<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://sankoquest.wiki/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GrizzledAlchemistb40f9cb5</id>
	<title>SankoQuest Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://sankoquest.wiki/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GrizzledAlchemistb40f9cb5"/>
	<link rel="alternate" type="text/html" href="https://sankoquest.wiki/wiki/Special:Contributions/GrizzledAlchemistb40f9cb5"/>
	<updated>2026-08-19T20:11:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=901</id>
		<title>Tick Manipulation</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=901"/>
		<updated>2026-07-17T22:46:37Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Cross-link 2026-07-17 Patch&amp;#039;s 2h sword rebalancing note (plausible, unconfirmed connection)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Combat]] / &#039;&#039;&#039;Tick Manipulation&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
= Tick Manipulation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick manipulation&#039;&#039;&#039; was a discovered combat technique that reset a weapon&#039;s attack animation by clicking to pick up an item on the same game tick as an attack, allowing near-every-tick successful hits instead of waiting out the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This melee technique has been patched and no longer works, as of 2026-07-12.&#039;&#039;&#039; The sections below are kept as a historical record of a technique that previously worked as described, so players don&#039;t waste time attempting it and so the discovery remains documented. See [[#Patch Status|Patch Status]] below for details.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
Worked with any melee weapon before being patched (verified in-game, July 2026; no longer functional as of 2026-07-12 — see [[#Patch Status|Patch Status]]):&lt;br /&gt;
# Attack an enemy.&lt;br /&gt;
# Click to pick up an item after the attack — this resets the attack animation.&lt;br /&gt;
# Click the enemy again to attack.&lt;br /&gt;
# Repeat the pickup/attack rhythm at approximately 400ms per click.&lt;br /&gt;
&lt;br /&gt;
Alternating pickup-click and attack-click at this rhythm produces a near-every-tick successful hit, bypassing the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
A full inventory is &#039;&#039;&#039;not&#039;&#039;&#039; required. Earlier reports described triggering the reset via a failed pickup attempt while carrying a full inventory; this has since been clarified — the reset happens from simply clicking to pick up an item after attacking, whether or not the inventory is full.&lt;br /&gt;
&lt;br /&gt;
== Best Location ==&lt;br /&gt;
The [[Bestiary#Documented Mob Areas|multi-combat zone]] with [[Plasma Spider]]s and [[Skeleton]]s was well suited to this technique: both mobs guarantee a stacked 2× [[Bones]] drop, which gave a steady supply to drop and re-pick as the reset trigger, without needing to carry filler items or wait for a genuinely full inventory.&lt;br /&gt;
&lt;br /&gt;
== Scope ==&lt;br /&gt;
Worked with all melee weapon classes (verified in-game, July 2026) — not limited to the 2h sword; the original discovery happened to be with a 2h sword, but the trick was not specific to it. Whether ranged weapons (bows) or Magic casting ever responded to the same trick was never tested via this melee report; see the separate, unconfirmed [[#Reported Magic Variant (unconfirmed)|reported Magic variant]] below for a third-party claim specifically about Magic — that claim&#039;s status is independent of the melee patch below.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=tick-manipulation-melee|name=Tick manipulation (melee) — PATCHED, no longer works|parameters=Weapon: any melee weapon class; click rhythm: ~400ms per click, alternating pickup/attack; full inventory not required|description=Clicking to pick up an item after an attack reset a melee weapon&#039;s attack animation, allowing a pickup/attack click rhythm (~400ms per click) to land hits near every tick instead of waiting out the weapon&#039;s normal attack speed. Worked with all melee weapon classes, not just the 2h sword used in the original discovery, and did not require a full inventory. Officially patched as of 2026-07-12 and no longer functions.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-2h-sword-2026-07-10|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-melee|evidence_type=in-game observation|captured_at=2026-07-10|status=gameplay-verified|notes=Verified in-game, 2026-07-10: with a 2h sword, clicking to pick up an item on the same tick as an attack resets the attack animation; a pickup/attack click rhythm at ~400ms per click lands hits near every tick. Best performed in the Plasma Spider/Skeleton multi-combat zone using their guaranteed 2× Bones drop as the drop-and-repick item. At the time, only confirmed for 2h swords — see the 2026-07-11 update below for the expanded scope. Patched as of 2026-07-12; see the 2026-07-12 evidence row below.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-melee-scope-2026-07-11|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-melee|evidence_type=in-game observation|captured_at=2026-07-11|status=gameplay-verified|notes=Verified in-game, 2026-07-11: the technique worked with all melee weapons, not just the 2h sword. Also clarified the trigger — a full inventory was not required; simply clicking to pick up an item after an attack, then attacking again, was sufficient. Superseded the earlier full-inventory framing from the original 2026-07-10 report. Patched as of 2026-07-12; see the 2026-07-12 evidence row below.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-melee-patched-2026-07-12|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-melee|evidence_type=in-game observation|captured_at=2026-07-12|status=gameplay-verified|notes=Verified in-game, 2026-07-12: the melee tick-manipulation technique has been officially patched and no longer works. Attempting the pickup/attack click sequence documented above no longer resets the attack animation. Documentation above is retained as a historical record of a technique that worked from at least 2026-07-10 until this patch.}}&lt;br /&gt;
&lt;br /&gt;
== Patch Status ==&lt;br /&gt;
As of 2026-07-12, this technique &#039;&#039;&#039;no longer works&#039;&#039;&#039;. Attempting the pickup/attack click sequence described above no longer resets the attack animation. It was confirmed working as recently as 2026-07-11 (see the Scope evidence rows above), so the patch landed sometime in that window.&lt;br /&gt;
&lt;br /&gt;
The [[2026-07-17 Patch]] (five days later) lists &amp;quot;combat and 2h sword rebalancing&amp;quot; among its official notes. This may be the official fix/confirmation for this technique&#039;s patch, or may be an unrelated rebalancing pass — the two are not confirmed to be the same change, given the five-day gap between the two dates. Noted here as a plausible but unconfirmed link.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact patch date/time for the melee tick-manipulation fix, and whether the 2026-07-17 Patch&#039;s &amp;quot;combat and 2h sword rebalancing&amp;quot; note is specifically this fix|page=Tick Manipulation|evidence=official patch notes text or a narrower before/after testing window}}&lt;br /&gt;
&lt;br /&gt;
== Reported Magic Variant (unconfirmed) ==&lt;br /&gt;
&#039;&#039;&#039;Community report (unconfirmed, not tested on this wiki):&#039;&#039;&#039; a community member (Telegram display name &amp;quot;H(Caine)&amp;quot;, reported in a public Telegram chat, July 2026) describes a similar reset trick working with [[Magic]] casting. By his account, timing a same-tick action lets a player cast roughly two spells in the time a single cast normally takes, close to doubling effective damage output — his own words describe it as &amp;quot;very overpowered&amp;quot; and claim it lets the highest-level spell effectively land around 30 damage per double-cast window. The same source separately reports that when a staff is set to autocast, a player can also manually trigger a spell in between the automatic autocast attacks if timed correctly, implying autocast and manual casting can be interleaved rather than being mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Neither claim has been tested or confirmed firsthand on this wiki. Both are recorded here only as an attributed, hedged report — not as a confirmed mechanic, and not merged into the melee technique documented above.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-magic-variant-h-caine-2026-07-11|target_page=Tick Manipulation|target_field=reported Magic variant (unconfirmed)|evidence_type=community claim (third-party, unconfirmed)|captured_at=2026-07-11|status=needs-review|notes=Reported via a public Telegram message from a community member (Telegram display name &amp;quot;H(Caine)&amp;quot;), 2026-07-11: claims a similar same-tick reset trick works with Magic casting, roughly doubling cast rate (&amp;quot;hit 30s with the highest level spell&amp;quot;); also claims manual casting can be interleaved with staff autocast if timed correctly. Not gameplay-verified, not datamine-confirmed, not independently tested by anyone documented on this wiki.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether the reported Magic-casting reset variant is real, its exact mechanism, and whether manual/autocast interleaving on a staff is real|page=Tick Manipulation|evidence=in-game timed-casting test}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=2026-07-17_Patch&amp;diff=900</id>
		<title>2026-07-17 Patch</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=2026-07-17_Patch&amp;diff=900"/>
		<updated>2026-07-17T22:45:55Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: New page: 2026-07-17 official patch notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
{{Update&lt;br /&gt;
|version=2026-07-17-patch&lt;br /&gt;
|date=2026-07-17&lt;br /&gt;
|title=2026-07-17 Patch&lt;br /&gt;
|source=In-game patch notes panel&lt;br /&gt;
|changes=Combat handling fixes during goals/actions; fixed players being unattackable in PvP zones during certain goals/actions; combat and 2h sword rebalancing; new female character body shape; chat UX improvements; sharper, more readable player nameplates at any distance/render scale.&lt;br /&gt;
|verification_status=official&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Patch notes captured directly from the in-game patch notes panel, dated &amp;quot;07/17/26&amp;quot; ([[:File:Patch notes 2026-07-17.png]]).&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Balance ==&lt;br /&gt;
{{UpdateChange|change_id=p0717-combat-goal-action-handling|version=2026-07-17-patch|date=2026-07-17|affected_type=mechanic|change_type=bugfix|summary=Improvements and fixes to combat handling while a player is performing a goal or action. No further specifics given in the patch notes.|source=In-game patch notes, 2026-07-17|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0717-pvp-unattackable-fix|version=2026-07-17-patch|date=2026-07-17|affected_type=mechanic|change_type=bugfix|summary=Fixed players being un-attackable in PvP zones while performing certain goals and actions. Which zones or which specific goals/actions is not detailed in the patch notes.|source=In-game patch notes, 2026-07-17|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0717-2h-sword-rebalance|version=2026-07-17-patch|affected_page=Tick Manipulation|date=2026-07-17|affected_type=combat|change_type=rebalance|summary=Combat and 2h sword rebalancing. No specific numbers given in the patch notes. Possibly connected to the melee Tick Manipulation technique, which was independently observed in-game to have stopped working on 2026-07-12 — five days before this note. Not confirmed as the same fix; recorded as a plausible but unconfirmed link, not asserted as fact.|source=In-game patch notes, 2026-07-17|verification_status=official}}&lt;br /&gt;
&lt;br /&gt;
== Visuals &amp;amp; UI ==&lt;br /&gt;
{{UpdateChange|change_id=p0717-female-body-shape|version=2026-07-17-patch|date=2026-07-17|affected_type=visual|change_type=new content|summary=Added a female character body shape option. No further specifics (character creation flow, existing-character migration) given in the patch notes.|source=In-game patch notes, 2026-07-17|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0717-chat-ux|version=2026-07-17-patch|date=2026-07-17|affected_type=technical|change_type=change|summary=Chat UX improvements. No specifics given in the patch notes.|source=In-game patch notes, 2026-07-17|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0717-nameplates|version=2026-07-17-patch|date=2026-07-17|affected_type=technical|change_type=change|summary=Player nameplates are sharper and stay readable at any distance and render scale.|source=In-game patch notes, 2026-07-17|verification_status=official}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=patch-2026-07-17-notes-screenshot|target_page=2026-07-17 Patch|target_template=Update|target_field=full patch notes|evidence_type=in-game screenshot|captured_at=2026-07-17|status=official|notes=Photographed directly from the in-game patch notes panel, dated 07/17/26.}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=File:Patch_notes_2026-07-17.png&amp;diff=899</id>
		<title>File:Patch notes 2026-07-17.png</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=File:Patch_notes_2026-07-17.png&amp;diff=899"/>
		<updated>2026-07-17T22:45:48Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Official in-game patch notes screenshot, 07/17/26&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Official in-game patch notes screenshot, 07/17/26&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Jungle_Spider&amp;diff=898</id>
		<title>Jungle Spider</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Jungle_Spider&amp;diff=898"/>
		<updated>2026-07-15T03:39:03Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Resolve position: Wilderness zone is west of the Church, grass zone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN mob --&amp;gt;&lt;br /&gt;
{{Mob&lt;br /&gt;
|mob_id=jungle_spider&lt;br /&gt;
|name=Jungle Spider&lt;br /&gt;
|icon=&lt;br /&gt;
|render_image=sanko/renders/mob/mob-jungle-spider.png&lt;br /&gt;
|hp=&lt;br /&gt;
|combat_level=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|attack_style=&lt;br /&gt;
|weakness=&lt;br /&gt;
|location=&lt;br /&gt;
|model_path=Spider2.glb&lt;br /&gt;
|built_in_animation=1&lt;br /&gt;
|source=SankoQuest game data&lt;br /&gt;
|verification_status=Needs gameplay verification&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END mob --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Jungle Spider&#039;&#039;&#039; is a SankoQuest creature. Add verified locations, combat behavior, and drops as the community documents them.&lt;br /&gt;
&lt;br /&gt;
== Verification Needed ==&lt;br /&gt;
* {{MissingData|field=verified spawn locations and coordinates|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=combat level, hitpoints, attacks, weaknesses, and strategy|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=drop table with item, quantity, rarity, and source evidence|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mobs]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Game data pages]]&lt;br /&gt;
[[Category:Needs verification]]&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Jungle Spiders are combat level 24 (verified in-game, July 2026). They are found in a zone referred to as the &amp;quot;Wilderness&amp;quot;, west of the [[Locations#The Grass Zone|Church]] in the grass zone — near the attackable Priests documented on [[Combat]].&lt;br /&gt;
&lt;br /&gt;
{{Spawn|spawn_id=jungle-spider-wilderness|entity_type=mob|entity_id=jungle_spider|entity_name=Jungle Spider|coordinates=A zone referred to as the &amp;quot;Wilderness&amp;quot;, west of the Church, grass zone|source=In-game, 2026-07-14|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-14. Combat level 24. No drop table reported yet.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=the Wilderness zone&#039;s full extent/boundaries, and Jungle Spider&#039;s drop table|page=Jungle Spider|evidence=map screenshot or drop capture}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=jungle-spider-wilderness-2026-07-14|target_page=Jungle Spider|target_template=Spawn|target_field=jungle-spider-wilderness|evidence_type=in-game observation|captured_at=2026-07-14|status=gameplay-verified|notes=Verified in-game, 2026-07-14: Jungle Spiders are combat level 24, found in a zone called the &amp;quot;Wilderness&amp;quot;. Follow-up the same day placed it west of the Church, grass zone. Drop table and the zone&#039;s full extent remain unreported.}}&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Bestiary&amp;diff=897</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Bestiary&amp;diff=897"/>
		<updated>2026-07-15T03:38:34Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Resolve Wilderness position in mob-areas row: west of the church, grass zone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Bestiary]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Bestiary =&lt;br /&gt;
&lt;br /&gt;
The bestiary collects mob pages, combat notes, verified locations, weaknesses, and drop evidence. Creature pages start with model renders from game data, then contributors add combat and drop proof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-catalog-summary&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-catalog-count&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;{{#cargo_query:tables=Mobs|fields=COUNT(*)|no html|default=0}}&amp;lt;/strong&amp;gt; mob pages&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-link-panel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-section-title&amp;quot;&amp;gt;Add Creature Proof&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Spawn}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; for locations and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Drop}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; for verified drop rows. Do not add rates without repeated evidence or a team source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creature Index ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Mobs&lt;br /&gt;
|fields=_pageName=page,name=name,render_image=render_image,combat_level=role,location=location,verification_status=status&lt;br /&gt;
|order by=name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=mob pages with renders and source status|page=Bestiary|evidence=datamine row or gameplay screenshot|template=Mob}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spawn Rows ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Spawns&lt;br /&gt;
|fields=entity_name=page,entity_name=name,entity_type=kind,location=location,respawn=detail,verification_status=status&lt;br /&gt;
|where=entity_type=&amp;quot;mob&amp;quot; AND verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,entity_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified mob spawn rows|page=Bestiary|evidence=combat screenshot, map screenshot, or reader capture|template=Spawn}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Drop Evidence ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Drops&lt;br /&gt;
|fields=item_name=item,item_name=icon,quantity=quantity,rarity=meta,drop_rate=detail,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=mob_id,item_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=ItemRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified drop rows with item, quantity, rarity, and evidence|page=Bestiary|evidence=drop screenshot or reviewed reader captures|template=Drop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Documented Mob Areas ==&lt;br /&gt;
The table below summarizes mob areas confirmed in play (verified in-game, 2026-07-05); structured &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Spawn}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Drop}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; rows live on the individual mob pages. The desert zone&#039;s proper in-game name is unconfirmed, so it is referred to here as &amp;quot;the desert zone&amp;quot;. The mob areas east of the grass zone also have no confirmed in-game region name; they are described neutrally by position as &amp;quot;Eastern main landmass&amp;quot;. A supporting world-map screenshot ([[:File:World map overview.png]]) is uploaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Area !! Mobs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Southern desert zone, around the post-tutorial arrival area || [[Fox]], [[Camel]] || Both drop only [[Bones]]. Camels are combat level 3.&lt;br /&gt;
|-&lt;br /&gt;
| Desert zone, west of the desert bank (copper and tin mining area) || [[Scorpion]] || Combat level 14; aggressive.&lt;br /&gt;
|-&lt;br /&gt;
| Desert zone, camp west of the copper and tin mining area || [[Goblin]] || Camp of four aggressive level 2 goblins; drops [[Coins]] and [[Bones]].&lt;br /&gt;
|-&lt;br /&gt;
| Grass zone, near the church || [[Goblin]] || Level 12 variant; drops [[Coins]], [[Bones]], and the [[Crafting Knife]].&lt;br /&gt;
|-&lt;br /&gt;
| Grass zone, cow field || [[Cow]] || Attackable Priests are nearby; see [[Combat]].&lt;br /&gt;
|-&lt;br /&gt;
| Grass zone, bandit camp north of [[Greentown]] || [[Bandit]] || Combat level 18; only [[Bones]] observed as drops so far. A level 999 [[Combat Dummy]] was seen in the same context; whether it stands at the camp itself has not been separately confirmed.&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, northwest of the cow field and west of the [[Greentown]] bank || [[Giant Spider]] || South of the Giant area; coal rocks nearby.&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, north of the Giant Spider area; also south of the Lesser Giants, south of the church || [[Giant]] (level 60) || Referred to on this wiki as the hill giant zone; proper in-game name unconfirmed.&lt;br /&gt;
|-&lt;br /&gt;
| Multi-combat zone east of the Giant Spider area || [[Scorpion]] || Also contains coal rocks; see [[Combat]].&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, beyond the multi-combat zone || [[Plasma Spider]] (level 28, was 19 pre-patch), [[Skeleton]] (level 26, was 21 pre-patch) || Shared area. Two more skeletons spawn on the small island-mountain across the wooden bridge.&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, just before the wooden bridge to the island-mountain || [[Lil Dragon]] || Two spawns, combat level 45 (was 35 pre-patch). No datamine catalog entry yet.&lt;br /&gt;
|-&lt;br /&gt;
| Small island-mountain across the wooden bridge || [[Dragon]] || One spawn, combat level 81 (was 52 pre-patch), at the top of the island among the pillars.&lt;br /&gt;
|-&lt;br /&gt;
| South of the church, grass zone; north of the regular Giants || [[Lesser Giant]] (level 35) || No datamine catalog entry. Drops [[Water Shard]], [[Fire Shard]], [[Air Shard]], and [[Raw Brown Trout]].&lt;br /&gt;
|-&lt;br /&gt;
| North of [[Greentown]], west of a lighthouse landmark || [[Shape Wizard]] || Combat level 38; group of enemies; no datamine catalog entry. Distinct from the datamined [[Star Wizard]] and from the [[Shape Wizard Hat]] item.&lt;br /&gt;
|-&lt;br /&gt;
| A zone referred to as the &amp;quot;Wilderness&amp;quot;; west of the church, grass zone (near the attackable Priests, see [[Combat]]) || [[Jungle Spider]] (level 24) || Reported 2026-07-14. No drop table yet. Weak corroborating note: client data ships a default background-music track internally labeled &amp;quot;Wilderness Theme&amp;quot; — not confirmation of this zone&#039;s full layout or contents.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All four combat-level changes in the table above (Skeleton, Plasma Spider, Lil Dragon, Dragon) were confirmed live in-game following the [[2026-07-07 Patch]]&#039;s &amp;quot;High level monster rebalance&amp;quot; note; verified in-game, July 2026. Pre-patch levels are retained alongside the current ones for history.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=proper in-game name of the desert zone (the northwest island with the lake and snow patches)|page=Bestiary|evidence=map or zone-name screenshot|template=Location}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=bestiary-mob-areas-2026-07-05&lt;br /&gt;
|target_page=Bestiary&lt;br /&gt;
|target_template=Spawn&lt;br /&gt;
|target_field=documented mob areas&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Structured Spawn and Drop rows live on the individual mob pages. Supporting world-map screenshot: File:World map overview.png.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=mob spawn locations, combat stats, drop tables, and strategy notes|page=Bestiary}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=896</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=896"/>
		<updated>2026-07-15T03:38:08Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Resolve Wilderness position: west of the Church (grass zone), near the Combat page&amp;#039;s attackable Priests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Locations]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Locations =&lt;br /&gt;
&lt;br /&gt;
Location pages organize regions, towns, facilities, NPCs, shops, resource nodes, and mob spawns. Map positions are orientation hints until screenshots and route notes are verified.&lt;br /&gt;
&lt;br /&gt;
== Location Index ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Locations&lt;br /&gt;
|fields=_pageName=page,name=name,region=kind,parent_location=location,game_position=detail,verification_status=status&lt;br /&gt;
|order by=name&lt;br /&gt;
|limit=100&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=location pages with region and source status|page=Locations|evidence=region data, map screenshot, or curated route note|template=Location}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Services and Facilities ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Services&lt;br /&gt;
|fields=provider_name=page,service_type=name,provider_type=kind,location=location,requirements=detail,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,service_type&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=services and facilities by location|page=Locations|evidence=map screenshot, service screen, or route note|template=Service}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objects and Points of Interest ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=LocationObjects&lt;br /&gt;
|fields=name=page,name=name,object_type=kind,location=location,render_image=render_image,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,object_type,name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=facilities, stations, entrances, banks, and points of interest|page=Locations|evidence=location screenshot or curated scene evidence|template=LocationObject}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spawns ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Spawns&lt;br /&gt;
|fields=entity_name=page,entity_name=name,entity_type=kind,location=location,quantity=meta,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,entity_type,entity_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified NPC, mob, item, and resource-node spawns by location|page=Locations|evidence=map/minimap screenshot or reviewed reader capture|template=Spawn}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== World Survey (Verified In-Game, 2026-07-05) ==&lt;br /&gt;
The layout below was verified in-game on 2026-07-05, supported by an in-game world-map screenshot (pending upload as &#039;&#039;World map overview.png&#039;&#039;). Per the map: a desert island sits in the northwest (with a lake and white snow patches), the main grass landmass covers the center and east, a gray mountain zone lies in the east, and a small island sits in the southwest. The meaning of the map&#039;s markers has not been confirmed.&lt;br /&gt;
&lt;br /&gt;
=== The Desert Zone (Name Unconfirmed) ===&lt;br /&gt;
New players arrive in the southern part of a desert zone on the northwest island. Its proper in-game name has not been confirmed — do not assume it corresponds to [[Adobe Town]] or any other datamined location name.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spawn area (south)&#039;&#039;&#039; — [[Fox]]es and [[Camel]]s roam here; both drop only [[Bones]]. Crawdad fishing spots surround the spawn, south of the desert lake.&lt;br /&gt;
* &#039;&#039;&#039;Desert lake&#039;&#039;&#039; — north of the crawdad spots; three trout fishing spots.&lt;br /&gt;
* &#039;&#039;&#039;Desert bank (north of the lake)&#039;&#039;&#039; — a bank with a furnace and an anvil ([[Bank Node]], [[Furnace Node]], [[Anvil Node]]; see [[Banking]]). [[Buns Remilio]]&#039;s shop here sells the [[Fishing Rod]] and the [[Crafting Knife]].&lt;br /&gt;
* &#039;&#039;&#039;Copper and tin rocks (west of the bank)&#039;&#039;&#039; — [[Copper Node|copper]] and [[Tin Node|tin]] ore nodes; aggressive level-14 [[Scorpion]]s roam this area.&lt;br /&gt;
* &#039;&#039;&#039;Goblin camp (further west)&#039;&#039;&#039; — a camp of four aggressive level-2 [[Goblin]]s that drop gold and [[Bones]].&lt;br /&gt;
* &#039;&#039;&#039;Flax (east of the lake)&#039;&#039;&#039; — a [[Flax Node|flax]] spawn.&lt;br /&gt;
* &#039;&#039;&#039;Payasan area (east side)&#039;&#039;&#039; — a snow-covered area east of the desert lake, where [[Payasan]] NPCs and the spirit-shard altar are found, just before the bridge to the grass zone.&lt;br /&gt;
* &#039;&#039;&#039;Hidden oasis (location unknown)&#039;&#039;&#039; — the stated objective of the [[Desert Adventure]] quest, whose journal entry reads verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]]; verified in-game, July 2026). The objective text places it in the desert, but its location remains unknown and no public solution is known.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=the desert zone&#039;s proper in-game name|page=Locations|evidence=map or location-title screenshot|template=Location}}&lt;br /&gt;
{{BountyPrompt|family=World|title=Find the hidden oasis|field=The hidden oasis is the stated objective of the Desert Adventure quest — its journal entry reads verbatim &amp;quot;Find the hidden oasis in the desert.&amp;quot; (verified in-game, July 2026) — but its location is unknown and no public solution is known|page=Locations|evidence=map or location screenshot showing the oasis|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== The Grass Zone ===&lt;br /&gt;
A bridge connects the east side of the desert zone to the grass zone (also called the green zone) on the main landmass.&lt;br /&gt;
* &#039;&#039;&#039;Church&#039;&#039;&#039; — level-12 [[Goblin]]s are nearby; the [[Mixnometry|Elemental Altar]] (see [[Shards]]) stands by the church and the goblins, north of the church itself. The church is west of the cow field.&lt;br /&gt;
* &#039;&#039;&#039;Cow field&#039;&#039;&#039; — a second [[Flax Node|flax]] spawn lies east of it, and priests can be found nearby.&lt;br /&gt;
* &#039;&#039;&#039;Cherry trees and the bubba bass fishing spot&#039;&#039;&#039; — [[Cherry Log|Cherry trees]] stand by the bubba bass fishing spot (see [[Raw Bubba Bass]]), which sits slightly north of the Elemental Altar (verified in-game, July 2026).&lt;br /&gt;
* &#039;&#039;&#039;[[Greentown]]&#039;&#039;&#039; — has a bank (see [[Banking]]).&lt;br /&gt;
* &#039;&#039;&#039;Bandit camp (north of Greentown)&#039;&#039;&#039; — a camp of level-18 [[Bandit]]s; only [[Bones]] observed as drops so far. A level 999 [[Combat Dummy]] was seen in the same context — hits on it sometimes land for 1 damage and grant XP — though whether it stands at the camp itself has not been separately confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lighthouse (north of Greentown)&#039;&#039;&#039; — a lighthouse landmark on the grass zone&#039;s northern edge, verified in-game 2026-07-07. Level-38 [[Shape Wizard]]s hold ground west of it. East of the lighthouse is the already-documented [[#East of the Grass Zone (Higher-Level Progression)|east progression]] (coal and scorpions, then plasma spiders and skeletons, then the Lil Dragons, then the Dragon at the summit) — see that section rather than repeating it here.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=bandit-camp-north-of-greentown|name=Bandit camp|object_type=camp|coordinates=North of Greentown, in the grass zone|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a bandit camp north of Greentown with level-18 Bandits; only Bones observed as drops so far. A level 999 Combat Dummy was seen in the same context; whether it stands at the camp itself has not been separately confirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=lighthouse-north-of-greentown|name=Lighthouse|object_type=landmark|coordinates=North of Greentown, grass zone; the Shape Wizard camp lies west of it, and the already-documented east progression (coal/scorpions, skeletons, plasma spiders, Lil Dragons, Dragon) lies east of it|source=In-game, 2026-07-07|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse landmark north of Greentown. Level-38 Shape Wizards hold ground west of it; the east side reinforces the previously documented east progression rather than adding new zone content. Exact coordinates and the lighthouse&#039;s purpose (enterable, interactable, or purely a visual landmark) are unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact position and purpose of the lighthouse north of Greentown|page=Locations|evidence=map screenshot or interaction/dialogue capture|template=LocationObject}}&lt;br /&gt;
&lt;br /&gt;
=== East of the Grass Zone (Higher-Level Progression) ===&lt;br /&gt;
* &#039;&#039;&#039;Coal and spiders&#039;&#039;&#039; — [[Coal Node|coal]] rocks northwest of the cow field and west of the Greentown bank, around the [[Giant Spider]]s, which are south of the hill giant zone.&lt;br /&gt;
* &#039;&#039;&#039;Hill giant zone&#039;&#039;&#039; — home to level-60 [[Giant]]s (verified in-game, July 2026), reachable from the grass zone by heading south from the church past the [[Lesser Giant]]s (level 35, verified in-game), which sit south of the church and north of the regular Giants.&lt;br /&gt;
* &#039;&#039;&#039;Multi-combat zone (east of the spiders)&#039;&#039;&#039; — contains coal rocks and [[Scorpion]]s.&lt;br /&gt;
* &#039;&#039;&#039;Deeper in&#039;&#039;&#039; — [[Plasma Spider]]s and level-21 [[Skeleton]]s. Plasma spiders appear to drop the [[Ranger Chestplate]], but this is not yet confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lil Dragons&#039;&#039;&#039; — past the plasma spiders and skeletons, two level-35 [[Lil Dragon]]s stand before a wooden bridge (name as read in-game; exact capitalization unconfirmed).&lt;br /&gt;
* &#039;&#039;&#039;Wooden bridge and island-mountain&#039;&#039;&#039; — the wooden bridge leads to a small island-mountain. At the end of the bridge stands a podium with a book on it; what it does is unknown. Two level-21 [[Skeleton]]s spawn on the island.&lt;br /&gt;
* &#039;&#039;&#039;Island summit&#039;&#039;&#039; — at the top of the island-mountain, among pillars, stands one big [[Dragon]], combat level 52.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=podium-east-island-bridge-end|name=Podium with a book|object_type=podium|coordinates=End of the wooden bridge, on the small island-mountain east of the main landmass|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a podium with a book on it stands at the end of the wooden bridge onto the island-mountain. What it does is unknown.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=what the podium and book at the end of the wooden bridge do|page=Locations|evidence=interaction screenshot or dialogue capture|template=LocationObject}}&lt;br /&gt;
{{MissingData|field=whether anything lies beyond the island-mountain across the wooden bridge|page=Locations|evidence=exploration screenshot or map capture}}&lt;br /&gt;
{{MissingData|field=world-map marker legend (what the map&#039;s colored dots mean)|page=Locations|evidence=confirmed in-game legend or repeated gameplay checks}}&lt;br /&gt;
&lt;br /&gt;
=== Wilderness ===&lt;br /&gt;
A zone referred to as the &amp;quot;Wilderness&amp;quot; lies west of the [[#The Grass Zone|Church]] (grass zone) — the same church landmark documented above, near which the attackable Priests mentioned on [[Combat]] are also found (by the cow field, east of the church). The Wilderness contains level-24 [[Jungle Spider]]s (verified in-game, 2026-07-14). Weak corroborating note: client data ships a default background-music track internally labeled &amp;quot;Wilderness Theme&amp;quot; (used as the fallback BGM when no region-specific track is defined) — this only shows the client has a &amp;quot;Wilderness&amp;quot;-labeled asset somewhere, and is not confirmation of this zone&#039;s layout or full contents.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=the Wilderness zone&#039;s full extent/boundaries, and any other NPCs, resources, or mobs it contains beyond Jungle Spiders|page=Locations|evidence=map screenshot or route note}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-survey-2026-07-05|target_page=Locations|target_field=world layout survey (desert zone, grass zone, east progression)|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05. Supported by an in-game world-map screenshot, pending upload as World map overview.png.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-east-island-survey-2026-07-05|target_page=Locations|target_field=east progression past the plasma spiders: Lil Dragons, wooden bridge, island-mountain, podium, island skeletons, Dragon at the summit|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05, on a later exploration run the same day: two level-35 Lil Dragons before the wooden bridge; the bridge leads onto a small island-mountain with a podium and book at the bridge&#039;s end, two level-21 Skeletons on the island, and one level-52 Dragon at the top among pillars. Supersedes the earlier unconfirmed &amp;quot;dragons around level 52 / unexplored bridge&amp;quot; reading.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-hidden-oasis-objective-2026-07-05|target_page=Locations|target_field=hidden oasis — stated objective of Desert Adventure; location unknown|evidence_type=screenshot|captured_at=2026-07-05|status=gameplay-verified|notes=The Desert Adventure quest journal entry states the objective verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]], captured 2026-07-05). The oasis&#039;s location remains unknown.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-lighthouse-shape-wizards-2026-07-07|target_page=Locations|target_field=lighthouse landmark north of Greentown and the Shape Wizard camp west of it|evidence_type=in-game observation|captured_at=2026-07-07|status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse north of Greentown, with level-38 Shape Wizards camped west of it. East of the lighthouse is the previously documented east progression (see the &amp;quot;East of the Grass Zone&amp;quot; section above) — a directional recap relative to the new landmark, not new zone content.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-wilderness-jungle-spider-2026-07-14|target_page=Locations|target_field=Wilderness zone and its level-24 Jungle Spiders|evidence_type=in-game observation|captured_at=2026-07-14|status=gameplay-verified|notes=Verified in-game, 2026-07-14: a zone called the &amp;quot;Wilderness&amp;quot; contains level-24 Jungle Spiders. Follow-up the same day placed it west of the Church (grass zone), near which the Combat page&#039;s attackable Priests are also found. Full extent/boundaries and other contents remain unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=map screenshots, Adobe Town and Duel Town layouts, the eastern mountain zone, the southwest island, and remaining route links|page=Locations}}&lt;br /&gt;
&lt;br /&gt;
== World Regions (client data) ==&lt;br /&gt;
