Ashland
Weathered Port Meridian district map — operator documentation

Operator documentation

Ashland wiki

Systems, districts, and street law for Port Meridian and beyond. Mechanics change — this page tracks the current build.

Overview

Ashland is a persistent browser crime MMO set in Port Meridian — a major city in Ashland. You play an operator who trains, works clean jobs, runs fronts, fights rivals, gambles, borrows from shady lenders, and upgrades a personal flat. Legal work and street work both count.

HQ holds your dossier and a short public bio other operators see on your profile. The game runs on Server Time (shown in the status bar). Daily collects do not backlog — show up or miss the day. The city never sleeps; the ledger remembers who did.

Gauges (Drive, Nerve, Vitality)

Drive — action stamina for The Yard, sieges, and other costly street work. Hard cap 200. Regenerates on a timer (faster with Flat Regen upgrades). At server midnight you get a daily Drive grant that never pushes past the cap — you cannot bank infinite Drive by AFKing.

Nerve — the attack currency. Attacking another operator costs 1 Nerve. Sieges and some crime burns also spend Nerve. Nerve max starts low and can be raised with skill points (hard cap 75). Nerve restores at the server daily reset.

Vitality — hit points in a fight. You enter combat with your current Vitality (not always full). When it hits 0 you are down: Clinic revive/heal required. After a PvP KO you get a 12h protection shield (nobody can jump you); attacking someone else clears that shield early.

Wallet vs Bank — wallet cash can be stolen in PvP. Bank deposits are safe from street fights and can earn 0.5% daily interest (min $100 balance, interest stops growing the vault past $100k, only if you were active within 48h).

Combat stats — what they do

Strength — primary combat power. Your attack power and defense power are both Strength + gear bonuses (weapons add attack; armor adds defense). Damage per hit scales off your attack power vs their defense power. Strength also increases siege hit contribution and unlocks many jobs.

Speed — hit chance. Base hit rate is 70%. Each point of Speed you have over the foe adds +1.5% hit chance; each point under subtracts the same. Level difference also shifts hit chance (±1% per level). Final hit chance is clamped between 40% and 92%. Speed does not change damage — only whether the swing lands.

Endurance — not used in the fight math yet. It gates Employment jobs (many clean jobs require Endurance thresholds) and is trainable at The Yard / spendable via skill points so you can unlock better wages. Treat it as a work-stat until combat wiring lands.

Panic — wild-swing chance. On your turn, Panic% chance ≈ Panic × 2% (capped at 28%). A panic swing always “connects” as a wild hit for roughly half your attack power — can clutch or waste a turn’s potential. High Panic is a high-variance build.

Level — raises hit chance vs lower-level foes, increases XP value when someone beats you, and scales the Vitality-max skill buy (see Skill points). Fair PvP heat uses ±2 levels as “near level.”

Weapon / Armor — one of each equipped. Weapon ATK adds to Strength for offense; Armor DEF adds to Strength for defense. Fists = no weapon bonus.

Training & skill points

The Yard — spend 20 Drive to permanently +1 Strength, Speed, or Endurance. 45-minute real-time cooldown between sessions. This is the steady grind for combat stats.

XP & levels — winning a fight grants XP based on the foe’s level and Strength (roughly foeLevel × 12 + foeStrength / 2, minimum 5). Job wage collects grant a small daily XP tick. Level-ups grant 5 skill points each.

Skill points (HQ) — spend 1 point on: Strength, Speed, Endurance, or Panic (+1 each); Nerve max (+1, also fills +1 current Nerve); or Vitality max (+ level × 2 to max and current Vitality). Yard trains only Str/Spd/End; skill points are how you grow Panic, Nerve, and Vitality pools.

Flat & loadout

Your flat has three upgrade tracks: Regen (faster Drive), Safe (less wallet stolen when you lose a fight), and Locker (more unique stash slots).

Loadout is one weapon and one armor. Equip/unequip from the flat. Stacking the same item key is fine; new unique items need an open locker slot. Full locker blocks buys, finds, and gear thefts — including loot you would have stolen from someone else.

Employment & Union

Once hired, a job sticks until you quit or switch. The daily board only changes what you can apply for. Job requirements check Level, Strength, Speed, Endurance, and/or Panic — raise those stats to unlock better clean work.

