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Activity → Minigame Map

Active vs. Passive: The Core Rule

Only active activities get minigames.

An active activity is one the player deliberately initiates as a discrete, named action with a clear trigger moment — mine a vein, craft an item, tame an animal, cast a ritual, trade goods. The player has intent; the system creates an activity record; the minigame gates it.

A passive skill contributes to outcomes across other activities but has no dedicated discrete trigger of its own. It feeds the base probability calculation or quality roll of the activities it supports. No minigame. No session token.

Rule of thumb: if you cannot point to a specific "I am now doing X" button the player presses to start the action, it is passive.


Passive Skills Reference

These skills influence outcomes but never trigger a minigame of their own. Their current band is used as an input to the settlement pass of the active activities they support.

Skill What it feeds (passively)
Endurance Combat expedition resilience, phase survival
Heavy Armor Combat damage mitigation
Light Armor Combat damage mitigation
Evasion Combat hit avoidance
Shielding Combat block rate
Combat Judgment Party efficiency, retreat timing
Tracking Hunt expedition — target location quality
Routefinding All expeditions — route risk reduction
Navigation Sea/river expeditions — travel safety
Waterfinding Wilderness expeditions — supply safety
Campcraft Multi-day expeditions — rest quality, attrition reduction
Weather Sense All expeditions — storm/hazard exposure modifier
Pack Handling Expedition logistics — cargo attrition, carry efficiency
Caravan Handling Escort/caravan expeditions — cargo protection
Mount Riding Expedition travel speed modifier
Wilderness Handling Expedition terrain penalty reduction
Arcane Theory Combat expedition — mage base effect quality amplifier
Elementalism Combat expedition — mage elemental damage/effect modifier
Restoration Combat expedition — mage healing/sustain modifier
Warding Combat expedition — mage defense/barrier modifier
Ritualism Combat expedition — ritual casting effectiveness modifier
Stewardship Town governance — reserve planning, project contribution
Leadership Group expeditions — coordination bonus
Teaching Mentorship outcomes — passive quality of knowledge transfer
Scribing Recipe copy, codex, archive — passive documentation quality

Active Activities → Minigame Map

Activity Activity Type Enum Minigame Type Difficulty Skill
EXPEDITIONS
Combat expedition expedition_accept rhythm Primary combat skill for role
Exploration expedition expedition_accept spot Scouting
Survey expedition expedition_accept spot Surveying
Fishing expedition expedition_accept fishing Fishing
GATHERING
Mining vein gather_mining whack Mining
Quarrying block gather_quarrying whack Quarrying
Logging tree gather_logging whack Logging
Salvage Recovery gather_salvage whack Salvage Recovery
Herbalism / Wildcrafting gather_herbalism harvest Herbalism
Farming (harvest phase) gather_farming harvest Farming
Hunting & Trapping gather_hunting harvest Hunting and Trapping
CRAFTING
Smithing craft_smithing sequence Smithing
Carpentry craft_carpentry sequence Carpentry
Leatherworking craft_leatherworking sequence Leatherworking
Clothworking craft_clothworking sequence Clothworking
Tinkering craft_tinkering sequence Tinkering
Artifice craft_artifice sequence Artifice
Masonry craft_masonry sequence Masonry
Alchemy craft_alchemy recipe Alchemy
Cooking craft_cooking recipe Cooking
Preservation craft_preservation recipe Preservation
EXPLORATION / KNOWLEDGE
Active scouting (tile investigation) scout spot Scouting
Active land survey survey spot Surveying
Cartography (charting a tile) cartograph spot Cartography
HEALING
Field Medicine / Healing heal steady Field Medicine
TRADE
Trade transaction trade price Trade
Appraisal appraise price Appraisal
Negotiation negotiate price Negotiation
ANIMALS & MOUNTS
Animal Handling session animal_handling patience Animal Handling
Beastbonding session beastbond patience Beastbonding
Taming attempt tame patience Taming
Mount Husbandry care session mount_care patience Mount Husbandry
Mount Training session mount_train patience Mount Training

Notes

Expedition Departure

expedition_accept resolves to a minigame type based on the expedition template's expedition_category:

  • combat | raid | defenserhythm (difficulty skill = primary combat skill for role: sword, archery, elementalism, restoration, etc.)
  • exploration | patrolspot (Scouting band)
  • surveyspot (Surveying band)
  • fishingfishing (Fishing band)

Worker reads expedition_category from the template at session issue time and sets minigame_type accordingly. For mage-role characters in combat expeditions, the difficulty skill IS their arcana specialization — the skill scales the rhythm minigame difficulty even though arcana itself is passive.

Multi-Phase Expeditions

Long expeditions require one minigame session per phase transition, not per tick. Phase transitions occur at the ExpeditionGroupDO alarm boundary. The client is notified when a phase begins and must play before the DO can advance.

Hunting & Trapping

Uses the harvest minigame — rapid-click variant where prey/trap-icon targets appear and fade. Hunting and Trapping skill difficulty scaling applies. This represents setting traps and making field decisions quickly, not combat (that is handled by the expedition combat minigame if the hunt runs into hostile encounters).

Passive Skills and the Difficulty Scaling

Passive skills listed above do NOT gate activities. They feed the settlement pass as secondary probability inputs. For example:

  • An expedition with category=combat → rhythm minigame gates departure. Inside the settlement pass, Endurance, Heavy Armor, and Combat Judgment each contribute a separate probability modifier to phase resolution. None of them trigger their own minigame.
  • A survey expedition → spot minigame gates departure. Campcraft, Weather Sense, and Routefinding modify the expedition's route safety calculation during settlement. No separate minigames for any of them.

Arcana Skills

All arcana skills (Elementalism, Restoration, Warding, Ritualism, Arcane Theory) are passive. They feed the combat expedition settlement pass as mage-role effectiveness modifiers. There is no standalone "practice arcana" action and no sigil minigame gate.

Mage characters grow arcana skills through combat expeditions, teaching, and codex study. The arcana specialization also doubles as the difficulty-scaling skill for the combat expedition rhythm minigame for mage roles — higher Elementalism band = harder rhythm sequence, but also a bigger modifier to expedition outcome.

Board Orders vs. Direct Action

Board orders that involve crafting or gathering use the same minigame as the direct action for that skill type. The activity_ref_id is the board order id; the Worker resolves the required minigame type from the order's required skill. Board orders requiring arcana resolution route through a combat expedition, not a standalone arcana session.

Passive Mode

Characters with passive_mode = 1 skip all minigames. Worker injects score = 0.5, modifier = 1.0. Passive mode characters are excluded from any leaderboard categories tracking minigame performance.


Skill Band Lookup

The Worker determines the character's skill band for the relevant skill at session issue time. Skill band is embedded in the session token and passed to the Phaser scene as session.skill_band (0 = Untrained, 6 = Master).

The scene uses skill_band to adjust difficulty parameters:

Parameter Untrained (0) Master (6)
Hit window (ms) 120ms 240ms (120 + 6×20)
Target size (px, steady/spot) 50px 110px
Free misses 0 2
Bonus start score 0.0 0.20

See Minigame Architecture for full table.