A 2026-07-08 datamine of the game client&#039;s scene registry recovered named-region positions in the client&#039;s own scene-graph coordinate system — not a confirmed in-game map or compass system. This is client data, not gameplay-verified; every position below is a fieldwork lead, not a confirmed fact. Source: Client data (game scene registry), 2026-07-08.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flag on the two already-published anchors:&#039;&#039;&#039; [[Duel Town]] and [[Greentown]] each already carry a bot-set &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; field (&amp;lt;code&amp;gt;8.469, 0.023, -1.563&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-1.692, 0.77, -6&amp;lt;/code&amp;gt;). Neither matches this datamine&#039;s region-level positions below, and that is not a discrepancy in the new data: both published numbers are reproduced bit-for-bit by an extraction bug — they are the raw, uncomposed local-space position of a single interior prop (a pillar inside Duel Town&#039;s &amp;quot;Combat Platform&amp;quot;; a table inside Greentown&#039;s bank), not the region&#039;s world placement. Per the rule against overwriting bot-owned template fields, this is flagged here rather than edited into those two pages directly. The region-level positions below (Duel Town: centroid of its own children, medium confidence; Greentown: the region&#039;s own transform, high confidence) are offered as the more defensible values; see [[Duel Town]]&#039;s own &amp;quot;World Position (client data)&amp;quot; section for the same breakdown in place on that page (Greentown&#039;s page has not yet been updated with an equivalent section).&lt;br /&gt;
&lt;br /&gt;
=== Regions with an existing wiki page ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Adobe Town]] || 197.5, 6.112, 72.502 || high || Region&#039;s own transform. The page currently carries a placeholder &amp;lt;code&amp;gt;game_position=0, 0, 0&amp;lt;/code&amp;gt; (never populated) — not yet reconciled with this value.&lt;br /&gt;
|-&lt;br /&gt;
| [[Duel Town]] || 93.211, 9.978, 125.513 || medium || No transform on the region node itself; value is the centroid of 7 tightly-clustered immediate children (4 Combat Platforms, arenawall, 2 slot machines). See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 150 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[Greentown]] || 374, 6.773, 289.5 || high || Region&#039;s own top-level transform. See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 300 units in X and about 295 in Z.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions matching an already-reported in-game landmark (position-based, hedged) ===&lt;br /&gt;
These four connect a datamined position to something Alex has already reported in-game. None of the matches below are confirmed identities — they are position (and, where noted, asset) based inferences only, not verified facts.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Likely in-game connection (hedged, not confirmed)&lt;br /&gt;
|-&lt;br /&gt;
| bandit camp || 84.438, 6.683, 60.448 || medium || Centroid of 11 tightly-clustered immediate children (tent, rock, camp-rock props); the region node itself has no transform. Consistent with the already-documented [[Bandit]] camp north of Greentown — its Z (60.4) is about 229 units less than Greentown&#039;s Z (289.5), matching &amp;quot;north&amp;quot; under a decreasing-Z-is-north reading. That reading was inferred from this same pair, so treat this as confirmatory rather than independent proof.&lt;br /&gt;
|-&lt;br /&gt;
| lighthouse || 306.019, 3.67, 64.548 || high || Region&#039;s own transform. Likely the lighthouse landmark verified in-game 2026-07-07 north of Greentown (position match, not confirmed) — sits on almost the same Z-band as bandit camp (delta 4.1), reading as &amp;quot;the same northern coastline as bandit camp, well east of it&amp;quot; rather than a literal midpoint between bandit camp and Greentown.&lt;br /&gt;
|-&lt;br /&gt;
| shape temple || 303.739, 3.321, 148.205 || high || Region&#039;s own transform; its X (303.7) is nearly identical to lighthouse&#039;s X (306.0). Its only non-architectural asset is a rigged character model (&amp;lt;code&amp;gt;shapey_rigged.glb&amp;lt;/code&amp;gt;). Consistent with the already-documented level-38 [[Shape Wizard]] camp near the lighthouse (position- and asset-based match, not confirmed).&lt;br /&gt;
|-&lt;br /&gt;
| payatown || 237, 9.926, 66.5 || high || Region&#039;s own transform; sits east and north of the desert lake, consistent with [[Payasan]]&#039;s documented position east of the desert lake. However, every payatown asset is desert/adobe-themed (cactus, adobe hut, tower) with no snow or frost assets, which does not match Payasan&#039;s documented snow-patch look — noted as a mismatch, not resolved as the same zone or a different one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not yet explored (coordinates only, no other documentation) ===&lt;br /&gt;
The regions below have no wiki documentation beyond the coordinate the client data provides. Ordered by increasing X in the client&#039;s own coordinate system — a rough west-to-east read, not a confirmed compass direction.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| starterIslandHouseInterior.glb || 61, 6.751, 252 || high || Region node is the model itself (a house interior).&lt;br /&gt;
|-&lt;br /&gt;
| obelisk.glb || 86.204, 8.83, 148.21 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| sphinx || 99.253, 1.759, 25.94 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| hauntedhouse || 104.016, 2, 535.112 || high || Region&#039;s own transform; far outside the rest of the cluster (next-highest Z is parthenon at 449.5).&lt;br /&gt;
|-&lt;br /&gt;
| desert decor || 140.251, 5.843, 47.62 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| woodenhut.glb || 172.593, 0.896, 14.489 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| swamp battle || 185, 2, 323 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| lake || 192.63, 0.852, 137.161 || high || Region&#039;s own transform. The extraction&#039;s own analysis labels this &amp;quot;the desert lake&amp;quot; internally; not confirmed as the same desert lake documented in the World Survey above.&lt;br /&gt;
|-&lt;br /&gt;
| swamp || 226.5, 2, 242 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| cemetery || 240, 4.113, 256.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| bridge || 245.852, 5.286, 167.004 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| Arch.glb || 247.672, 2.512, 324.842 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| green goblin village || 267.704, 5.969, 219.357 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| chapel || 278, 4, 237.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| farms || 318.178, 3.315, 265.969 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| goblinwars || 346.5, 5, 102 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| parthenon || 360.616, 12.708, 449.485 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| castle || 367.5, 8.898, 338 || high || Region&#039;s own transform; shares X/Z with castle_upper below, differing only in Y — the two are the same building&#039;s floors.&lt;br /&gt;
|-&lt;br /&gt;
| castle_upper || 367.5, 10.865, 338 || high || Region&#039;s own transform; the upper floor of the castle above.&lt;br /&gt;
|-&lt;br /&gt;
| outcast camp || 370, 2, 85.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| wizardscircle || 471.266, 9.5, 321 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| volcano || 471.431, 0, 313.572 || high || Region&#039;s own transform.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not found in client data ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Water || not found in client data || 17 separate water-plane tiles scattered across the whole map (X roughly 2 to 501, Z roughly -21 to 471), with no region-level transform. Diffuse, not a single point location.&lt;br /&gt;
|-&lt;br /&gt;
| Roads || not found in client data || No region-level transform; only a lone path segment near local origin plus a scattered &amp;quot;fences&amp;quot; subgroup 60 to 150 units away. Not a coherent point location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Field Exploration Checklist ===&lt;br /&gt;
The 22 &amp;quot;not yet explored&amp;quot; regions in the table above are named in the client but have no confirmed in-game presence, appearance, or route yet. Rather than a stub page per name, this is a standing checklist for fieldwork — an entry graduates to its own page once its in-game location and appearance are confirmed by a screenshot or route note (castle and castle_upper are merged into one checklist line below, since they read as two floors of a single building):&lt;br /&gt;
&lt;br /&gt;
* starterIslandHouseInterior — house interior on or near the starter island&lt;br /&gt;
* obelisk — standalone obelisk landmark&lt;br /&gt;
* sphinx&lt;br /&gt;
* hauntedhouse — notably far south of every other named region&lt;br /&gt;
* desert decor&lt;br /&gt;
* woodenhut&lt;br /&gt;
* swamp battle&lt;br /&gt;
* lake — possibly the desert lake already documented in the World Survey above; unconfirmed&lt;br /&gt;
* swamp&lt;br /&gt;
* cemetery&lt;br /&gt;
* bridge&lt;br /&gt;
* Arch&lt;br /&gt;
* green goblin village&lt;br /&gt;
* chapel&lt;br /&gt;
* farms&lt;br /&gt;
* goblinwars&lt;br /&gt;
* parthenon&lt;br /&gt;
* castle / castle_upper (a two-floor building)&lt;br /&gt;
* outcast camp&lt;br /&gt;
* wizardscircle&lt;br /&gt;
* volcano&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|family=World|title=Explore the datamined-only world regions|field=22 named world regions (castle/castle_upper — two floors of one building, counted as one checklist line — plus swamp, volcano, sphinx, cemetery, chapel, parthenon, goblinwars, outcast camp, hauntedhouse, swamp battle, green goblin village, wizardscircle, farms, lake, bridge, and others — see the &amp;quot;Not yet explored&amp;quot; table above for the full list and datamined coordinates) exist in the game client&#039;s scene data but have no confirmed in-game location, appearance, or route yet|page=Locations|evidence=an in-game screenshot or route note confirming any one region&#039;s location and appearance|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-regions-client-data-2026-07-08|target_page=Locations|target_field=World Regions (client data) section — all region positions and the Duel Town/Greentown anchor flag|evidence_type=client data (datamine)|captured_at=2026-07-08|status=datamine-candidate|notes=Positions taken from the game client&#039;s scene registry (JSON scene graph embedded in web client chunk b36ae965fcf7be40.js, module 635389; scene chunk datamined 2026-07-05, parsed and cross-checked 2026-07-08). Values are in the client&#039;s own scene-graph coordinate units, not a confirmed in-game map or compass system. Not gameplay-verified.}}&lt;br /&gt;
{{LocationObject|object_id=cherry-trees-bubba-bass-spot|name=Cherry trees / bubba bass fishing spot|object_type=resource cluster|coordinates=Slightly north of the Elemental Altar, which is north of the church, which is west of the cow field|source=In-game, 2026-07-08|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-08: Cherry trees are by the bubba bass fishing spot, positioned slightly north of the Elemental Altar.}}&lt;br /&gt;
&lt;br /&gt;
== Teased Upcoming Expansion (Unreleased) ==&lt;br /&gt;
&#039;&#039;&#039;This section documents an unreleased, teased feature — nothing below is currently playable, and details may change before (or if) it ships.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The official company Telegram account (&amp;quot;companyphone&amp;quot;) teased an upcoming map expansion on 2026-07-14, sharing a screenshot from the development team&#039;s internal level/map editor (not an in-game or promotional screenshot) showing a new snow/ice zone to the east of the current map.&lt;br /&gt;
&lt;br /&gt;
As visible in that editor view: the new zone is a large, mountainous, snow/ice-covered landmass sitting directly east of the existing far-east snow area ([[Payasan]], itself east of the desert lake/mining zone), connected by a path across the mountain/rock zone between them. It includes at least one small building cluster/settlement near its eastern edge and what appears to be an internal path network. No mob spawns, items, or other gameplay content are visible or confirmed from the editor view.&lt;br /&gt;
&lt;br /&gt;
[[File:Map expansion tease 2026-07-14.jpg|thumb|Development editor screenshot of the teased eastern snow-zone expansion, shared by companyphone in Telegram, 2026-07-14.]]&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=map-expansion-tease-2026-07-14|target_page=Locations|target_field=teased upcoming map expansion|evidence_type=official developer tease (Telegram screenshot of internal level editor; unreleased)|captured_at=2026-07-14|status=needs-review|notes=Screenshot shared by the official &amp;quot;companyphone&amp;quot; Telegram account, 2026-07-14, showing the development team&#039;s internal map/level editor with a new snow/ice zone east of the current map. Pre-release; not yet playable; exact release date, in-game name, and gameplay content of the zone are unknown. Screenshot uploaded as File:Map expansion tease 2026-07-14.jpg.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=release date, in-game name, and gameplay content (mobs, resources, NPCs) of the teased eastern snow-zone expansion|page=Locations|evidence=official release/patch notes once the zone ships}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=895</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=895"/>
		<updated>2026-07-15T03:29:22Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Add Wilderness zone note (level-24 Jungle Spiders; position unconfirmed)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Locations]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Locations =&lt;br /&gt;
&lt;br /&gt;
Location pages organize regions, towns, facilities, NPCs, shops, resource nodes, and mob spawns. Map positions are orientation hints until screenshots and route notes are verified.&lt;br /&gt;
&lt;br /&gt;
== Location Index ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Locations&lt;br /&gt;
|fields=_pageName=page,name=name,region=kind,parent_location=location,game_position=detail,verification_status=status&lt;br /&gt;
|order by=name&lt;br /&gt;
|limit=100&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=location pages with region and source status|page=Locations|evidence=region data, map screenshot, or curated route note|template=Location}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Services and Facilities ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Services&lt;br /&gt;
|fields=provider_name=page,service_type=name,provider_type=kind,location=location,requirements=detail,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,service_type&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=services and facilities by location|page=Locations|evidence=map screenshot, service screen, or route note|template=Service}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objects and Points of Interest ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=LocationObjects&lt;br /&gt;
|fields=name=page,name=name,object_type=kind,location=location,render_image=render_image,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,object_type,name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=facilities, stations, entrances, banks, and points of interest|page=Locations|evidence=location screenshot or curated scene evidence|template=LocationObject}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spawns ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Spawns&lt;br /&gt;
|fields=entity_name=page,entity_name=name,entity_type=kind,location=location,quantity=meta,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,entity_type,entity_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified NPC, mob, item, and resource-node spawns by location|page=Locations|evidence=map/minimap screenshot or reviewed reader capture|template=Spawn}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== World Survey (Verified In-Game, 2026-07-05) ==&lt;br /&gt;
The layout below was verified in-game on 2026-07-05, supported by an in-game world-map screenshot (pending upload as &#039;&#039;World map overview.png&#039;&#039;). Per the map: a desert island sits in the northwest (with a lake and white snow patches), the main grass landmass covers the center and east, a gray mountain zone lies in the east, and a small island sits in the southwest. The meaning of the map&#039;s markers has not been confirmed.&lt;br /&gt;
&lt;br /&gt;
=== The Desert Zone (Name Unconfirmed) ===&lt;br /&gt;
New players arrive in the southern part of a desert zone on the northwest island. Its proper in-game name has not been confirmed — do not assume it corresponds to [[Adobe Town]] or any other datamined location name.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spawn area (south)&#039;&#039;&#039; — [[Fox]]es and [[Camel]]s roam here; both drop only [[Bones]]. Crawdad fishing spots surround the spawn, south of the desert lake.&lt;br /&gt;
* &#039;&#039;&#039;Desert lake&#039;&#039;&#039; — north of the crawdad spots; three trout fishing spots.&lt;br /&gt;
* &#039;&#039;&#039;Desert bank (north of the lake)&#039;&#039;&#039; — a bank with a furnace and an anvil ([[Bank Node]], [[Furnace Node]], [[Anvil Node]]; see [[Banking]]). [[Buns Remilio]]&#039;s shop here sells the [[Fishing Rod]] and the [[Crafting Knife]].&lt;br /&gt;
* &#039;&#039;&#039;Copper and tin rocks (west of the bank)&#039;&#039;&#039; — [[Copper Node|copper]] and [[Tin Node|tin]] ore nodes; aggressive level-14 [[Scorpion]]s roam this area.&lt;br /&gt;
* &#039;&#039;&#039;Goblin camp (further west)&#039;&#039;&#039; — a camp of four aggressive level-2 [[Goblin]]s that drop gold and [[Bones]].&lt;br /&gt;
* &#039;&#039;&#039;Flax (east of the lake)&#039;&#039;&#039; — a [[Flax Node|flax]] spawn.&lt;br /&gt;
* &#039;&#039;&#039;Payasan area (east side)&#039;&#039;&#039; — a snow-covered area east of the desert lake, where [[Payasan]] NPCs and the spirit-shard altar are found, just before the bridge to the grass zone.&lt;br /&gt;
* &#039;&#039;&#039;Hidden oasis (location unknown)&#039;&#039;&#039; — the stated objective of the [[Desert Adventure]] quest, whose journal entry reads verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]]; verified in-game, July 2026). The objective text places it in the desert, but its location remains unknown and no public solution is known.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=the desert zone&#039;s proper in-game name|page=Locations|evidence=map or location-title screenshot|template=Location}}&lt;br /&gt;
{{BountyPrompt|family=World|title=Find the hidden oasis|field=The hidden oasis is the stated objective of the Desert Adventure quest — its journal entry reads verbatim &amp;quot;Find the hidden oasis in the desert.&amp;quot; (verified in-game, July 2026) — but its location is unknown and no public solution is known|page=Locations|evidence=map or location screenshot showing the oasis|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== The Grass Zone ===&lt;br /&gt;
A bridge connects the east side of the desert zone to the grass zone (also called the green zone) on the main landmass.&lt;br /&gt;
* &#039;&#039;&#039;Church&#039;&#039;&#039; — level-12 [[Goblin]]s are nearby; the [[Mixnometry|Elemental Altar]] (see [[Shards]]) stands by the church and the goblins, north of the church itself. The church is west of the cow field.&lt;br /&gt;
* &#039;&#039;&#039;Cow field&#039;&#039;&#039; — a second [[Flax Node|flax]] spawn lies east of it, and priests can be found nearby.&lt;br /&gt;
* &#039;&#039;&#039;Cherry trees and the bubba bass fishing spot&#039;&#039;&#039; — [[Cherry Log|Cherry trees]] stand by the bubba bass fishing spot (see [[Raw Bubba Bass]]), which sits slightly north of the Elemental Altar (verified in-game, July 2026).&lt;br /&gt;
* &#039;&#039;&#039;[[Greentown]]&#039;&#039;&#039; — has a bank (see [[Banking]]).&lt;br /&gt;
* &#039;&#039;&#039;Bandit camp (north of Greentown)&#039;&#039;&#039; — a camp of level-18 [[Bandit]]s; only [[Bones]] observed as drops so far. A level 999 [[Combat Dummy]] was seen in the same context — hits on it sometimes land for 1 damage and grant XP — though whether it stands at the camp itself has not been separately confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lighthouse (north of Greentown)&#039;&#039;&#039; — a lighthouse landmark on the grass zone&#039;s northern edge, verified in-game 2026-07-07. Level-38 [[Shape Wizard]]s hold ground west of it. East of the lighthouse is the already-documented [[#East of the Grass Zone (Higher-Level Progression)|east progression]] (coal and scorpions, then plasma spiders and skeletons, then the Lil Dragons, then the Dragon at the summit) — see that section rather than repeating it here.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=bandit-camp-north-of-greentown|name=Bandit camp|object_type=camp|coordinates=North of Greentown, in the grass zone|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a bandit camp north of Greentown with level-18 Bandits; only Bones observed as drops so far. A level 999 Combat Dummy was seen in the same context; whether it stands at the camp itself has not been separately confirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=lighthouse-north-of-greentown|name=Lighthouse|object_type=landmark|coordinates=North of Greentown, grass zone; the Shape Wizard camp lies west of it, and the already-documented east progression (coal/scorpions, skeletons, plasma spiders, Lil Dragons, Dragon) lies east of it|source=In-game, 2026-07-07|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse landmark north of Greentown. Level-38 Shape Wizards hold ground west of it; the east side reinforces the previously documented east progression rather than adding new zone content. Exact coordinates and the lighthouse&#039;s purpose (enterable, interactable, or purely a visual landmark) are unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact position and purpose of the lighthouse north of Greentown|page=Locations|evidence=map screenshot or interaction/dialogue capture|template=LocationObject}}&lt;br /&gt;
&lt;br /&gt;
=== East of the Grass Zone (Higher-Level Progression) ===&lt;br /&gt;
* &#039;&#039;&#039;Coal and spiders&#039;&#039;&#039; — [[Coal Node|coal]] rocks northwest of the cow field and west of the Greentown bank, around the [[Giant Spider]]s, which are south of the hill giant zone.&lt;br /&gt;
* &#039;&#039;&#039;Hill giant zone&#039;&#039;&#039; — home to level-60 [[Giant]]s (verified in-game, July 2026), reachable from the grass zone by heading south from the church past the [[Lesser Giant]]s (level 35, verified in-game), which sit south of the church and north of the regular Giants.&lt;br /&gt;
* &#039;&#039;&#039;Multi-combat zone (east of the spiders)&#039;&#039;&#039; — contains coal rocks and [[Scorpion]]s.&lt;br /&gt;
* &#039;&#039;&#039;Deeper in&#039;&#039;&#039; — [[Plasma Spider]]s and level-21 [[Skeleton]]s. Plasma spiders appear to drop the [[Ranger Chestplate]], but this is not yet confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lil Dragons&#039;&#039;&#039; — past the plasma spiders and skeletons, two level-35 [[Lil Dragon]]s stand before a wooden bridge (name as read in-game; exact capitalization unconfirmed).&lt;br /&gt;
* &#039;&#039;&#039;Wooden bridge and island-mountain&#039;&#039;&#039; — the wooden bridge leads to a small island-mountain. At the end of the bridge stands a podium with a book on it; what it does is unknown. Two level-21 [[Skeleton]]s spawn on the island.&lt;br /&gt;
* &#039;&#039;&#039;Island summit&#039;&#039;&#039; — at the top of the island-mountain, among pillars, stands one big [[Dragon]], combat level 52.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=podium-east-island-bridge-end|name=Podium with a book|object_type=podium|coordinates=End of the wooden bridge, on the small island-mountain east of the main landmass|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a podium with a book on it stands at the end of the wooden bridge onto the island-mountain. What it does is unknown.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=what the podium and book at the end of the wooden bridge do|page=Locations|evidence=interaction screenshot or dialogue capture|template=LocationObject}}&lt;br /&gt;
{{MissingData|field=whether anything lies beyond the island-mountain across the wooden bridge|page=Locations|evidence=exploration screenshot or map capture}}&lt;br /&gt;
{{MissingData|field=world-map marker legend (what the map&#039;s colored dots mean)|page=Locations|evidence=confirmed in-game legend or repeated gameplay checks}}&lt;br /&gt;
&lt;br /&gt;
=== Wilderness (Position Unconfirmed) ===&lt;br /&gt;
A zone referred to as the &amp;quot;Wilderness&amp;quot; contains level-24 [[Jungle Spider]]s (verified in-game, 2026-07-14). Its position relative to the desert zone, grass zone, and eastern-landmass areas documented above has not been stated — do not assume it belongs to any of the areas above. Weak corroborating note: client data ships a default background-music track internally labeled &amp;quot;Wilderness Theme&amp;quot; (used as the fallback BGM when no region-specific track is defined) — this only shows the client has a &amp;quot;Wilderness&amp;quot;-labeled asset somewhere, and is not confirmation of this zone&#039;s map position, layout, or contents.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=position of the Wilderness zone relative to the rest of the map, and any NPCs, resources, or other mobs it contains|page=Locations|evidence=map screenshot or route note}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-survey-2026-07-05|target_page=Locations|target_field=world layout survey (desert zone, grass zone, east progression)|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05. Supported by an in-game world-map screenshot, pending upload as World map overview.png.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-east-island-survey-2026-07-05|target_page=Locations|target_field=east progression past the plasma spiders: Lil Dragons, wooden bridge, island-mountain, podium, island skeletons, Dragon at the summit|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05, on a later exploration run the same day: two level-35 Lil Dragons before the wooden bridge; the bridge leads onto a small island-mountain with a podium and book at the bridge&#039;s end, two level-21 Skeletons on the island, and one level-52 Dragon at the top among pillars. Supersedes the earlier unconfirmed &amp;quot;dragons around level 52 / unexplored bridge&amp;quot; reading.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-hidden-oasis-objective-2026-07-05|target_page=Locations|target_field=hidden oasis — stated objective of Desert Adventure; location unknown|evidence_type=screenshot|captured_at=2026-07-05|status=gameplay-verified|notes=The Desert Adventure quest journal entry states the objective verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]], captured 2026-07-05). The oasis&#039;s location remains unknown.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-lighthouse-shape-wizards-2026-07-07|target_page=Locations|target_field=lighthouse landmark north of Greentown and the Shape Wizard camp west of it|evidence_type=in-game observation|captured_at=2026-07-07|status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse north of Greentown, with level-38 Shape Wizards camped west of it. East of the lighthouse is the previously documented east progression (see the &amp;quot;East of the Grass Zone&amp;quot; section above) — a directional recap relative to the new landmark, not new zone content.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-wilderness-jungle-spider-2026-07-14|target_page=Locations|target_field=Wilderness zone (position unconfirmed) and its level-24 Jungle Spiders|evidence_type=in-game observation|captured_at=2026-07-14|status=gameplay-verified|notes=Verified in-game, 2026-07-14: a zone called the &amp;quot;Wilderness&amp;quot; contains level-24 Jungle Spiders. Position relative to other documented areas not stated.}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=map screenshots, Adobe Town and Duel Town layouts, the eastern mountain zone, the southwest island, and remaining route links|page=Locations}}&lt;br /&gt;
&lt;br /&gt;
== World Regions (client data) ==&lt;br /&gt;
A 2026-07-08 datamine of the game client&#039;s scene registry recovered named-region positions in the client&#039;s own scene-graph coordinate system — not a confirmed in-game map or compass system. This is client data, not gameplay-verified; every position below is a fieldwork lead, not a confirmed fact. Source: Client data (game scene registry), 2026-07-08.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flag on the two already-published anchors:&#039;&#039;&#039; [[Duel Town]] and [[Greentown]] each already carry a bot-set &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; field (&amp;lt;code&amp;gt;8.469, 0.023, -1.563&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-1.692, 0.77, -6&amp;lt;/code&amp;gt;). Neither matches this datamine&#039;s region-level positions below, and that is not a discrepancy in the new data: both published numbers are reproduced bit-for-bit by an extraction bug — they are the raw, uncomposed local-space position of a single interior prop (a pillar inside Duel Town&#039;s &amp;quot;Combat Platform&amp;quot;; a table inside Greentown&#039;s bank), not the region&#039;s world placement. Per the rule against overwriting bot-owned template fields, this is flagged here rather than edited into those two pages directly. The region-level positions below (Duel Town: centroid of its own children, medium confidence; Greentown: the region&#039;s own transform, high confidence) are offered as the more defensible values; see [[Duel Town]]&#039;s own &amp;quot;World Position (client data)&amp;quot; section for the same breakdown in place on that page (Greentown&#039;s page has not yet been updated with an equivalent section).&lt;br /&gt;
&lt;br /&gt;
=== Regions with an existing wiki page ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Adobe Town]] || 197.5, 6.112, 72.502 || high || Region&#039;s own transform. The page currently carries a placeholder &amp;lt;code&amp;gt;game_position=0, 0, 0&amp;lt;/code&amp;gt; (never populated) — not yet reconciled with this value.&lt;br /&gt;
|-&lt;br /&gt;
| [[Duel Town]] || 93.211, 9.978, 125.513 || medium || No transform on the region node itself; value is the centroid of 7 tightly-clustered immediate children (4 Combat Platforms, arenawall, 2 slot machines). See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 150 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[Greentown]] || 374, 6.773, 289.5 || high || Region&#039;s own top-level transform. See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 300 units in X and about 295 in Z.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions matching an already-reported in-game landmark (position-based, hedged) ===&lt;br /&gt;
These four connect a datamined position to something Alex has already reported in-game. None of the matches below are confirmed identities — they are position (and, where noted, asset) based inferences only, not verified facts.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Likely in-game connection (hedged, not confirmed)&lt;br /&gt;
|-&lt;br /&gt;
| bandit camp || 84.438, 6.683, 60.448 || medium || Centroid of 11 tightly-clustered immediate children (tent, rock, camp-rock props); the region node itself has no transform. Consistent with the already-documented [[Bandit]] camp north of Greentown — its Z (60.4) is about 229 units less than Greentown&#039;s Z (289.5), matching &amp;quot;north&amp;quot; under a decreasing-Z-is-north reading. That reading was inferred from this same pair, so treat this as confirmatory rather than independent proof.&lt;br /&gt;
|-&lt;br /&gt;
| lighthouse || 306.019, 3.67, 64.548 || high || Region&#039;s own transform. Likely the lighthouse landmark verified in-game 2026-07-07 north of Greentown (position match, not confirmed) — sits on almost the same Z-band as bandit camp (delta 4.1), reading as &amp;quot;the same northern coastline as bandit camp, well east of it&amp;quot; rather than a literal midpoint between bandit camp and Greentown.&lt;br /&gt;
|-&lt;br /&gt;
| shape temple || 303.739, 3.321, 148.205 || high || Region&#039;s own transform; its X (303.7) is nearly identical to lighthouse&#039;s X (306.0). Its only non-architectural asset is a rigged character model (&amp;lt;code&amp;gt;shapey_rigged.glb&amp;lt;/code&amp;gt;). Consistent with the already-documented level-38 [[Shape Wizard]] camp near the lighthouse (position- and asset-based match, not confirmed).&lt;br /&gt;
|-&lt;br /&gt;
| payatown || 237, 9.926, 66.5 || high || Region&#039;s own transform; sits east and north of the desert lake, consistent with [[Payasan]]&#039;s documented position east of the desert lake. However, every payatown asset is desert/adobe-themed (cactus, adobe hut, tower) with no snow or frost assets, which does not match Payasan&#039;s documented snow-patch look — noted as a mismatch, not resolved as the same zone or a different one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not yet explored (coordinates only, no other documentation) ===&lt;br /&gt;
The regions below have no wiki documentation beyond the coordinate the client data provides. Ordered by increasing X in the client&#039;s own coordinate system — a rough west-to-east read, not a confirmed compass direction.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| starterIslandHouseInterior.glb || 61, 6.751, 252 || high || Region node is the model itself (a house interior).&lt;br /&gt;
|-&lt;br /&gt;
| obelisk.glb || 86.204, 8.83, 148.21 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| sphinx || 99.253, 1.759, 25.94 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| hauntedhouse || 104.016, 2, 535.112 || high || Region&#039;s own transform; far outside the rest of the cluster (next-highest Z is parthenon at 449.5).&lt;br /&gt;
|-&lt;br /&gt;
| desert decor || 140.251, 5.843, 47.62 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| woodenhut.glb || 172.593, 0.896, 14.489 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| swamp battle || 185, 2, 323 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| lake || 192.63, 0.852, 137.161 || high || Region&#039;s own transform. The extraction&#039;s own analysis labels this &amp;quot;the desert lake&amp;quot; internally; not confirmed as the same desert lake documented in the World Survey above.&lt;br /&gt;
|-&lt;br /&gt;
| swamp || 226.5, 2, 242 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| cemetery || 240, 4.113, 256.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| bridge || 245.852, 5.286, 167.004 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| Arch.glb || 247.672, 2.512, 324.842 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| green goblin village || 267.704, 5.969, 219.357 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| chapel || 278, 4, 237.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| farms || 318.178, 3.315, 265.969 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| goblinwars || 346.5, 5, 102 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| parthenon || 360.616, 12.708, 449.485 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| castle || 367.5, 8.898, 338 || high || Region&#039;s own transform; shares X/Z with castle_upper below, differing only in Y — the two are the same building&#039;s floors.&lt;br /&gt;
|-&lt;br /&gt;
| castle_upper || 367.5, 10.865, 338 || high || Region&#039;s own transform; the upper floor of the castle above.&lt;br /&gt;
|-&lt;br /&gt;
| outcast camp || 370, 2, 85.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| wizardscircle || 471.266, 9.5, 321 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| volcano || 471.431, 0, 313.572 || high || Region&#039;s own transform.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not found in client data ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Water || not found in client data || 17 separate water-plane tiles scattered across the whole map (X roughly 2 to 501, Z roughly -21 to 471), with no region-level transform. Diffuse, not a single point location.&lt;br /&gt;
|-&lt;br /&gt;
| Roads || not found in client data || No region-level transform; only a lone path segment near local origin plus a scattered &amp;quot;fences&amp;quot; subgroup 60 to 150 units away. Not a coherent point location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Field Exploration Checklist ===&lt;br /&gt;
The 22 &amp;quot;not yet explored&amp;quot; regions in the table above are named in the client but have no confirmed in-game presence, appearance, or route yet. Rather than a stub page per name, this is a standing checklist for fieldwork — an entry graduates to its own page once its in-game location and appearance are confirmed by a screenshot or route note (castle and castle_upper are merged into one checklist line below, since they read as two floors of a single building):&lt;br /&gt;
&lt;br /&gt;
* starterIslandHouseInterior — house interior on or near the starter island&lt;br /&gt;
* obelisk — standalone obelisk landmark&lt;br /&gt;
* sphinx&lt;br /&gt;
* hauntedhouse — notably far south of every other named region&lt;br /&gt;
* desert decor&lt;br /&gt;
* woodenhut&lt;br /&gt;
* swamp battle&lt;br /&gt;
* lake — possibly the desert lake already documented in the World Survey above; unconfirmed&lt;br /&gt;
* swamp&lt;br /&gt;
* cemetery&lt;br /&gt;
* bridge&lt;br /&gt;
* Arch&lt;br /&gt;
* green goblin village&lt;br /&gt;
* chapel&lt;br /&gt;
* farms&lt;br /&gt;
* goblinwars&lt;br /&gt;
* parthenon&lt;br /&gt;
* castle / castle_upper (a two-floor building)&lt;br /&gt;
* outcast camp&lt;br /&gt;
* wizardscircle&lt;br /&gt;
* volcano&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|family=World|title=Explore the datamined-only world regions|field=22 named world regions (castle/castle_upper — two floors of one building, counted as one checklist line — plus swamp, volcano, sphinx, cemetery, chapel, parthenon, goblinwars, outcast camp, hauntedhouse, swamp battle, green goblin village, wizardscircle, farms, lake, bridge, and others — see the &amp;quot;Not yet explored&amp;quot; table above for the full list and datamined coordinates) exist in the game client&#039;s scene data but have no confirmed in-game location, appearance, or route yet|page=Locations|evidence=an in-game screenshot or route note confirming any one region&#039;s location and appearance|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-regions-client-data-2026-07-08|target_page=Locations|target_field=World Regions (client data) section — all region positions and the Duel Town/Greentown anchor flag|evidence_type=client data (datamine)|captured_at=2026-07-08|status=datamine-candidate|notes=Positions taken from the game client&#039;s scene registry (JSON scene graph embedded in web client chunk b36ae965fcf7be40.js, module 635389; scene chunk datamined 2026-07-05, parsed and cross-checked 2026-07-08). Values are in the client&#039;s own scene-graph coordinate units, not a confirmed in-game map or compass system. Not gameplay-verified.}}&lt;br /&gt;
{{LocationObject|object_id=cherry-trees-bubba-bass-spot|name=Cherry trees / bubba bass fishing spot|object_type=resource cluster|coordinates=Slightly north of the Elemental Altar, which is north of the church, which is west of the cow field|source=In-game, 2026-07-08|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-08: Cherry trees are by the bubba bass fishing spot, positioned slightly north of the Elemental Altar.}}&lt;br /&gt;
&lt;br /&gt;
== Teased Upcoming Expansion (Unreleased) ==&lt;br /&gt;
