaths/wipes.

The existing 34 repository suites passed, including 597 Juniper, 11,934 Heart, 1,136 balance, 1,032 ability, 876 Watchtower and 138 spider assertions. The suites cover pulse/poison ordering, Goat immunity/release/two skips/caster death/save continuation, flight/multiattack, support healing, rage/mercy, protection, resource caps, recruitment, rewards and replay. Repository verification log. Runtime and Editor reference compilation also passed: compile log. Older embedded balance printouts in those suites are regression evidence only, not the policy results used here: some call generic Mage Skill, whereas the player UI opens configured spells.

No live Unity JSON/disk, rendering, controller, phone/tablet/Apple TV, audible, player-build or human-playtest pass is claimed. The normal simulator does not reload fights; current saves preserve resolved outcomes but not the future RNG stream. Save-scumming, deliberate reserve rotation to maximize every recruit, exhaustive party/loadout search, perfect multi-turn planning, repeated camp backtracking, and every possible challenge mistake were not simulated. These are explicit limits, not assumptions of optimality.

There are 28 possible four-hero compositions before counting equipment; only three representative compositions were sampled. Production tests cover mechanics that a particular heuristic rarely chooses. The heuristic's failure to choose a spell is not proof that the spell is useless.

Policies, parties and starting state

PolicyDecisions
0: attacks onlyAttack the first living enemy; no skills, spells, pouch items or combat Defend. Legal camps, town rest and paid resurrection still apply. Critical fumbles can consume resource even here.
1: reasonable tacticalPrefer low-HP enemies; revive, group heal, single heal/Balm, self-potion below 35%, martial skills, efficient damage spells and multi-enemy Dreadbell. Avoid breaking an existing Goat, but does not cast it. No planned resistance/weapon switches in the main matrix.
2: informed heuristicAdds protector/support priorities, mother-first mercy targeting, off-target Goat, defensive actions when estimated prevention exceeds offense, emergency coffee, selective Focus, and control value for Blizzard. Potion threshold 40%. Same owned loadout as policy 1.
Prepared tactical / informedMaximum loadout plus every owned weapon element; normal Smith changes before the relevant node, paying actual town travel and counting those visits. Earth/Wind wards in Heart; Void/Frost in Woods. Uses policy 1 or 2 in battle.

Policy 2 is an optimization attempt, not a proved optimum. It sometimes performs worse than policy 1, especially when low-damage control/healing delays a necessary kill. The strongest tested prepared tactical policy is the useful endgame benchmark. Its fresh seed range provides a separate preparation test after the main policy pilot. Treat all figures as scripted-policy outcomes, not human probabilities.

The parties are founders (Alaric, Markovia, Vestin, Mystere), reserves (Thoradin, Markovia, Vestin, Spargle), and recruits (Xov, Markovia, Mystere, Juniper). All eight heroes are represented. The fixed-strength recruit fixtures explicitly grant recruitment to compare combat at equal strength; they are not legal first-entry Heart parties. Legal campaign recruitment only occurs on the appropriate completion, with recruits' real level-1 state and no reserve XP.

FixtureLevelAttack/HP/resource trainingWeapon / armor ranksOther preparation
Ordinary reference, Woods1 / 4 / 7 / 10 / 12 by tier0 / 1 / 2 / 3 / 3W 0/1/2/3/4; A 0/1/2/3/3A diagnostic progression ladder, not an earned campaign
Ordinary reference, Heart3 / 5 / 7 / 10 / 12SameSameHandbook's Basic level-3 premise
L9, L10, L12typNamed level2 each3 / 2400g reserve, four potions, two coffee, three provisions
L12max125 each6 / 43,000g reserve, full pouch stacks, three provisions, all role spells, two wards

Ordinary gold is 40 + 80 × tier; ordinary starting pouch is four potions and two coffee, so its Basic fixture is slightly more supplied than a brand-new campaign. Basic ordinary parties keep starter attunements. Other main fixtures use Physical; maximum main fixtures use Void/Frost armor. Learned role spells are available at level 4+, otherwise only starters. Dreadbell at level 4+ goes to Vestin/Xov, preserving Thoradin's Shield Wall. Heartstring goes to the first compatible caster when the fixture grants completion benefits. Rank I deliberately isolates combat from rank bonuses, even for synthetic endgame fixtures; real campaigns derive reputation normally. No legacy +1 weapon/armor item is included except in the labeled legacy ablation.

The main route takes Woods' goblin branch and omits Heart's optional den, while collecting reachable noncombat content. Optional-route ablations take the spider branch/den. Camps restore once, living heroes only. The party returns at a legal boundary when mean HP is below 72%, someone is below 42%, a hero is dead, or ability users' mean resource falls below 35%. If combat deaths leave the formation outside the exit interaction radius, it dismisses the map and legally walks back to the entrance before travel. No mid-location teleport is used.

Fixed-strength expeditions earn normal rewards/automatic level 2 but do not buy stat levels or gear during the run. They do buy replacement consumables and resurrection. Campaigns train through the Guild and buy legal upgrades/spells from earned gold, normally retaining 60g before major purchases and 30g before consumable restocking. Town rest is free; consumables are replenished to four potions/two coffee, plus one smoke for policy 2. Ordinary travel uses existing provisions and then the gold fallback instead of automatically buying provisions. Purchases use a documented simple value/cost ordering in the driver, not an economic optimizer.