Collect wages once per server day into the bank. Missed days do not stack. Each payday also grants a small XP tick (honest work, not a grind).

Union Hall dues permanently boost clean wage %.

New operators may also claim a short municipal stipend window.

Combat & War Room

Spend 1 Nerve to attack a traced target (War Room). Both fighters use current Vitality. Rounds alternate: you swing, they swing, until someone hits 0 Vitality (or the alley times out after many rounds).

Each swing: roll Panic wild-hit OR roll hit chance from Speed/Level, then roll damage from (Strength + weapon ATK) vs (their Strength + armor DEF). Misses deal 0. Damage is always at least 1 on a hit.

Winner’s loot: cut of the loser’s wallet (base ~10%, reduced by the loser’s Flat Safe; bounty multipliers can raise this — Public Enemy can lose the whole wallet). Tiny chance to steal their equipped weapon (~4%) or armor (~2.5%), higher if they are bounty-marked. Your locker must have room or the gear steal fails.

If you lose the attack: you still spent the Nerve. The defender takes a weaker cash cut (~4%, cap $200) and a rarer gear-steal chance. You go to 0 Vitality and get the hospital shield.

Attack reports land in the War Room (sidebar badge like mail). City blotter at the Courthouse keeps recent fight dockets.

Quick build notes: Strength = damage & tankiness; Speed = land hits; Panic = chaos; Vitality max = longer fights; Nerve max = more attacks per day; Endurance = job unlocks for now.

Bounty & heat

Aggression builds street heat. Fair near-level fights (±2 levels) drip heat slowly. Jumping much weaker operators burns heat fast.

A public bounty posts at heat 10 (Marked ×1.5), then Wanted ×2, High Value ×3, Public Enemy ×4. Higher tiers mean heavier wallet cuts and higher gear-steal odds — Public Enemy can lose up to their full wallet.

Hunting marked targets cools your heat. Getting KO'd while marked burns some heat. Heat decays daily if you lay low.

System mail notifies you when a bounty is issued, raised, or cleared — not during the quiet grace window.

Bank, casino, loans, pawn

Municipal Bank — deposit/withdraw; interest rules above.

Gilded Rat casino — one house-edged wager per server day.

Pawn desk loans — due at a future server midnight. Default seizes cash, drops you, and bans new loans for 7 days. Active loans skim Employment wages.

Pawn also buys/sells gear into your locker.

Fronts, crews & sieges

Own instanced fronts (stalls, laundromats, clubs) with supply caps. Collect daily take into wallet; guards may skim.

Upgrade cameras, guards, and shutters. Crews can siege rival deeds over hours; Black Lantern mercs can be hired for hits.

Ownership caps limit how many fronts you can hold.

Districts (Port Meridian)

The sidebar lists districts, not every shop. City map → district landing → venue tiles.

Safehouse — HQ, Flat, Mail. Labor Ward — Yard, Employment, Union. Civic Core — Bank, Courthouse, Port Ledger, Clinic. Harbor — Harbor Flats, Pawn, Lookout. Underworld — War Room, Intel Den, Black Lantern, Gilded Rat. Territory — Fronts, Crew.

Venue art lives under /public/assets/locations/; district plates under /public/assets/districts/.

City mood & Port Ledger

Each server day has a city mood (Quiet Fog, Docks Strike, Police Crackdown, Casino Gala, Gang War). Moods change explore payouts, casino wins, hospital shield length, steal %, and heat gain.

The Port Ledger newspaper (sidebar) prints stats and headlines from the last day of violence, fronts, and the bounty board. HQ shows today’s pulse.

Intelligence Network

Signature progression: recruit contacts from the Intel Den using bank cash. Bartender marks heavy wallets on the War Room trace. Dock worker sweetens Harbor Flats. Street kid flags operators still cooling a gauge on you. Corrupt detective burns heat once per day for a fee. Forger is reserved for future gated content.

Coming soon

Syndicate headquarters upgrades (vault, armory, intel room…) on top of crews.

Flash black-market dealers and scarce legendary weapons that make the paper when stolen.

Ashland — Make a name for yourself