&#039;&#039;&#039;This section documents an unreleased, teased feature — nothing below is currently playable, and details may change before (or if) it ships.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The official company Telegram account (&amp;quot;companyphone&amp;quot;) teased an upcoming map expansion on 2026-07-14, sharing a screenshot from the development team&#039;s internal level/map editor (not an in-game or promotional screenshot) showing a new snow/ice zone to the east of the current map.&lt;br /&gt;
&lt;br /&gt;
As visible in that editor view: the new zone is a large, mountainous, snow/ice-covered landmass sitting directly east of the existing far-east snow area ([[Payasan]], itself east of the desert lake/mining zone), connected by a path across the mountain/rock zone between them. It includes at least one small building cluster/settlement near its eastern edge and what appears to be an internal path network. No mob spawns, items, or other gameplay content are visible or confirmed from the editor view.&lt;br /&gt;
&lt;br /&gt;
[[File:Map expansion tease 2026-07-14.jpg|thumb|Development editor screenshot of the teased eastern snow-zone expansion, shared by companyphone in Telegram, 2026-07-14.]]&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=map-expansion-tease-2026-07-14|target_page=Locations|target_field=teased upcoming map expansion|evidence_type=official developer tease (Telegram screenshot of internal level editor; unreleased)|captured_at=2026-07-14|status=needs-review|notes=Screenshot shared by the official &amp;quot;companyphone&amp;quot; Telegram account, 2026-07-14, showing the development team&#039;s internal map/level editor with a new snow/ice zone east of the current map. Pre-release; not yet playable; exact release date, in-game name, and gameplay content of the zone are unknown. Screenshot uploaded as File:Map expansion tease 2026-07-14.jpg.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=release date, in-game name, and gameplay content (mobs, resources, NPCs) of the teased eastern snow-zone expansion|page=Locations|evidence=official release/patch notes once the zone ships}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Bestiary&amp;diff=894</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Bestiary&amp;diff=894"/>
		<updated>2026-07-15T03:28:23Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Add Wilderness/Jungle Spider row to Documented Mob Areas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Bestiary]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Bestiary =&lt;br /&gt;
&lt;br /&gt;
The bestiary collects mob pages, combat notes, verified locations, weaknesses, and drop evidence. Creature pages start with model renders from game data, then contributors add combat and drop proof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-catalog-summary&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-catalog-count&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;{{#cargo_query:tables=Mobs|fields=COUNT(*)|no html|default=0}}&amp;lt;/strong&amp;gt; mob pages&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-link-panel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-section-title&amp;quot;&amp;gt;Add Creature Proof&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Spawn}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; for locations and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Drop}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; for verified drop rows. Do not add rates without repeated evidence or a team source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creature Index ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Mobs&lt;br /&gt;
|fields=_pageName=page,name=name,render_image=render_image,combat_level=role,location=location,verification_status=status&lt;br /&gt;
|order by=name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=mob pages with renders and source status|page=Bestiary|evidence=datamine row or gameplay screenshot|template=Mob}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spawn Rows ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Spawns&lt;br /&gt;
|fields=entity_name=page,entity_name=name,entity_type=kind,location=location,respawn=detail,verification_status=status&lt;br /&gt;
|where=entity_type=&amp;quot;mob&amp;quot; AND verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,entity_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified mob spawn rows|page=Bestiary|evidence=combat screenshot, map screenshot, or reader capture|template=Spawn}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Drop Evidence ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Drops&lt;br /&gt;
|fields=item_name=item,item_name=icon,quantity=quantity,rarity=meta,drop_rate=detail,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=mob_id,item_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=ItemRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified drop rows with item, quantity, rarity, and evidence|page=Bestiary|evidence=drop screenshot or reviewed reader captures|template=Drop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Documented Mob Areas ==&lt;br /&gt;
The table below summarizes mob areas confirmed in play (verified in-game, 2026-07-05); structured &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Spawn}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Drop}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; rows live on the individual mob pages. The desert zone&#039;s proper in-game name is unconfirmed, so it is referred to here as &amp;quot;the desert zone&amp;quot;. The mob areas east of the grass zone also have no confirmed in-game region name; they are described neutrally by position as &amp;quot;Eastern main landmass&amp;quot;. A supporting world-map screenshot ([[:File:World map overview.png]]) is uploaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Area !! Mobs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Southern desert zone, around the post-tutorial arrival area || [[Fox]], [[Camel]] || Both drop only [[Bones]]. Camels are combat level 3.&lt;br /&gt;
|-&lt;br /&gt;
| Desert zone, west of the desert bank (copper and tin mining area) || [[Scorpion]] || Combat level 14; aggressive.&lt;br /&gt;
|-&lt;br /&gt;
| Desert zone, camp west of the copper and tin mining area || [[Goblin]] || Camp of four aggressive level 2 goblins; drops [[Coins]] and [[Bones]].&lt;br /&gt;
|-&lt;br /&gt;
| Grass zone, near the church || [[Goblin]] || Level 12 variant; drops [[Coins]], [[Bones]], and the [[Crafting Knife]].&lt;br /&gt;
|-&lt;br /&gt;
| Grass zone, cow field || [[Cow]] || Attackable Priests are nearby; see [[Combat]].&lt;br /&gt;
|-&lt;br /&gt;
| Grass zone, bandit camp north of [[Greentown]] || [[Bandit]] || Combat level 18; only [[Bones]] observed as drops so far. A level 999 [[Combat Dummy]] was seen in the same context; whether it stands at the camp itself has not been separately confirmed.&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, northwest of the cow field and west of the [[Greentown]] bank || [[Giant Spider]] || South of the Giant area; coal rocks nearby.&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, north of the Giant Spider area; also south of the Lesser Giants, south of the church || [[Giant]] (level 60) || Referred to on this wiki as the hill giant zone; proper in-game name unconfirmed.&lt;br /&gt;
|-&lt;br /&gt;
| Multi-combat zone east of the Giant Spider area || [[Scorpion]] || Also contains coal rocks; see [[Combat]].&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, beyond the multi-combat zone || [[Plasma Spider]] (level 28, was 19 pre-patch), [[Skeleton]] (level 26, was 21 pre-patch) || Shared area. Two more skeletons spawn on the small island-mountain across the wooden bridge.&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, just before the wooden bridge to the island-mountain || [[Lil Dragon]] || Two spawns, combat level 45 (was 35 pre-patch). No datamine catalog entry yet.&lt;br /&gt;
|-&lt;br /&gt;
| Small island-mountain across the wooden bridge || [[Dragon]] || One spawn, combat level 81 (was 52 pre-patch), at the top of the island among the pillars.&lt;br /&gt;
|-&lt;br /&gt;
| South of the church, grass zone; north of the regular Giants || [[Lesser Giant]] (level 35) || No datamine catalog entry. Drops [[Water Shard]], [[Fire Shard]], [[Air Shard]], and [[Raw Brown Trout]].&lt;br /&gt;
|-&lt;br /&gt;
| North of [[Greentown]], west of a lighthouse landmark || [[Shape Wizard]] || Combat level 38; group of enemies; no datamine catalog entry. Distinct from the datamined [[Star Wizard]] and from the [[Shape Wizard Hat]] item.&lt;br /&gt;
|-&lt;br /&gt;
| A zone referred to as the &amp;quot;Wilderness&amp;quot;; position relative to other known areas unconfirmed || [[Jungle Spider]] (level 24) || Reported 2026-07-14. No drop table yet. Weak corroborating note: client data ships a default background-music track internally labeled &amp;quot;Wilderness Theme&amp;quot; — not confirmation of this zone&#039;s layout or contents.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All four combat-level changes in the table above (Skeleton, Plasma Spider, Lil Dragon, Dragon) were confirmed live in-game following the [[2026-07-07 Patch]]&#039;s &amp;quot;High level monster rebalance&amp;quot; note; verified in-game, July 2026. Pre-patch levels are retained alongside the current ones for history.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=proper in-game name of the desert zone (the northwest island with the lake and snow patches)|page=Bestiary|evidence=map or zone-name screenshot|template=Location}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=bestiary-mob-areas-2026-07-05&lt;br /&gt;
|target_page=Bestiary&lt;br /&gt;
|target_template=Spawn&lt;br /&gt;
|target_field=documented mob areas&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Structured Spawn and Drop rows live on the individual mob pages. Supporting world-map screenshot: File:World map overview.png.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=mob spawn locations, combat stats, drop tables, and strategy notes|page=Bestiary}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Jungle_Spider&amp;diff=893</id>
		<title>Jungle Spider</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Jungle_Spider&amp;diff=893"/>
		<updated>2026-07-15T03:27:40Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: First gameplay data: combat level 24, found in the Wilderness zone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN mob --&amp;gt;&lt;br /&gt;
{{Mob&lt;br /&gt;
|mob_id=jungle_spider&lt;br /&gt;
|name=Jungle Spider&lt;br /&gt;
|icon=&lt;br /&gt;
|render_image=sanko/renders/mob/mob-jungle-spider.png&lt;br /&gt;
|hp=&lt;br /&gt;
|combat_level=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|attack_style=&lt;br /&gt;
|weakness=&lt;br /&gt;
|location=&lt;br /&gt;
|model_path=Spider2.glb&lt;br /&gt;
|built_in_animation=1&lt;br /&gt;
|source=SankoQuest game data&lt;br /&gt;
|verification_status=Needs gameplay verification&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END mob --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Jungle Spider&#039;&#039;&#039; is a SankoQuest creature. Add verified locations, combat behavior, and drops as the community documents them.&lt;br /&gt;
&lt;br /&gt;
== Verification Needed ==&lt;br /&gt;
* {{MissingData|field=verified spawn locations and coordinates|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=combat level, hitpoints, attacks, weaknesses, and strategy|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=drop table with item, quantity, rarity, and source evidence|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mobs]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Game data pages]]&lt;br /&gt;
[[Category:Needs verification]]&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Jungle Spiders are combat level 24 (verified in-game, July 2026). They are found in a zone referred to as the &amp;quot;Wilderness&amp;quot; — this zone has no existing wiki page and its position relative to other known areas is unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{Spawn|spawn_id=jungle-spider-wilderness|entity_type=mob|entity_id=jungle_spider|entity_name=Jungle Spider|coordinates=A zone referred to as the &amp;quot;Wilderness&amp;quot;; position relative to other known areas is unconfirmed|source=In-game, 2026-07-14|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-14. Combat level 24. No drop table reported yet.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact position of the Wilderness zone relative to known map areas, and Jungle Spider&#039;s drop table|page=Jungle Spider|evidence=map screenshot or drop capture}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=jungle-spider-wilderness-2026-07-14|target_page=Jungle Spider|target_template=Spawn|target_field=jungle-spider-wilderness|evidence_type=in-game observation|captured_at=2026-07-14|status=gameplay-verified|notes=Verified in-game, 2026-07-14: Jungle Spiders are combat level 24, found in a zone called the &amp;quot;Wilderness&amp;quot;. No other details (position, drops) reported yet.}}&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=892</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=892"/>
		<updated>2026-07-15T01:43:37Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Add teased upcoming eastern snow-zone expansion (unreleased, companyphone Telegram tease + dev-editor screenshot)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Locations]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Locations =&lt;br /&gt;
&lt;br /&gt;
Location pages organize regions, towns, facilities, NPCs, shops, resource nodes, and mob spawns. Map positions are orientation hints until screenshots and route notes are verified.&lt;br /&gt;
&lt;br /&gt;
== Location Index ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Locations&lt;br /&gt;
|fields=_pageName=page,name=name,region=kind,parent_location=location,game_position=detail,verification_status=status&lt;br /&gt;
|order by=name&lt;br /&gt;
|limit=100&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=location pages with region and source status|page=Locations|evidence=region data, map screenshot, or curated route note|template=Location}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Services and Facilities ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Services&lt;br /&gt;
|fields=provider_name=page,service_type=name,provider_type=kind,location=location,requirements=detail,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,service_type&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=services and facilities by location|page=Locations|evidence=map screenshot, service screen, or route note|template=Service}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objects and Points of Interest ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=LocationObjects&lt;br /&gt;
|fields=name=page,name=name,object_type=kind,location=location,render_image=render_image,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,object_type,name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=facilities, stations, entrances, banks, and points of interest|page=Locations|evidence=location screenshot or curated scene evidence|template=LocationObject}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spawns ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Spawns&lt;br /&gt;
|fields=entity_name=page,entity_name=name,entity_type=kind,location=location,quantity=meta,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,entity_type,entity_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified NPC, mob, item, and resource-node spawns by location|page=Locations|evidence=map/minimap screenshot or reviewed reader capture|template=Spawn}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== World Survey (Verified In-Game, 2026-07-05) ==&lt;br /&gt;
The layout below was verified in-game on 2026-07-05, supported by an in-game world-map screenshot (pending upload as &#039;&#039;World map overview.png&#039;&#039;). Per the map: a desert island sits in the northwest (with a lake and white snow patches), the main grass landmass covers the center and east, a gray mountain zone lies in the east, and a small island sits in the southwest. The meaning of the map&#039;s markers has not been confirmed.&lt;br /&gt;
&lt;br /&gt;
=== The Desert Zone (Name Unconfirmed) ===&lt;br /&gt;
New players arrive in the southern part of a desert zone on the northwest island. Its proper in-game name has not been confirmed — do not assume it corresponds to [[Adobe Town]] or any other datamined location name.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spawn area (south)&#039;&#039;&#039; — [[Fox]]es and [[Camel]]s roam here; both drop only [[Bones]]. Crawdad fishing spots surround the spawn, south of the desert lake.&lt;br /&gt;
* &#039;&#039;&#039;Desert lake&#039;&#039;&#039; — north of the crawdad spots; three trout fishing spots.&lt;br /&gt;
* &#039;&#039;&#039;Desert bank (north of the lake)&#039;&#039;&#039; — a bank with a furnace and an anvil ([[Bank Node]], [[Furnace Node]], [[Anvil Node]]; see [[Banking]]). [[Buns Remilio]]&#039;s shop here sells the [[Fishing Rod]] and the [[Crafting Knife]].&lt;br /&gt;
* &#039;&#039;&#039;Copper and tin rocks (west of the bank)&#039;&#039;&#039; — [[Copper Node|copper]] and [[Tin Node|tin]] ore nodes; aggressive level-14 [[Scorpion]]s roam this area.&lt;br /&gt;
* &#039;&#039;&#039;Goblin camp (further west)&#039;&#039;&#039; — a camp of four aggressive level-2 [[Goblin]]s that drop gold and [[Bones]].&lt;br /&gt;
* &#039;&#039;&#039;Flax (east of the lake)&#039;&#039;&#039; — a [[Flax Node|flax]] spawn.&lt;br /&gt;
* &#039;&#039;&#039;Payasan area (east side)&#039;&#039;&#039; — a snow-covered area east of the desert lake, where [[Payasan]] NPCs and the spirit-shard altar are found, just before the bridge to the grass zone.&lt;br /&gt;
* &#039;&#039;&#039;Hidden oasis (location unknown)&#039;&#039;&#039; — the stated objective of the [[Desert Adventure]] quest, whose journal entry reads verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]]; verified in-game, July 2026). The objective text places it in the desert, but its location remains unknown and no public solution is known.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=the desert zone&#039;s proper in-game name|page=Locations|evidence=map or location-title screenshot|template=Location}}&lt;br /&gt;
{{BountyPrompt|family=World|title=Find the hidden oasis|field=The hidden oasis is the stated objective of the Desert Adventure quest — its journal entry reads verbatim &amp;quot;Find the hidden oasis in the desert.&amp;quot; (verified in-game, July 2026) — but its location is unknown and no public solution is known|page=Locations|evidence=map or location screenshot showing the oasis|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== The Grass Zone ===&lt;br /&gt;
A bridge connects the east side of the desert zone to the grass zone (also called the green zone) on the main landmass.&lt;br /&gt;
* &#039;&#039;&#039;Church&#039;&#039;&#039; — level-12 [[Goblin]]s are nearby; the [[Mixnometry|Elemental Altar]] (see [[Shards]]) stands by the church and the goblins, north of the church itself. The church is west of the cow field.&lt;br /&gt;
* &#039;&#039;&#039;Cow field&#039;&#039;&#039; — a second [[Flax Node|flax]] spawn lies east of it, and priests can be found nearby.&lt;br /&gt;
* &#039;&#039;&#039;Cherry trees and the bubba bass fishing spot&#039;&#039;&#039; — [[Cherry Log|Cherry trees]] stand by the bubba bass fishing spot (see [[Raw Bubba Bass]]), which sits slightly north of the Elemental Altar (verified in-game, July 2026).&lt;br /&gt;
* &#039;&#039;&#039;[[Greentown]]&#039;&#039;&#039; — has a bank (see [[Banking]]).&lt;br /&gt;
* &#039;&#039;&#039;Bandit camp (north of Greentown)&#039;&#039;&#039; — a camp of level-18 [[Bandit]]s; only [[Bones]] observed as drops so far. A level 999 [[Combat Dummy]] was seen in the same context — hits on it sometimes land for 1 damage and grant XP — though whether it stands at the camp itself has not been separately confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lighthouse (north of Greentown)&#039;&#039;&#039; — a lighthouse landmark on the grass zone&#039;s northern edge, verified in-game 2026-07-07. Level-38 [[Shape Wizard]]s hold ground west of it. East of the lighthouse is the already-documented [[#East of the Grass Zone (Higher-Level Progression)|east progression]] (coal and scorpions, then plasma spiders and skeletons, then the Lil Dragons, then the Dragon at the summit) — see that section rather than repeating it here.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=bandit-camp-north-of-greentown|name=Bandit camp|object_type=camp|coordinates=North of Greentown, in the grass zone|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a bandit camp north of Greentown with level-18 Bandits; only Bones observed as drops so far. A level 999 Combat Dummy was seen in the same context; whether it stands at the camp itself has not been separately confirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=lighthouse-north-of-greentown|name=Lighthouse|object_type=landmark|coordinates=North of Greentown, grass zone; the Shape Wizard camp lies west of it, and the already-documented east progression (coal/scorpions, skeletons, plasma spiders, Lil Dragons, Dragon) lies east of it|source=In-game, 2026-07-07|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse landmark north of Greentown. Level-38 Shape Wizards hold ground west of it; the east side reinforces the previously documented east progression rather than adding new zone content. Exact coordinates and the lighthouse&#039;s purpose (enterable, interactable, or purely a visual landmark) are unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact position and purpose of the lighthouse north of Greentown|page=Locations|evidence=map screenshot or interaction/dialogue capture|template=LocationObject}}&lt;br /&gt;
&lt;br /&gt;
=== East of the Grass Zone (Higher-Level Progression) ===&lt;br /&gt;
* &#039;&#039;&#039;Coal and spiders&#039;&#039;&#039; — [[Coal Node|coal]] rocks northwest of the cow field and west of the Greentown bank, around the [[Giant Spider]]s, which are south of the hill giant zone.&lt;br /&gt;
* &#039;&#039;&#039;Hill giant zone&#039;&#039;&#039; — home to level-60 [[Giant]]s (verified in-game, July 2026), reachable from the grass zone by heading south from the church past the [[Lesser Giant]]s (level 35, verified in-game), which sit south of the church and north of the regular Giants.&lt;br /&gt;
* &#039;&#039;&#039;Multi-combat zone (east of the spiders)&#039;&#039;&#039; — contains coal rocks and [[Scorpion]]s.&lt;br /&gt;
* &#039;&#039;&#039;Deeper in&#039;&#039;&#039; — [[Plasma Spider]]s and level-21 [[Skeleton]]s. Plasma spiders appear to drop the [[Ranger Chestplate]], but this is not yet confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lil Dragons&#039;&#039;&#039; — past the plasma spiders and skeletons, two level-35 [[Lil Dragon]]s stand before a wooden bridge (name as read in-game; exact capitalization unconfirmed).&lt;br /&gt;
* &#039;&#039;&#039;Wooden bridge and island-mountain&#039;&#039;&#039; — the wooden bridge leads to a small island-mountain. At the end of the bridge stands a podium with a book on it; what it does is unknown. Two level-21 [[Skeleton]]s spawn on the island.&lt;br /&gt;
* &#039;&#039;&#039;Island summit&#039;&#039;&#039; — at the top of the island-mountain, among pillars, stands one big [[Dragon]], combat level 52.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=podium-east-island-bridge-end|name=Podium with a book|object_type=podium|coordinates=End of the wooden bridge, on the small island-mountain east of the main landmass|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a podium with a book on it stands at the end of the wooden bridge onto the island-mountain. What it does is unknown.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=what the podium and book at the end of the wooden bridge do|page=Locations|evidence=interaction screenshot or dialogue capture|template=LocationObject}}&lt;br /&gt;
{{MissingData|field=whether anything lies beyond the island-mountain across the wooden bridge|page=Locations|evidence=exploration screenshot or map capture}}&lt;br /&gt;
{{MissingData|field=world-map marker legend (what the map&#039;s colored dots mean)|page=Locations|evidence=confirmed in-game legend or repeated gameplay checks}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-survey-2026-07-05|target_page=Locations|target_field=world layout survey (desert zone, grass zone, east progression)|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05. Supported by an in-game world-map screenshot, pending upload as World map overview.png.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-east-island-survey-2026-07-05|target_page=Locations|target_field=east progression past the plasma spiders: Lil Dragons, wooden bridge, island-mountain, podium, island skeletons, Dragon at the summit|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05, on a later exploration run the same day: two level-35 Lil Dragons before the wooden bridge; the bridge leads onto a small island-mountain with a podium and book at the bridge&#039;s end, two level-21 Skeletons on the island, and one level-52 Dragon at the top among pillars. Supersedes the earlier unconfirmed &amp;quot;dragons around level 52 / unexplored bridge&amp;quot; reading.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-hidden-oasis-objective-2026-07-05|target_page=Locations|target_field=hidden oasis — stated objective of Desert Adventure; location unknown|evidence_type=screenshot|captured_at=2026-07-05|status=gameplay-verified|notes=The Desert Adventure quest journal entry states the objective verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]], captured 2026-07-05). The oasis&#039;s location remains unknown.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-lighthouse-shape-wizards-2026-07-07|target_page=Locations|target_field=lighthouse landmark north of Greentown and the Shape Wizard camp west of it|evidence_type=in-game observation|captured_at=2026-07-07|status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse north of Greentown, with level-38 Shape Wizards camped west of it. East of the lighthouse is the previously documented east progression (see the &amp;quot;East of the Grass Zone&amp;quot; section above) — a directional recap relative to the new landmark, not new zone content.}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=map screenshots, Adobe Town and Duel Town layouts, the eastern mountain zone, the southwest island, and remaining route links|page=Locations}}&lt;br /&gt;
&lt;br /&gt;
== World Regions (client data) ==&lt;br /&gt;
A 2026-07-08 datamine of the game client&#039;s scene registry recovered named-region positions in the client&#039;s own scene-graph coordinate system — not a confirmed in-game map or compass system. This is client data, not gameplay-verified; every position below is a fieldwork lead, not a confirmed fact. Source: Client data (game scene registry), 2026-07-08.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flag on the two already-published anchors:&#039;&#039;&#039; [[Duel Town]] and [[Greentown]] each already carry a bot-set &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; field (&amp;lt;code&amp;gt;8.469, 0.023, -1.563&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-1.692, 0.77, -6&amp;lt;/code&amp;gt;). Neither matches this datamine&#039;s region-level positions below, and that is not a discrepancy in the new data: both published numbers are reproduced bit-for-bit by an extraction bug — they are the raw, uncomposed local-space position of a single interior prop (a pillar inside Duel Town&#039;s &amp;quot;Combat Platform&amp;quot;; a table inside Greentown&#039;s bank), not the region&#039;s world placement. Per the rule against overwriting bot-owned template fields, this is flagged here rather than edited into those two pages directly. The region-level positions below (Duel Town: centroid of its own children, medium confidence; Greentown: the region&#039;s own transform, high confidence) are offered as the more defensible values; see [[Duel Town]]&#039;s own &amp;quot;World Position (client data)&amp;quot; section for the same breakdown in place on that page (Greentown&#039;s page has not yet been updated with an equivalent section).&lt;br /&gt;
&lt;br /&gt;
=== Regions with an existing wiki page ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Adobe Town]] || 197.5, 6.112, 72.502 || high || Region&#039;s own transform. The page currently carries a placeholder &amp;lt;code&amp;gt;game_position=0, 0, 0&amp;lt;/code&amp;gt; (never populated) — not yet reconciled with this value.&lt;br /&gt;
|-&lt;br /&gt;
| [[Duel Town]] || 93.211, 9.978, 125.513 || medium || No transform on the region node itself; value is the centroid of 7 tightly-clustered immediate children (4 Combat Platforms, arenawall, 2 slot machines). See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 150 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[Greentown]] || 374, 6.773, 289.5 || high || Region&#039;s own top-level transform. See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 300 units in X and about 295 in Z.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions matching an already-reported in-game landmark (position-based, hedged) ===&lt;br /&gt;
These four connect a datamined position to something Alex has already reported in-game. None of the matches below are confirmed identities — they are position (and, where noted, asset) based inferences only, not verified facts.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Likely in-game connection (hedged, not confirmed)&lt;br /&gt;
|-&lt;br /&gt;
| bandit camp || 84.438, 6.683, 60.448 || medium || Centroid of 11 tightly-clustered immediate children (tent, rock, camp-rock props); the region node itself has no transform. Consistent with the already-documented [[Bandit]] camp north of Greentown — its Z (60.4) is about 229 units less than Greentown&#039;s Z (289.5), matching &amp;quot;north&amp;quot; under a decreasing-Z-is-north reading. That reading was inferred from this same pair, so treat this as confirmatory rather than independent proof.&lt;br /&gt;
|-&lt;br /&gt;
| lighthouse || 306.019, 3.67, 64.548 || high || Region&#039;s own transform. Likely the lighthouse landmark verified in-game 2026-07-07 north of Greentown (position match, not confirmed) — sits on almost the same Z-band as bandit camp (delta 4.1), reading as &amp;quot;the same northern coastline as bandit camp, well east of it&amp;quot; rather than a literal midpoint between bandit camp and Greentown.&lt;br /&gt;
|-&lt;br /&gt;
| shape temple || 303.739, 3.321, 148.205 || high || Region&#039;s own transform; its X (303.7) is nearly identical to lighthouse&#039;s X (306.0). Its only non-architectural asset is a rigged character model (&amp;lt;code&amp;gt;shapey_rigged.glb&amp;lt;/code&amp;gt;). Consistent with the already-documented level-38 [[Shape Wizard]] camp near the lighthouse (position- and asset-based match, not confirmed).&lt;br /&gt;
|-&lt;br /&gt;
| payatown || 237, 9.926, 66.5 || high || Region&#039;s own transform; sits east and north of the desert lake, consistent with [[Payasan]]&#039;s documented position east of the desert lake. However, every payatown asset is desert/adobe-themed (cactus, adobe hut, tower) with no snow or frost assets, which does not match Payasan&#039;s documented snow-patch look — noted as a mismatch, not resolved as the same zone or a different one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not yet explored (coordinates only, no other documentation) ===&lt;br /&gt;
The regions below have no wiki documentation beyond the coordinate the client data provides. Ordered by increasing X in the client&#039;s own coordinate system — a rough west-to-east read, not a confirmed compass direction.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| starterIslandHouseInterior.glb || 61, 6.751, 252 || high || Region node is the model itself (a house interior).&lt;br /&gt;
|-&lt;br /&gt;
| obelisk.glb || 86.204, 8.83, 148.21 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| sphinx || 99.253, 1.759, 25.94 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| hauntedhouse || 104.016, 2, 535.112 || high || Region&#039;s own transform; far outside the rest of the cluster (next-highest Z is parthenon at 449.5).&lt;br /&gt;
|-&lt;br /&gt;
| desert decor || 140.251, 5.843, 47.62 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| woodenhut.glb || 172.593, 0.896, 14.489 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| swamp battle || 185, 2, 323 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| lake || 192.63, 0.852, 137.161 || high || Region&#039;s own transform. The extraction&#039;s own analysis labels this &amp;quot;the desert lake&amp;quot; internally; not confirmed as the same desert lake documented in the World Survey above.&lt;br /&gt;
|-&lt;br /&gt;
| swamp || 226.5, 2, 242 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| cemetery || 240, 4.113, 256.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| bridge || 245.852, 5.286, 167.004 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| Arch.glb || 247.672, 2.512, 324.842 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| green goblin village || 267.704, 5.969, 219.357 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| chapel || 278, 4, 237.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| farms || 318.178, 3.315, 265.969 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| goblinwars || 346.5, 5, 102 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| parthenon || 360.616, 12.708, 449.485 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| castle || 367.5, 8.898, 338 || high || Region&#039;s own transform; shares X/Z with castle_upper below, differing only in Y — the two are the same building&#039;s floors.&lt;br /&gt;
|-&lt;br /&gt;
| castle_upper || 367.5, 10.865, 338 || high || Region&#039;s own transform; the upper floor of the castle above.&lt;br /&gt;
|-&lt;br /&gt;
| outcast camp || 370, 2, 85.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| wizardscircle || 471.266, 9.5, 321 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| volcano || 471.431, 0, 313.572 || high || Region&#039;s own transform.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not found in client data ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Water || not found in client data || 17 separate water-plane tiles scattered across the whole map (X roughly 2 to 501, Z roughly -21 to 471), with no region-level transform. Diffuse, not a single point location.&lt;br /&gt;
|-&lt;br /&gt;
| Roads || not found in client data || No region-level transform; only a lone path segment near local origin plus a scattered &amp;quot;fences&amp;quot; subgroup 60 to 150 units away. Not a coherent point location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Field Exploration Checklist ===&lt;br /&gt;
The 22 &amp;quot;not yet explored&amp;quot; regions in the table above are named in the client but have no confirmed in-game presence, appearance, or route yet. Rather than a stub page per name, this is a standing checklist for fieldwork — an entry graduates to its own page once its in-game location and appearance are confirmed by a screenshot or route note (castle and castle_upper are merged into one checklist line below, since they read as two floors of a single building):&lt;br /&gt;
&lt;br /&gt;
* starterIslandHouseInterior — house interior on or near the starter island&lt;br /&gt;
* obelisk — standalone obelisk landmark&lt;br /&gt;
* sphinx&lt;br /&gt;
* hauntedhouse — notably far south of every other named region&lt;br /&gt;
* desert decor&lt;br /&gt;
* woodenhut&lt;br /&gt;
* swamp battle&lt;br /&gt;
* lake — possibly the desert lake already documented in the World Survey above; unconfirmed&lt;br /&gt;
* swamp&lt;br /&gt;
* cemetery&lt;br /&gt;
* bridge&lt;br /&gt;
* Arch&lt;br /&gt;
* green goblin village&lt;br /&gt;
* chapel&lt;br /&gt;
* farms&lt;br /&gt;
* goblinwars&lt;br /&gt;
* parthenon&lt;br /&gt;
* castle / castle_upper (a two-floor building)&lt;br /&gt;
* outcast camp&lt;br /&gt;
* wizardscircle&lt;br /&gt;
* volcano&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|family=World|title=Explore the datamined-only world regions|field=22 named world regions (castle/castle_upper — two floors of one building, counted as one checklist line — plus swamp, volcano, sphinx, cemetery, chapel, parthenon, goblinwars, outcast camp, hauntedhouse, swamp battle, green goblin village, wizardscircle, farms, lake, bridge, and others — see the &amp;quot;Not yet explored&amp;quot; table above for the full list and datamined coordinates) exist in the game client&#039;s scene data but have no confirmed in-game location, appearance, or route yet|page=Locations|evidence=an in-game screenshot or route note confirming any one region&#039;s location and appearance|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-regions-client-data-2026-07-08|target_page=Locations|target_field=World Regions (client data) section — all region positions and the Duel Town/Greentown anchor flag|evidence_type=client data (datamine)|captured_at=2026-07-08|status=datamine-candidate|notes=Positions taken from the game client&#039;s scene registry (JSON scene graph embedded in web client chunk b36ae965fcf7be40.js, module 635389; scene chunk datamined 2026-07-05, parsed and cross-checked 2026-07-08). Values are in the client&#039;s own scene-graph coordinate units, not a confirmed in-game map or compass system. Not gameplay-verified.}}&lt;br /&gt;
{{LocationObject|object_id=cherry-trees-bubba-bass-spot|name=Cherry trees / bubba bass fishing spot|object_type=resource cluster|coordinates=Slightly north of the Elemental Altar, which is north of the church, which is west of the cow field|source=In-game, 2026-07-08|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-08: Cherry trees are by the bubba bass fishing spot, positioned slightly north of the Elemental Altar.}}&lt;br /&gt;
&lt;br /&gt;
== Teased Upcoming Expansion (Unreleased) ==&lt;br /&gt;
&#039;&#039;&#039;This section documents an unreleased, teased feature — nothing below is currently playable, and details may change before (or if) it ships.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The official company Telegram account (&amp;quot;companyphone&amp;quot;) teased an upcoming map expansion on 2026-07-14, sharing a screenshot from the development team&#039;s internal level/map editor (not an in-game or promotional screenshot) showing a new snow/ice zone to the east of the current map.&lt;br /&gt;
&lt;br /&gt;
As visible in that editor view: the new zone is a large, mountainous, snow/ice-covered landmass sitting directly east of the existing far-east snow area ([[Payasan]], itself east of the desert lake/mining zone), connected by a path across the mountain/rock zone between them. It includes at least one small building cluster/settlement near its eastern edge and what appears to be an internal path network. No mob spawns, items, or other gameplay content are visible or confirmed from the editor view.&lt;br /&gt;
&lt;br /&gt;
[[File:Map expansion tease 2026-07-14.jpg|thumb|Development editor screenshot of the teased eastern snow-zone expansion, shared by companyphone in Telegram, 2026-07-14.]]&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=map-expansion-tease-2026-07-14|target_page=Locations|target_field=teased upcoming map expansion|evidence_type=official developer tease (Telegram screenshot of internal level editor; unreleased)|captured_at=2026-07-14|status=needs-review|notes=Screenshot shared by the official &amp;quot;companyphone&amp;quot; Telegram account, 2026-07-14, showing the development team&#039;s internal map/level editor with a new snow/ice zone east of the current map. Pre-release; not yet playable; exact release date, in-game name, and gameplay content of the zone are unknown. Screenshot uploaded as File:Map expansion tease 2026-07-14.jpg.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=release date, in-game name, and gameplay content (mobs, resources, NPCs) of the teased eastern snow-zone expansion|page=Locations|evidence=official release/patch notes once the zone ships}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=File:Map_expansion_tease_2026-07-14.jpg&amp;diff=891</id>