Campaigns allow up to two retries after a failed node visit; informed play flees when two or fewer heroes remain and enemy HP exceeds 35%, if it still has a provision. Wipes and resurrection costs remain counted. A campaign stops if it cannot restore its chosen four heroes or exhausts retries; it does not claim that switching to reserves or another adventure could never recover it. Available wishing wells choose gold through the real 1/400 mechanism, never forced. Full-heal town visits and preparation travel can coincide; visits still count once.

Metrics and confidence

Completion means the encounter victory or real adventure completion receipt, as appropriate. A character death is a living-to-fallen transition; a revived hero can die again. A wipe is a full-party defeat. Deathless means completion with zero death events, including any revived deaths. Campaign attempts may contain several wipes and still complete. Initial prologue death is excluded. Samples that cannot fund recovery remain failures.

Rounds are sums of the combat round counter at each fight's end, including partial final rounds and retries; they are not measured playtime. MP spent includes stamina and critical-fumble losses. Gold net is actual final minus initial Company gold. earned/spent are net action inflows/outflows measured from authoritative state changes, not the gold-popup event (which intentionally repeats the combined total on chest overflow). A wishing-well action is a net +4,999 inflow. xpAwarded sums living active recipients' ledger XP; divide approximately by four only when all four survive rewards. xpNet is banked XP after purchases; levels and purchased ranks must be read with it. levelStart/End in raw summaries is the sum over four active heroes, not one hero's level.

For 100 trials, a 100% completion observation has a 95% Wilson interval of 96.3–100%; 0% means 0–3.7%; 50% is approximately 40.4–59.6%. For 200 trials, 0/200 or 200/200 bounds are approximately 0–1.9% or 98.1–100%. Differences of a few percentage points are usually inconclusive here. Large cross-loadout reversals are convincing for these policies. The many cells are exploratory and have no multiple-comparison correction. Human skill/model error is much larger than binomial sampling error.

CSV summaries also provide 10th/50th/90th percentiles and sample mean standard errors for deaths, rounds, town visits, resource expenditure, potions and net gold. These percentiles describe the outcome distribution, not confidence intervals. Mean ± 1.96 standard errors is only a rough sampling interval; sparse campaign survivors and jackpot-driven gold are particularly unsuitable for a normal approximation. The descriptive tables retain failed/shortened attempts rather than hiding them; completed-route round/visit means are separate CSV fields.

Campaign rows are conditional on reaching that step. Two survivors completing a later tier is not 100% completion among the original 100 Companies. Shared prefixes across campaign schedules repeat the same seeded experience and should not be pooled as independent evidence.

What the current balance actually does

Matched-strength comparison

These are complete required-combat routes, 100 trials/cell. C / D is completion / deathless percent. Deaths and visits are means across all attempts; failures can end early.

Party and tierWoods C / DHeart C / DInterpretation
Level 10 moderate, attacks, Basic100 / 100100 / 100Expected overleveling, almost no recovery
Level 10 moderate, attacks, Advanced100 / 98100 / 99Abilities are not required
Level 10 moderate, attacks, Expert100 / 91100 / 81Fails the proposed Expert intent
Level 10 moderate, attacks, Master99 / 4970 / 3Heart is already appreciably harder
Level 10 moderate, informed, Master100 / 9199 / 81Tactics help, but strong play often remains deathless
Level 10 moderate, informed, Master+4 / 00 / 0An abrupt threshold, not gradual tier progression
Level 12 maximum, tactical, Expert100 / 100100 / 100No meaningful danger in this loadout
Level 12 maximum, tactical, Master100 / 100100 / 98Danger disappears before the endgame jump
Level 12 maximum, tactical, Master+100 / 860 / 0Same party strength, sharply different books

Level 9 and all ordinary-reference cells are in the linked tables/CSV; the level-10 result is not being extrapolated to them. The main matrix includes every tier for all five strength fixtures, all three compositions, and all three policies.

Preparation and composition at Master+

These use the independent 200-seed range, maximum legal stat ranks, matching elements, two relevant armor wards and actual paid town visits to change weapons. They are maximum-preparation fixtures, not a claim that a first-arrival Company can afford all this.

Book / partyPolicyCompletionDeathlessDeath eventsWipesRoundsTown visitsNet gold
Woods / foundersTactical100%98%0.020%34.04.12+1,563
Woods / reservesTactical100%94%0.070%36.34.21+1,537
Woods / recruitsTactical100%96.5%0.040%43.24.07+1,564
Heart / foundersTactical99.5%67%0.400.5%28.66.62+1,564
Heart / reservesTactical97%43%0.893%31.56.86+1,518
Heart / recruitsTactical89%34%1.3211%37.66.66+1,463
Heart / foundersInformed93.5%58.5%0.706.5%30.66.53+1,504
Heart / recruitsInformed44.5%13%2.7655.5%45.36.19+1,110

The final row is a warning against treating “more control and healing” as automatically better. It does not establish that Juniper should be nerfed or that human optimized play has a 44.5% ceiling. Policy 1 with the same prepared recruit party wins 89%. Prepared Master was 100% complete and deathless for all three parties under both policies.

