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Thankyou very much :) That is indeed a typo on the merchant table. I'm currently playtesting the revised version and the main change I have made is that Weapons no longer explode at 0 HP, they are just disabled and can be repaired. It fixes most of the problems with combat.

As for the events, the original idea I had in mind was to have 52 unique events that could be triggered by drawing from a deck of cards. Perhaps even 52 per Area type... As I knew I could not write 52 good events before the deadline I chose not to attempt this system. But I may do this for an "advanced" version of the game when I have the time.

Thanks for the feedback  :)