		<title>File:Map expansion tease 2026-07-14.jpg</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=File:Map_expansion_tease_2026-07-14.jpg&amp;diff=891"/>
		<updated>2026-07-15T01:42:17Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Dev-editor screenshot of teased eastern snow-zone expansion, shared by companyphone in Telegram, 2026-07-14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dev-editor screenshot of teased eastern snow-zone expansion, shared by companyphone in Telegram, 2026-07-14&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=890</id>
		<title>Tick Manipulation</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=890"/>
		<updated>2026-07-12T16:54:48Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Mark melee tick manipulation as officially patched (no longer works, 2026-07-12); kept as historical record&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Combat]] / &#039;&#039;&#039;Tick Manipulation&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
= Tick Manipulation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick manipulation&#039;&#039;&#039; was a discovered combat technique that reset a weapon&#039;s attack animation by clicking to pick up an item on the same game tick as an attack, allowing near-every-tick successful hits instead of waiting out the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This melee technique has been patched and no longer works, as of 2026-07-12.&#039;&#039;&#039; The sections below are kept as a historical record of a technique that previously worked as described, so players don&#039;t waste time attempting it and so the discovery remains documented. See [[#Patch Status|Patch Status]] below for details.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
Worked with any melee weapon before being patched (verified in-game, July 2026; no longer functional as of 2026-07-12 — see [[#Patch Status|Patch Status]]):&lt;br /&gt;
# Attack an enemy.&lt;br /&gt;
# Click to pick up an item after the attack — this resets the attack animation.&lt;br /&gt;
# Click the enemy again to attack.&lt;br /&gt;
# Repeat the pickup/attack rhythm at approximately 400ms per click.&lt;br /&gt;
&lt;br /&gt;
Alternating pickup-click and attack-click at this rhythm produces a near-every-tick successful hit, bypassing the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
A full inventory is &#039;&#039;&#039;not&#039;&#039;&#039; required. Earlier reports described triggering the reset via a failed pickup attempt while carrying a full inventory; this has since been clarified — the reset happens from simply clicking to pick up an item after attacking, whether or not the inventory is full.&lt;br /&gt;
&lt;br /&gt;
== Best Location ==&lt;br /&gt;
The [[Bestiary#Documented Mob Areas|multi-combat zone]] with [[Plasma Spider]]s and [[Skeleton]]s was well suited to this technique: both mobs guarantee a stacked 2× [[Bones]] drop, which gave a steady supply to drop and re-pick as the reset trigger, without needing to carry filler items or wait for a genuinely full inventory.&lt;br /&gt;
&lt;br /&gt;
== Scope ==&lt;br /&gt;
Worked with all melee weapon classes (verified in-game, July 2026) — not limited to the 2h sword; the original discovery happened to be with a 2h sword, but the trick was not specific to it. Whether ranged weapons (bows) or Magic casting ever responded to the same trick was never tested via this melee report; see the separate, unconfirmed [[#Reported Magic Variant (unconfirmed)|reported Magic variant]] below for a third-party claim specifically about Magic — that claim&#039;s status is independent of the melee patch below.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=tick-manipulation-melee|name=Tick manipulation (melee) — PATCHED, no longer works|parameters=Weapon: any melee weapon class; click rhythm: ~400ms per click, alternating pickup/attack; full inventory not required|description=Clicking to pick up an item after an attack reset a melee weapon&#039;s attack animation, allowing a pickup/attack click rhythm (~400ms per click) to land hits near every tick instead of waiting out the weapon&#039;s normal attack speed. Worked with all melee weapon classes, not just the 2h sword used in the original discovery, and did not require a full inventory. Officially patched as of 2026-07-12 and no longer functions.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-2h-sword-2026-07-10|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-melee|evidence_type=in-game observation|captured_at=2026-07-10|status=gameplay-verified|notes=Verified in-game, 2026-07-10: with a 2h sword, clicking to pick up an item on the same tick as an attack resets the attack animation; a pickup/attack click rhythm at ~400ms per click lands hits near every tick. Best performed in the Plasma Spider/Skeleton multi-combat zone using their guaranteed 2× Bones drop as the drop-and-repick item. At the time, only confirmed for 2h swords — see the 2026-07-11 update below for the expanded scope. Patched as of 2026-07-12; see the 2026-07-12 evidence row below.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-melee-scope-2026-07-11|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-melee|evidence_type=in-game observation|captured_at=2026-07-11|status=gameplay-verified|notes=Verified in-game, 2026-07-11: the technique worked with all melee weapons, not just the 2h sword. Also clarified the trigger — a full inventory was not required; simply clicking to pick up an item after an attack, then attacking again, was sufficient. Superseded the earlier full-inventory framing from the original 2026-07-10 report. Patched as of 2026-07-12; see the 2026-07-12 evidence row below.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-melee-patched-2026-07-12|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-melee|evidence_type=in-game observation|captured_at=2026-07-12|status=gameplay-verified|notes=Verified in-game, 2026-07-12: the melee tick-manipulation technique has been officially patched and no longer works. Attempting the pickup/attack click sequence documented above no longer resets the attack animation. Documentation above is retained as a historical record of a technique that worked from at least 2026-07-10 until this patch.}}&lt;br /&gt;
&lt;br /&gt;
== Patch Status ==&lt;br /&gt;
As of 2026-07-12, this technique &#039;&#039;&#039;no longer works&#039;&#039;&#039;. Attempting the pickup/attack click sequence described above no longer resets the attack animation. It was confirmed working as recently as 2026-07-11 (see the Scope evidence rows above), so the patch landed sometime in that window. The exact patch date/time and whether it was covered in official patch notes are not yet known.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact patch date/time for the melee tick-manipulation fix, and whether it was covered in official patch notes|page=Tick Manipulation|evidence=official patch notes text or a narrower before/after testing window}}&lt;br /&gt;
&lt;br /&gt;
== Reported Magic Variant (unconfirmed) ==&lt;br /&gt;
&#039;&#039;&#039;Community report (unconfirmed, not tested on this wiki):&#039;&#039;&#039; a community member (Telegram display name &amp;quot;H(Caine)&amp;quot;, reported in a public Telegram chat, July 2026) describes a similar reset trick working with [[Magic]] casting. By his account, timing a same-tick action lets a player cast roughly two spells in the time a single cast normally takes, close to doubling effective damage output — his own words describe it as &amp;quot;very overpowered&amp;quot; and claim it lets the highest-level spell effectively land around 30 damage per double-cast window. The same source separately reports that when a staff is set to autocast, a player can also manually trigger a spell in between the automatic autocast attacks if timed correctly, implying autocast and manual casting can be interleaved rather than being mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Neither claim has been tested or confirmed firsthand on this wiki. Both are recorded here only as an attributed, hedged report — not as a confirmed mechanic, and not merged into the melee technique documented above.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-magic-variant-h-caine-2026-07-11|target_page=Tick Manipulation|target_field=reported Magic variant (unconfirmed)|evidence_type=community claim (third-party, unconfirmed)|captured_at=2026-07-11|status=needs-review|notes=Reported via a public Telegram message from a community member (Telegram display name &amp;quot;H(Caine)&amp;quot;), 2026-07-11: claims a similar same-tick reset trick works with Magic casting, roughly doubling cast rate (&amp;quot;hit 30s with the highest level spell&amp;quot;); also claims manual casting can be interleaved with staff autocast if timed correctly. Not gameplay-verified, not datamine-confirmed, not independently tested by anyone documented on this wiki.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether the reported Magic-casting reset variant is real, its exact mechanism, and whether manual/autocast interleaving on a staff is real|page=Tick Manipulation|evidence=in-game timed-casting test}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=889</id>
		<title>Tick Manipulation</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=889"/>
		<updated>2026-07-11T18:45:08Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Update: confirmed to work with all melee weapons, full inventory not required&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Combat]] / &#039;&#039;&#039;Tick Manipulation&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
= Tick Manipulation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick manipulation&#039;&#039;&#039; is a discovered combat technique that resets a weapon&#039;s attack animation by clicking to pick up an item on the same game tick as an attack, allowing near-every-tick successful hits instead of waiting out the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
Confirmed to work with any melee weapon (verified in-game, July 2026):&lt;br /&gt;
# Attack an enemy.&lt;br /&gt;
# Click to pick up an item after the attack — this resets the attack animation.&lt;br /&gt;
# Click the enemy again to attack.&lt;br /&gt;
# Repeat the pickup/attack rhythm at approximately 400ms per click.&lt;br /&gt;
&lt;br /&gt;
Alternating pickup-click and attack-click at this rhythm produces a near-every-tick successful hit, bypassing the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
A full inventory is &#039;&#039;&#039;not&#039;&#039;&#039; required. Earlier reports described triggering the reset via a failed pickup attempt while carrying a full inventory; this has since been clarified — the reset happens from simply clicking to pick up an item after attacking, whether or not the inventory is full.&lt;br /&gt;
&lt;br /&gt;
== Best Location ==&lt;br /&gt;
The [[Bestiary#Documented Mob Areas|multi-combat zone]] with [[Plasma Spider]]s and [[Skeleton]]s is well suited to this technique: both mobs guarantee a stacked 2× [[Bones]] drop, giving a steady supply to drop and re-pick as the reset trigger, without needing to carry filler items or wait for a genuinely full inventory.&lt;br /&gt;
&lt;br /&gt;
== Scope ==&lt;br /&gt;
Confirmed to work with all melee weapon classes (verified in-game, July 2026) — no longer limited to the 2h sword; the original discovery happened to be with a 2h sword, but the trick is not specific to it. Whether ranged weapons (bows) or Magic casting respond to the same trick is untested by this report; see the separate, unconfirmed [[#Reported Magic Variant (unconfirmed)|reported Magic variant]] below for a third-party claim specifically about Magic.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=tick-manipulation-melee|name=Tick manipulation (melee)|parameters=Weapon: any melee weapon class; click rhythm: ~400ms per click, alternating pickup/attack; full inventory not required|description=Clicking to pick up an item after an attack resets a melee weapon&#039;s attack animation, allowing a pickup/attack click rhythm (~400ms per click) to land hits near every tick instead of waiting out the weapon&#039;s normal attack speed. Confirmed to work with all melee weapon classes, not just the 2h sword used in the original discovery. A full inventory is not required — the reset triggers from the pickup-click itself. Verified in-game, July 2026.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-2h-sword-2026-07-10|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-melee|evidence_type=in-game observation|captured_at=2026-07-10|status=gameplay-verified|notes=Verified in-game, 2026-07-10: with a 2h sword, clicking to pick up an item on the same tick as an attack resets the attack animation; a pickup/attack click rhythm at ~400ms per click lands hits near every tick. Best performed in the Plasma Spider/Skeleton multi-combat zone using their guaranteed 2× Bones drop as the drop-and-repick item. At the time, only confirmed for 2h swords — see the 2026-07-11 update below for the expanded scope.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-melee-scope-2026-07-11|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-melee|evidence_type=in-game observation|captured_at=2026-07-11|status=gameplay-verified|notes=Verified in-game, 2026-07-11: the technique works with all melee weapons, not just the 2h sword. Also clarifies the trigger — a full inventory is not required; simply clicking to pick up an item after an attack, then attacking again, is sufficient. Supersedes the earlier full-inventory framing from the original 2026-07-10 report.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether this works with ranged weapons (bows) or Magic casting, and the exact attack-speed improvement (hits per minute vs. normal)|page=Tick Manipulation|evidence=timed combat comparison or a test with a ranged or magic weapon}}&lt;br /&gt;
&lt;br /&gt;
== Reported Magic Variant (unconfirmed) ==&lt;br /&gt;
&#039;&#039;&#039;Community report (unconfirmed, not tested on this wiki):&#039;&#039;&#039; a community member (Telegram display name &amp;quot;H(Caine)&amp;quot;, reported in a public Telegram chat, July 2026) describes a similar reset trick working with [[Magic]] casting. By his account, timing a same-tick action lets a player cast roughly two spells in the time a single cast normally takes, close to doubling effective damage output — his own words describe it as &amp;quot;very overpowered&amp;quot; and claim it lets the highest-level spell effectively land around 30 damage per double-cast window. The same source separately reports that when a staff is set to autocast, a player can also manually trigger a spell in between the automatic autocast attacks if timed correctly, implying autocast and manual casting can be interleaved rather than being mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Neither claim has been tested or confirmed firsthand on this wiki. Both are recorded here only as an attributed, hedged report — not as a confirmed mechanic, and not merged into the melee technique documented above.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-magic-variant-h-caine-2026-07-11|target_page=Tick Manipulation|target_field=reported Magic variant (unconfirmed)|evidence_type=community claim (third-party, unconfirmed)|captured_at=2026-07-11|status=needs-review|notes=Reported via a public Telegram message from a community member (Telegram display name &amp;quot;H(Caine)&amp;quot;), 2026-07-11: claims a similar same-tick reset trick works with Magic casting, roughly doubling cast rate (&amp;quot;hit 30s with the highest level spell&amp;quot;); also claims manual casting can be interleaved with staff autocast if timed correctly. Not gameplay-verified, not datamine-confirmed, not independently tested by anyone documented on this wiki.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether the reported Magic-casting reset variant is real, its exact mechanism, and whether manual/autocast interleaving on a staff is real|page=Tick Manipulation|evidence=in-game timed-casting test}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=888</id>
		<title>Tick Manipulation</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=888"/>
		<updated>2026-07-11T06:48:03Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Fix attribution: correct Telegram display name and pronoun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Combat]] / &#039;&#039;&#039;Tick Manipulation&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
= Tick Manipulation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick manipulation&#039;&#039;&#039; is a discovered combat technique that resets a weapon&#039;s attack animation by clicking to pick up an item on the same game tick as an attack, allowing near-every-tick successful hits instead of waiting out the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
With a [[2hd Sword|2h sword]] equipped (verified in-game, July 2026):&lt;br /&gt;
# Attack an enemy.&lt;br /&gt;
# On the same tick, click to pick up an item — this resets the attack animation.&lt;br /&gt;
# Click the enemy again to attack.&lt;br /&gt;
# Repeat the pickup/attack rhythm at approximately 400ms per click.&lt;br /&gt;
&lt;br /&gt;
Alternating pickup-click and attack-click at this rhythm produces a near-every-tick successful hit, bypassing the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
Two ways to trigger the reset have been reported:&lt;br /&gt;
* Attempting to pick up an item while carrying a full inventory (the pickup fails, but the animation still resets).&lt;br /&gt;
* Dropping one item from your own inventory, then immediately clicking to pick it back up.&lt;br /&gt;
&lt;br /&gt;
Which of these is the essential mechanic — a full inventory specifically, or simply any pickup-click on the right tick — is unconfirmed; both are recorded here rather than assuming one supersedes the other.&lt;br /&gt;
&lt;br /&gt;
== Best Location ==&lt;br /&gt;
The [[Bestiary#Documented Mob Areas|multi-combat zone]] with [[Plasma Spider]]s and [[Skeleton]]s is well suited to this technique: both mobs guarantee a stacked 2× [[Bones]] drop, giving a steady supply to drop and re-pick as the reset trigger, without needing to carry filler items or wait for a genuinely full inventory.&lt;br /&gt;
&lt;br /&gt;
== Scope ==&lt;br /&gt;
Only confirmed for the 2h sword weapon class. Whether other weapon classes (swords, katanas, axes, pickaxes, staves, bows) respond to the same trick is untested — do not assume it generalizes.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=tick-manipulation-2h-sword|name=Tick manipulation (2h sword)|parameters=Weapon: 2h sword; click rhythm: ~400ms per click, alternating pickup/attack|description=Clicking to pick up an item on the same tick as an attack resets the 2h sword&#039;s attack animation, allowing a pickup/attack click rhythm (~400ms per click) to land hits near every tick instead of waiting out the weapon&#039;s normal attack speed. Reported via both a full-inventory failed-pickup attempt and a drop-then-repick of an owned item (e.g. a Bones stack from Plasma Spider/Skeleton kills). Verified in-game, July 2026.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-2h-sword-2026-07-10|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-2h-sword|evidence_type=in-game observation|captured_at=2026-07-10|status=gameplay-verified|notes=Verified in-game, 2026-07-10: with a 2h sword, clicking to pick up an item on the same tick as an attack resets the attack animation; a pickup/attack click rhythm at ~400ms per click lands hits near every tick. Best performed in the Plasma Spider/Skeleton multi-combat zone using their guaranteed 2× Bones drop as the drop-and-repick item. Only confirmed for 2h swords.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether this works with other weapon classes, whether a full inventory is strictly required or incidental, and the exact attack-speed improvement (hits per minute vs. normal)|page=Tick Manipulation|evidence=timed combat comparison or a test with a different weapon class}}&lt;br /&gt;
&lt;br /&gt;
== Reported Magic Variant (unconfirmed) ==&lt;br /&gt;
&#039;&#039;&#039;Community report (unconfirmed, not tested on this wiki):&#039;&#039;&#039; a community member (Telegram display name &amp;quot;H(Caine)&amp;quot;, reported in a public Telegram chat, July 2026) describes a similar reset trick working with [[Magic]] casting. By his account, timing a same-tick action lets a player cast roughly two spells in the time a single cast normally takes, close to doubling effective damage output — his own words describe it as &amp;quot;very overpowered&amp;quot; and claim it lets the highest-level spell effectively land around 30 damage per double-cast window. The same source separately reports that when a staff is set to autocast, a player can also manually trigger a spell in between the automatic autocast attacks if timed correctly, implying autocast and manual casting can be interleaved rather than being mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Neither claim has been tested or confirmed firsthand on this wiki. Both are recorded here only as an attributed, hedged report — not as a confirmed mechanic, and not merged into the 2h-sword technique documented above.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-magic-variant-h-caine-2026-07-11|target_page=Tick Manipulation|target_field=reported Magic variant (unconfirmed)|evidence_type=community claim (third-party, unconfirmed)|captured_at=2026-07-11|status=needs-review|notes=Reported via a public Telegram message from a community member (Telegram display name &amp;quot;H(Caine)&amp;quot;), 2026-07-11: claims a similar same-tick reset trick works with Magic casting, roughly doubling cast rate (&amp;quot;hit 30s with the highest level spell&amp;quot;); also claims manual casting can be interleaved with staff autocast if timed correctly. Not gameplay-verified, not datamine-confirmed, not independently tested by anyone documented on this wiki.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether the reported Magic-casting reset variant is real, its exact mechanism, and whether manual/autocast interleaving on a staff is real|page=Tick Manipulation|evidence=in-game timed-casting test}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=887</id>
		<title>Tick Manipulation</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=887"/>
		<updated>2026-07-11T06:45:40Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Add reported Magic-casting variant (unconfirmed community report, needs-review)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Combat]] / &#039;&#039;&#039;Tick Manipulation&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
= Tick Manipulation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick manipulation&#039;&#039;&#039; is a discovered combat technique that resets a weapon&#039;s attack animation by clicking to pick up an item on the same game tick as an attack, allowing near-every-tick successful hits instead of waiting out the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
With a [[2hd Sword|2h sword]] equipped (verified in-game, July 2026):&lt;br /&gt;
# Attack an enemy.&lt;br /&gt;
# On the same tick, click to pick up an item — this resets the attack animation.&lt;br /&gt;
# Click the enemy again to attack.&lt;br /&gt;
# Repeat the pickup/attack rhythm at approximately 400ms per click.&lt;br /&gt;
&lt;br /&gt;
Alternating pickup-click and attack-click at this rhythm produces a near-every-tick successful hit, bypassing the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
Two ways to trigger the reset have been reported:&lt;br /&gt;
* Attempting to pick up an item while carrying a full inventory (the pickup fails, but the animation still resets).&lt;br /&gt;
* Dropping one item from your own inventory, then immediately clicking to pick it back up.&lt;br /&gt;
&lt;br /&gt;
Which of these is the essential mechanic — a full inventory specifically, or simply any pickup-click on the right tick — is unconfirmed; both are recorded here rather than assuming one supersedes the other.&lt;br /&gt;
&lt;br /&gt;
== Best Location ==&lt;br /&gt;
The [[Bestiary#Documented Mob Areas|multi-combat zone]] with [[Plasma Spider]]s and [[Skeleton]]s is well suited to this technique: both mobs guarantee a stacked 2× [[Bones]] drop, giving a steady supply to drop and re-pick as the reset trigger, without needing to carry filler items or wait for a genuinely full inventory.&lt;br /&gt;
&lt;br /&gt;
== Scope ==&lt;br /&gt;
Only confirmed for the 2h sword weapon class. Whether other weapon classes (swords, katanas, axes, pickaxes, staves, bows) respond to the same trick is untested — do not assume it generalizes.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=tick-manipulation-2h-sword|name=Tick manipulation (2h sword)|parameters=Weapon: 2h sword; click rhythm: ~400ms per click, alternating pickup/attack|description=Clicking to pick up an item on the same tick as an attack resets the 2h sword&#039;s attack animation, allowing a pickup/attack click rhythm (~400ms per click) to land hits near every tick instead of waiting out the weapon&#039;s normal attack speed. Reported via both a full-inventory failed-pickup attempt and a drop-then-repick of an owned item (e.g. a Bones stack from Plasma Spider/Skeleton kills). Verified in-game, July 2026.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-2h-sword-2026-07-10|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-2h-sword|evidence_type=in-game observation|captured_at=2026-07-10|status=gameplay-verified|notes=Verified in-game, 2026-07-10: with a 2h sword, clicking to pick up an item on the same tick as an attack resets the attack animation; a pickup/attack click rhythm at ~400ms per click lands hits near every tick. Best performed in the Plasma Spider/Skeleton multi-combat zone using their guaranteed 2× Bones drop as the drop-and-repick item. Only confirmed for 2h swords.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether this works with other weapon classes, whether a full inventory is strictly required or incidental, and the exact attack-speed improvement (hits per minute vs. normal)|page=Tick Manipulation|evidence=timed combat comparison or a test with a different weapon class}}&lt;br /&gt;
&lt;br /&gt;
== Reported Magic Variant (unconfirmed) ==&lt;br /&gt;
&#039;&#039;&#039;Community report (unconfirmed, not tested on this wiki):&#039;&#039;&#039; a community member (&amp;quot;H&amp;quot;, also going by &amp;quot;Caine&amp;quot;, reported in a public Telegram chat, July 2026) describes a similar reset trick working with [[Magic]] casting. By their account, timing a same-tick action lets a player cast roughly two spells in the time a single cast normally takes, close to doubling effective damage output — their own words describe it as &amp;quot;very overpowered&amp;quot; and claim it lets the highest-level spell effectively land around 30 damage per double-cast window. The same source separately reports that when a staff is set to autocast, a player can also manually trigger a spell in between the automatic autocast attacks if timed correctly, implying autocast and manual casting can be interleaved rather than being mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Neither claim has been tested or confirmed firsthand on this wiki. Both are recorded here only as an attributed, hedged report — not as a confirmed mechanic, and not merged into the 2h-sword technique documented above.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-magic-variant-h-caine-2026-07-11|target_page=Tick Manipulation|target_field=reported Magic variant (unconfirmed)|evidence_type=community claim (third-party, unconfirmed)|captured_at=2026-07-11|status=needs-review|notes=Reported via a public Telegram message from a community member (&amp;quot;H&amp;quot;, also &amp;quot;Caine&amp;quot;), 2026-07-11: claims a similar same-tick reset trick works with Magic casting, roughly doubling cast rate (&amp;quot;hit 30s with the highest level spell&amp;quot;); also claims manual casting can be interleaved with staff autocast if timed correctly. Not gameplay-verified, not datamine-confirmed, not independently tested by anyone documented on this wiki.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether the reported Magic-casting reset variant is real, its exact mechanism, and whether manual/autocast interleaving on a staff is real|page=Tick Manipulation|evidence=in-game timed-casting test}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Plasma_Spider&amp;diff=886</id>
		<title>Plasma Spider</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Plasma_Spider&amp;diff=886"/>
		<updated>2026-07-11T01:32:33Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Add confirmed Bones drop, cross-link Tick Manipulation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN mob --&amp;gt;&lt;br /&gt;
{{Mob&lt;br /&gt;
|mob_id=plasma_spider&lt;br /&gt;
|name=Plasma Spider&lt;br /&gt;
|icon=&lt;br /&gt;
|render_image=sanko/renders/mob/mob-plasma-spider.png&lt;br /&gt;
|hp=&lt;br /&gt;
|combat_level=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|attack_style=&lt;br /&gt;
|weakness=&lt;br /&gt;
|location=&lt;br /&gt;
|model_path=Spider3.glb&lt;br /&gt;
|built_in_animation=1&lt;br /&gt;
|source=SankoQuest game data&lt;br /&gt;
|verification_status=Needs gameplay verification&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END mob --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=plasma-spider-bones-drop-2026-07-10|target_page=Plasma Spider|target_template=Drop|target_field=plasma-spider-bones|evidence_type=in-game observation|captured_at=2026-07-10|status=gameplay-verified|notes=Verified in-game, 2026-07-10: Plasma Spiders drop a guaranteed stacked 2× Bones, mentioned in the context of the Tick Manipulation technique&#039;s drop-and-repick supply.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Plasma Spider&#039;&#039;&#039; is a SankoQuest creature. Add verified locations, combat behavior, and drops as the community documents them.&lt;br /&gt;
&lt;br /&gt;
== Verification Needed ==&lt;br /&gt;
* {{MissingData|field=verified spawn locations and coordinates|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=combat level, hitpoints, attacks, weaknesses, and strategy|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=drop table with item, quantity, rarity, and source evidence|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mobs]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Game data pages]]&lt;br /&gt;
[[Category:Needs verification]]&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Plasma Spiders are combat level 28 (as of the [[2026-07-07 Patch|2026-07-07 monster rebalance patch]]; was level 19 before). They are found deeper into the eastern part of the main landmass, beyond the multi-combat zone east of the [[Giant Spider]] area, in the same area as [[Skeleton]]s.&lt;br /&gt;
&lt;br /&gt;
=== Level History ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! As of !! Source&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Pre-2026-07-07 || Gameplay-verified, July 2026 (pre-patch)&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 2026-07-07 onward || [[2026-07-07 Patch]] (high level monster rebalance); verified in-game, July 2026&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&#039;&#039;See [[Tick Manipulation]] — the guaranteed 2× Bones drop here is used as the drop-and-repick item for that combat technique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed drops: [[Glacial Bow]] (observed firsthand, July 2026; drop rate unmeasured; requires 25 [[Archery]] to use) and 2 × [[Bones]] (stacked, guaranteed — verified in-game, July 2026).&lt;br /&gt;
&lt;br /&gt;
{{Drop&lt;br /&gt;
|drop_id=plasma-spider-bones&lt;br /&gt;
|mob=Plasma Spider&lt;br /&gt;
|item=Bones&lt;br /&gt;
|quantity=2&lt;br /&gt;
|rarity=Always (stacked)&lt;br /&gt;
|source=In-game, 2026-07-10&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Drop&lt;br /&gt;
|drop_id=plasma-spider-glacial-bow&lt;br /&gt;
|mob=Plasma Spider&lt;br /&gt;
|item=Glacial Bow&lt;br /&gt;
|quantity=1&lt;br /&gt;
|rarity=Unknown (rate unmeasured)&lt;br /&gt;
|source=In-game, 2026-07-05&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether the Glacial Bow drop rate or its 25 Archery use requirement changed as part of the [[2026-07-07 Patch|2026-07-07 monster rebalance patch]] (this drop was recorded from the pre-patch, level-19 Plasma Spider)|page=Plasma Spider|evidence=gameplay screenshot or repeated post-patch drop capture|template=Drop}}&lt;br /&gt;
&lt;br /&gt;
=== Unconfirmed drop ===&lt;br /&gt;
Plasma Spiders may drop the [[Ranger Chestplate]] — a rumor heard in-game, not yet observed firsthand — so it is not recorded as a drop row.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Plasma Spider drop table, including the rumored but unconfirmed Ranger Chestplate drop|page=Plasma Spider|evidence=drop screenshot or repeated reader capture|template=Drop}}&lt;br /&gt;
&lt;br /&gt;
=== Spawn Rows ===&lt;br /&gt;
{{Spawn&lt;br /&gt;
|spawn_id=plasma-spider-east-landmass&lt;br /&gt;
|entity_type=mob&lt;br /&gt;
|entity_id=plasma_spider&lt;br /&gt;
|entity_name=Plasma Spider&lt;br /&gt;
|coordinates=Eastern part of the main landmass, beyond the multi-combat zone east of the Giant Spider area&lt;br /&gt;
|source=gameplay&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Shares the area with Skeletons. Combat level was 19 at the time of this observation; changed to 28 as of the 2026-07-07 monster rebalance patch (see Level History).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=plasma-spider-spawn-player-report-2026-07-05&lt;br /&gt;
|target_page=Plasma Spider&lt;br /&gt;
|target_template=Spawn&lt;br /&gt;
|target_field=spawn location&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05: Plasma Spiders beyond the multi-combat zone east of the Giant Spider area, alongside Skeletons. Supporting world-map screenshot &amp;quot;World map overview.png&amp;quot; upload pending.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=plasma-spider-ranger-chestplate-report-2026-07-05&lt;br /&gt;
|target_page=Plasma Spider&lt;br /&gt;
|target_template=Drop&lt;br /&gt;
|target_field=Ranger Chestplate drop (unconfirmed)&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Rumor heard in-game, 2026-07-05: Plasma Spiders may drop the Ranger Chestplate. Unconfirmed hearsay; no drop row recorded.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=plasma-spider-combat-level-2026-07-07-rebalance&lt;br /&gt;
|target_page=Plasma Spider&lt;br /&gt;
|target_template=Mob&lt;br /&gt;
|target_field=combat level&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-07&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Combat level confirmed changed from 19 (documented 2026-07-05, pre-patch) to 28, verified in-game 2026-07-07 following the [[2026-07-07 Patch|2026-07-07 monster rebalance patch]]. One of four concrete mob-level changes (alongside Skeleton, Lil Dragon, and Dragon) directly confirming that patch&#039;s &amp;quot;High level monster rebalance&amp;quot; note. Whether the Glacial Bow drop or its 25 Archery use requirement also changed is not yet confirmed either way.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Skeleton&amp;diff=885</id>
		<title>Skeleton</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Skeleton&amp;diff=885"/>
		<updated>2026-07-11T01:31:17Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Cross-link Tick Manipulation technique from Bones drop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN mob --&amp;gt;&lt;br /&gt;
{{Mob&lt;br /&gt;
|mob_id=skeleton&lt;br /&gt;
|name=Skeleton&lt;br /&gt;
|icon=&lt;br /&gt;
|render_image=sanko/renders/mob/mob-skeleton.png&lt;br /&gt;
|hp=&lt;br /&gt;
|combat_level=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|attack_style=&lt;br /&gt;
|weakness=&lt;br /&gt;
|location=&lt;br /&gt;
|model_path=Skelly.glb&lt;br /&gt;
|built_in_animation=&lt;br /&gt;
|source=SankoQuest game data&lt;br /&gt;
|verification_status=Needs gameplay verification&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END mob --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Skeleton&#039;&#039;&#039; is a SankoQuest creature. Add verified locations, combat behavior, and drops as the community documents them.&lt;br /&gt;
&lt;br /&gt;
== Verification Needed ==&lt;br /&gt;
* {{MissingData|field=verified spawn locations and coordinates|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=combat level, hitpoints, attacks, weaknesses, and strategy|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=drop table with item, quantity, rarity, and source evidence|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mobs]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Game data pages]]&lt;br /&gt;
[[Category:Needs verification]]&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Skeletons are combat level 26 (as of the 2026-07-07 monster rebalance patch; was level 21 before). They are found deeper into the eastern part of the main landmass, beyond the multi-combat zone east of the [[Giant Spider]] area, in the same area as [[Plasma Spider]]s.&lt;br /&gt;
&lt;br /&gt;
=== Level History ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! As of !! Source&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Pre-2026-07-07 patch (verified in-game, 2026-07-05)&lt;br /&gt;
| gameplay-verified&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 2026-07-07 (current)&lt;br /&gt;
| [[2026-07-07 Patch]] (&amp;quot;High level monster rebalance&amp;quot;); verified in-game, July 2026&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&#039;&#039;See [[Tick Manipulation]] — the guaranteed 2× Bones drop here is used as the drop-and-repick item for that combat technique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every kill drops 2 × [[Bones]] (stacked). Sometimes drops 2 × [[Air Shard]] or 2 × [[Spirit Shard]] — the only known shard drops from a mob; every other shard source is [[Mixnometry]]. Drop rates for the shards are unmeasured.&lt;br /&gt;
&lt;br /&gt;
{{Drop&lt;br /&gt;
|drop_id=skeleton-bones&lt;br /&gt;
|mob=Skeleton&lt;br /&gt;
|item=Bones&lt;br /&gt;
|quantity=2&lt;br /&gt;
|rarity=Always&lt;br /&gt;
|source=In-game, 2026-07-05&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
|notes=Drops as a stack of 2.&lt;br /&gt;
}}&lt;br /&gt;
{{Drop&lt;br /&gt;
|drop_id=skeleton-air-shard&lt;br /&gt;
|mob=Skeleton&lt;br /&gt;
|item=Air Shard&lt;br /&gt;
|quantity=2&lt;br /&gt;
|rarity=Sometimes (rate unmeasured)&lt;br /&gt;
|source=In-game, 2026-07-05&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
{{Drop&lt;br /&gt;
|drop_id=skeleton-spirit-shard&lt;br /&gt;
|mob=Skeleton&lt;br /&gt;
|item=Spirit Shard&lt;br /&gt;
|quantity=2&lt;br /&gt;
|rarity=Sometimes (rate unmeasured)&lt;br /&gt;
|source=In-game, 2026-07-05&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Spawn Rows ===&lt;br /&gt;
{{Spawn&lt;br /&gt;
|spawn_id=skeleton-east-landmass&lt;br /&gt;
|entity_type=mob&lt;br /&gt;
|entity_id=skeleton&lt;br /&gt;
|entity_name=Skeleton&lt;br /&gt;
|coordinates=Eastern part of the main landmass, beyond the multi-combat zone east of the Giant Spider area&lt;br /&gt;
|source=gameplay&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Shares the area with Plasma Spiders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spawn&lt;br /&gt;
|spawn_id=skeleton-east-island&lt;br /&gt;
|entity_type=mob&lt;br /&gt;
|entity_id=skeleton&lt;br /&gt;
|entity_name=Skeleton&lt;br /&gt;
|coordinates=Small island-mountain across the wooden bridge, east of the mainland Plasma Spider and Skeleton area&lt;br /&gt;
|quantity=2&lt;br /&gt;
|source=In-game, 2026-07-05&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Two skeletons, combat level 21 at the time. As of the 2026-07-07 monster rebalance patch, combat level is 26 (verified in-game, July 2026); the pre-patch level 21 is kept here for history.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=skeleton-spawn-2026-07-05&lt;br /&gt;