Individual fresh fights explain the differences. Prepared founders/informed Master+: Spider 100% wins/95.5% deathless; Warden 100/99.5; Veyr 100/100; Owlbear Den 99.5/85; Mites 100/95.5; Index Warden 100/100; Gaoler 100/92.5; Thul 94/63.5. Before matching elements/wards, the same maximum-stat informed founders' fresh Mites result was 0/0 and Thul 41/20. Fresh wins do not prove a route is safe: persistent damage, resource timing and optional fights matter.

The optional Woods spider branch made the neutral maximum recruit route substantially worse (28% completion versus 99% on the goblin branch). The isolated neutral recruit spider fight won 76%, illustrating why a fresh-fight result cannot replace resource-carryover testing. Fire preparation made the fresh founder spider test 100% wins. This is an optional risk/reward and discoverability problem as well as a creature-stat question.

Real campaign progression and economy

Informed policy, all optional content on the selected route, legal training/purchases and recruitment. Levels below are per-hero averages, unlike raw levelStart sums.

Path and entryReached / initialMean entry levelWeapon / armor rankCompletion / deathlessMid-run towns
Woods Basic100/1001.00 / 0100 / 912.62
Woods Advanced, Woods-first100/1003.00 / 0100 / 891.95
Woods Expert, Woods-first100/1005.01.01 / 0.98100 / 851.95
Woods Master, Woods-first100/1007.02.02 / 1.02100 / 761.74
Heart Basic after Woods Master100/1009.02.81 / 2.02100 / 1000.05
Heart Advanced on that path100/1009.23.01 / 2.02100 / 1000.82
Heart Expert on that path100/10010.13.01 / 2.75100 / 1002.04
Heart Master on that path100/10012.03.29 / 3.01100 / 873.58
Heart Basic immediately after unlock100/1003.00 / 0100 / 982.46
Heart Expert while alternating100/1009.02.74 / 2.02100 / 972.29
Heart Master while alternating100/10012.03.42 / 3.03100 / 893.40

The first four Woods completions award 350 Reputation, not enough for numerical combat/economy rank perks. Thus the initial overleveling problem is primarily XP/gear carryover, not Company Rank. On the Woods-to-Master path, the first Heart completion earns 25 more Reputation and Juniper/Heartstring normally. Reserves earn no ordinary XP; introducing Xov and then Juniper legally reduced mean party entry level and initial deathless rates. Their synthetic equal-level performance must not be confused with immediate recruitment value.

Woods-first Master+ was a severe economic gate with this purchase policy: only 2/100 informed campaigns completed it before visiting Heart. Those two then entered Heart Basic around level 11; that tiny survivor group is not population evidence. Alternating first improved the informed Woods Master+ campaign completion to 71/100 in the main seed range, while generic preparation still failed Heart Master+.

The separate aggressive path alternated both books through Master, then selected 20 consecutive legal Woods Master+ runs, then Heart Master+. Lower tiers were never replayed and no rewards were duplicated within a run. In its fresh seeds, 45/100 tactical and 48/100 informed Companies survived the early gates to the later farming stretch. By the later runs they had level 12, weapon 6, armor 4 and resource training 5. At the end of 20 Master+ runs they had Rank X/5,700 Reputation and mean cash 15,431g / 16,942g respectively. Subsequent generic-loadout Heart Master+ still mostly failed: wealth does not automatically make the preparation decision for the player. A stopped campaign can try a different book/roster; these fixed schedules did not exhaust every recovery option.

Wishing-well jackpots were allowed and are separately recorded. A mean +49.99g in a 100-run row represents one +4,999g event, not ordinary income. Do not build normal upgrade budgets around it. Its expectation is about 12.5g per eligible return, but a jackpot is rare and highly disruptive to individual progression. Ten eligible returns give about a 2.47% chance of at least one opportunity; forty give about 9.53% (independent-attempt approximation, with availability promptly consumed).

Complete combat/content audit

Exact authored values and placements are in the generated catalog. The following reviews explain their balance implications rather than restating every JSON property.

Heroes, abilities, spells and synergy

Hero / optionAssessment
AlaricGood physical finisher. Power Strike's +4 damage remains valuable once accuracy saturates and its -1 hit cost often ceases to matter. Higher level adds accuracy/HP, not weapon damage dice.
MarkoviaMending averages 8.5 HP; Dawn Chorus averages 6.5 per living hero for 2 MP and one action. At four damaged allies it is much more action-efficient than four self-potions. Revival prevents a permanent loss of party actions, but its 4–9 HP can invite another immediate death. She strongly stabilizes long routes. All three representative parties contain her, so healer-free feasibility remains unmeasured.
VestinHigh initiative and accuracy give early removals. Aimed Shot's +3 accuracy loses value near the hit ceiling, while +2 damage survives. Often a less costly Dreadbell carrier than replacing Alaric's +4 strike or Thoradin's wall.
MystereBlizzard is low damage but 40% control even against Frost resistance; bosses retain that vulnerability. Freeze can erase an exact-round ability window. Her ordinary attack scales with weapon/level while spell damage does not; high-level attack dominance is partly a spell-scaling problem.
ThoradinMore base HP; Shield Wall provides +3 AC/Defended through the next enemy cycle. It is reliable against physical multiattacks, but it does not reduce ordinary automatic AoE. Equipping Dreadbell removes the wall. The fixtures preserve this choice rather than silently disabling his specialty.
SpargleOne more starting mana, two less HP than Mystere; different free starter, otherwise the shared Mage spell catalog largely converges after purchases. Ember's 7.5 automatic Fire damage is excellent early and against weaknesses, but loses relative value against upgraded basic attacks.
XovInitiative 19 is valuable. Vanish trades one entire attack for +5 AC and a guaranteed following strike with a 30% max-die chance. At capped accuracy, two ordinary attacks usually beat its damage. It is a defensive/accuracy tool, not a universal damage rotation. Dreadbell can be a sensible alternative.
JuniperBalm's total potential is 10.5 HP/MP versus Mending's 8.5, but initial healing is only 3.5. Overheal, early battle end, lethal poison before the pulse and recipient death lose value. Goat's deterministic two-turn denial is strong against multiattack/support/timed actions, but one target/caster, damage breaks, five immunities and the two-MP/action cost constrain it. Do not spend two MP on a target the party is about to kill.

