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in: Services, Apothecary services, Skills

Signal tuning

In the alpha Service · facts checked 2 November 2026

Signal tuning is the Apothecary's main service. Before an outing you tune one of the Ranger's own signals to a level from 0 to 3. Nothing is bottled: it is the Ranger's own signalling.

How it works#

SignalLevel 1 (helps)Level 2 (more help; start at 5 endurance)Level 3 (overshoot; start at 5, and it reverses)
Alert (surveillance)See every telegraph two rounds ahead on each room's first round+ Survey radius +1Primed: each hit costs 2 Composure
Reach-out (process extension)+1 movement on the first round+ reach +1Over-extended: reach +1, but recovery Care is unavailable
Settling (resolution)Settle restores 1 more+ recovery Care fades two stepsOver-quiet: fast Care is half as strong

Numbers#

Claude B's MODEL (20,000 seeded outings per cell, real endurance rules; magnitudes are assumptions):

PlayerLevel 0Level 1Level 2Level 3
Steady100%100%100%94%
Typical98%99%93%84%
Struggling83%90%78%66%
Rough50%66%51%44%

The inverted U holds for every player: level 1 always helps, and level 3 always costs more than it gives. Level 2 roughly breaks even on endurance, so it pays only for its in-room effect.

In the brain#

The idea follows research the user reviewed on 1 November: a signal's effect depends on dose and context. IL-1 shows an inverted U in memory (Goshen 2007), and the same signal can reverse with the receiving cell's state. "Primed" reflects stress priming. The levels and effects are game rules.

Development#

See also#

Apothecary · Endurance · Rest · Calming visit · Services v3

Sources#

  1. 215bfbf88:docs/game-balance/31-turn-based-encounters.md
  2. b89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.js
  3. b89f778c2:src/main-game/alpha/public/encounter/src/services/catalog.js
  4. b89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md
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