|target_page=Skeleton&lt;br /&gt;
|target_template=Spawn&lt;br /&gt;
|target_field=spawn location&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05: Skeletons beyond the multi-combat zone east of the Giant Spider area, alongside Plasma Spiders. Supporting world-map screenshot: File:World map overview.png.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=skeleton-level-2026-07-07-rebalance&lt;br /&gt;
|target_page=Skeleton&lt;br /&gt;
|target_template=Mob&lt;br /&gt;
|target_field=combat level&lt;br /&gt;
|evidence_type=official patch notes + in-game observation&lt;br /&gt;
|captured_at=2026-07-07&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Skeleton combat level changed from 21 to 26, confirmed in-game 2026-07-07 following the [[2026-07-07 Patch]] &amp;quot;High level monster rebalance&amp;quot; note. Pre-patch value (21, documented 2026-07-05) is retained above for history, not overwritten. See also the Level History table in Gameplay Notes.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Combat&amp;diff=884</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Combat&amp;diff=884"/>
		<updated>2026-07-11T01:30:05Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: Add Techniques section linking to Tick Manipulation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Combat]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
Combat pages should connect equipment, mobs, drops, requirements, and strategy notes without burying the facts.&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=combat|name=Combat|description=Combat covers equipment, mobs, drops, formulas, weaknesses, requirements, and strategy notes.|verification_status=Needs gameplay verification}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &amp;quot;Combat&amp;quot; grouping above comes from the datamine and is kept as a navigation hub; combat is not a single in-game skill. See [[#Combat skills|Combat skills]] below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-hub-grid&amp;quot;&amp;gt;&lt;br /&gt;
[[Bronze Short Sword|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bronze Short Sword|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bronze Short Sword&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Weapon item&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Bronze Shield|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bronze Shield|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bronze Shield&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Shield item&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Bronze Helmet|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bronze Helmet|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bronze Helmet&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Armor item&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Bones|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bones|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bones&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Item page&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
See [[Tick Manipulation]]: a discovered technique with the 2h sword that resets the attack animation via a same-tick pickup click, allowing near-every-tick hits at roughly a 400ms click rhythm — best performed in the Plasma Spider/Skeleton multi-combat zone using their guaranteed Bones drop. Confirmed only for 2h swords so far.&lt;br /&gt;
&lt;br /&gt;
== Verified Mechanics and Behavior Notes ==&lt;br /&gt;
The notes below are verified in-game (2026-07-05), except where marked as unconfirmed.&lt;br /&gt;
&lt;br /&gt;
=== Combat skills ===&lt;br /&gt;
{{Mechanic|mechanic_id=combat-progression-four-skills|name=Combat progression spans four skills|description=Combat progression is tracked by four separate skills — Attack, Strength, Defense, and Stamina — rather than by a single &amp;quot;Combat&amp;quot; skill.}}&lt;br /&gt;
Combat progression is tracked by four separate skills: [[Attack]], [[Strength]], [[Defense]], and [[Stamina]] (the skill that governs health). No single &amp;quot;Combat&amp;quot; skill appears in the in-game skill panel; the &amp;quot;Combat&amp;quot; grouping used by this hub page reflects a datamined grouping and is kept for navigation. Exact in-game capitalization of the skill names on this page is unverified.&lt;br /&gt;
&lt;br /&gt;
=== Combat XP Formula ===&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-total-per-hit|name=Total combat XP per hit is damage × 4|description=Every landed combat hit awards total combat-skill XP equal to the damage dealt × 4. Which skill(s) receive that total depends on the combat style used; Stamina XP is awarded separately, on top of this total.}}&lt;br /&gt;
Every combat hit that lands awards a total of 4 XP per point of damage dealt, split among the relevant combat skills according to the combat style in use. A 1-damage hit therefore produces 4 total combat-skill XP; a 3-damage hit produces 12; and so on. This base rule applies to melee, [[Archery]] (the ranged-combat skill), and [[Magic]] alike; see the Magic subsection below for its formula and its one addition (splashing).&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-melee-style-split|name=Melee XP splits by combat style|description=Melee has four abstract XP-allocation styles: an Attack-only style (all 4× damage to Attack), a Strength-only style (all 4× damage to Strength), a Defense-only style (all 4× damage to Defense), and a combined style that splits its XP 2× damage to Attack and 2× damage to Strength (never Defense).}}&lt;br /&gt;
[[Melee]] combat has four abstract XP-allocation styles:&lt;br /&gt;
* An &#039;&#039;&#039;Attack-only&#039;&#039;&#039; style — the full 4 × damage goes to [[Attack]].&lt;br /&gt;
* A &#039;&#039;&#039;Strength-only&#039;&#039;&#039; style — the full 4 × damage goes to [[Strength]].&lt;br /&gt;
* A &#039;&#039;&#039;Defense-only&#039;&#039;&#039; style — the full 4 × damage goes to [[Defense]].&lt;br /&gt;
* A &#039;&#039;&#039;combined&#039;&#039;&#039; style — the 4 × damage total splits 50/50: 2 × damage to Attack &#039;&#039;&#039;and&#039;&#039;&#039; 2 × damage to Strength (Defense receives none).&lt;br /&gt;
&lt;br /&gt;
These are abstract XP categories, not the weapon-specific style names (Stab, Lunge, Slash, Block, and so on) in the [[#Weapon attack styles (stab/slash/crush)|weapon attack styles table]] below — see the open mapping question at the end of this section.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-ranged-style-split|name=Ranged (Archery) XP splits by combat style|description=Ranged/Archery has three combat styles — Accurate, Rapid, and Longrange. Longrange is confirmed to split its XP 2× damage to Archery and 2× damage to Defense. Accurate and Rapid are inferred, by pattern with melee&#039;s pure styles, to award pure Archery XP; this has not been directly confirmed.}}&lt;br /&gt;
[[Archery]] has three combat styles:&lt;br /&gt;
* &#039;&#039;&#039;Accurate&#039;&#039;&#039; — by pattern with melee&#039;s pure styles, likely awards the full 4 × damage as pure Archery XP. This is an &#039;&#039;&#039;inference&#039;&#039;&#039;, not a directly confirmed rate.&lt;br /&gt;
* &#039;&#039;&#039;Rapid&#039;&#039;&#039; — attacks slightly faster than Accurate (exact rate unstated); likely also awards the full 4 × damage as pure Archery XP. Also an &#039;&#039;&#039;inference&#039;&#039;&#039;, not directly confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Longrange&#039;&#039;&#039; — &#039;&#039;&#039;confirmed&#039;&#039;&#039;: splits its XP 2 × damage to Archery and 2 × damage to [[Defense]].&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether Accurate and Rapid actually award pure Archery XP (currently an inference from parallel to melee&#039;s pure styles, not a directly confirmed rate)|page=Combat|evidence=in-game XP-drop capture on an Accurate or Rapid archery hit}}&lt;br /&gt;
&lt;br /&gt;
Separately, the client&#039;s own combat-mode enum — already documented above in [[#Combat style bonuses|Combat style bonuses]] and the [[#Weapon attack styles (stab/slash/crush)|weapon attack styles table]] — lists the ranged modes as accurate/rapid/longrange, an exact match to these three reported Archery style names. This is an additional, independent confirmation of the style names; it does not confirm the XP split for Accurate/Rapid.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-magic-style|name=Magic combat XP follows the same formula, plus a splash exception|description=Magic combat awards XP using the same single-skill damage × 4 (to Magic) and damage × 1 (to Stamina) rule as melee&#039;s pure styles, with one addition: a splash (a 0-damage miss) still grants a flat 2 Magic XP.}}&lt;br /&gt;
[[Magic]] combat XP follows the same damage-based rule already confirmed above for melee and Archery: a landed hit awards the full 4 × damage to [[Magic]] — a single, un-split style, unlike Archery&#039;s Longrange — plus 1 × damage to [[Stamina]], on top of the Magic XP. A 1-damage hit therefore yields 4 Magic XP + 1 Stamina XP; a 2-damage hit yields 8 Magic XP + 2 Stamina XP.&lt;br /&gt;
&lt;br /&gt;
Magic has one XP behavior not reported for melee or Archery: &#039;&#039;&#039;splashing&#039;&#039;&#039; — a Magic attack that deals 0 damage (a miss) — still grants a flat 2 Magic XP, half of what a 1-damage hit awards to Magic. Whether a splash also grants Stamina XP is not stated; following the 0 damage × 1 pattern it would presumably be 0, but this has not been directly confirmed and should not be asserted as fact.&lt;br /&gt;
&lt;br /&gt;
No split-style behavior like Archery&#039;s Longrange (which divides its XP between Archery and Defense) has been reported for Magic — it appears to be a single, 100%-to-Magic style throughout, aside from the splash exception above.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-stamina-always|name=Stamina gains XP on every combat hit|description=Stamina gains XP equal to damage dealt × 1 on every combat hit, regardless of combat style, in addition to (not instead of) the Attack/Strength/Defense/Archery XP above.}}&lt;br /&gt;
[[Stamina]] gains XP on &#039;&#039;&#039;every&#039;&#039;&#039; combat hit, regardless of style, at a rate of 1 × damage dealt — separate from, and additional to, the 4 × damage split described above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Combat type !! Style !! Attack XP !! Strength XP !! Defense XP !! Archery XP !! Magic XP !! Stamina XP&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Attack-only || 4 × damage || — || — || — || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Strength-only || — || 4 × damage || — || — || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Defense-only || — || — || 4 × damage || — || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Combined (Attack + Strength) || 2 × damage || 2 × damage || — || — || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Ranged (Archery) || Accurate &#039;&#039;(inferred)&#039;&#039; || — || — || — || 4 × damage &#039;&#039;(inferred)&#039;&#039; || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Ranged (Archery) || Rapid &#039;&#039;(inferred)&#039;&#039; || — || — || — || 4 × damage &#039;&#039;(inferred)&#039;&#039; || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Ranged (Archery) || Longrange || — || — || 2 × damage || 2 × damage || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Magic || Hit || — || — || — || — || 4 × damage || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Magic || Splash (0-damage miss) || — || — || — || — || 2 (flat) || 0 &#039;&#039;(presumed, not confirmed)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Stamina&#039;s 1 × damage rate is confirmed for every hit row above; the Accurate/Rapid Archery-XP figures are an inference rather than a directly confirmed rate, and the Magic splash row&#039;s Stamina XP (0) is a presumed value, not directly confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worked examples:&#039;&#039;&#039;&lt;br /&gt;
* A 1-damage hit using Longrange yields 2 Archery XP + 2 Defense XP (the confirmed 50/50 split) plus 1 Stamina XP (the general Stamina rule).&lt;br /&gt;
* A 3-damage hit using a melee Strength-only style yields 12 Strength XP (confirmed: 3 × 4) plus 3 Stamina XP (the general Stamina rule).&lt;br /&gt;
* A 1-damage Magic hit yields 4 Magic XP plus 1 Stamina XP.&lt;br /&gt;
* A 2-damage Magic hit yields 8 Magic XP plus 2 Stamina XP.&lt;br /&gt;
* A Magic splash (0-damage miss) yields a flat 2 Magic XP, and presumably 0 Stamina XP (not directly confirmed).&lt;br /&gt;
&lt;br /&gt;
This formula is now confirmed for melee, Archery, &#039;&#039;&#039;and&#039;&#039;&#039; Magic alike (see the Magic subsection above) — Magic uses the single-skill, 100%-to-Magic version of the rule, the same pattern as melee&#039;s pure Attack/Strength/Defense styles or Archery&#039;s Accurate/Rapid, plus the splash exception described above. No split-style behavior like Archery&#039;s Longrange has been reported for Magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open question — weapon-style-name mapping:&#039;&#039;&#039; the weapon-specific style names in the [[#Weapon attack styles (stab/slash/crush)|weapon attack styles table]] above (for example, sword: Stab / Lunge / Slash / Block; axe: Chop / Hack / Smash / Block) are &#039;&#039;&#039;not yet mapped&#039;&#039;&#039; to which of the four abstract melee XP categories above each named style actually grants. For example, it is unknown whether Stab on a sword grants pure Attack XP or the combined style&#039;s split XP. Do not guess an OSRS-style mapping — this is unconfirmed for SankoQuest.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=which of the four abstract melee XP categories (Attack-only/Strength-only/Defense-only/combined) each named weapon attack style (Stab, Lunge, Slash, Block, Chop, Hack, Smash, Spike, Impale, Bash, Pound, Focus, Punch, Kick) actually grants|page=Combat|evidence=in-game XP-drop capture per named weapon style|template=Mechanic}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community theory (unconfirmed, not SankoQuest data):&#039;&#039;&#039; a community member (&amp;quot;ArkRide&amp;quot;, quoted from a public chat, July 2026) has proposed that SankoQuest reuses [[Old School RuneScape|OSRS]]&#039;s own per-style level-boost pattern — that game&#039;s 4-style weapon categories give an invisible +3 boost to Attack/Strength/Strength/Defence respectively, roughly in the order Attack → Strength → Strength → Defence for a typical weapon category. ArkRide&#039;s own words: &amp;quot;devs could have called them however they wanted, but the ruleset stays.&amp;quot; He reports personally testing the second style (which he identifies as training Strength) and says he can &amp;quot;confirm it 100%... because I do gain +1 hit with that&amp;quot; — but immediately adds two of his own caveats: the boost may not always be detectable (&amp;quot;you usually need 5-6 str levels to gain +1 hit, the invisible boost might still not reach that threshold&amp;quot;), and he is considerably less confident about the first style granting Attack or the fourth granting Defence, calling those &amp;quot;harder to say for sure... because it&#039;s harder to check.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039; SankoQuest&#039;s own client data and &#039;&#039;&#039;not&#039;&#039;&#039; a confirmed in-game test by anyone documented on this wiki — it is a secondhand community claim, imported by analogy from an unrelated game, self-described by its own source as partially unverified. It does not resolve the open mapping question above; it is recorded here only as a candidate hypothesis worth testing in-game.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=combat-arkride-community-theory-2026-07-08|target_page=Combat|target_field=weapon-style-to-XP-category mapping (community theory)|evidence_type=community claim (third-party, unconfirmed)|captured_at=2026-07-08|status=needs-review|notes=Reported via a public chat message from a community member (&amp;quot;ArkRide&amp;quot;), 2026-07-08, proposing SankoQuest reuses OSRS&#039;s per-style level-boost pattern. Self-hedged by the source for two of the four styles. Not gameplay-verified, not datamine-confirmed, not independently tested.}}&lt;br /&gt;
&lt;br /&gt;
=== Equipment bonuses ===&lt;br /&gt;
{{Mechanic|mechanic_id=melee-armour-magic-attack-penalty|name=Melee armour Magic attack penalty|description=Melee armour applies a negative Magic attack bonus while worn.}}&lt;br /&gt;
Melee armour applies a negative Magic attack bonus while worn. Exact per-piece bonus values have not been documented.&lt;br /&gt;
&lt;br /&gt;
=== Archery ammunition ===&lt;br /&gt;
{{Mechanic|mechanic_id=bow-accepts-any-arrow-tier|name=Bows accept any arrow tier|description=Bows currently accept any arrow tier, and Archery XP is awarded normally regardless of the arrow tier used.}}&lt;br /&gt;
Bows currently accept any arrow tier, and [[Archery]] XP (Archery is the ranged-combat skill) is awarded normally regardless of the arrow tier used.&lt;br /&gt;
&lt;br /&gt;
As heard in-game (unconfirmed): the [[Ranger Chestplate]] is currently the only obtainable piece of the ranger armour set; the other ranger pieces are said to be not yet obtainable. This remains unconfirmed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-combat zone ===&lt;br /&gt;
{{Mechanic|mechanic_id=multi-combat-zones|name=Multi-combat zones|description=At least one multi-combat zone exists, east of the Giant Spider area in the eastern part of the main landmass; it contains coal rocks and Scorpions.}}&lt;br /&gt;
A multi-combat zone lies east of the [[Giant Spider]] area, in the eastern part of the main landmass. It contains coal rocks and [[Scorpion]]s. Its exact boundaries, how multi-combat status is indicated in-game, and whether other multi-combat areas exist are not yet documented.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=multi-combat zone boundaries, in-game indicator, and any other multi-combat areas|page=Combat|evidence=gameplay or map screenshot|template=Mechanic}}&lt;br /&gt;
&lt;br /&gt;
=== NPC healing during combat ===&lt;br /&gt;
Priests near the cow field in the grass zone are attackable. A player who is in combat can still talk to a Priest and ask to be healed, and the heal is applied mid-fight. The Priest NPC does not yet have a wiki page; one should be created once the exact in-game name is confirmed.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact in-game name and page for the Priest NPC (attackable; heals players on request during combat; found near the grass-zone cow field)|page=NPCs|evidence=dialogue screenshot and NPC name capture|template=NPC}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-four-skills-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Combat progression spans four skills&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05: the skill panel tracks Attack, Strength, Defense, and Stamina as separate skills; no single &amp;quot;Combat&amp;quot; skill exists. Exact in-game capitalization of the skill names needs a skill-panel screenshot.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-total-per-hit-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Total combat XP per hit is damage × 4&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: total combat-skill XP per hit = damage dealt × 4. Confirmed by two examples: 1 damage → 4 XP total; 3 damage under a melee Strength-only style → 12 XP to Strength (3×4=12).&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-melee-style-split-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Melee XP splits by combat style&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: melee has four abstract XP styles — Attack-only, Strength-only, Defense-only, and a combined style splitting 2× damage to Attack and 2× damage to Strength. These are abstract categories; mapping to the named weapon attack styles (Stab/Lunge/Slash/Block etc.) is unconfirmed — see the open question in the Combat XP Formula section.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-ranged-style-split-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Ranged (Archery) XP splits by combat style&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: Archery&#039;s Longrange style splits XP 2× damage to Archery and 2× damage to Defense (example: 1 damage → 2 Archery + 2 Defense). Accurate and Rapid are reported as likely pure-Archery-XP styles by pattern with melee, but this is an inference, not directly confirmed.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-ranged-style-names-datamine-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Ranged (Archery) XP splits by combat style (style names)&lt;br /&gt;
|evidence_type=client data (datamine)&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=datamine-candidate&lt;br /&gt;
|notes=The client&#039;s combat-mode enum (see Combat style bonuses / Weapon attack styles above; chunk e5c8f07ca20c8363.js / c12a64812e41c536.js, captured 2026-07-05) lists ranged modes as accurate/rapid/longrange — an exact match to the three ranged combat style names reported in-game 2026-07-08. Adds a second, independent source for the style names only; does not confirm the XP split for Accurate/Rapid.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-magic-style-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Magic combat XP follows the same formula, plus a splash exception&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: Magic combat XP follows the same damage × 4 (to Magic) / damage × 1 (to Stamina) pattern as melee&#039;s pure styles. Confirmed by two examples: 1 damage → 4 Magic XP + 1 Stamina XP; 2 damage → 8 Magic XP + 2 Stamina XP. Also confirmed: splashing (a 0-damage miss) still grants a flat 2 Magic XP. Whether a splash grants Stamina XP is not stated — treated as a presumed 0, not confirmed. Resolves the earlier open question on Magic combat XP scope.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-stamina-always-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Stamina gains XP on every combat hit&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: Stamina gains damage × 1 XP on every combat hit regardless of style, in addition to the damage × 4 combat-skill XP. Confirmed by two examples: 1 damage → 1 Stamina XP (alongside 4 Strength XP); 2 damage → 2 Stamina XP (alongside 8 Strength XP).&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-melee-magic-penalty-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Melee armour Magic attack penalty&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-bow-any-arrow-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Bows accept any arrow tier&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-multi-combat-zone-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Multi-combat zones&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Supporting world-map screenshot &amp;quot;World map overview.png&amp;quot; upload pending.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-priest-heal-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=NPC&lt;br /&gt;
|target_field=Priest healing during combat&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05: Priests near the grass-zone cow field are attackable and heal players on request mid-combat. Exact NPC name unconfirmed; no NPC page created yet.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-ranger-set-availability-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_field=ranger armour availability (unconfirmed)&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Heard in-game, 2026-07-05 (unconfirmed): only the Ranger Chestplate is currently obtainable from the ranger armour set. Recorded as hearsay; not asserted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combat Formulas (client data) ==&lt;br /&gt;
According to client data (July 2026): the web client ships a combat module containing the formulas and style mappings below. Values are quoted verbatim from the sigma.sankoquest.com bundle captured 2026-07-05 (chunk &amp;lt;code&amp;gt;e5c8f07ca20c8363.js&amp;lt;/code&amp;gt;, combat class, beautified lines ~11704–11864; weapon style tables from chunk &amp;lt;code&amp;gt;c12a64812e41c536.js&amp;lt;/code&amp;gt;, lines 366–425). Combat resolution is server-authoritative, so everything in this section is {{StatusBadge|datamine-candidate}} until confirmed by in-game testing.&lt;br /&gt;
&lt;br /&gt;
=== Core rolls ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Quantity !! Formula (client data) !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Effective level || &amp;lt;code&amp;gt;effectiveLevel = level + styleBonus + 8&amp;lt;/code&amp;gt; || The relevant skill level plus the combat-style bonus (below) plus a flat 8.&lt;br /&gt;
|-&lt;br /&gt;
| Attack roll || &amp;lt;code&amp;gt;attackRoll = effectiveAttackLevel × (equipmentAttackBonus + 64)&amp;lt;/code&amp;gt; || equipmentAttackBonus sums the matching attack stat (stab, slash, or crush for melee; ranged; or magic) across all worn equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Defence roll (vs melee/ranged) || &amp;lt;code&amp;gt;defenceRoll = (defenceLevel + styleBonus + 8) × (equipmentDefenceBonus + 64)&amp;lt;/code&amp;gt; || equipmentDefenceBonus sums the defence stat matching the incoming attack style (see [[#Defence axes|Defence axes]]).&lt;br /&gt;
|-&lt;br /&gt;
| Defence roll (vs magic) || &amp;lt;code&amp;gt;defenceRoll = (floor(0.7 × magicLevel + 0.3 × defenceLevel) + styleBonus + 8) × (equipmentDefenceBonus + 64)&amp;lt;/code&amp;gt; || Against magic, the defender&#039;s Magic level is weighted 70% and Defense level 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Hit chance || if &amp;lt;code&amp;gt;attackRoll &amp;gt; defenceRoll&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;1 − (defenceRoll + 2) / (2 × (attackRoll + 1))&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;otherwise: &amp;lt;code&amp;gt;attackRoll / (2 × (defenceRoll + 1))&amp;lt;/code&amp;gt; || Probability that an attack lands, from the attacker&#039;s and defender&#039;s rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Max hit || &amp;lt;code&amp;gt;maxHit = max(1, floor(0.5 + effectiveStrength × (strengthBonus + 64) / 640))&amp;lt;/code&amp;gt; || effectiveStrength uses the same effective-level formula; strengthBonus sums melee/ranged/magic strength across equipment (arrows carry ranged strength).&lt;br /&gt;
|-&lt;br /&gt;
| Damage roll || &amp;lt;code&amp;gt;damage = floor(random × (maxHit + 1))&amp;lt;/code&amp;gt;, clamped to 1–maxHit || Rolled on a successful hit only, then further clamped to the target&#039;s remaining HP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat style bonuses ===&lt;br /&gt;
Each combat mode (the four style slots on the combat panel, modes 0–3) grants hidden level bonuses before the +8:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Combat style !! Mode 0 !! Mode 1 !! Mode 2 !! Mode 3&lt;br /&gt;
|-&lt;br /&gt;
| Melee || +3 Attack || +3 Strength || +1 Attack, +1 Strength, +1 Defence || +3 Defence&lt;br /&gt;
|-&lt;br /&gt;
| Ranged (Accurate / Rapid / — / Longrange) || +3 Attack, +3 Strength || none || not available || +3 Defence&lt;br /&gt;
|-&lt;br /&gt;
| Magic (Accurate / Autocast / — / Longrange) || +3 Attack || none || not available || +3 Defence, +1 Attack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged and magic weapons only allow modes 0, 1, and 3. Melee mode names vary by weapon class (next table). A weapon is classified in client data by its stats: a ranged-attack stat makes it ranged, otherwise a magic-attack stat makes it magic, otherwise melee; unarmed combat defaults to attack speed 4, range 1, crush.&lt;br /&gt;
&lt;br /&gt;
=== Weapon attack styles (stab/slash/crush) ===&lt;br /&gt;
Each melee weapon class maps its four modes to a named style and a damage substyle. The substyle selects which attack bonus the attacker uses &#039;&#039;and&#039;&#039; which of the defender&#039;s stab/slash/crush defence values opposes it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Weapon class !! Mode 0 !! Mode 1 !! Mode 2 !! Mode 3&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Stab (stab) || Lunge (stab) || Slash (slash) || Block (stab)&lt;br /&gt;
|-&lt;br /&gt;
| Katana || Chop (slash) || Slash (slash) || Lunge (stab) || Block (slash)&lt;br /&gt;
|-&lt;br /&gt;
| 2h sword || Chop (slash) || Slash (slash) || Smash (crush) || Block (slash)&lt;br /&gt;
|-&lt;br /&gt;
| Axe || Chop (slash) || Hack (slash) || Smash (crush) || Block (slash)&lt;br /&gt;
|-&lt;br /&gt;
| Pickaxe || Spike (stab) || Impale (stab) || Smash (crush) || Block (stab)&lt;br /&gt;
|-&lt;br /&gt;
| Staff || Bash (crush) || Pound (crush) || Focus (crush) || Block (crush)&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || Punch (crush) || Kick (crush) || — || Block (crush)&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Accurate || Rapid || — || Longrange&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;—&amp;quot; marks modes the client filters out of the UI. The bow row&#039;s melee substyle is stored as a crush fallback in client data, but bows attack with the ranged stats, not a melee substyle. Which of the four abstract melee XP categories (Attack-only / Strength-only / Defense-only / combined Attack+Strength — see [[#Combat XP Formula|Combat XP Formula]] above) each named style in this table actually grants is not yet confirmed; this is an open question, not a client-data fact.&lt;br /&gt;
&lt;br /&gt;
=== Defence axes ===&lt;br /&gt;
The client&#039;s equipment-bonus mapping resolves the defender&#039;s stats by the incoming attack style (the same mapping is applied to NPC defence stats):&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; attacks are opposed by the defender&#039;s stab, slash, or crush defence, chosen by the attacker&#039;s substyle above.&lt;br /&gt;
* &#039;&#039;&#039;Ranged&#039;&#039;&#039; attacks are opposed by the defender&#039;s light, standard, or heavy defence, chosen by the attacking weapon&#039;s ranged type (default &amp;quot;standard&amp;quot;; every bow in the extracted manifest is &amp;quot;standard&amp;quot;). The light/standard/heavy trio thus appears to be the ranged-defence axis in client data — no extracted item or weapon distinguishes the three yet (all carry identical light/standard/heavy values).&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; attacks are opposed by the defender&#039;s single magic defence stat.&lt;br /&gt;
&lt;br /&gt;
The in-game-verified magic penalty on melee armour ([[#Equipment bonuses|above]]) is directionally consistent with client data, where melee armour pieces carry negative magic &#039;&#039;defence&#039;&#039; values (for example, chestplates −4, leggings −3, kiteshields −1). The client manifest shows no magic-attack field on melee armour, so exactly which magic stat the observed in-game penalty applies to still needs verification; the gameplay observation remains primary.&lt;br /&gt;
&lt;br /&gt;
=== Evidence (client data) ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-client-data-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=combat formulas, style bonuses, and attack/defence style mappings (client data)&lt;br /&gt;
|evidence_type=client data&lt;br /&gt;
|source_url=sigma.sankoquest.com bundle&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Client data (sigma.sankoquest.com bundle, 2026-07-05). Formulas from chunk e5c8f07ca20c8363.js (combat class, beautified lines ~11704–11864); weapon style table and substyle/mode helpers from chunk c12a64812e41c536.js (lines 366–425). Datamine-candidate: combat is server-authoritative and these client-side formulas are unverified against live behavior.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=mob stats, combat formulas, equipment bonuses, and drop tables|page=Combat}}&lt;br /&gt;
{{BountyPrompt|field=which abstract melee XP category (Attack-only/Strength-only/Defense-only/combined) each named weapon attack style (Stab, Lunge, Slash, Block, Chop, Hack, Smash, Spike, Impale, Bash, Pound, Focus, Punch, Kick) actually grants|page=Combat|evidence=in-game XP-drop capture per named weapon style|template=Mechanic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=883</id>
		<title>Tick Manipulation</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Tick_Manipulation&amp;diff=883"/>
		<updated>2026-07-11T01:23:25Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: new page: 2h sword tick manipulation technique&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Combat]] / &#039;&#039;&#039;Tick Manipulation&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
= Tick Manipulation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick manipulation&#039;&#039;&#039; is a discovered combat technique that resets a weapon&#039;s attack animation by clicking to pick up an item on the same game tick as an attack, allowing near-every-tick successful hits instead of waiting out the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
== Method ==&lt;br /&gt;
With a [[2hd Sword|2h sword]] equipped (verified in-game, July 2026):&lt;br /&gt;
# Attack an enemy.&lt;br /&gt;
# On the same tick, click to pick up an item — this resets the attack animation.&lt;br /&gt;
# Click the enemy again to attack.&lt;br /&gt;
# Repeat the pickup/attack rhythm at approximately 400ms per click.&lt;br /&gt;
&lt;br /&gt;
Alternating pickup-click and attack-click at this rhythm produces a near-every-tick successful hit, bypassing the weapon&#039;s normal attack speed.&lt;br /&gt;
&lt;br /&gt;
Two ways to trigger the reset have been reported:&lt;br /&gt;
* Attempting to pick up an item while carrying a full inventory (the pickup fails, but the animation still resets).&lt;br /&gt;
* Dropping one item from your own inventory, then immediately clicking to pick it back up.&lt;br /&gt;
&lt;br /&gt;
Which of these is the essential mechanic — a full inventory specifically, or simply any pickup-click on the right tick — is unconfirmed; both are recorded here rather than assuming one supersedes the other.&lt;br /&gt;
&lt;br /&gt;
== Best Location ==&lt;br /&gt;
The [[Bestiary#Documented Mob Areas|multi-combat zone]] with [[Plasma Spider]]s and [[Skeleton]]s is well suited to this technique: both mobs guarantee a stacked 2× [[Bones]] drop, giving a steady supply to drop and re-pick as the reset trigger, without needing to carry filler items or wait for a genuinely full inventory.&lt;br /&gt;
&lt;br /&gt;
== Scope ==&lt;br /&gt;
Only confirmed for the 2h sword weapon class. Whether other weapon classes (swords, katanas, axes, pickaxes, staves, bows) respond to the same trick is untested — do not assume it generalizes.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=tick-manipulation-2h-sword|name=Tick manipulation (2h sword)|parameters=Weapon: 2h sword; click rhythm: ~400ms per click, alternating pickup/attack|description=Clicking to pick up an item on the same tick as an attack resets the 2h sword&#039;s attack animation, allowing a pickup/attack click rhythm (~400ms per click) to land hits near every tick instead of waiting out the weapon&#039;s normal attack speed. Reported via both a full-inventory failed-pickup attempt and a drop-then-repick of an owned item (e.g. a Bones stack from Plasma Spider/Skeleton kills). Verified in-game, July 2026.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=tick-manipulation-2h-sword-2026-07-10|target_page=Tick Manipulation|target_template=Mechanic|target_field=tick-manipulation-2h-sword|evidence_type=in-game observation|captured_at=2026-07-10|status=gameplay-verified|notes=Verified in-game, 2026-07-10: with a 2h sword, clicking to pick up an item on the same tick as an attack resets the attack animation; a pickup/attack click rhythm at ~400ms per click lands hits near every tick. Best performed in the Plasma Spider/Skeleton multi-combat zone using their guaranteed 2× Bones drop as the drop-and-repick item. Only confirmed for 2h swords.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether this works with other weapon classes, whether a full inventory is strictly required or incidental, and the exact attack-speed improvement (hits per minute vs. normal)|page=Tick Manipulation|evidence=timed combat comparison or a test with a different weapon class}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Fletching&amp;diff=882</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Fletching&amp;diff=882"/>
		<updated>2026-07-10T01:35:16Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: iron arrow recipe + xp, reconciliation flag on recipe change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Fletching]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Fletching =&lt;br /&gt;
&lt;br /&gt;
Fletching turns logs, flax, and arrowheads into archery equipment. Fletching is not a separate skill: the in-game skill list (verified July 2026) confirms that fletching is covered by the [[Crafting]] skill — this hub&#039;s name reflects a datamined family label. The same list names [[Archery]] as the game&#039;s ranged-combat skill. Exact in-game capitalization of skill names is unverified. Feathers were only required by the original arrow recipe, which was replaced early in the Sigma period (see [[#Arrow Recipe Change|Arrow Recipe Change]]).&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=fletching|name=Fletching|description=Fletching covers logs, flax, feathers, arrowheads, bows, ammunition, recipes, levels, and XP.|verification_status=Needs gameplay verification}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-skill-is-crafting-2026-07-05|target_page=Fletching|target_template=Skill|target_field=governing skill|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=In-game skill list, verified 2026-07-05: &amp;quot;Fletching&amp;quot; does not appear in the skill panel — fletching is covered by the Crafting skill, and the ranged skill is named Archery. The hub name reflects a datamined family label. Exact in-game capitalization of skill names is unverified.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-hub-grid&amp;quot;&amp;gt;&lt;br /&gt;
[[Bow|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bow|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bow&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Basic ranged weapon&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Arrow Shaft|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Arrow Shaft|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Arrow Shaft&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Arrow component&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Feather|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Feather|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Feather&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Arrow component&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Bronze Arrowhead|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bronze Arrowhead|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bronze Arrowhead&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Arrow component&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fletching Process ==&lt;br /&gt;
Using a [[Crafting Knife]] on a [[Log]] opens the fletching options for that log: it can be cut into [[Arrow Shaft]]s or into an [[Unstrung Bow]]. An unstrung bow is then strung with [[Processed Flax]], which is woven from [[Flax]] at the [[Textile Workbench Node|Textile Workbench]] next to the bank in the desert zone — see [[Weaving]]. Arrows are fletched by combining arrow shafts with arrowheads.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-knife-log-2026-07-05|target_page=Fletching|target_template=Recipe|target_field=knife-on-log fletching options|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: using a Crafting Knife on a log offers cutting it into arrow shafts or an unstrung bow.}}&lt;br /&gt;
&lt;br /&gt;
=== Recorded Recipes ===&lt;br /&gt;