All spell options: Ember and Radiant Word are 7.5 automatic single-target damage/1 MP; Briar Lash is 5.5 Earth/1 MP; Void Lance is 9.5 Void/2 MP; Winter Circle is 5.5 Frost per enemy/2 MP. Void Lance depends heavily on affinity because its neutral damage per MP is worse than Ember. Winter Circle is efficient against enough surviving targets but releases any Goat it damages and can defeat the cub before the mother. Gale (-3 attack) and Stone Mantle (+3 AC plus Defended) mainly prevent rolled attacks, not automatic AoE; their duration-2 counters expire at recipients' second upcoming turn start. Barkskin's +2 for 1 MP is useful without a stronger ward, but does not stack and has no Defended benefit. Quiet Focus supplies unlimited eventual Mage mana at an action cost; it does not refill Cleric/Druid mana. Mending, Dawn, Recall, Balm and Goat behave as described above. All 15 current spells were audited; this does not assert all were chosen frequently by the bots.

Dreadbell's player artifact is once per battle, untyped d6+2 per enemy, no stamina, and does not inherit a weapon element. It is strong early against groups and weak per-action against one high-HP target. Heartstring gives exactly one missing MP on fresh combat creation, not a refill and not a reload reward. Its value rises with many small encounters and is lost when entering at full MP. Neither artifact duplicates across wearers. Cosmetic attire is not a combat upgrade.

Status/action economy audit

  • Fixed initiative creates predictable early removals; it is not a random initiative advantage every round. Equal initiatives lack an authored hero-first guarantee.
  • Natural 1/20 bound ordinary accuracy to roughly 5–95%. At level 12 plus five attack training, hero attack is +19 to +21. Against enemy AC 15–20, much of that training is beyond the useful ceiling. Armor remains valuable only against rolled attacks, with high-tier enemy accuracy eroding it. Guaranteed spells and Backstab bypass the attack roll.
  • Personal Defend adds +3 and halves Dreadbell, not general spell damage. Vanish replaces personal Defend. Guard/Shield Wall use the larger AC bonus; Defended duration is independent. A wall or Goat does not turn off the living Dawn Sentinel's passive protection.
  • Freeze, Locked and Goat skips overlap rather than queue. They block the whole multiattack action; poison happens first. Frozen flight remains airborne. Goat returns after its second skipped action; damage releases it after applying the original target's defenses. Caster death alone does not remove another actor's Goat/Balm.
  • Poison persists into subsequent battles but not walking ticks; healing/rest cures it. Balm cannot rescue lethal poison that resolves first. Sapped is -5 AC/-2 attack, cleared by positive damage after it has affected accuracy, or by HP healing even at full HP. Resource restoration does not clear it.
  • Entangled/Off Balance persist through the next completed turn. Critical misses have five penalty outcomes and a larger harmless-miss weight; resource-empty actors cannot roll Stumble. Self-injury is nonlethal. Do not increase fumble frequency to manufacture the desired death rate.
  • Support healing, timed party attacks, two-strike actors, flight takeoff/swoops, maternal rage and retreat all run through the real engine. Ordinary buffs lasting “two turns” are not equivalent to two complete rounds of protection; initiative matters.

