Salt and Iron
One arena, one opponent, and a crowd that has to be won as well as the fight.
Classic mode keeps
| Classic | Modern | |
|---|---|---|
| stage | 640x480, integer scaled | 640x480, integer scaled |
| tick rate | 30 Hz | 30 Hz |
| saves | one slot, overwritten | three gladiators, kept |
| pacing | the opponent pauses before acting | a Game option to make turns quick |
Guesses and liberties
- Screens, flow, texts and layout come from playing the original (NOTES.md); the arithmetic of hits, damage, trance, taunts and alignment from the community wiki.
- The original's copy garbles opponent stats and item prices, so opponent scaling, item stats and prices are ours, shaped by the wiki's endgame ceilings.
- Health is 8 + 5 per Vitality + 9 per level, which reproduces the observed 23 at Vitality 3; the wiki's theoretical base of -3 did not.
- Jump is a fixed leap toward the opponent rather than an aimed drag; it can clear them, and the cliff is still fatal.
- Defensive stance, Grapple and the alignment power have buttons of their own on the strip; the original showed some of these only in context.
- Spells go straight to health rather than through armour. The original's order is not documented.
- Shield Mastery is left out because the original's never worked. Rarity tiers, names and the champion roster are our own.
- The frame rate is not measured; the fight is turn-based so it only paces animation.