{{Recipe|recipe_id=fletch-log-arrow-shaft|recipe_kind=Fletching|output=Arrow Shaft|output_qty=|input1=Log|input1_qty=1|station=|skill=Crafting|level_req=|xp=|source=In-game, 2026-07-05; skill attribution from the in-game skill list, 2026-07-05 (fletching is covered by Crafting)|verification_status=gameplay-verified}}&lt;br /&gt;
{{Recipe|recipe_id=fletch-log-unstrung-bow|recipe_kind=Fletching|output=Unstrung Bow|output_qty=|input1=Log|input1_qty=1|station=|skill=Crafting|level_req=|xp=|source=In-game, 2026-07-05; skill attribution from the in-game skill list, 2026-07-05 (fletching is covered by Crafting)|verification_status=gameplay-verified}}&lt;br /&gt;
{{Recipe|recipe_id=fletch-bronze-arrow-15|recipe_kind=Fletching|output=Bronze Arrow|output_qty=15|input1=Arrow Shaft|input1_qty=|input2=Bronze Arrowhead|input2_qty=|station=|skill=Crafting|level_req=|xp=|source=In-game, 2026-07-05; the arrowhead tier was not recorded (bronze inferred); skill attribution from the in-game skill list, 2026-07-05 (fletching is covered by Crafting)|verification_status=needs-review}}&lt;br /&gt;
{{Recipe|recipe_id=fletch-iron-arrow-15|recipe_kind=Fletching|output=Iron Arrow|output_qty=15|input1=Headless Arrow|input1_qty=15|input2=Iron Arrowhead|input2_qty=15|station=|skill=Crafting|level_req=|xp=45|source=In-game, 2026-07-08|verification_status=gameplay-verified}}&lt;br /&gt;
{{Recipe|recipe_id=string-basic-bow|recipe_kind=|output=Bow|output_qty=1|input1=Unstrung Bow|input1_qty=1|input2=Processed Flax|input2_qty=1|station=|skill=|level_req=|xp=|source=In-game, 2026-07-05|verification_status=gameplay-verified}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-arrow-recipe-2026-07-05|target_page=Fletching|target_template=Recipe|target_field=fletch-bronze-arrow-15|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: combining arrow shafts with arrowheads instantly yields 15 arrows. The arrowhead tier was not recorded — the bronze-tier recipe row is an inference — and per-craft input quantities are unconfirmed.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-iron-arrow-xp-2026-07-08|target_page=Fletching|target_template=Recipe|target_field=fletch-iron-arrow-15|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: making 15 Iron Arrows from Headless Arrows + Iron Arrowheads gives 45 Crafting XP (3 per arrow). This report specifically describes Headless Arrows as the input — see the reconciliation note below and on Headless Arrow.}}&lt;br /&gt;
&lt;br /&gt;
Crafting XP for Iron Arrows is confirmed at 3 per arrow (45 for a 15-arrow batch), from Headless Arrows + Iron Arrowheads. Whether Bronze and Steel follow the same rate is unconfirmed. Level requirements, the number of arrow shafts cut per log, and shaft/feather quantities for making Headless Arrows themselves are mostly unconfirmed. Crafting is confirmed as the skill trained by stringing a bow (see the Stringing XP table below) — level requirements for stringing itself remain unrecorded.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Crafting XP for Bronze and Steel arrows (Iron confirmed at 3/arrow), level requirements, arrow shafts per log, and shaft/feather quantities for Headless Arrows|page=Fletching|evidence=fletching interface screenshot showing quantities, levels, and XP|template=Recipe}}&lt;br /&gt;
&lt;br /&gt;
== Bow Tiers ==&lt;br /&gt;
The following bow level requirements were noted in-game (July 2026). Apart from the Glacial Bow&#039;s use requirement — verified at 25 [[Archery]] (July 2026) — every value below, including the basic Bow&#039;s level 5, is unconfirmed, and each unconfirmed requirement is an [[Archery]] or [[Crafting]] level (unconfirmed which) — do not treat either reading as canonical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Bow !! Use Level !! Confidence&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]] || 5 || Unconfirmed; governing skill unconfirmed&lt;br /&gt;
|-&lt;br /&gt;
| [[Oak Bow]] || 15 || Unconfirmed&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry Bow]] || 20 or 25 || Unconfirmed (either value possible)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glacial Bow]] || 25 to use (Archery) || Verified in-game, July 2026 — use requirement; fletching recipe and level unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact bow use-level requirements and whether each is an Archery or Crafting level|page=Fletching|evidence=level-gate screenshot or interface message naming the skill|template=Recipe}}&lt;br /&gt;
&lt;br /&gt;
=== Stringing XP (Crafting) ===&lt;br /&gt;
Stringing an unstrung bow with [[Processed Flax]] gives Crafting XP (verified in-game, July 2026) — Crafting is confirmed as the skill trained by this action, separate from whatever skill gates a bow&#039;s use.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Bow !! Crafting XP to string !! Source&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]] || 5 || Verified in-game, July 2026&lt;br /&gt;
|-&lt;br /&gt;
| [[Oak Bow]] || 17 || Verified in-game, July 2026&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry Bow]] || Unknown || Not yet reported&lt;br /&gt;
|-&lt;br /&gt;
| [[Glacial Bow]] || Unknown || Not yet reported&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-stringing-xp-2026-07-08|target_page=Fletching|target_field=Crafting XP for stringing bows|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: stringing a Bow gives 5 Crafting XP; stringing an Oak Bow gives 17 Crafting XP.}}&lt;br /&gt;
&lt;br /&gt;
== Arrow Recipe Change ==&lt;br /&gt;
Arrow fletching was reworked early in the Sigma period. At Sigma launch, arrows were made in two steps, one at a time: an [[Arrow Shaft]] plus a [[Feather]] made a [[Headless Arrow]], and a headless arrow plus an arrowhead made one arrow. Early reports (2026-07-05) described this as replaced by a single-step recipe skipping headless arrows entirely (shaft + arrowheads → 15 arrows directly). A later report (2026-07-08, for Iron specifically) instead describes Headless Arrows still being the direct input to a batched arrowhead-application step (15 Headless Arrows + 15 Iron Arrowheads → 15 Iron Arrows, 45 Crafting XP).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two descriptions have not been reconciled.&#039;&#039;&#039; The most likely explanation is that making a Headless Arrow from a shaft is still a required step, and the &amp;quot;instant 15&amp;quot; change was in batching the arrowhead-application step rather than removing Headless Arrows outright — but this is inference, not confirmed. The change happened between 2026-06-22 and 2026-07-04; the exact update date is unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-arrow-recipe-change-2026-07-05|target_page=Fletching|target_field=arrow recipe change|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: launch-day two-step arrow recipe (shaft + feather to headless arrow; headless arrow + arrowhead to 1 arrow) replaced by a batched recipe yielding 15 arrows. Exact change date unconfirmed.}}&lt;br /&gt;
{{MissingData|field=reconciling the &amp;quot;shaft+arrowheads directly&amp;quot; description (2026-07-05) with the &amp;quot;Headless Arrows still used, batched&amp;quot; description (2026-07-08, Iron-specific) — is fletching a Headless Arrow from a shaft still a required step?|page=Fletching|evidence=fletching interface screenshot showing the full current process from shaft to finished arrow}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact date of the arrow recipe change (between 2026-06-22 and 2026-07-04)|page=Fletching|evidence=update announcement or dated gameplay capture|template=UpdateChange}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=Crafting level requirements and XP for fletching actions, and per-craft quantities|page=Fletching|evidence=fletching interface screenshots showing levels, XP, and quantities|template=Recipe}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Bronze_Arrowhead&amp;diff=881</id>
		<title>Bronze Arrowhead</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Bronze_Arrowhead&amp;diff=881"/>
		<updated>2026-07-10T01:34:45Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: flag reconciliation with iron arrow report&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Bronze Arrowhead&lt;br /&gt;
|item_id=307&lt;br /&gt;
|icon=Bronze Arrowhead&lt;br /&gt;
|examine=A bronze arrowhead&lt;br /&gt;
|category=resource&lt;br /&gt;
|subtype=resource&lt;br /&gt;
|family=Resources&lt;br /&gt;
|slot=&lt;br /&gt;
|stackable=1&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Bronze Arrowhead&#039;&#039;&#039; is the bronze-tier arrow tip. Combined with [[Arrow Shaft]]s, it fletches [[Bronze Arrow]]s — see [[Fletching]].&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; resource&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
The current arrow recipe is verified in-game (July 2026): arrow shafts combined with arrowheads instantly yield 15 arrows. The arrowhead tier was not recorded, so its application to Bronze Arrowheads specifically is an inference; the input quantities per craft are also unconfirmed. At Sigma launch, one arrowhead was instead attached to a [[Headless Arrow]] to make one arrow, one at a time; a later report (for Iron Arrowheads specifically, 2026-07-08) describes Headless Arrows still being used, batched, for 3 Crafting XP per arrow — see the reconciliation note on [[Headless Arrow]]. It is unconfirmed whether Bronze follows the same headless-arrow-based process as Iron, or a genuinely different shaft-direct process.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=bronze-arrowhead-recipe-2026-07-05|target_page=Bronze Arrowhead|target_template=Recipe|target_field=fletch-bronze-arrow-15|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: arrow shafts combined with arrowheads instantly yield 15 arrows; the arrowhead tier was not recorded (bronze inferred), and per-craft quantities are unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=arrowheads and shafts consumed per craft, any Crafting level requirement, and XP|page={{PAGENAME}}|evidence=fletching interface screenshot showing quantities, level, and XP|template=Recipe}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=acquisition sources for Bronze Arrowhead (shop stock, drops, or a smithing/crafting recipe)|page={{PAGENAME}}|evidence=shop screen, drop evidence, recipe screen, or official data}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Iron_Arrowhead&amp;diff=880</id>
		<title>Iron Arrowhead</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Iron_Arrowhead&amp;diff=880"/>
		<updated>2026-07-10T01:34:14Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: recipe: headless arrow + iron arrowhead = 15 arrows, 45 xp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Iron Arrowhead&lt;br /&gt;
|item_id=308&lt;br /&gt;
|icon=Iron Arrowhead&lt;br /&gt;
|examine=An iron arrowhead&lt;br /&gt;
|category=resource&lt;br /&gt;
|subtype=resource&lt;br /&gt;
|family=Smithing resources&lt;br /&gt;
|slot=&lt;br /&gt;
|stackable=1&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Iron Arrowhead&#039;&#039;&#039; is a SankoQuest item. Add practical uses, requirements, routes, comparisons, and links to related pages once they are verified.&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; resource&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Combined with [[Headless Arrow]]s, Iron Arrowhead fletches [[Iron Arrow]]s (verified in-game, 2026-07-08) — see [[Fletching]]. Making 15 Iron Arrows this way gives 45 Crafting XP (3 per arrow). Whether Iron Arrowheads can also be applied directly to Arrow Shafts (skipping Headless Arrow) is unconfirmed — see the reconciliation note on [[Headless Arrow]].&lt;br /&gt;
&lt;br /&gt;
{{Recipe&lt;br /&gt;
|recipe_id=fletch-iron-arrow-15&lt;br /&gt;
|recipe_kind=Crafting&lt;br /&gt;
|output=Iron Arrow&lt;br /&gt;
|output_qty=15&lt;br /&gt;
|input1=Headless Arrow&lt;br /&gt;
|input1_qty=15&lt;br /&gt;
|input2=Iron Arrowhead&lt;br /&gt;
|input2_qty=15&lt;br /&gt;
|station=&lt;br /&gt;
|skill=Crafting&lt;br /&gt;
|level_req=&lt;br /&gt;
|xp=45&lt;br /&gt;
|source=In-game, 2026-07-08&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=iron-arrowhead-recipe-xp-2026-07-08|target_page=Iron Arrowhead|target_template=Recipe|target_field=fletch-iron-arrow-15|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: making 15 Iron Arrows from Headless Arrows + Iron Arrowheads gives 45 Crafting XP total (3 per arrow). Input quantities inferred as 15+15 to match the 15-arrow output; not separately confirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Crafting level requirement for this recipe, and whether it can be done at other batch sizes|page={{PAGENAME}}|evidence=fletching interface screenshot}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=acquisition sources, shop stock, drops, resource nodes, recipes, and screenshots|page={{PAGENAME}}|evidence=shop screen, drop evidence, node output, recipe screen, or official data}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Headless_Arrow&amp;diff=879</id>
		<title>Headless Arrow</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Headless_Arrow&amp;diff=879"/>
		<updated>2026-07-10T01:33:43Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: still used: headless arrows + arrowheads make arrows, 45xp/15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Headless Arrow&lt;br /&gt;
|item_id=310&lt;br /&gt;
|icon=Headless Arrow&lt;br /&gt;
|examine=An arrow shaft with feathers attached, missing its head&lt;br /&gt;
|category=resource&lt;br /&gt;
|subtype=resource&lt;br /&gt;
|family=Resources&lt;br /&gt;
|slot=&lt;br /&gt;
|stackable=1&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Headless Arrow&#039;&#039;&#039; was the intermediate step of the original arrow recipe: an [[Arrow Shaft]] with feathers attached, awaiting an arrowhead — see [[Fletching]].&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; resource&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
At Sigma launch, arrows were fletched in two steps: an [[Arrow Shaft]] plus a [[Feather]] made a Headless Arrow, and a Headless Arrow plus an arrowhead made one arrow, one at a time. Early in the Sigma period this changed to a batch process (verified in-game).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headless Arrows are still used&#039;&#039;&#039; (verified in-game, 2026-07-08) — a report on making Iron Arrows describes putting Iron Arrowheads directly on Headless Arrows, batched: 15 Iron Arrows for 45 Crafting XP (3 per arrow). This resolves the earlier open question of whether Headless Arrows remained relevant after the recipe change: they do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reconciliation flag:&#039;&#039;&#039; this appears to conflict with an earlier description (2026-07-05, still on [[Bronze Arrowhead]] and [[Arrow Shaft]]) of the current recipe as &amp;quot;shafts + arrowheads directly → 15 arrows,&amp;quot; which implied the headless-arrow step was skipped entirely. The two reports have not been reconciled. The most likely explanation: making a Headless Arrow from a shaft is still a required step, and the &amp;quot;instant 15&amp;quot; improvement is in the arrowhead-application step — batch-converting many Headless Arrows into arrows in one action, rather than one at a time — not in skipping Headless Arrows outright. This is an inference, not confirmed; do not treat it as settled.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=headless-arrow-former-recipe-2026-07-05|target_page=Headless Arrow|target_field=former arrow recipe role|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: launch-day recipe used shaft + feather to make a headless arrow, then one arrowhead per arrow; replaced early in Sigma by a single-step 15-arrow recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=headless-arrow-still-used-2026-07-08|target_page=Headless Arrow|target_field=continued use after the recipe change|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: Headless Arrows are still used — 15 Iron Arrows made from Headless Arrows + Iron Arrowheads gives 45 Crafting XP. Reconciliation with the earlier &amp;quot;shaft+arrowheads directly&amp;quot; description is not resolved.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=reconciling this report with the earlier &amp;quot;shaft + arrowheads directly&amp;quot; description — is fletching a Headless Arrow from a shaft still a separate required step, and is the batch conversion only at the arrowhead stage?|page={{PAGENAME}}|evidence=fletching interface screenshot showing the full current process}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=whether Headless Arrows are still fletched via shaft + feather (the launch-day method), and any level requirement or XP for that step|page={{PAGENAME}}|evidence=fletching interface screenshot}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Crafting&amp;diff=878</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Crafting&amp;diff=878"/>
		<updated>2026-07-10T01:19:40Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: add bow-stringing xp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Crafting]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Crafting =&lt;br /&gt;
&lt;br /&gt;
Crafting is one of SankoQuest&#039;s 15 [[Skills|skills]] (verified in-game, July 2026). It covers fletching: using a [[Crafting Knife]] on a [[Log]] cuts arrow shafts or unstrung bows — the recipes are recorded on [[Fletching]], a hub whose name is a datamined label rather than a skill. Bow level requirements are unconfirmed, and each is an Archery or Crafting level (unconfirmed which) — see [[Fletching#Bow Tiers]]. Processing [[Flax]] at the Textile Workbench grants Crafting XP — 15 XP per Flax turned into Processed Flax (verified in-game, July 2026; see [[Weaving]]). Stringing bows also grants Crafting XP — 5 for a [[Bow]], 17 for an [[Oak Bow]] (verified in-game, July 2026; see [[Fletching#Stringing XP (Crafting)|Fletching&#039;s stringing XP table]]). The skill&#039;s full scope beyond fletching, and its level requirements, remain unverified.&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=crafting|name=Crafting|description=Crafting covers fletching (arrow shafts and bows cut from logs with a Crafting Knife) — verified in-game, July 2026. Its full scope, levels, and XP are unverified.|source=In-game, 2026-07-05|verification_status=gameplay-verified}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=crafting-skill-census-2026-07-05|target_page=Crafting|target_template=Skill|target_field=skill existence and fletching coverage|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: Crafting is one of the game&#039;s 15 skills and covers fletching — &amp;quot;Fletching&amp;quot; does not appear in the skill panel. Exact in-game capitalization needs a skill-panel screenshot.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=crafting-flax-xp-2026-07-08|target_page=Crafting|target_field=Textile Workbench Crafting XP|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: turning Flax into Processed Flax gives 15 Crafting XP.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Crafting&#039;s full scope beyond fletching, and level requirements for fletching actions|page=Crafting|evidence=skill-panel or level-gate screenshot|template=Skill}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=Crafting levels and XP for fletching actions (arrow shafts, bows)|page=Crafting}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Fletching&amp;diff=877</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Fletching&amp;diff=877"/>
		<updated>2026-07-10T01:19:09Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: stringing xp table, crafting confirmed as governing skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Fletching]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Fletching =&lt;br /&gt;
&lt;br /&gt;
Fletching turns logs, flax, and arrowheads into archery equipment. Fletching is not a separate skill: the in-game skill list (verified July 2026) confirms that fletching is covered by the [[Crafting]] skill — this hub&#039;s name reflects a datamined family label. The same list names [[Archery]] as the game&#039;s ranged-combat skill. Exact in-game capitalization of skill names is unverified. Feathers were only required by the original arrow recipe, which was replaced early in the Sigma period (see [[#Arrow Recipe Change|Arrow Recipe Change]]).&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=fletching|name=Fletching|description=Fletching covers logs, flax, feathers, arrowheads, bows, ammunition, recipes, levels, and XP.|verification_status=Needs gameplay verification}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-skill-is-crafting-2026-07-05|target_page=Fletching|target_template=Skill|target_field=governing skill|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=In-game skill list, verified 2026-07-05: &amp;quot;Fletching&amp;quot; does not appear in the skill panel — fletching is covered by the Crafting skill, and the ranged skill is named Archery. The hub name reflects a datamined family label. Exact in-game capitalization of skill names is unverified.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-hub-grid&amp;quot;&amp;gt;&lt;br /&gt;
[[Bow|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bow|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bow&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Basic ranged weapon&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Arrow Shaft|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Arrow Shaft|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Arrow Shaft&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Arrow component&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Feather|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Feather|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Feather&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Arrow component&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Bronze Arrowhead|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bronze Arrowhead|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bronze Arrowhead&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Arrow component&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fletching Process ==&lt;br /&gt;
Using a [[Crafting Knife]] on a [[Log]] opens the fletching options for that log: it can be cut into [[Arrow Shaft]]s or into an [[Unstrung Bow]]. An unstrung bow is then strung with [[Processed Flax]], which is woven from [[Flax]] at the [[Textile Workbench Node|Textile Workbench]] next to the bank in the desert zone — see [[Weaving]]. Arrows are fletched by combining arrow shafts with arrowheads.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-knife-log-2026-07-05|target_page=Fletching|target_template=Recipe|target_field=knife-on-log fletching options|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: using a Crafting Knife on a log offers cutting it into arrow shafts or an unstrung bow.}}&lt;br /&gt;
&lt;br /&gt;
=== Recorded Recipes ===&lt;br /&gt;
{{Recipe|recipe_id=fletch-log-arrow-shaft|recipe_kind=Fletching|output=Arrow Shaft|output_qty=|input1=Log|input1_qty=1|station=|skill=Crafting|level_req=|xp=|source=In-game, 2026-07-05; skill attribution from the in-game skill list, 2026-07-05 (fletching is covered by Crafting)|verification_status=gameplay-verified}}&lt;br /&gt;
{{Recipe|recipe_id=fletch-log-unstrung-bow|recipe_kind=Fletching|output=Unstrung Bow|output_qty=|input1=Log|input1_qty=1|station=|skill=Crafting|level_req=|xp=|source=In-game, 2026-07-05; skill attribution from the in-game skill list, 2026-07-05 (fletching is covered by Crafting)|verification_status=gameplay-verified}}&lt;br /&gt;
{{Recipe|recipe_id=fletch-bronze-arrow-15|recipe_kind=Fletching|output=Bronze Arrow|output_qty=15|input1=Arrow Shaft|input1_qty=|input2=Bronze Arrowhead|input2_qty=|station=|skill=Crafting|level_req=|xp=|source=In-game, 2026-07-05; the arrowhead tier was not recorded (bronze inferred); skill attribution from the in-game skill list, 2026-07-05 (fletching is covered by Crafting)|verification_status=needs-review}}&lt;br /&gt;
{{Recipe|recipe_id=string-basic-bow|recipe_kind=|output=Bow|output_qty=1|input1=Unstrung Bow|input1_qty=1|input2=Processed Flax|input2_qty=1|station=|skill=|level_req=|xp=|source=In-game, 2026-07-05|verification_status=gameplay-verified}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-arrow-recipe-2026-07-05|target_page=Fletching|target_template=Recipe|target_field=fletch-bronze-arrow-15|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: combining arrow shafts with arrowheads instantly yields 15 arrows. The arrowhead tier was not recorded — the bronze-tier recipe row is an inference — and per-craft input quantities are unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
Per-action XP, level requirements, the number of arrow shafts cut per log, and the shaft/arrowhead quantities consumed per arrow craft are mostly unconfirmed. The arrowhead tier was not recorded, so the bronze recipe row above is an inference; whether bronze, iron, and steel arrowheads all follow the same 15-arrow pattern is unconfirmed. Crafting is confirmed as the skill trained by stringing a bow (see the Stringing XP table below) — level requirements for stringing itself remain unrecorded.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Crafting XP per fletching action, level requirements, arrow shafts per log, input quantities per arrow craft, and which arrowhead tiers follow the 15-arrow recipe|page=Fletching|evidence=fletching interface screenshot showing quantities, levels, and XP|template=Recipe}}&lt;br /&gt;
&lt;br /&gt;
== Bow Tiers ==&lt;br /&gt;
The following bow level requirements were noted in-game (July 2026). Apart from the Glacial Bow&#039;s use requirement — verified at 25 [[Archery]] (July 2026) — every value below, including the basic Bow&#039;s level 5, is unconfirmed, and each unconfirmed requirement is an [[Archery]] or [[Crafting]] level (unconfirmed which) — do not treat either reading as canonical.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Bow !! Use Level !! Confidence&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]] || 5 || Unconfirmed; governing skill unconfirmed&lt;br /&gt;
|-&lt;br /&gt;
| [[Oak Bow]] || 15 || Unconfirmed&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry Bow]] || 20 or 25 || Unconfirmed (either value possible)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glacial Bow]] || 25 to use (Archery) || Verified in-game, July 2026 — use requirement; fletching recipe and level unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact bow use-level requirements and whether each is an Archery or Crafting level|page=Fletching|evidence=level-gate screenshot or interface message naming the skill|template=Recipe}}&lt;br /&gt;
&lt;br /&gt;
=== Stringing XP (Crafting) ===&lt;br /&gt;
Stringing an unstrung bow with [[Processed Flax]] gives Crafting XP (verified in-game, July 2026) — Crafting is confirmed as the skill trained by this action, separate from whatever skill gates a bow&#039;s use.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Bow !! Crafting XP to string !! Source&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]] || 5 || Verified in-game, July 2026&lt;br /&gt;
|-&lt;br /&gt;
| [[Oak Bow]] || 17 || Verified in-game, July 2026&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry Bow]] || Unknown || Not yet reported&lt;br /&gt;
|-&lt;br /&gt;
| [[Glacial Bow]] || Unknown || Not yet reported&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-stringing-xp-2026-07-08|target_page=Fletching|target_field=Crafting XP for stringing bows|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: stringing a Bow gives 5 Crafting XP; stringing an Oak Bow gives 17 Crafting XP.}}&lt;br /&gt;
&lt;br /&gt;
== Arrow Recipe Change ==&lt;br /&gt;
Arrow fletching was reworked early in the Sigma period. At Sigma launch, arrows were made in two steps: an [[Arrow Shaft]] plus a [[Feather]] made a [[Headless Arrow]], and a headless arrow plus an arrowhead made one arrow. This was later replaced by the current single-step recipe, in which arrow shafts combined with arrowheads immediately yield 15 arrows. The change happened between 2026-06-22 and 2026-07-04; the exact update date is unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=fletching-arrow-recipe-change-2026-07-05|target_page=Fletching|target_field=arrow recipe change|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: launch-day two-step arrow recipe (shaft + feather to headless arrow; headless arrow + arrowhead to 1 arrow) replaced by a single-step recipe yielding 15 arrows. Exact change date unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact date of the arrow recipe change (between 2026-06-22 and 2026-07-04)|page=Fletching|evidence=update announcement or dated gameplay capture|template=UpdateChange}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=Crafting level requirements and XP for fletching actions, and per-craft quantities|page=Fletching|evidence=fletching interface screenshots showing levels, XP, and quantities|template=Recipe}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Unstrung_Oak_Bow&amp;diff=876</id>
		<title>Unstrung Oak Bow</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Unstrung_Oak_Bow&amp;diff=876"/>
		<updated>2026-07-10T01:18:40Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: stringing xp: 17 crafting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Unstrung Oak Bow&lt;br /&gt;
|item_id=312&lt;br /&gt;
|icon=Unstrung Oak Bow&lt;br /&gt;
|examine=An oak bow without a string&lt;br /&gt;
|category=resource&lt;br /&gt;
|subtype=resource&lt;br /&gt;
|family=Resources&lt;br /&gt;
|slot=&lt;br /&gt;
|stackable=0&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Unstrung Oak Bow&#039;&#039;&#039; is the unstrung form of the [[Oak Bow]] — see [[Fletching]].&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; resource&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
The fletch-and-string chain (cut an unstrung bow from a log with a [[Crafting Knife]], then string it with [[Processed Flax]]) is verified in-game (2026-07-05) only at the basic [[Bow]] tier. Whether the Unstrung Oak Bow is cut from [[Oak Log]]s and strung the same way is unconfirmed.&lt;br /&gt;
&lt;br /&gt;
Stringing this into an [[Oak Bow]] with [[Processed Flax]] gives 17 Crafting XP (verified in-game, July 2026).&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=unstrung-oak-bow-stringing-xp-2026-07-08|target_page=Unstrung Oak Bow|target_field=Crafting XP for stringing|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: stringing an Unstrung Oak Bow into an Oak Bow gives 17 Crafting XP.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether this is fletched from Oak Logs, and at what level|page={{PAGENAME}}|evidence=fletching interface screenshot}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=acquisition sources for the Unstrung Oak Bow (fletching recipe, shop stock, or drops)|page={{PAGENAME}}|evidence=shop screen, drop evidence, recipe screen, or official data}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Unstrung_Bow&amp;diff=875</id>
		<title>Unstrung Bow</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Unstrung_Bow&amp;diff=875"/>
		<updated>2026-07-10T01:18:09Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: stringing xp: 5 crafting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Unstrung Bow&lt;br /&gt;
|item_id=311&lt;br /&gt;
|icon=Unstrung Bow&lt;br /&gt;
|examine=A carved bow without a string&lt;br /&gt;
|category=resource&lt;br /&gt;
|subtype=resource&lt;br /&gt;
|family=Resources&lt;br /&gt;
|slot=&lt;br /&gt;
|stackable=0&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Unstrung Bow&#039;&#039;&#039; is a carved bow awaiting a string. It is cut from a [[Log]] with a [[Crafting Knife]], and stringing it with [[Processed Flax]] produces a [[Bow]] — see [[Fletching]].&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; resource&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Both steps are verified in-game (2026-07-05): using a Crafting Knife on a log offers cutting it into an unstrung bow, and using Processed Flax (woven at the Textile Workbench — see [[Weaving]]) on the unstrung bow strings it. Level requirements and XP for either step are unconfirmed, as is the skill that governs stringing.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=unstrung-bow-chain-2026-07-05|target_page=Unstrung Bow|target_template=Recipe|target_field=fletch-log-unstrung-bow / string-basic-bow|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: unstrung bow cut from a log with a Crafting Knife, then strung with Processed Flax into a Bow.}}&lt;br /&gt;
&lt;br /&gt;
Stringing this into a [[Bow]] with [[Processed Flax]] gives 5 Crafting XP (verified in-game, July 2026) — Crafting is confirmed as the skill trained by stringing.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=unstrung-bow-stringing-xp-2026-07-08|target_page=Unstrung Bow|target_field=Crafting XP for stringing|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: stringing an Unstrung Bow into a Bow gives 5 Crafting XP.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=any Crafting level requirement to string this|page={{PAGENAME}}|evidence=fletching or stringing interface screenshot}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
Fletched from a [[Log]] with a [[Crafting Knife]] (verified in-game, 2026-07-05); the recipe is recorded on [[Fletching]]. Other acquisition sources are unknown.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=shop, drop, or other non-fletching sources for the Unstrung Bow|page={{PAGENAME}}|evidence=shop screen, drop evidence, or official data}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Oak_Bow&amp;diff=874</id>
		<title>Oak Bow</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Oak_Bow&amp;diff=874"/>
		<updated>2026-07-10T01:17:39Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: stringing gives 17 crafting xp; confirms fletch-string chain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Oak Bow&lt;br /&gt;
|item_id=46&lt;br /&gt;
|icon=Oak Bow&lt;br /&gt;
|examine=A bow crafted from oak wood&lt;br /&gt;
|category=equipment-twohand&lt;br /&gt;
|subtype=equipment&lt;br /&gt;
|family=Twohand equipment&lt;br /&gt;
|slot=twohand&lt;br /&gt;
|stackable=0&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=1&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Oak Bow&#039;&#039;&#039; is the second bow tier, above the basic [[Bow]] — see [[Fletching]].&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; equipment-twohand&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
In-game observation (July 2026) places the Oak Bow&#039;s USE requirement at level 15, but the exact number is unconfirmed, and the requirement is an Archery or Crafting level (unconfirmed which) — do not treat either reading as canonical. The fletch-and-string chain (knife on log → unstrung bow → string with [[Processed Flax]]) DOES apply to the Oak Bow the same way as the basic [[Bow]] tier (verified in-game, July 2026) — stringing an Oak Bow ([[Unstrung Oak Bow]] + [[Processed Flax]]) gives 17 Crafting XP.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=oak-bow-stringing-crafting-xp-2026-07-08|target_page=Oak Bow|target_field=Crafting XP for stringing|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: stringing an Oak Bow gives 17 Crafting XP.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Oak Bow&#039;s use-level requirement (15, unconfirmed) and its governing skill (Archery or Crafting, unconfirmed which)|page={{PAGENAME}}|evidence=level-gate screenshot naming the skill|template=Recipe}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=acquisition sources for the Oak Bow (fletching recipe, shop stock, or drops)|page={{PAGENAME}}|evidence=shop screen, drop evidence, recipe screen, or official data}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
&lt;br /&gt;
According to client data (July 2026), the Oak Bow has the combat stat block below. The values are taken verbatim from the game client&#039;s equipment manifest (sigma.sankoquest.com bundle, datamined 2026-07-05). This is datamined evidence, not yet verified in-game; attack speed and attack range are raw client values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;eqstats-oak-bow&amp;quot;&amp;gt;&lt;br /&gt;
{{EquipmentStats&lt;br /&gt;
|item_id=46&lt;br /&gt;
|item_name=Oak Bow&lt;br /&gt;
|slot=twohand&lt;br /&gt;
|combat_style=ranged&lt;br /&gt;
|ranged_attack=14&lt;br /&gt;
|attack_speed=4&lt;br /&gt;
|attack_range=7&lt;br /&gt;
|bonuses=weaponClass: bow, rangedType: standard (client keys)&lt;br /&gt;
|source=Client data (sigma.sankoquest.com bundle, 2026-07-05)&lt;br /&gt;
|verification_status=datamine-candidate&lt;br /&gt;
|evidence=oak-bow-client-data-2026-07-05&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to client data (July 2026), bows offer the Accurate, Rapid, and Longrange combat modes, and every bow tier is typed rangedType: standard — targets defend against it with their standard ranged defence. Bows themselves carry no rangedStrength in client data; ranged strength comes from the equipped arrows. Client data contains no equip level requirements (equip gates are enforced server-side), so the unconfirmed level-15 note above is neither confirmed nor contradicted by it. The same client table lists the other bow tiers: [[Bow]], [[Cherry Bow]], [[Glacial Bow]].&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=oak-bow-client-data-2026-07-05&lt;br /&gt;
|target_page=Oak Bow&lt;br /&gt;
|target_template=EquipmentStats&lt;br /&gt;
|target_field=combat stats and combat modes&lt;br /&gt;
|evidence_type=client data (datamine)&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=datamine-candidate&lt;br /&gt;
|notes=According to client data (July 2026): stat values taken verbatim from the EQUIPMENT_MANIFEST table in web client chunk c12a64812e41c536.js (module 236847, beautified lines 426-955), sigma.sankoquest.com bundle datamined 2026-07-05; combat modes from the weapon style table in the same chunk (lines 366-415). Datamined evidence — not yet gameplay-verified.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Bow&amp;diff=873</id>
		<title>Bow</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Bow&amp;diff=873"/>
		<updated>2026-07-10T01:17:09Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: stringing gives 5 crafting xp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Bow&lt;br /&gt;
|item_id=45&lt;br /&gt;
|icon=Bow&lt;br /&gt;
|examine=A bow&lt;br /&gt;
|category=equipment-twohand&lt;br /&gt;
|subtype=equipment&lt;br /&gt;
|family=Twohand equipment&lt;br /&gt;
|slot=twohand&lt;br /&gt;
|stackable=0&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=1&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Bow&#039;&#039;&#039; is the basic two-handed [[Archery]] weapon. One is given at the end of the tutorial, and more can be fletched from a [[Log]] and strung with [[Processed Flax]] — see [[Fletching]].&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; equipment-twohand&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
* The final tutorial NPC gives the player a bow and a set of arrows when the tutorial is completed (verified in-game, 2026-07-05); the arrows&#039; tier is unconfirmed.&lt;br /&gt;
* Bows are not restricted by arrow tier: a bow grants Archery XP with any arrow tier (verified in-game, 2026-07-05).&lt;br /&gt;
* The Bow may require level 5 to use — the value itself is unconfirmed, and the requirement is an Archery or Crafting level (unconfirmed which) — see [[Fletching]] for the bow-tier levels.&lt;br /&gt;
* Stringing a Bow ([[Unstrung Bow]] + [[Processed Flax]]) gives 5 Crafting XP (verified in-game, July 2026) — this confirms Crafting is the skill trained by making the bow, separate from whatever skill gates using it once equipped.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=bow-tutorial-reward-2026-07-05|target_page=Bow|target_field=tutorial acquisition|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: the final tutorial NPC gives a bow and a set of arrows; the arrow tier was not recorded.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=bow-any-arrow-tier-2026-07-05|target_page=Bow|target_field=arrow tier compatibility|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: a bow grants Archery XP with any arrow tier (the in-game skill list, verified 2026-07-05, names the ranged skill Archery).}}&lt;br /&gt;