Every creature and encounter

Creature(s) and encounterBalance finding
Stump Crawler + two Bramblings, Old RoadThree actions plus Entangled/Off Balance provide the first tactical lesson. Fire weakness and low brambling HP permit early removal. Scaling small creatures' damage more than their survival changes this from a tutorial into a burst check at high tiers.
Giant Spider, optional chest60 base HP, two attacks and poison: disproportionately dangerous relative to its 20g/25XP reward. Master+ HP 360 and strong preparation sensitivity; it can consume resources before the campsite battle. Goat alone cannot carry the fight because damaging the only enemy releases it.
Goblins, Briar CrossingLow HP and Frost weakness; encounter can disappear before demonstrating tactics to overleveled parties. Fire resistance punishes indiscriminate Fire preparation.
Two Goblins + Wormface, Mossy GladeFinite three-MP healer, 18% maximum-HP heal floor. Focus/control matters; killing weak goblins first can also remove actions quickly. No infinite-healing exploit. The free camp is after this battle, so it cannot repair an underprepared approach first.
Three Raiders, bridgeFrost attacks and Void weakness make armor/weapon preparation effective. Their independent target rolls create focus-fire variance, but they have no escalating mechanic to offset capped-party accuracy.
Warden + two Dawn Sentinels, WatchtowerSentinels give +4 total boss AC while alive. Killing them removes attacks and protection. Grave Chill on exact round 3 can miss its window when Frozen. Holy is broadly effective. The Warden is Goat-immune, sentinels are not; goating them does not remove protection.
Veyr, Sealed Road68 base HP, resistance to all six elements, Void attacks; Physical is the sensible damage choice. Dreadbell currently remains d6+2 even on Master+ while normal strike bonus scales. A long 408-HP fight can therefore be safe rather than climactic with correct defense.
Veyr prologueAuthored unavoidable defeat of six characters, followed by scripted restoration, zero encounter reward. It is not a combat-balance failure and is excluded from wipe/death statistics.
Two Gloam Grifflets, Sycamore ApproachTakeoff spends a whole action; +5 AC while flying; the later two-target half-damage swoop lands. This is appreciably less pressure than two full strikes every turn. Easy with Fire/automatic spells; a useful readable opening.
Owlbear Mother/Cub, optional denMother has two strikes, cub can heal twenty times, both Fire/Void weak. Mother-first removes the cub via retreat and earns 20% extra XP; cub-first causes +2 attack/+4 damage rage. This is a real tactical fork, but long neutral fights and low-information first attempts are punishing.
Three Ward Mites, vestibulePrimary preparation cliff. At Master+, each round-2/5/etc pulse is d2+12 automatic Earth to every living hero. All three total 39–42 per hero before resistance, versus 18–21 with Earth resistance, before ordinary attacks. Defense/armor cannot solve it. Void damage shortens it, Earth wards halve it. Do not confuse its difficulty with all Heart encounters.
Index Warden, libraryTwo ordinary strikes; recurring Wind area attack uses half the tier damage. At Master+ its Gale is d4+7 rather than a full +12 rider. Fire and Wind defense work; Freeze can skip a scheduled cast. It already demonstrates a less extreme area-scaling pattern.
Ward Gaoler, holding roomsTwo strikes and round-1 40% Locked per hero; Holy/Wind weakness. Opening skipped turns can cluster unpredictably; Locked is not mitigated by Frost resistance. Its short opening-control spike differs from sustained damage pressure.
Thul, Heart chamber432 HP at Master+, two strikes, round-1/4/7 Cleave with half tier bonus and 25% Sapped, then low-HP rage. Fire and group healing matter; armor does not stop Cleave. He is the main prepared-route casualty source, unlike the almost harmless prepared Veyr.

Economy, challenges and recovery

Leveling adds +3 HP and +1 attack per level, not resource capacity, AC, initiative or spell damage. Training adds +1 attack, +3 HP or +1 capacity; the five purchases cost 15/30/75/150/255g. Weapon ranks cost 20/40/100/200/340/520g; armor costs 30/60/150/300g. Maximum stat/weapon/armor ranks cost 3,335g per hero, before elements and spells. Four heroes therefore require 13,340g, plus wards/spells/attunements. Fully maxed fixtures are a long-run envelope, not a typical two-book first completion.

XP purchases cost 60 × current level. The level-1 auto-promotion at 60 XP does not subtract XP. With ordinary rewarded auto-promotion, cumulative earned XP thresholds are: level 3 120; 4 300; 5 540; 6 840; 7 1,200; 8 1,620; 9 2,100; 10 2,640; 11 3,240; 12 3,900. Manual level 1 purchase before ordinary auto-promotion would differ. Do not silently “fix” the documented existing rule or overwrite old XP.

Gold and XP share multipliers 1/1.8/2.8/4/6, but XP goes to each surviving active hero, not one pool divided four ways. Gold is pooled. Death therefore has both a resurrection cost and a progression cost. The separate XP and gold demand curves are already diverging: level 12 can arrive while substantial upgrades remain unaffordable.

Healing potions cost 6g, average 8.5 HP and consume the user's action; capacity 20. At maximum training a hero has roughly 58–70 HP. Coffee costs 12g for one resource and one action; its action timing is as important as its price. Smoke costs 10g for +3 Guard without Defended and competes with reusable defenses. Provisions cost 15g and cap at 99; free camps do not spend them. Routine authored provision awards remain zero/one, unscaled. Noncombat chest bonus chance is 1/6, uniformly among four items; no combat-chest bonus, no repeat receipt exploitation. Full-stack conversion is scaled 15g; One-Eyed Jack opts out.

Town rest refills all living active HP/resources for free. Return costs one provision or ceil(10% gold), capped at 50g; it can be free at zero gold. Thus purchasing 15g provisions can be irrational below about 140–150g, while spending down the treasury before later returns lowers the fee. This is an incentive, not an infinite-gold exploit. Flee requires a provision plus floor(5% gold); wipe costs floor(10% gold); neither receives a second normal return charge. Resurrection is a flat 30g regardless of tier, full HP but no MP until rest. At 6× reward income that is a smaller burden. Reserve survival suppresses emergency mercy; replacing fallen active members remains a legal escape the fixed-party bots do not exploit.

