Economy Inflation

## Description

Economy Inflation often referred too as "Town Refresh" is a core mechanic of the game. As the adventurers progress through each campaign, the economy of the world will inflate periodically.

There are two aspects to the inflation to consider:

1. Price Inflation - (e.g. Gold cost of items in shops.) The Gold value increase for price inflation is determined by the Difficulty being played and whether the player made adjustments to the economy scaling prior to beginning their game using "House Rules". As such, the gold cost of items after each "Town Refresh" is adjusted accordingly.
\* Apprentice Difficulty Default - 80% Inflation
\* Journeymen Difficulty Default- 90% Inflation
\* Master Difficulty Default - 100% Inflation
\* Custom - Modified using "House Rules", the inflation percentage can be increased to 150% or decreased to as low as 30%.
2. Enemy Level Inflation - (e.g. The level of enemies spawned and the level of mini-dungeons and Town Side-Quests.) Every time a "Town Refresh" occurs the game will scale up. Each of these refreshes will affect the following:
 \* the level of mini-dungeons.
 \* the level of not yet activated Town Side-Quests.
 \* the level of not yet discovered Scourges.
 \* the level of new enemies spawned. - (Note: Enemy levels are determined by the biome and day/night phase for the biome. Each biome has a minimum and maximum level cap for enemies that can spawn in those biomes.)

## Campaign Inflation Triggers

Each campaign triggers the inflation of the economy at intervals that are unique to each campaign.

### For The King

* 1st: After completion of the Glittering Mines.
* 2nd: 15 rounds after completion of the Glittering Mines.
* 3rd: After completion of the King's Maze.
* 4th: 15 rounds after completion of the King's Maze.
* 5th: When entering Hasta and acquiring the Air Balloon. (Note: It is possible to complete the King's Maze and get to the Air Balloon in less than 15 rounds. If that happens, the 4th refresh is skipped entirely, making it impossible for late game towns to have end-game gear and weapons.)

### Into The Deep

* 1st: Completion of the Adventurer’s Home.
* 2nd: 8 Rounds after the completion of the Adventurer’s Home.
* 3rd: 15 Rounds after the previous town refresh.
* 4th: 15 Rounds after the previous town refresh.
* 5th and Final: 15 Rounds after the previous town refresh.

### Frost Adventure

* 1st: Completion of the main questline from the Guardian Forest biome. (Note: This results in the party being rewarded with a Merchant Boat Deed as well as the Towns refreshing.)
* 2nd: Towns refresh again once 2 of your party members reach level 5.
* 3rd: Towns refresh again once all 3 of your party members reach level 7.
* 4th: None. (Note: Max gear is not attainable since the refresh tiers end before the final tier can make these items available.)
* 5th: None.

### Dungeon Crawl

* 1st: When all team members reach a combined level of 6. (e.g. Three characters each at level 2).
* 2nd: When all team members reach a combined level of 12. (e.g. Three characters each at level 4).
* 3rd: When all team members reach a combined level of 18. (e.g. Three characters each at level 6).
* 4th: When all team members reach a combined level of 24. (e.g. Three characters each at level 8). (Note: Max gear now available.)
* 5th and Final: When all team members reach a combined level of 30. (e.g. Three characters each at level 10.) (Note: This will shuffle top end gear in town markets.)

### Lost Civilization

* 1st: Completion of the County Fair Mystery quest line.
* 2nd: Completion of the Welcome to the Jungle quest line.
* 3rd: Completion of the Turn Up The Heat quest line (either path).
* 4th: 14 Rounds after the previous town refresh.
* 5th: None.