{{SourceEvidence|evidence_id=bow-stringing-crafting-xp-2026-07-08|target_page=Bow|target_field=Crafting XP for stringing|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: stringing a Bow gives 5 Crafting XP.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=equipment stats, and the Bow&#039;s exact level requirement and its governing skill (Archery or Crafting, unconfirmed which)|page={{PAGENAME}}|evidence=equipment screen or level-gate screenshot naming the skill|template=EquipmentStats}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
Verified sources (in-game, 2026-07-05): tutorial completion reward, and fletching — cut an [[Unstrung Bow]] from a [[Log]] with a [[Crafting Knife]], then string it with [[Processed Flax]]. The recipes are recorded on [[Fletching]].&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=shop, drop, or other sources for the Bow|page={{PAGENAME}}|evidence=shop screen, drop evidence, or official data}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Stats ==&lt;br /&gt;
&lt;br /&gt;
According to client data (July 2026), the Bow has the combat stat block below. The values are taken verbatim from the game client&#039;s equipment manifest (sigma.sankoquest.com bundle, datamined 2026-07-05). This is datamined evidence, not yet verified in-game; attack speed and attack range are raw client values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;eqstats-bow&amp;quot;&amp;gt;&lt;br /&gt;
{{EquipmentStats&lt;br /&gt;
|item_id=45&lt;br /&gt;
|item_name=Bow&lt;br /&gt;
|slot=twohand&lt;br /&gt;
|combat_style=ranged&lt;br /&gt;
|ranged_attack=8&lt;br /&gt;
|attack_speed=4&lt;br /&gt;
|attack_range=7&lt;br /&gt;
|bonuses=weaponClass: bow, rangedType: standard (client keys)&lt;br /&gt;
|source=Client data (sigma.sankoquest.com bundle, 2026-07-05)&lt;br /&gt;
|verification_status=datamine-candidate&lt;br /&gt;
|evidence=bow-client-data-2026-07-05&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to client data (July 2026), bows offer the Accurate, Rapid, and Longrange combat modes, and every bow tier is typed rangedType: standard — targets defend against it with their standard ranged defence. Bows themselves carry no rangedStrength in client data; ranged strength comes from the equipped arrows. Client data contains no equip level requirements (equip gates are enforced server-side), so the possible level-5 requirement noted above remains unconfirmed. The same client table lists the other bow tiers: [[Oak Bow]], [[Cherry Bow]], [[Glacial Bow]].&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=bow-client-data-2026-07-05&lt;br /&gt;
|target_page=Bow&lt;br /&gt;
|target_template=EquipmentStats&lt;br /&gt;
|target_field=combat stats and combat modes&lt;br /&gt;
|evidence_type=client data (datamine)&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=datamine-candidate&lt;br /&gt;
|notes=According to client data (July 2026): stat values taken verbatim from the EQUIPMENT_MANIFEST table in web client chunk c12a64812e41c536.js (module 236847, beautified lines 426-955), sigma.sankoquest.com bundle datamined 2026-07-05; combat modes from the weapon style table in the same chunk (lines 366-415). Datamined evidence — not yet gameplay-verified.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Bartender_Shop&amp;diff=872</id>
		<title>Bartender Shop</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Bartender_Shop&amp;diff=872"/>
		<updated>2026-07-09T16:07:53Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: confirmed identity: this is Buns Remilio&amp;#039;s shop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN shop --&amp;gt;&lt;br /&gt;
{{Shop&lt;br /&gt;
|shop_id=apache_general_store&lt;br /&gt;
|name=Bartender Shop&lt;br /&gt;
|location=&lt;br /&gt;
|currency=Coins&lt;br /&gt;
|npc_ids=npc_apache_5&lt;br /&gt;
|sells=7,10,18,23,15,305&lt;br /&gt;
|buys=&lt;br /&gt;
|prices=Bundle of Sticks: 2 Coins; Lighter: 5 Coins; Fishing Net: 5 Coins; Fishing Rod: 5 Coins; Bronze Pickaxe: 6 Coins; Crafting Knife: 5 Coins&lt;br /&gt;
|source=SankoQuest game data&lt;br /&gt;
|verification_status=Needs gameplay verification&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopStock|stock_id=apache_general_store_bundle_of_sticks|shop_id=apache_general_store|item_id=7|item_name=Bundle of Sticks|currency=Coins|buy_price=2|quantity=unlimited|source=SankoQuest game data|verification_status=Needs gameplay verification|render=hidden}}&lt;br /&gt;
{{ShopStock|stock_id=apache_general_store_lighter|shop_id=apache_general_store|item_id=10|item_name=Lighter|currency=Coins|buy_price=5|quantity=unlimited|source=SankoQuest game data|verification_status=Needs gameplay verification|render=hidden}}&lt;br /&gt;
{{ShopStock|stock_id=apache_general_store_fishing_net|shop_id=apache_general_store|item_id=18|item_name=Fishing Net|currency=Coins|buy_price=5|quantity=unlimited|source=SankoQuest game data|verification_status=Needs gameplay verification|render=hidden}}&lt;br /&gt;
{{ShopStock|stock_id=apache_general_store_fishing_rod|shop_id=apache_general_store|item_id=23|item_name=Fishing Rod|currency=Coins|buy_price=5|quantity=unlimited|source=SankoQuest game data|verification_status=Needs gameplay verification|render=hidden}}&lt;br /&gt;
{{ShopStock|stock_id=apache_general_store_bronze_pickaxe|shop_id=apache_general_store|item_id=15|item_name=Bronze Pickaxe|currency=Coins|buy_price=6|quantity=unlimited|source=SankoQuest game data|verification_status=Needs gameplay verification|render=hidden}}&lt;br /&gt;
{{ShopStock|stock_id=apache_general_store_crafting_knife|shop_id=apache_general_store|item_id=305|item_name=Crafting Knife|currency=Coins|buy_price=5|quantity=unlimited|source=SankoQuest game data|verification_status=Needs gameplay verification|render=hidden}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END shop --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This Is Buns Remilio&#039;s Shop ==&lt;br /&gt;
&#039;&#039;&#039;This page is the same shop as [[Buns Remilio]]&#039;&#039;&#039;. What was previously a &amp;quot;suspected&amp;quot; identity match, based on this shop&#039;s six-item stock lining up with Buns Remilio&#039;s confirmed items, was directly confirmed in-game on 2026-07-08 — his full stock (Fishing Rod, Lighter, Fishing Net, Bronze Pickaxe, Bundle of Sticks, Crafting Knife) matches this record&#039;s items exactly, and he keeps the shop directly across from the furnace in [[Adobe Town]]. &#039;&#039;&#039;See [[Buns Remilio]] for the current, gameplay-verified prices and location — that page is now the primary source for this shop.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bartender Shop&amp;quot; name is a datamine artifact (the bot-owned block above still carries it as the source-of-truth &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; field and cannot be edited); it is not a separate NPC or location from Buns Remilio. Despite the similar name, this shop is also unrelated to the [[Barkeep Shop]] in [[Greentown]] — that is a genuinely different shop (Tin of Beer + Bundle of Sticks only), unaffected by this resolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note on the Bronze Pickaxe price:&#039;&#039;&#039; this record&#039;s datamined price is 6 Coins; direct in-game observation on [[Buns Remilio]]&#039;s page gives 5 Coins. The firsthand price is primary; both are kept on record.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=bartender-shop-remilio-identity-2026-07-08|target_page=Bartender Shop|target_template=Shop|target_field=shopkeeper identity (shop_id apache_general_store / npc_apache_5)|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Confirmed in-game, 2026-07-08: this shop&#039;s full six-item stock is Buns Remilio&#039;s shop, directly across from the furnace in Adobe Town. Formerly a suspected-but-unconfirmed datamine match; now directly confirmed. See Buns Remilio for the gameplay-verified prices.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Verification Needed ==&lt;br /&gt;
* {{MissingData|field=shop location, shopkeeper page, and screenshot|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* Stock is available from game data. Confirm unlocks, restock timing, and any sell-back behavior in game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Shops]]&lt;br /&gt;
[[Category:Game data pages]]&lt;br /&gt;
[[Category:Needs verification]]&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Buns_Remilio&amp;diff=871</id>
		<title>Buns Remilio</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Buns_Remilio&amp;diff=871"/>
		<updated>2026-07-09T16:07:24Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: full stock confirmed: fishing rod/lighter/net/pickaxe/sticks/knife, all 5-2gp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN npc --&amp;gt;&lt;br /&gt;
{{NPC&lt;br /&gt;
|npc_id=buns_remilio&lt;br /&gt;
|name=Buns Remilio&lt;br /&gt;
|role=Shopkeeper&lt;br /&gt;
|location=&lt;br /&gt;
|dialogue=&lt;br /&gt;
|quests=&lt;br /&gt;
|shops=&lt;br /&gt;
|render_image=sanko/renders/npc/npc-buns-remilio.png&lt;br /&gt;
|model_path=buns/remilio.glb&lt;br /&gt;
|source=SankoQuest game data&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END npc --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shop ==&lt;br /&gt;
Buns Remilio keeps a shop in [[Adobe Town]] — the settlement at the desert bank — directly across from the [[Furnace Node|furnace]] (verified in-game, July 2026). Full stock confirmed in-game (2026-07-08):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Price !! Status&lt;br /&gt;
|-&lt;br /&gt;
| [[Fishing Rod]] || 5 [[Coins]] || gameplay-verified&lt;br /&gt;
|-&lt;br /&gt;
| [[Lighter]] || 5 [[Coins]] || gameplay-verified&lt;br /&gt;
|-&lt;br /&gt;
| [[Fishing Net]] || 5 [[Coins]] || gameplay-verified&lt;br /&gt;
|-&lt;br /&gt;
| [[Bronze Pickaxe]] || 5 [[Coins]] || gameplay-verified (see note below — the datamined shop table lists 6 Coins; Alex&#039;s direct observation of 5 Coins is used as primary)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bundle of Sticks]] || 2 [[Coins]] || gameplay-verified&lt;br /&gt;
|-&lt;br /&gt;
| [[Crafting Knife]] || 5 [[Coins]] || gameplay-verified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Price discrepancy:&#039;&#039;&#039; the datamined client shop table (shop_id &amp;lt;code&amp;gt;apache_general_store&amp;lt;/code&amp;gt;) lists Bronze Pickaxe at 6 Coins, but direct in-game observation on 2026-07-08 gives 5 Coins. The firsthand price is used as primary; the datamine value is recorded here rather than silently discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolved identity:&#039;&#039;&#039; this shop was previously cross-referenced (2026-07-08, earlier the same day) as a likely-but-unconfirmed match to the [[Bartender Shop]] page&#039;s &amp;lt;code&amp;gt;apache_general_store&amp;lt;/code&amp;gt; record. That match is now confirmed — Buns Remilio&#039;s shop and &amp;quot;Bartender Shop&amp;quot; are the same shop. The Bartender Shop page now redirects here; see [[Barkeep Shop]] for the separate, genuinely distinct Greentown shop (Tin of Beer + Bundle of Sticks only), which this does not affect.&lt;br /&gt;
&lt;br /&gt;
{{Service|service_id=buns-remilio-shop-desert-bank|service_type=Shop|provider_type=npc|provider_id=buns_remilio|provider_name=Buns Remilio|source=In-game, 2026-07-08|verification_status=gameplay-verified|notes=Full stock confirmed in-game, 2026-07-08: Fishing Rod 5gp, Lighter 5gp, Fishing Net 5gp, Bronze Pickaxe 5gp (datamine says 6gp — discrepancy noted), Bundle of Sticks 2gp, Crafting Knife 5gp. Shop is directly across from the furnace in Adobe Town.}}&lt;br /&gt;
&lt;br /&gt;
== Location Notes ==&lt;br /&gt;
Found at the desert bank, in Adobe Town — the settlement at the desert bank — directly across from the furnace (verified in-game, July 2026). The broader desert zone&#039;s proper in-game name remains unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{Spawn|spawn_id=buns-remilio-desert-bank|entity_type=npc|entity_id=buns_remilio|entity_name=Buns Remilio|coordinates=Desert bank, Adobe Town (desert zone; zone name unconfirmed)|source=In-game, 2026-07-05; 2026-07-08|verification_status=gameplay-verified|notes=Seen at the desert bank, in Adobe Town — the settlement at the desert bank (verified in-game, July 2026). The world-map screenshot [[:File:World map overview.png|World map overview.png]] supports the zone-level geography only; it cannot show the NPC&#039;s position.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=the broader desert zone&#039;s proper in-game name (Adobe Town names only the bank settlement, not the wider zone) and a dedicated location page for the bank cluster|page={{PAGENAME}}|evidence=map or zone-name screenshot}}&lt;br /&gt;
&lt;br /&gt;
== Source Evidence ==&lt;br /&gt;
{{SourceEvidence|evidence_id=buns-remilio-shop-player-2026-07-05|target_page=Buns Remilio|target_template=Service|target_field=shop stock (Fishing Rod, Crafting Knife)|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: Buns Remilio sells a Fishing Rod and a Crafting Knife at the desert bank. Prices not recorded.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=buns-remilio-location-player-2026-07-05|target_page=Buns Remilio|target_template=Spawn|target_field=location (desert bank)|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: found at the desert bank in the desert zone; the zone&#039;s in-game name is unconfirmed. The world-map screenshot [[:File:World map overview.png|World map overview.png]] supports the zone-level geography only.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=buns-remilio-prices-2026-07-08|target_page=Buns Remilio|target_template=Service|target_field=prices confirmed in-game (Fishing Rod, Lighter)|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, July 2026: Fishing Rod costs 5 Coins and Lighter costs 5 Coins. Crafting Knife was not restated in this report; its price is not directly observed.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=buns-remilio-datamine-shop-identity-2026-07-08|target_page=Buns Remilio|target_field=Full stock (datamine cross-reference)|evidence_type=client data (datamine)|captured_at=2026-07-08|status=datamine-candidate|notes=Client shop table for shop_id apache_general_store (the Bartender Shop page) lists Bundle of Sticks 2 Coins, Lighter 5 Coins, Fishing Net 5 Coins, Fishing Rod 5 Coins, Bronze Pickaxe 6 Coins, Crafting Knife 5 Coins. Matches Buns Remilio&#039;s two directly-observed prices (Fishing Rod, Lighter) and his separately-confirmed Crafting Knife stock, with zero mismatches — a strong but unconfirmed identification of Buns Remilio as the shopkeeper behind this shop_id/npc_apache_5. Not asserted as fact; the direct NPC-to-shopkeeper link has not been observed in-game.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=buns-remilio-adobe-town-name-2026-07-08|target_page=Buns Remilio|target_template=Spawn|target_field=Location Notes (Adobe Town name)|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, July 2026: the desert-bank cluster (bank, furnace, anvil, Buns Remilio&#039;s shop, and NPCs Buns Kev/Buns Detec/Buns Orange) is known as Adobe Town. Scope note: this names the settlement at the bank itself, not the wider desert zone, whose proper name remains unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=buns-remilio-full-stock-confirmed-2026-07-08|target_page=Buns Remilio|target_template=Service|target_field=full shop stock and prices|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: Buns Remilio&#039;s full stock is Fishing Rod 5gp, Lighter 5gp, Fishing Net 5gp, Bronze Pickaxe 5gp, Bundle of Sticks 2gp, Crafting Knife 5gp — directly across from the furnace in Adobe Town. This confirms the earlier datamine-based shop-identity cross-reference (Buns Remilio = the apache_general_store shop, formerly presented as a separate &amp;quot;Bartender Shop&amp;quot;). Bronze Pickaxe&#039;s price (5gp) disagrees with the datamined 6gp; the firsthand value is used as primary.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Buns Remilio&#039;&#039;&#039; is a SankoQuest character. Add verified location, services, dialogue, and quest links as they are confirmed.&lt;br /&gt;
&lt;br /&gt;
== Verification Needed ==&lt;br /&gt;
* {{MissingData|field=NPC location, route, and screenshot|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=shop, bank, quest, dialogue, or travel service|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=verified dialogue transcript|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
[[Category:Game data pages]]&lt;br /&gt;
[[Category:Needs verification]]&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Bestiary&amp;diff=870</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Bestiary&amp;diff=870"/>
		<updated>2026-07-09T06:46:43Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: giant level 60, lesser giant location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Bestiary]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Bestiary =&lt;br /&gt;
&lt;br /&gt;
The bestiary collects mob pages, combat notes, verified locations, weaknesses, and drop evidence. Creature pages start with model renders from game data, then contributors add combat and drop proof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-catalog-summary&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-catalog-count&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;{{#cargo_query:tables=Mobs|fields=COUNT(*)|no html|default=0}}&amp;lt;/strong&amp;gt; mob pages&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-link-panel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-section-title&amp;quot;&amp;gt;Add Creature Proof&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Spawn}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; for locations and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Drop}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; for verified drop rows. Do not add rates without repeated evidence or a team source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creature Index ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Mobs&lt;br /&gt;
|fields=_pageName=page,name=name,render_image=render_image,combat_level=role,location=location,verification_status=status&lt;br /&gt;
|order by=name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=mob pages with renders and source status|page=Bestiary|evidence=datamine row or gameplay screenshot|template=Mob}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spawn Rows ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Spawns&lt;br /&gt;
|fields=entity_name=page,entity_name=name,entity_type=kind,location=location,respawn=detail,verification_status=status&lt;br /&gt;
|where=entity_type=&amp;quot;mob&amp;quot; AND verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,entity_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified mob spawn rows|page=Bestiary|evidence=combat screenshot, map screenshot, or reader capture|template=Spawn}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Drop Evidence ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Drops&lt;br /&gt;
|fields=item_name=item,item_name=icon,quantity=quantity,rarity=meta,drop_rate=detail,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=mob_id,item_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=ItemRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified drop rows with item, quantity, rarity, and evidence|page=Bestiary|evidence=drop screenshot or reviewed reader captures|template=Drop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Documented Mob Areas ==&lt;br /&gt;
The table below summarizes mob areas confirmed in play (verified in-game, 2026-07-05); structured &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Spawn}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Drop}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; rows live on the individual mob pages. The desert zone&#039;s proper in-game name is unconfirmed, so it is referred to here as &amp;quot;the desert zone&amp;quot;. The mob areas east of the grass zone also have no confirmed in-game region name; they are described neutrally by position as &amp;quot;Eastern main landmass&amp;quot;. A supporting world-map screenshot ([[:File:World map overview.png]]) is uploaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Area !! Mobs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Southern desert zone, around the post-tutorial arrival area || [[Fox]], [[Camel]] || Both drop only [[Bones]]. Camels are combat level 3.&lt;br /&gt;
|-&lt;br /&gt;
| Desert zone, west of the desert bank (copper and tin mining area) || [[Scorpion]] || Combat level 14; aggressive.&lt;br /&gt;
|-&lt;br /&gt;
| Desert zone, camp west of the copper and tin mining area || [[Goblin]] || Camp of four aggressive level 2 goblins; drops [[Coins]] and [[Bones]].&lt;br /&gt;
|-&lt;br /&gt;
| Grass zone, near the church || [[Goblin]] || Level 12 variant; drops [[Coins]], [[Bones]], and the [[Crafting Knife]].&lt;br /&gt;
|-&lt;br /&gt;
| Grass zone, cow field || [[Cow]] || Attackable Priests are nearby; see [[Combat]].&lt;br /&gt;
|-&lt;br /&gt;
| Grass zone, bandit camp north of [[Greentown]] || [[Bandit]] || Combat level 18; only [[Bones]] observed as drops so far. A level 999 [[Combat Dummy]] was seen in the same context; whether it stands at the camp itself has not been separately confirmed.&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, northwest of the cow field and west of the [[Greentown]] bank || [[Giant Spider]] || South of the Giant area; coal rocks nearby.&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, north of the Giant Spider area; also south of the Lesser Giants, south of the church || [[Giant]] (level 60) || Referred to on this wiki as the hill giant zone; proper in-game name unconfirmed.&lt;br /&gt;
|-&lt;br /&gt;
| Multi-combat zone east of the Giant Spider area || [[Scorpion]] || Also contains coal rocks; see [[Combat]].&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, beyond the multi-combat zone || [[Plasma Spider]] (level 28, was 19 pre-patch), [[Skeleton]] (level 26, was 21 pre-patch) || Shared area. Two more skeletons spawn on the small island-mountain across the wooden bridge.&lt;br /&gt;
|-&lt;br /&gt;
| Eastern main landmass, just before the wooden bridge to the island-mountain || [[Lil Dragon]] || Two spawns, combat level 45 (was 35 pre-patch). No datamine catalog entry yet.&lt;br /&gt;
|-&lt;br /&gt;
| Small island-mountain across the wooden bridge || [[Dragon]] || One spawn, combat level 81 (was 52 pre-patch), at the top of the island among the pillars.&lt;br /&gt;
|-&lt;br /&gt;
| South of the church, grass zone; north of the regular Giants || [[Lesser Giant]] (level 35) || No datamine catalog entry. Drops [[Water Shard]], [[Fire Shard]], [[Air Shard]], and [[Raw Brown Trout]].&lt;br /&gt;
|-&lt;br /&gt;
| North of [[Greentown]], west of a lighthouse landmark || [[Shape Wizard]] || Combat level 38; group of enemies; no datamine catalog entry. Distinct from the datamined [[Star Wizard]] and from the [[Shape Wizard Hat]] item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All four combat-level changes in the table above (Skeleton, Plasma Spider, Lil Dragon, Dragon) were confirmed live in-game following the [[2026-07-07 Patch]]&#039;s &amp;quot;High level monster rebalance&amp;quot; note; verified in-game, July 2026. Pre-patch levels are retained alongside the current ones for history.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=proper in-game name of the desert zone (the northwest island with the lake and snow patches)|page=Bestiary|evidence=map or zone-name screenshot|template=Location}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=bestiary-mob-areas-2026-07-05&lt;br /&gt;
|target_page=Bestiary&lt;br /&gt;
|target_template=Spawn&lt;br /&gt;
|target_field=documented mob areas&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Structured Spawn and Drop rows live on the individual mob pages. Supporting world-map screenshot: File:World map overview.png.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=mob spawn locations, combat stats, drop tables, and strategy notes|page=Bestiary}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=869</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=869"/>
		<updated>2026-07-09T06:46:13Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: giant/lesser giant level + location chain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Locations]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Locations =&lt;br /&gt;
&lt;br /&gt;
Location pages organize regions, towns, facilities, NPCs, shops, resource nodes, and mob spawns. Map positions are orientation hints until screenshots and route notes are verified.&lt;br /&gt;
&lt;br /&gt;
== Location Index ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Locations&lt;br /&gt;
|fields=_pageName=page,name=name,region=kind,parent_location=location,game_position=detail,verification_status=status&lt;br /&gt;
|order by=name&lt;br /&gt;
|limit=100&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=location pages with region and source status|page=Locations|evidence=region data, map screenshot, or curated route note|template=Location}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Services and Facilities ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Services&lt;br /&gt;
|fields=provider_name=page,service_type=name,provider_type=kind,location=location,requirements=detail,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,service_type&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=services and facilities by location|page=Locations|evidence=map screenshot, service screen, or route note|template=Service}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objects and Points of Interest ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=LocationObjects&lt;br /&gt;
|fields=name=page,name=name,object_type=kind,location=location,render_image=render_image,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,object_type,name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=facilities, stations, entrances, banks, and points of interest|page=Locations|evidence=location screenshot or curated scene evidence|template=LocationObject}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spawns ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Spawns&lt;br /&gt;
|fields=entity_name=page,entity_name=name,entity_type=kind,location=location,quantity=meta,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,entity_type,entity_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified NPC, mob, item, and resource-node spawns by location|page=Locations|evidence=map/minimap screenshot or reviewed reader capture|template=Spawn}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== World Survey (Verified In-Game, 2026-07-05) ==&lt;br /&gt;
The layout below was verified in-game on 2026-07-05, supported by an in-game world-map screenshot (pending upload as &#039;&#039;World map overview.png&#039;&#039;). Per the map: a desert island sits in the northwest (with a lake and white snow patches), the main grass landmass covers the center and east, a gray mountain zone lies in the east, and a small island sits in the southwest. The meaning of the map&#039;s markers has not been confirmed.&lt;br /&gt;
&lt;br /&gt;
=== The Desert Zone (Name Unconfirmed) ===&lt;br /&gt;
New players arrive in the southern part of a desert zone on the northwest island. Its proper in-game name has not been confirmed — do not assume it corresponds to [[Adobe Town]] or any other datamined location name.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spawn area (south)&#039;&#039;&#039; — [[Fox]]es and [[Camel]]s roam here; both drop only [[Bones]]. Crawdad fishing spots surround the spawn, south of the desert lake.&lt;br /&gt;
* &#039;&#039;&#039;Desert lake&#039;&#039;&#039; — north of the crawdad spots; three trout fishing spots.&lt;br /&gt;
* &#039;&#039;&#039;Desert bank (north of the lake)&#039;&#039;&#039; — a bank with a furnace and an anvil ([[Bank Node]], [[Furnace Node]], [[Anvil Node]]; see [[Banking]]). [[Buns Remilio]]&#039;s shop here sells the [[Fishing Rod]] and the [[Crafting Knife]].&lt;br /&gt;
* &#039;&#039;&#039;Copper and tin rocks (west of the bank)&#039;&#039;&#039; — [[Copper Node|copper]] and [[Tin Node|tin]] ore nodes; aggressive level-14 [[Scorpion]]s roam this area.&lt;br /&gt;
* &#039;&#039;&#039;Goblin camp (further west)&#039;&#039;&#039; — a camp of four aggressive level-2 [[Goblin]]s that drop gold and [[Bones]].&lt;br /&gt;
* &#039;&#039;&#039;Flax (east of the lake)&#039;&#039;&#039; — a [[Flax Node|flax]] spawn.&lt;br /&gt;
* &#039;&#039;&#039;Payasan area (east side)&#039;&#039;&#039; — a snow-covered area east of the desert lake, where [[Payasan]] NPCs and the spirit-shard altar are found, just before the bridge to the grass zone.&lt;br /&gt;
* &#039;&#039;&#039;Hidden oasis (location unknown)&#039;&#039;&#039; — the stated objective of the [[Desert Adventure]] quest, whose journal entry reads verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]]; verified in-game, July 2026). The objective text places it in the desert, but its location remains unknown and no public solution is known.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=the desert zone&#039;s proper in-game name|page=Locations|evidence=map or location-title screenshot|template=Location}}&lt;br /&gt;
{{BountyPrompt|family=World|title=Find the hidden oasis|field=The hidden oasis is the stated objective of the Desert Adventure quest — its journal entry reads verbatim &amp;quot;Find the hidden oasis in the desert.&amp;quot; (verified in-game, July 2026) — but its location is unknown and no public solution is known|page=Locations|evidence=map or location screenshot showing the oasis|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== The Grass Zone ===&lt;br /&gt;
A bridge connects the east side of the desert zone to the grass zone (also called the green zone) on the main landmass.&lt;br /&gt;
* &#039;&#039;&#039;Church&#039;&#039;&#039; — level-12 [[Goblin]]s are nearby; the [[Mixnometry|Elemental Altar]] (see [[Shards]]) stands by the church and the goblins, north of the church itself. The church is west of the cow field.&lt;br /&gt;
* &#039;&#039;&#039;Cow field&#039;&#039;&#039; — a second [[Flax Node|flax]] spawn lies east of it, and priests can be found nearby.&lt;br /&gt;
* &#039;&#039;&#039;Cherry trees and the bubba bass fishing spot&#039;&#039;&#039; — [[Cherry Log|Cherry trees]] stand by the bubba bass fishing spot (see [[Raw Bubba Bass]]), which sits slightly north of the Elemental Altar (verified in-game, July 2026).&lt;br /&gt;
* &#039;&#039;&#039;[[Greentown]]&#039;&#039;&#039; — has a bank (see [[Banking]]).&lt;br /&gt;
* &#039;&#039;&#039;Bandit camp (north of Greentown)&#039;&#039;&#039; — a camp of level-18 [[Bandit]]s; only [[Bones]] observed as drops so far. A level 999 [[Combat Dummy]] was seen in the same context — hits on it sometimes land for 1 damage and grant XP — though whether it stands at the camp itself has not been separately confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lighthouse (north of Greentown)&#039;&#039;&#039; — a lighthouse landmark on the grass zone&#039;s northern edge, verified in-game 2026-07-07. Level-38 [[Shape Wizard]]s hold ground west of it. East of the lighthouse is the already-documented [[#East of the Grass Zone (Higher-Level Progression)|east progression]] (coal and scorpions, then plasma spiders and skeletons, then the Lil Dragons, then the Dragon at the summit) — see that section rather than repeating it here.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=bandit-camp-north-of-greentown|name=Bandit camp|object_type=camp|coordinates=North of Greentown, in the grass zone|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a bandit camp north of Greentown with level-18 Bandits; only Bones observed as drops so far. A level 999 Combat Dummy was seen in the same context; whether it stands at the camp itself has not been separately confirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=lighthouse-north-of-greentown|name=Lighthouse|object_type=landmark|coordinates=North of Greentown, grass zone; the Shape Wizard camp lies west of it, and the already-documented east progression (coal/scorpions, skeletons, plasma spiders, Lil Dragons, Dragon) lies east of it|source=In-game, 2026-07-07|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse landmark north of Greentown. Level-38 Shape Wizards hold ground west of it; the east side reinforces the previously documented east progression rather than adding new zone content. Exact coordinates and the lighthouse&#039;s purpose (enterable, interactable, or purely a visual landmark) are unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact position and purpose of the lighthouse north of Greentown|page=Locations|evidence=map screenshot or interaction/dialogue capture|template=LocationObject}}&lt;br /&gt;
&lt;br /&gt;
=== East of the Grass Zone (Higher-Level Progression) ===&lt;br /&gt;
* &#039;&#039;&#039;Coal and spiders&#039;&#039;&#039; — [[Coal Node|coal]] rocks northwest of the cow field and west of the Greentown bank, around the [[Giant Spider]]s, which are south of the hill giant zone.&lt;br /&gt;
* &#039;&#039;&#039;Hill giant zone&#039;&#039;&#039; — home to level-60 [[Giant]]s (verified in-game, July 2026), reachable from the grass zone by heading south from the church past the [[Lesser Giant]]s (level 35, verified in-game), which sit south of the church and north of the regular Giants.&lt;br /&gt;
* &#039;&#039;&#039;Multi-combat zone (east of the spiders)&#039;&#039;&#039; — contains coal rocks and [[Scorpion]]s.&lt;br /&gt;
* &#039;&#039;&#039;Deeper in&#039;&#039;&#039; — [[Plasma Spider]]s and level-21 [[Skeleton]]s. Plasma spiders appear to drop the [[Ranger Chestplate]], but this is not yet confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lil Dragons&#039;&#039;&#039; — past the plasma spiders and skeletons, two level-35 [[Lil Dragon]]s stand before a wooden bridge (name as read in-game; exact capitalization unconfirmed).&lt;br /&gt;
* &#039;&#039;&#039;Wooden bridge and island-mountain&#039;&#039;&#039; — the wooden bridge leads to a small island-mountain. At the end of the bridge stands a podium with a book on it; what it does is unknown. Two level-21 [[Skeleton]]s spawn on the island.&lt;br /&gt;
* &#039;&#039;&#039;Island summit&#039;&#039;&#039; — at the top of the island-mountain, among pillars, stands one big [[Dragon]], combat level 52.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=podium-east-island-bridge-end|name=Podium with a book|object_type=podium|coordinates=End of the wooden bridge, on the small island-mountain east of the main landmass|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a podium with a book on it stands at the end of the wooden bridge onto the island-mountain. What it does is unknown.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=what the podium and book at the end of the wooden bridge do|page=Locations|evidence=interaction screenshot or dialogue capture|template=LocationObject}}&lt;br /&gt;
{{MissingData|field=whether anything lies beyond the island-mountain across the wooden bridge|page=Locations|evidence=exploration screenshot or map capture}}&lt;br /&gt;
{{MissingData|field=world-map marker legend (what the map&#039;s colored dots mean)|page=Locations|evidence=confirmed in-game legend or repeated gameplay checks}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-survey-2026-07-05|target_page=Locations|target_field=world layout survey (desert zone, grass zone, east progression)|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05. Supported by an in-game world-map screenshot, pending upload as World map overview.png.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-east-island-survey-2026-07-05|target_page=Locations|target_field=east progression past the plasma spiders: Lil Dragons, wooden bridge, island-mountain, podium, island skeletons, Dragon at the summit|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05, on a later exploration run the same day: two level-35 Lil Dragons before the wooden bridge; the bridge leads onto a small island-mountain with a podium and book at the bridge&#039;s end, two level-21 Skeletons on the island, and one level-52 Dragon at the top among pillars. Supersedes the earlier unconfirmed &amp;quot;dragons around level 52 / unexplored bridge&amp;quot; reading.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-hidden-oasis-objective-2026-07-05|target_page=Locations|target_field=hidden oasis — stated objective of Desert Adventure; location unknown|evidence_type=screenshot|captured_at=2026-07-05|status=gameplay-verified|notes=The Desert Adventure quest journal entry states the objective verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]], captured 2026-07-05). The oasis&#039;s location remains unknown.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-lighthouse-shape-wizards-2026-07-07|target_page=Locations|target_field=lighthouse landmark north of Greentown and the Shape Wizard camp west of it|evidence_type=in-game observation|captured_at=2026-07-07|status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse north of Greentown, with level-38 Shape Wizards camped west of it. East of the lighthouse is the previously documented east progression (see the &amp;quot;East of the Grass Zone&amp;quot; section above) — a directional recap relative to the new landmark, not new zone content.}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=map screenshots, Adobe Town and Duel Town layouts, the eastern mountain zone, the southwest island, and remaining route links|page=Locations}}&lt;br /&gt;
&lt;br /&gt;
== World Regions (client data) ==&lt;br /&gt;
A 2026-07-08 datamine of the game client&#039;s scene registry recovered named-region positions in the client&#039;s own scene-graph coordinate system — not a confirmed in-game map or compass system. This is client data, not gameplay-verified; every position below is a fieldwork lead, not a confirmed fact. Source: Client data (game scene registry), 2026-07-08.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flag on the two already-published anchors:&#039;&#039;&#039; [[Duel Town]] and [[Greentown]] each already carry a bot-set &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; field (&amp;lt;code&amp;gt;8.469, 0.023, -1.563&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-1.692, 0.77, -6&amp;lt;/code&amp;gt;). Neither matches this datamine&#039;s region-level positions below, and that is not a discrepancy in the new data: both published numbers are reproduced bit-for-bit by an extraction bug — they are the raw, uncomposed local-space position of a single interior prop (a pillar inside Duel Town&#039;s &amp;quot;Combat Platform&amp;quot;; a table inside Greentown&#039;s bank), not the region&#039;s world placement. Per the rule against overwriting bot-owned template fields, this is flagged here rather than edited into those two pages directly. The region-level positions below (Duel Town: centroid of its own children, medium confidence; Greentown: the region&#039;s own transform, high confidence) are offered as the more defensible values; see [[Duel Town]]&#039;s own &amp;quot;World Position (client data)&amp;quot; section for the same breakdown in place on that page (Greentown&#039;s page has not yet been updated with an equivalent section).&lt;br /&gt;
&lt;br /&gt;
=== Regions with an existing wiki page ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Adobe Town]] || 197.5, 6.112, 72.502 || high || Region&#039;s own transform. The page currently carries a placeholder &amp;lt;code&amp;gt;game_position=0, 0, 0&amp;lt;/code&amp;gt; (never populated) — not yet reconciled with this value.&lt;br /&gt;
|-&lt;br /&gt;