All current challenge definitions/approaches were inspected. Their DCs do not scale with tier or hero level; party IDs, requirements and modifiers matter. The bot uses the best available modifier and correct authored puzzle answer. This overestimates uninformed first-play performance. Failure is generally nonlethal damage, resource loss or reduced reward, not a route lock. Rewards scale up while DCs stay fixed, making solved content a reliable future income source. Its one-shot receipts work; only a fresh legal expedition resets them. There is no evidence here of a duplicate-reward bug.

Company effects are bounded: rank VI's discount rounds a potion back to 6g; VII increases mean uncapped potion healing to 9.875; VIII discounts stat training, not gear/XP/resurrection; IX changes chest odds to 1/3; X adds 20% ordinary gold, with documented exclusions. In the neutral maximum recruit Woods Master+ ablation, rank I→X changed completion 99%→99%, deathless 87%→90%, and net gold approximately 1,533→1,817g. Those few deathless points are not conclusive; the economic increase is real. All corresponding Heart generic-loadout cases still failed. Rank rewards accelerate saturation more than they directly trivialize combat.

Sustainability as the library grows

The system has bounded combat stats but unbounded opportunities and currency. Master+ itself does not compound. That avoids runaway enemy scaling, but repeated/future adventures saturate XP, upgrades, learned spells, stocked consumables and rank benefits. A single future book cannot assume “its Basic is first” or infer party strength from that book's tier.

Illustrative projections, explicitly assuming new books resemble the current books and average 250–320 XP per surviving active hero on Basic, all rewards collected, no deaths, no bench time, no wish, and unchanged tier multipliers:

Additional-library behaviorApproximate XP consequence
Only Basic in successive booksAbout 13–16 total comparable Basic completions reach level 12
Each book through Expert1,400–1,792 XP/book; three books exceed the 3,900 level-12 threshold
Each book through Master2,400–3,072 XP/book; two books exceed level-12 requirements
Master+ repeat1,500–1,920 XP/run; surplus XP rapidly ceases to be a meaningful reward

These are arithmetic scenarios, not simulations of nonexistent Adventure 3 content. Actual rewards, recruitment, deaths and entry order change them. The real two-book alternating campaign already confirms the underlying saturation mechanism.

Each book's five first completions give 600 Reputation. Without any repeat grind, two comparable completed books yield 1,200 (VI), three 1,800 (VII), four 2,400 (VIII), six 3,600 (IX), nine 5,400 (X). Existing rank benefits stop adding combat power beyond their configured caps, but more ordinary gold and discounted supplies continue feeding the treasury.

There is a design incompatibility to resolve explicitly: preserving all earned power, keeping every encounter fixed, and requiring the same tactical difficulty from both level-3 and capped Companies cannot all hold simultaneously. Rewards alone cannot correct existing veteran saves. Merely raising the level cap restarts the problem and further flattens d20 accuracy. More enemy HP alone lengthens attacks-only battles without making them tactically richer.

Proposed measurable difficulty contract

These are proposed acceptance bands for a complete mandatory route at its supported power band, with one camp and normal legal recovery. Optional boss/chest content has a separate risk budget. They describe encounter outcomes, not a quota of unavoidable random deaths. Evaluate at least three compositions, both first-entry and veteran Companies, and include human testing.

TierTactical/prepared completionDeathless completionAttacks-only completion ceilingMid-run town visitsIntended pressure
Basic85–98%65–90%No strict ceiling0–2, occasionally 3An accessible route with a few recoverable mistakes
Advanced85–95%55–80%40%1–3Correct targets and several useful abilities
Expert75–90%; strong play 85–95%30–60%15%2–4Consumables and MP choices meaningfully affect success
Master75–90% with strong preparation20–50%5%3–5Roughly 0.5–2 death events on completed routes, preventable failures
Master+70–90% with excellent preparation10–35%5%3–5Roughly 1–3 death events; deathless runs need favorable outcomes

Additional gates: a prepared individual mandatory fight should ordinarily win at least 90%; avoid mandatory routes whose aggregate success is dominated by one surprise mechanic. Bosses should generally take 4–8 meaningful rounds, with occasional 9–10 round endgame fights, not repeated 15–20 round neutral-damage slogs. No single untelegraphed enemy cycle should normally remove over half of each healthy properly prepared hero's HP. A full-party wipe from full health before reasonable defensive response should be exceptional. Track mean and tail deaths separately from completion; repeat-resurrection loops are not evidence of fair challenge.

For resource pressure, require Expert+ no-item/no-ability ablations to lose at least 15 percentage points of route completion or materially increase deaths, and show that expenditure is funded by ordinary route income. Do not require a potion count when the party legitimately substitutes spell healing/control. Put an upper bound on menu/travel time through human playtests; six or seven resupply/weapon-change returns in a ten-location book is already a warning. Never count the same convenient preparation/rest visit twice.

Prioritized findings

PriorityFindingConfidence / next evidence
P0Adventure tier does not specify Company power; earned paths reach Heart Basic around level 9 and cap before its MasterHigh: legal progression runs and exact formulas
P0Expert/Master lose intended meaning for strong veterans; attacks-only success is too highHigh for sampled parties; broaden composition/human tests
P1Heart Master+ is a preparation cliff, not universally undertuned or impossibleHigh: 0%→99.5% prepared founder route reversal; individual-fight evidence
P1Woods Master+ fails the desired deathless-danger contract under excellent preparationHigh for mandatory goblin route; optional spider is separately dangerous
P1Automatic area damage, fixed spell healing and high-tier HP scaling create sudden action-economy thresholdsHigh implementation evidence; proposed smoothing still needs trials
P2XP saturates substantially earlier than equipment; new low-level recruits can lag despite powerful abilitiesHigh formulas and legal recruit campaign
P2Weapon changes are tactically effective but town-only access makes the optimal preparation route repetitiveHigh visit counts; subjective tedium needs human testing
P2Spell/skill identity weakens at capped accuracy and upgraded basic damage; Vanish/flat damage spells have narrow usesHigh arithmetic; not a complete utility ranking
P3Documentation contains historical contradictions and old balance policiesHigh source comparison; preserve dated history, reconcile active guidance when implementing

Unexecuted implementation plan

Immediate Build 9: the smallest useful tuning pass

  1. Adopt the test contract and baseline first. Keep Basic's new-campaign and Heart level-3 accessibility. Use the real-API driver and prepared benchmark; retire generic Mage Skill samples as evidence of player spell balance. Add two healer-free parties and at least one double-Mage control party before accepting a release tune. No gameplay change is required for this gate.

  2. Smooth party-wide damage at its source. Candidate: give timed abilities an optional cap on the tier-added damage, default uncapped; set Ward Mite Faultline Pulse's cap to 6. Formula: base die + base bonus + ceil(min(tier.damage, configuredCap) * tierDamageMultiplier). Existing lower tiers 0–6 remain unchanged; Master+ pulse becomes d2+6, or 21–24 combined damage per hero for three mites before resistance, instead of 39–42. Retain Earth defense/Void offense as advantages rather than near-binary requirements. Do not change all automatic attacks or remove elemental identities. A simpler 0.5 multiplier would also weaken Advanced–Master, which is why the cap is the preferred candidate. Re-test the entire Heart route; this may require moving some endgame pressure to readable boss decisions rather than restoring the same burst elsewhere.

  3. Make Veyr's signature scale and remain answerable. Candidate: enemy Dreadbell adds ceil(0.5 × tier.damage), preserving the player's artifact and scripted prologue. Basic stays d6+2; Master+ becomes d6+8 before Void resistance/Defended. Keep the explicit warning and once-per-fight action. This corrects a clear scaling discontinuity, but by itself may not reduce prepared deathless completion enough. If it does not, test one additional telegraphed Master+ toll at round 6 using generic authored timing, rather than adding random unavoidable damage or simply doubling HP again. The extra toll is a second-stage option, not a bundled recommendation to ship blindly.

  4. Test small higher-tier candidates after those mechanics are separated. Initial sweep values, not approved replacements:

    TierHP multiplier candidatesAttack bonus candidatesDefense bonus candidatesOrdinary damage bonus candidates
    Advanced1.5 / 1.82 / 31 / 22 / 3
    Expert2.2 / 2.64 / 52 / 34 / 5
    Master3.0 / 3.56 / 73 / 46 / 7
    Master+Keep 6 initiallyKeep 9 initiallyKeep 4 initiallyKeep 12 initially

    Select the lowest changes meeting the bands, starting with survival/action opportunity, not simultaneous maximums. Cross every candidate with automatic/two-strike/support/control encounters. Do not label any candidate successful before running it. Current simulations did not mutate tier values.

  5. Reduce preparation friction without removing costs that create decisions. Candidate: allow equipping already-owned weapon attunements at an unused or used camp, out of combat, with no purchase/refund there. Keep new purchases, wards, stat upgrades, resurrection and learning in Town. This is a small extension of ownership/equipment, not a new inventory system. Measure actual reduction in town visits; camps are not positioned to eliminate every preparation trip, so do not promise a particular count. Avoid a new rest tax, provision inflation or resurrection-price jump in the same pass.

Affected implementation owners, if later authorized: GlobalContent.json; timed-ability definitions/validation and combat construction in JournalData.cs, JournalContent.Validation.cs, JournalGame.Combat.cs, VintageEncounter.cs; attunement eligibility and presentation in JournalGame.Progression.cs/the existing UI; relevant pure/Unity verification; both handbooks, Combat Abilities, Company/economy guidance where affected, and the Build 9 change record. Preserve shared creature identity, artifact behavior, defaults and old snapshots. New timed data must be generic, not a location-name branch.

These immediate changes do not solve cross-library overleveling. They improve today's outliers and make a later progression decision measurable. Do not claim the full intended difficulty contract while veteran power remains unrestricted in lower tiers.

Library growth: compare the structural options

OptionConcrete starting proposalBenefitCost / failure mode
Fixed tier/encounter adjustments onlyThe candidate grid aboveSmallest content change; clear identitiesCannot cover level 3 and fully capped Companies simultaneously
Bounded enemy scalingAt expedition launch, delta=max(0, party reference level - authored reference level); HP ×min(1.8,1+0.12*delta), attack +min(3,floor(delta/3)), AC +min(3,floor(delta/2)); no damage increase on automatic AoE in the first experimentKeeps earned hero numbers; less intrusive than downscalingLikely insufficient alone for max gear/training; may still feel like growth is canceled; active-party manipulation and mixed-level recruits complicate the reference
Explicit effective power bandsPer-tier ceilings below, preserving actual level, XP and ownershipPredictable tuning envelope across every new book; no unbounded power raceNeeds clear UI and careful HP/resource/save transitions; compresses veteran advantages on easy tiers
Reward controlsSeparate XP from gold; trial XP multipliers 1/1.5/2/2.5/3, preserve current gold multipliers; final-tier XP ×0.25 after first completionSlows early cap and makes repeated leveling less dominantDoes not fix existing veterans, wealth, max gear, or rewards from many new books; discourages leveling reserves if applied carelessly
Raise level cap / append more upgrade ranksNot recommendedMore purchases temporarilyRestarts the same treadmill and further saturates d20 accuracy

Recommended long-term contract: explicit power bands, implemented once in shared stat derivation and exposed on adventure/tier selection. Initial ceilings for experiments:

TierEffective level ceilingWeapon / armor rank ceilingsAttack / HP / resource training ceilings
BasicWoods 4; Heart 5; future module authored1 / 11 / 1 / 1
Advanced62 / 22 / 2 / 2
Expert83 / 23 / 3 / 3
Master104 / 34 / 4 / 4
Master+126 / 45 / 5 / 5

Use effective=min(owned, ceiling); never raise an underleveled hero to the ceiling. Preserve learned choices, recruits, cosmetic ownership and Company history. These ceilings intentionally leave some overlevel advantage on early tiers and full growth in Master+. They require re-tuning the underlying encounters against the resulting envelope; no results in this report measure these proposed ceilings.

A small shared powerBand definition can be referenced by modules/tiers; avoid adventure-name conditionals. Decide openly whether Basic should remain an unrestricted victory lap instead. If so, exempt Basic and say that its “challenging moments” promise applies to new Companies, not veterans. Advanced and above still need an enforceable envelope to meet the stated universal tactical requirement.

The hard part is compatibility, not calculating min: changing the effective HP/resource maximum must never heal, resurrect, refill, erase earned ranks, or corrupt an interrupted combat when switching books, swapping heroes, training or loading. Before implementing, specify a single authoritative representation for wounds/resources across bands, with rounding that cannot be farmed. Persist an additive effective-combat context for in-progress fights so an update cannot reinterpret an old snapshot's actor maxima. Do not patch this with renderer-only stats or repeatedly rescale integer HP at each redraw. Include old +1 legacy items in the ceiling budget instead of deleting them.

Do not bundle the proposed XP cuts with the first band implementation. First measure whether meaningful ability/gear growth and training time remain satisfying. Reward controls are secondary: retain normal gold so players can fund consumables and learned options, and protect recruit catch-up. Consider reserve catch-up independently, e.g. nonretroactive 25% reserve XP below the active median, capped at that median, only if player tests confirm recruitment friction; it is not an implemented rule or a necessary part of this checkpoint's recommendation.

Acceptance tests and stop conditions for a future implementation

  1. Run unchanged-seed baseline/candidate comparisons and at least 1,000 new seeds for key release cells. Report confidence intervals, conditional campaign attrition, deaths after resurrection and resource/town tails. Keep policy 0 as a meaningful negative control. Do not hide a weaker policy behind the word optimized.
  2. Validate every new ability/scaling field at minimum, maximum and default/legacy values. Verify shared creatures across both books, element rounding, all resistances, player artifact/prologue isolation, multiattack and timed windows. Test capped and uncapped loadouts at each tier.
  3. Pass the full legal paths: Woods through Master then Heart; immediate alternating; both recruits at actual recruitment levels; two-books-then-final-tier farming; early wipe with living reserves; empty gold/provisions fallback; no jackpot assumptions. Include a high-wealth existing Company and legacy equipment.
  4. If power bands are adopted, repeatedly switch books/tiers, swap low/high-level heroes, save/restore mid-turn, change equipment, hit a camp, and return from town. Prove no HP/MP/XP/currency duplication, no death reversal, no loss of ownership, no altered rewards on old receipts, and stable interrupted combat. Test domain-reload-disabled sessions and real Unity JSON/disk in isolated Practice.
  5. Review both canonical handbooks against every changed rule/data entry; update them and subsystem documentation in the same implementation change set. Record first-entry expectations, supported ceilings, actual reward formulas and hidden enemy scaling in the appropriate handbook.
  6. Human-test Basic accessibility, whether players discover elemental needs fairly, whether Master+ deaths feel avoidable, and whether recovery/attunement trips are tedious. Physical controller/touch and presentation checks remain required for new equipment/band UI. Stop if the numerical target is met only by unexplained burst, repeated revival deaths, excessive town menus, or one mandatory party composition.

Documentation discrepancies to carry into that work

The active Combat Abilities guide retains an older sentence saying Shield Wall does not reduce Dreadbell; current IsDefended and the Player's Handbook say it does. The persistent-death guide still points tier resurrection configuration at ForsakenWoods.json and mentions a six-person roster; current shared configuration is GlobalContent.json and the roster can include eight. Company-Reputation.md retains historical pending-art prose despite all eight Gilded resources existing. Both handbooks' introductory audit labels still say Build 8 even though their maintained appendices include tonight's Build 9 rules. These are documentation findings, not permission to revert implementation. No historical record was rewritten during this audit.

The checkpoint ends here. All proposed values, power bands, reward controls, ability changes and camp equipment access remain unexecuted.