| [[Duel Town]] || 93.211, 9.978, 125.513 || medium || No transform on the region node itself; value is the centroid of 7 tightly-clustered immediate children (4 Combat Platforms, arenawall, 2 slot machines). See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 150 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[Greentown]] || 374, 6.773, 289.5 || high || Region&#039;s own top-level transform. See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 300 units in X and about 295 in Z.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions matching an already-reported in-game landmark (position-based, hedged) ===&lt;br /&gt;
These four connect a datamined position to something Alex has already reported in-game. None of the matches below are confirmed identities — they are position (and, where noted, asset) based inferences only, not verified facts.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Likely in-game connection (hedged, not confirmed)&lt;br /&gt;
|-&lt;br /&gt;
| bandit camp || 84.438, 6.683, 60.448 || medium || Centroid of 11 tightly-clustered immediate children (tent, rock, camp-rock props); the region node itself has no transform. Consistent with the already-documented [[Bandit]] camp north of Greentown — its Z (60.4) is about 229 units less than Greentown&#039;s Z (289.5), matching &amp;quot;north&amp;quot; under a decreasing-Z-is-north reading. That reading was inferred from this same pair, so treat this as confirmatory rather than independent proof.&lt;br /&gt;
|-&lt;br /&gt;
| lighthouse || 306.019, 3.67, 64.548 || high || Region&#039;s own transform. Likely the lighthouse landmark verified in-game 2026-07-07 north of Greentown (position match, not confirmed) — sits on almost the same Z-band as bandit camp (delta 4.1), reading as &amp;quot;the same northern coastline as bandit camp, well east of it&amp;quot; rather than a literal midpoint between bandit camp and Greentown.&lt;br /&gt;
|-&lt;br /&gt;
| shape temple || 303.739, 3.321, 148.205 || high || Region&#039;s own transform; its X (303.7) is nearly identical to lighthouse&#039;s X (306.0). Its only non-architectural asset is a rigged character model (&amp;lt;code&amp;gt;shapey_rigged.glb&amp;lt;/code&amp;gt;). Consistent with the already-documented level-38 [[Shape Wizard]] camp near the lighthouse (position- and asset-based match, not confirmed).&lt;br /&gt;
|-&lt;br /&gt;
| payatown || 237, 9.926, 66.5 || high || Region&#039;s own transform; sits east and north of the desert lake, consistent with [[Payasan]]&#039;s documented position east of the desert lake. However, every payatown asset is desert/adobe-themed (cactus, adobe hut, tower) with no snow or frost assets, which does not match Payasan&#039;s documented snow-patch look — noted as a mismatch, not resolved as the same zone or a different one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not yet explored (coordinates only, no other documentation) ===&lt;br /&gt;
The regions below have no wiki documentation beyond the coordinate the client data provides. Ordered by increasing X in the client&#039;s own coordinate system — a rough west-to-east read, not a confirmed compass direction.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| starterIslandHouseInterior.glb || 61, 6.751, 252 || high || Region node is the model itself (a house interior).&lt;br /&gt;
|-&lt;br /&gt;
| obelisk.glb || 86.204, 8.83, 148.21 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| sphinx || 99.253, 1.759, 25.94 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| hauntedhouse || 104.016, 2, 535.112 || high || Region&#039;s own transform; far outside the rest of the cluster (next-highest Z is parthenon at 449.5).&lt;br /&gt;
|-&lt;br /&gt;
| desert decor || 140.251, 5.843, 47.62 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| woodenhut.glb || 172.593, 0.896, 14.489 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| swamp battle || 185, 2, 323 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| lake || 192.63, 0.852, 137.161 || high || Region&#039;s own transform. The extraction&#039;s own analysis labels this &amp;quot;the desert lake&amp;quot; internally; not confirmed as the same desert lake documented in the World Survey above.&lt;br /&gt;
|-&lt;br /&gt;
| swamp || 226.5, 2, 242 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| cemetery || 240, 4.113, 256.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| bridge || 245.852, 5.286, 167.004 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| Arch.glb || 247.672, 2.512, 324.842 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| green goblin village || 267.704, 5.969, 219.357 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| chapel || 278, 4, 237.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| farms || 318.178, 3.315, 265.969 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| goblinwars || 346.5, 5, 102 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| parthenon || 360.616, 12.708, 449.485 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| castle || 367.5, 8.898, 338 || high || Region&#039;s own transform; shares X/Z with castle_upper below, differing only in Y — the two are the same building&#039;s floors.&lt;br /&gt;
|-&lt;br /&gt;
| castle_upper || 367.5, 10.865, 338 || high || Region&#039;s own transform; the upper floor of the castle above.&lt;br /&gt;
|-&lt;br /&gt;
| outcast camp || 370, 2, 85.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| wizardscircle || 471.266, 9.5, 321 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| volcano || 471.431, 0, 313.572 || high || Region&#039;s own transform.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not found in client data ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Water || not found in client data || 17 separate water-plane tiles scattered across the whole map (X roughly 2 to 501, Z roughly -21 to 471), with no region-level transform. Diffuse, not a single point location.&lt;br /&gt;
|-&lt;br /&gt;
| Roads || not found in client data || No region-level transform; only a lone path segment near local origin plus a scattered &amp;quot;fences&amp;quot; subgroup 60 to 150 units away. Not a coherent point location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Field Exploration Checklist ===&lt;br /&gt;
The 22 &amp;quot;not yet explored&amp;quot; regions in the table above are named in the client but have no confirmed in-game presence, appearance, or route yet. Rather than a stub page per name, this is a standing checklist for fieldwork — an entry graduates to its own page once its in-game location and appearance are confirmed by a screenshot or route note (castle and castle_upper are merged into one checklist line below, since they read as two floors of a single building):&lt;br /&gt;
&lt;br /&gt;
* starterIslandHouseInterior — house interior on or near the starter island&lt;br /&gt;
* obelisk — standalone obelisk landmark&lt;br /&gt;
* sphinx&lt;br /&gt;
* hauntedhouse — notably far south of every other named region&lt;br /&gt;
* desert decor&lt;br /&gt;
* woodenhut&lt;br /&gt;
* swamp battle&lt;br /&gt;
* lake — possibly the desert lake already documented in the World Survey above; unconfirmed&lt;br /&gt;
* swamp&lt;br /&gt;
* cemetery&lt;br /&gt;
* bridge&lt;br /&gt;
* Arch&lt;br /&gt;
* green goblin village&lt;br /&gt;
* chapel&lt;br /&gt;
* farms&lt;br /&gt;
* goblinwars&lt;br /&gt;
* parthenon&lt;br /&gt;
* castle / castle_upper (a two-floor building)&lt;br /&gt;
* outcast camp&lt;br /&gt;
* wizardscircle&lt;br /&gt;
* volcano&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|family=World|title=Explore the datamined-only world regions|field=22 named world regions (castle/castle_upper — two floors of one building, counted as one checklist line — plus swamp, volcano, sphinx, cemetery, chapel, parthenon, goblinwars, outcast camp, hauntedhouse, swamp battle, green goblin village, wizardscircle, farms, lake, bridge, and others — see the &amp;quot;Not yet explored&amp;quot; table above for the full list and datamined coordinates) exist in the game client&#039;s scene data but have no confirmed in-game location, appearance, or route yet|page=Locations|evidence=an in-game screenshot or route note confirming any one region&#039;s location and appearance|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-regions-client-data-2026-07-08|target_page=Locations|target_field=World Regions (client data) section — all region positions and the Duel Town/Greentown anchor flag|evidence_type=client data (datamine)|captured_at=2026-07-08|status=datamine-candidate|notes=Positions taken from the game client&#039;s scene registry (JSON scene graph embedded in web client chunk b36ae965fcf7be40.js, module 635389; scene chunk datamined 2026-07-05, parsed and cross-checked 2026-07-08). Values are in the client&#039;s own scene-graph coordinate units, not a confirmed in-game map or compass system. Not gameplay-verified.}}&lt;br /&gt;
{{LocationObject|object_id=cherry-trees-bubba-bass-spot|name=Cherry trees / bubba bass fishing spot|object_type=resource cluster|coordinates=Slightly north of the Elemental Altar, which is north of the church, which is west of the cow field|source=In-game, 2026-07-08|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-08: Cherry trees are by the bubba bass fishing spot, positioned slightly north of the Elemental Altar.}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Lesser_Giant&amp;diff=868</id>
		<title>Lesser Giant</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Lesser_Giant&amp;diff=868"/>
		<updated>2026-07-09T06:45:43Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: location: south of church, north of giants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mob&lt;br /&gt;
|mob_id=lesser_giant&lt;br /&gt;
|name=Lesser Giant&lt;br /&gt;
|combat_level=35&lt;br /&gt;
|source=In-game, 2026-07-07&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Lesser Giant&#039;&#039;&#039; is a SankoQuest creature, combat level 35, verified in-game (July 2026).&lt;br /&gt;
&lt;br /&gt;
Lesser Giant has no datamined catalog entry: it does not appear in the seed game data this wiki was built from, so this page has no bot-owned infobox block, model path, or render. This is the same no-seed-data pattern already documented for [[Bandit]] and [[Lil Dragon]] — a real, wiki-first mob with no matching row in the game&#039;s seeded catalog. Everything here comes from in-game observation.&lt;br /&gt;
&lt;br /&gt;
=== Not the same as Giant ===&lt;br /&gt;
&amp;quot;Lesser Giant&amp;quot; is a distinct entry from the existing datamined [[Giant]] (the hill giant). The two names are similar, but that is not evidence of a shared spawn area — Lesser Giant&#039;s location has not been reported, and it should not be assumed to be in or near the hill giant zone on the strength of the name alone.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&amp;quot;Lesser Giant&amp;quot; is the name as recorded in firsthand play; the exact in-game spelling and capitalization have not been double-checked against a screenshot. If the in-game spelling turns out to differ, this page should be moved and a redirect left behind.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Combat level 35 is verified in-game. Hitpoints, aggression, and attack style have not been documented.&lt;br /&gt;
&lt;br /&gt;
Lesser Giants are south of the church in the grass zone, and north of the regular [[Giant]]s (verified in-game, July 2026) — the two are nearby but distinct spawns, resolving the earlier caution against assuming a shared zone from the name alone.&lt;br /&gt;
&lt;br /&gt;
== Drops ==&lt;br /&gt;
Four drops have been observed so far: [[Water Shard]], [[Fire Shard]], [[Air Shard]], and [[Raw Brown Trout]]. Quantity per kill and drop rarity were not recorded for any of them, so both are marked below as unstated rather than assumed. The three shards make Lesser Giant only the second known non-Mixnometry mob source of shard drops (after [[Skeleton]]&#039;s Air Shard and Spirit Shard drops); treat the table below as four confirmed entries, not a complete drop list.&lt;br /&gt;
&lt;br /&gt;
{{Drop&lt;br /&gt;
|drop_id=lesser-giant-water-shard&lt;br /&gt;
|mob_id=lesser_giant&lt;br /&gt;
|item_id=208&lt;br /&gt;
|item_name=Water Shard&lt;br /&gt;
|quantity=Unknown&lt;br /&gt;
|rarity=Unknown — only confirmed that Water Shard is on the table&lt;br /&gt;
|evidence=Verified in-game, 2026-07-07. Lesser Giant&#039;s drop table includes Water Shard; exact quantity per kill and drop rarity were not recorded.&lt;br /&gt;
|source=In-game, 2026-07-07&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
{{Drop&lt;br /&gt;
|drop_id=lesser-giant-fire-shard&lt;br /&gt;
|mob_id=lesser_giant&lt;br /&gt;
|item_id=210&lt;br /&gt;
|item_name=Fire Shard&lt;br /&gt;
|quantity=Unknown&lt;br /&gt;
|rarity=Unknown — only confirmed that Fire Shard is on the table&lt;br /&gt;
|evidence=Verified in-game, 2026-07-07. Lesser Giant&#039;s drop table includes Fire Shard; exact quantity per kill and drop rarity were not recorded.&lt;br /&gt;
|source=In-game, 2026-07-07&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
{{Drop&lt;br /&gt;
|drop_id=lesser-giant-air-shard&lt;br /&gt;
|mob_id=lesser_giant&lt;br /&gt;
|item_id=207&lt;br /&gt;
|item_name=Air Shard&lt;br /&gt;
|quantity=Unknown&lt;br /&gt;
|rarity=Unknown — only confirmed that Air Shard is on the table&lt;br /&gt;
|evidence=Verified in-game, 2026-07-07. Lesser Giant&#039;s drop table includes Air Shard; exact quantity per kill and drop rarity were not recorded.&lt;br /&gt;
|source=In-game, 2026-07-07&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
{{Drop&lt;br /&gt;
|drop_id=lesser-giant-raw-brown-trout&lt;br /&gt;
|mob_id=lesser_giant&lt;br /&gt;
|item_id=19&lt;br /&gt;
|item_name=Raw Brown Trout&lt;br /&gt;
|quantity=Unknown&lt;br /&gt;
|rarity=Unknown — only confirmed that Raw Brown Trout is on the table&lt;br /&gt;
|evidence=Verified in-game, 2026-07-07. Lesser Giant&#039;s drop table includes Raw Brown Trout; exact quantity per kill and drop rarity were not recorded. No other drops have been reported yet, but the observed sample is not large enough to call this table complete.&lt;br /&gt;
|source=In-game, 2026-07-07&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Verification Needed ==&lt;br /&gt;
* {{MissingData|field=hitpoints|page=Lesser Giant|evidence=combat screenshot|template=Mob}}&lt;br /&gt;
* {{MissingData|field=aggression and attack style|page=Lesser Giant|evidence=combat screenshot or reviewed gameplay test|template=Mob}}&lt;br /&gt;
* {{MissingData|field=full drop table beyond Water Shard, Fire Shard, Air Shard, and Raw Brown Trout, plus exact quantity per kill and rarity for each|page=Lesser Giant|evidence=drop screenshots or repeated kill counts|template=Drop}}&lt;br /&gt;
* {{MissingData|field=exact in-game capitalization of the name, and a datamine catalog entry (mob id, model path, render)|page=Lesser Giant|evidence=UI screenshot or datamine row|template=Mob}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=lesser-giant-sighting-2026-07-07&lt;br /&gt;
|target_page=Lesser Giant&lt;br /&gt;
|target_template=Mob&lt;br /&gt;
|target_field=name, combat level, and drop table&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-07&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-07: a mob named Lesser Giant, combat level 35, dropping Water Shard, Fire Shard, Air Shard, and Raw Brown Trout (quantities and rarities not recorded). No mob named &amp;quot;Lesser Giant&amp;quot; exists in the seeded game data — this is a wiki-first mob, the same no-datamine-entry pattern already documented for Bandit and Lil Dragon. Spawn location was not reported and is not assumed to be near the regular Giant (hill giant) zone. Name as recorded in firsthand play; exact spelling and capitalization unconfirmed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mobs]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Needs verification]]&lt;br /&gt;
&lt;br /&gt;
{{Spawn&lt;br /&gt;
|spawn_id=lesser-giant-south-of-church&lt;br /&gt;
|entity_type=mob&lt;br /&gt;
|entity_id=lesser_giant&lt;br /&gt;
|entity_name=Lesser Giant&lt;br /&gt;
|coordinates=South of the church, grass zone; north of the regular Giants&lt;br /&gt;
|source=In-game, 2026-07-08&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: Lesser Giants are south of the church, and north of the regular Giants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=lesser-giant-location-2026-07-08|target_page=Lesser Giant|target_template=Spawn|target_field=spawn location|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: Lesser Giants are south of the church, north of the regular Giants.}}&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Giant&amp;diff=867</id>
		<title>Giant</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Giant&amp;diff=867"/>
		<updated>2026-07-09T06:45:13Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: level 60 confirmed; location relative to lesser giants/church&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN mob --&amp;gt;&lt;br /&gt;
{{Mob&lt;br /&gt;
|mob_id=giant&lt;br /&gt;
|name=Giant&lt;br /&gt;
|icon=&lt;br /&gt;
|render_image=sanko/renders/mob/mob-giant.png&lt;br /&gt;
|hp=&lt;br /&gt;
|combat_level=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|attack_style=&lt;br /&gt;
|weakness=&lt;br /&gt;
|location=&lt;br /&gt;
|model_path=giant.glb&lt;br /&gt;
|built_in_animation=&lt;br /&gt;
|source=SankoQuest game data&lt;br /&gt;
|verification_status=Needs gameplay verification&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END mob --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Giant&#039;&#039;&#039; is a SankoQuest creature, combat level 60 (verified in-game, July 2026).&lt;br /&gt;
&lt;br /&gt;
== Verification Needed ==&lt;br /&gt;
* {{MissingData|field=verified spawn locations and coordinates|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=hitpoints, attacks, weaknesses, and strategy|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=drop table with item, quantity, rarity, and source evidence|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mobs]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Game data pages]]&lt;br /&gt;
[[Category:Needs verification]]&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Giants spawn in an area in the eastern part of the main landmass that players refer to as the hill giant zone, north of the [[Giant Spider]] area. From a different reference point, Giants are also south of the [[Lesser Giant]]s, which are themselves south of the church in the grass zone (verified in-game, July 2026) — the same overall area described two ways. The area&#039;s proper in-game name, if it has one, is unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=proper in-game name of the Giant spawn area (informal name: hill giant zone)|page=Giant|evidence=map or zone-name screenshot|template=Location}}&lt;br /&gt;
&lt;br /&gt;
=== Spawn Rows ===&lt;br /&gt;
{{Spawn&lt;br /&gt;
|spawn_id=giant-hill-giant-zone&lt;br /&gt;
|entity_type=mob&lt;br /&gt;
|entity_id=giant&lt;br /&gt;
|entity_name=Giant&lt;br /&gt;
|coordinates=Eastern part of the main landmass, north of the Giant Spider area (area players call the hill giant zone)&lt;br /&gt;
|source=gameplay&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Zone name is informal; the proper in-game name is unconfirmed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=giant-spawn-player-report-2026-07-05&lt;br /&gt;
|target_page=Giant&lt;br /&gt;
|target_template=Spawn&lt;br /&gt;
|target_field=spawn location&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05: Giants north of the Giant Spider area, in the eastern part of the main landmass. Supporting world-map screenshot &amp;quot;World map overview.png&amp;quot; upload pending.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconfirmed community claim:&#039;&#039;&#039; a player named &amp;quot;Mingie&amp;quot;, quoted from global chat (2026-07-08), stated that level-60 Giants drop a &amp;quot;Giants Club&amp;quot; weapon. The level part is now independently confirmed (Giants are combat level 60, verified in-game). The DROP part remains unconfirmed — no item named &amp;quot;Giants Club&amp;quot; (or similar) exists anywhere in the current live item catalog (131 items checked via the public item API, 2026-07-08). Recorded as a partially-confirmed lead: level correct, drop unverified.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=giant-club-community-claim-2026-07-08|target_page=Giant|target_field=combat level and drop table (community claim)|evidence_type=community claim (third-party, unconfirmed)|captured_at=2026-07-08|status=needs-review|notes=Reported secondhand from a global chat message attributed to a player named &amp;quot;Mingie&amp;quot;, 2026-07-08: level-60 Giants allegedly drop a &amp;quot;Giants Club&amp;quot;. The level (60) is now independently confirmed in-game the same day. No &amp;quot;Giants Club&amp;quot; item exists in the current public item catalog; the drop claim itself is not gameplay-verified or datamine-confirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{Spawn&lt;br /&gt;
|spawn_id=giant-south-of-lesser-giants&lt;br /&gt;
|entity_type=mob&lt;br /&gt;
|entity_id=giant&lt;br /&gt;
|entity_name=Giant&lt;br /&gt;
|coordinates=South of the Lesser Giants, which are south of the church in the grass zone&lt;br /&gt;
|source=In-game, 2026-07-08&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: Giants are south of the Lesser Giants, which are south of the church.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=giant-level-and-location-2026-07-08|target_page=Giant|target_field=combat level and location relative to Lesser Giant/church|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: Giants are combat level 60, located south of the Lesser Giants, which are south of the church.}}&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Giant&amp;diff=866</id>
		<title>Giant</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Giant&amp;diff=866"/>
		<updated>2026-07-09T05:59:19Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: note: unconfirmed community claim on level 60 giants club drop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN mob --&amp;gt;&lt;br /&gt;
{{Mob&lt;br /&gt;
|mob_id=giant&lt;br /&gt;
|name=Giant&lt;br /&gt;
|icon=&lt;br /&gt;
|render_image=sanko/renders/mob/mob-giant.png&lt;br /&gt;
|hp=&lt;br /&gt;
|combat_level=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|attack_style=&lt;br /&gt;
|weakness=&lt;br /&gt;
|location=&lt;br /&gt;
|model_path=giant.glb&lt;br /&gt;
|built_in_animation=&lt;br /&gt;
|source=SankoQuest game data&lt;br /&gt;
|verification_status=Needs gameplay verification&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END mob --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Giant&#039;&#039;&#039; is a SankoQuest creature. Add verified locations, combat behavior, and drops as the community documents them.&lt;br /&gt;
&lt;br /&gt;
== Verification Needed ==&lt;br /&gt;
* {{MissingData|field=verified spawn locations and coordinates|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=combat level, hitpoints, attacks, weaknesses, and strategy|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
* {{MissingData|field=drop table with item, quantity, rarity, and source evidence|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mobs]]&lt;br /&gt;
[[Category:Bestiary]]&lt;br /&gt;
[[Category:Game data pages]]&lt;br /&gt;
[[Category:Needs verification]]&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Giants spawn in an area in the eastern part of the main landmass that players refer to as the hill giant zone, north of the [[Giant Spider]] area. The area&#039;s proper in-game name, if it has one, is unconfirmed, as are the Giant&#039;s combat stats and drops.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=proper in-game name of the Giant spawn area (informal name: hill giant zone)|page=Giant|evidence=map or zone-name screenshot|template=Location}}&lt;br /&gt;
&lt;br /&gt;
=== Spawn Rows ===&lt;br /&gt;
{{Spawn&lt;br /&gt;
|spawn_id=giant-hill-giant-zone&lt;br /&gt;
|entity_type=mob&lt;br /&gt;
|entity_id=giant&lt;br /&gt;
|entity_name=Giant&lt;br /&gt;
|coordinates=Eastern part of the main landmass, north of the Giant Spider area (area players call the hill giant zone)&lt;br /&gt;
|source=gameplay&lt;br /&gt;
|verification_status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Zone name is informal; the proper in-game name is unconfirmed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=giant-spawn-player-report-2026-07-05&lt;br /&gt;
|target_page=Giant&lt;br /&gt;
|target_template=Spawn&lt;br /&gt;
|target_field=spawn location&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05: Giants north of the Giant Spider area, in the eastern part of the main landmass. Supporting world-map screenshot &amp;quot;World map overview.png&amp;quot; upload pending.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconfirmed community claim:&#039;&#039;&#039; a player named &amp;quot;Mingie&amp;quot;, quoted from global chat (2026-07-08), stated that level-60 Giants drop a &amp;quot;Giants Club&amp;quot; weapon. This is secondhand and not independently confirmed — no item named &amp;quot;Giants Club&amp;quot; (or similar) exists anywhere in the current live item catalog (131 items checked via the public item API, 2026-07-08), and Giant&#039;s own combat level remains undocumented on this wiki. Recorded as an unconfirmed lead, not a fact.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=giant-club-community-claim-2026-07-08|target_page=Giant|target_field=combat level and drop table (community claim)|evidence_type=community claim (third-party, unconfirmed)|captured_at=2026-07-08|status=needs-review|notes=Reported secondhand from a global chat message attributed to a player named &amp;quot;Mingie&amp;quot;, 2026-07-08: level-60 Giants allegedly drop a &amp;quot;Giants Club&amp;quot;. No &amp;quot;Giants Club&amp;quot; item exists in the current public item catalog. Not gameplay-verified, not datamine-confirmed.}}&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Cooking&amp;diff=865</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Cooking&amp;diff=865"/>
		<updated>2026-07-09T05:35:32Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: settled: bubba bass 14 hp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Cooking]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Cooking =&lt;br /&gt;
&lt;br /&gt;
Cooking connects raw food to cooked food, healing values, burn rates, and required stations.&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=cooking|name=Cooking|description=Cooking covers raw and cooked food, stations, levels, XP, effects, and burn behavior once verified.|verification_status=Needs gameplay verification}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-hub-grid&amp;quot;&amp;gt;&lt;br /&gt;
[[Raw Brown Trout|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Raw Brown Trout|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Raw Brown Trout&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Raw food&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Cooked Brown Trout|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Cooked Brown Trout|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Cooked Brown Trout&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Cooked food&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Raw Crawdad|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Raw Crawdad|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Raw Crawdad&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Raw food&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Cooked Meat|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Cooked Meat|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Cooked Meat&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Cooked food&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Training Notes ==&lt;br /&gt;
Cooking is introduced on the tutorial island: after catching a crawdad with the [[Fishing Net]], the player is told to cook it over a fire (see [[Fire Node]]) before reporting back to the NPC.&lt;br /&gt;
&lt;br /&gt;
From Cooking level 15, a route verified in-game is to cook only [[Raw Brown Trout|brown trout]] (&amp;quot;trout&amp;quot; as heard in-game; Raw Brown Trout is the only trout-type catch in the item catalog) and to stop cooking crawdads. Raw crawdads are in demand for the shard-crafting skill Mixnometry (name verified in-game, 2026-07-05; exact capitalization unverified), which consumes them to craft [[Water Shard]]s, so they are worth banking rather than cooking. Cooking level requirements, XP, healing values, and burn behavior per food are still unverified.&lt;br /&gt;
&lt;br /&gt;
{{GuideMethod|method_id=cooking-trout-over-crawdads-15|guide=Cooking|method=From Cooking 15, cook brown trout and bank raw crawdads|skill=Cooking|level_range=15+|requirements=Cooking level 15; a supply of [[Raw Brown Trout]] (see [[Fishing]])|steps=Cook brown trout for Cooking training from level 15 onward. Keep [[Raw Crawdad]]s banked instead of cooking them; they are consumed by the shard-crafting skill Mixnometry (name verified in-game; capitalization unverified) to craft [[Water Shard]]s.|expected_output=[[Cooked Brown Trout]], plus a banked reserve of raw crawdads for shard crafting|source=In-game, 2026-07-05|updated_at=2026-07-05|verification_status=gameplay-verified}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=the exact in-game capitalization of the skill name Mixnometry (name verified in-game, 2026-07-05)|page=Cooking|evidence=skill interface or altar interface screenshot}}&lt;br /&gt;
&lt;br /&gt;
== Known Level Requirements ==&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Food !! Cooking level !! Source&lt;br /&gt;
|-&lt;br /&gt;
| [[Meat]] → [[Cooked Meat]] || 5 || Verified in-game, July 2026&lt;br /&gt;
|}&lt;br /&gt;
Fish cooking levels are unrecorded; see the training notes above for the trout strategy.&lt;br /&gt;
&lt;br /&gt;
== Known Healing Values ==&lt;br /&gt;
Cooked fish healing scales with the fishing-level progression — better fish heals more (verified in-game, July 2026):&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Cooked Food !! Heals !! Source&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooked Crawdad]] || 6 HP || Verified in-game, July 2026&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooked Brown Trout]] || 10 HP || Verified in-game, July 2026&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooked Bubba Bass]] || 14 HP || Verified in-game, July 2026&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooked Catfish]] || 19 HP || Verified in-game, July 2026&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooked Meat]] || Unknown || Not yet reported&lt;br /&gt;
|}&lt;br /&gt;
These are heal values for the COOKED versions only — raw fish is not the intended consumable and is not assumed to heal anything.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=cooking-heal-values-2026-07-08|target_page=Cooking|target_field=food healing values|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: Cooked Crawdad 6 HP, Cooked Brown Trout 10 HP, Cooked Bubba Bass 14 HP (settled after a brief same-day back-and-forth), Cooked Catfish 19 HP. Cooked Meat&#039;s heal value not yet reported.}}&lt;br /&gt;
&lt;br /&gt;
== Evidence ==&lt;br /&gt;
{{SourceEvidence|evidence_id=cooking-trout-strategy-2026-07-05|target_page=Cooking|target_template=GuideMethod|target_field=steps|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: from Cooking 15, cook only brown trout and bank raw crawdads for water-shard crafting.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=cooking-tutorial-crawdad-2026-07-05|target_page=Cooking|target_field=tutorial introduction|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: tutorial sequence — receive a fishing net, catch a crawdad, cook it over a fire, report back.}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=cooking levels, XP, healing values, and burn behavior|page=Cooking}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Cooked_Bubba_Bass&amp;diff=864</id>
		<title>Cooked Bubba Bass</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Cooked_Bubba_Bass&amp;diff=864"/>
		<updated>2026-07-09T05:35:01Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: settled: heals 14 hp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Cooked Bubba Bass&lt;br /&gt;
|item_id=62&lt;br /&gt;
|icon=Cooked Bubba Bass&lt;br /&gt;
|examine=A cooked bubba bass&lt;br /&gt;
|category=food&lt;br /&gt;
|subtype=consumable&lt;br /&gt;
|family=Consumables&lt;br /&gt;
|slot=&lt;br /&gt;
|stackable=0&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Cooked Bubba Bass&#039;&#039;&#039; is food. Its raw counterpart, [[Raw Bubba Bass]], is fished at levels 25–35 in the gameplay-verified [[Fishing#Training Progression|Fishing progression]]; cooking details for bubba bass have not been documented yet.&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; food&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Eating a Cooked Bubba Bass heals 14 HP (verified in-game, July 2026).&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=cooked-bubba-bass-heal-2026-07-08|target_page=Cooked Bubba Bass|target_field=healing value|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: eating a Cooked Bubba Bass heals 14 HP (confirmed after a brief same-day back-and-forth between 12 and 14; 14 is the settled value).}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Cooking level requirement, XP, and burn behavior|page={{PAGENAME}}|evidence=cooking interface or XP screenshot|template=Effect}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=acquisition confirmation (cooking Raw Bubba Bass), shop stock, drops, and screenshots|page={{PAGENAME}}|evidence=cooking interface screenshot, shop screen, or drop evidence}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=2026-07-07_Patch&amp;diff=863</id>
		<title>2026-07-07 Patch</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=2026-07-07_Patch&amp;diff=863"/>
		<updated>2026-07-09T05:33:48Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: name the two cosmetic drops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
{{Update&lt;br /&gt;
|version=2026-07-07-patch&lt;br /&gt;
|date=2026-07-07&lt;br /&gt;
|title=2026-07-07 Patch&lt;br /&gt;
|source=In-game patch notes panel&lt;br /&gt;
|changes=Two new rare cosmetic drops; equipment rebalance; high-level monster rebalance; rigid arrow requirements for bows under Archery; PvP and PvE loot timers fixed; several duel and trade bugfixes; shopkeepers, bankers, and quest NPCs are no longer attackable; improved hitboxes on world objects; announced (not yet released): new Armor/Weapon Metal Tiers and Combat amulets.&lt;br /&gt;
|verification_status=official&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Patch notes captured directly from the in-game patch notes panel, dated &amp;quot;07/07/26&amp;quot;, organized under the game&#039;s own category headers ([[:File:Patch notes 2026-07-07.png]]).&lt;br /&gt;
&lt;br /&gt;
== New Drops &amp;amp;amp; Upcoming Content ==&lt;br /&gt;
{{UpdateChange|change_id=p0707-cosmetic-drops|version=2026-07-07-patch|affected_page=Hamburger Hat|date=2026-07-07|affected_type=item|change_type=new content|summary=Two new rare cosmetic drops added: [[Hamburger Hat]] and [[Straw Hat]] (identified 2026-07-08 via the public item API — catalog grew from 129 to 131 items). Which mobs or sources drop them is not specified in the patch notes.|source=In-game patch notes, 2026-07-07; item identification via public item API, 2026-07-08|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0707-upcoming-metal-tiers|version=2026-07-07-patch|date=2026-07-07|affected_type=item|change_type=announcement|summary=Announced as upcoming rare drops: new Armor/Weapon Metal Tiers and Combat amulets. Not yet in the game — no item pages should be created until these are released and observed.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp;amp; Balance ==&lt;br /&gt;
{{UpdateChange|change_id=p0707-equipment-rebalance|version=2026-07-07-patch|affected_page=Equipment|date=2026-07-07|affected_type=item|change_type=rebalance|summary=General equipment rebalance, unspecified in the patch notes. The client-data equipment stats extracted 2026-07-05 may be out of date as of this patch; treat pre-patch datamine-candidate stat rows as unverified against the current build until re-checked.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0707-monster-rebalance|version=2026-07-07-patch|affected_page=Bestiary|date=2026-07-07|affected_type=combat|change_type=rebalance|summary=High-level monster rebalance. Confirmed in-game the same day: [[Skeleton]] combat level 21 → 26, [[Plasma Spider]] combat level 19 → 28, [[Lil Dragon]] combat level 35 → 45, and [[Dragon]] combat level 52 → 81 (the largest jump, +29). Bandit (level 18) has not yet been re-verified post-patch and may also be affected by this rebalance.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0707-archery-arrow-req|version=2026-07-07-patch|affected_page=Archery|date=2026-07-07|affected_type=skill|change_type=rework|summary=Rigid arrow requirements for bows under Archery. Officially confirms bow level requirements are governed by the Archery skill (resolving the prior Archery-vs-Crafting ambiguity for all bow tiers). Also implies arrow-tier matching is now enforced, which may retire the previously documented &amp;quot;any arrow tier grants Archery XP&amp;quot; behavior — that behavior should be treated as pre-patch until re-confirmed.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
&lt;br /&gt;
== Loot Rules ==&lt;br /&gt;
{{UpdateChange|change_id=p0707-loot-timers|version=2026-07-07-patch|date=2026-07-07|affected_type=technical|change_type=bugfix|summary=PvP and PvE loot timers now behave as they should (exact prior behavior not detailed).|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
&lt;br /&gt;
== Dueling &amp;amp;amp; Trading Fixes ==&lt;br /&gt;
This patch is the wiki&#039;s first evidence that a PvP duel system with wagers and stakes exists — see [[Duels]] (new page, sourced to these patch notes rather than firsthand play).&lt;br /&gt;
{{UpdateChange|change_id=p0707-duel-start-fix|version=2026-07-07-patch|affected_page=Duels|date=2026-07-07|affected_type=mechanic|change_type=bugfix|summary=Fixed duels sometimes failing to start after both players accepted.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0707-duel-stalemate|version=2026-07-07-patch|affected_page=Duels|date=2026-07-07|affected_type=mechanic|change_type=bugfix|summary=Stalemated duels now end with both stakes returned immediately.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0707-duel-trade-block|version=2026-07-07-patch|affected_page=Duels|date=2026-07-07|affected_type=mechanic|change_type=change|summary=Trading and new challenges are blocked while in a duel.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0707-duel-stuck-wager|version=2026-07-07-patch|affected_page=Duels|date=2026-07-07|affected_type=mechanic|change_type=bugfix|summary=Fixed a bug where a stuck duel wager could permanently block trades and duels.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0707-duel-window-stuck|version=2026-07-07-patch|affected_page=Duels|date=2026-07-07|affected_type=mechanic|change_type=bugfix|summary=Trade and duel windows no longer get stuck open when the other player leaves or the offer expires, and Escape now closes a duel wager window.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
&lt;br /&gt;
== NPC &amp;amp;amp; World Interaction ==&lt;br /&gt;
{{UpdateChange|change_id=p0707-npc-invulnerable|version=2026-07-07-patch|affected_page=NPCs|date=2026-07-07|affected_type=mechanic|change_type=change|summary=Shopkeepers, bankers, and quest NPCs can no longer be attacked.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
{{UpdateChange|change_id=p0707-hitboxes|version=2026-07-07-patch|date=2026-07-07|affected_type=technical|change_type=bugfix|summary=Improved hitboxes on world objects.|source=In-game patch notes, 2026-07-07|verification_status=official}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=patch-2026-07-07-notes-screenshot|target_page=2026-07-07 Patch|target_template=Update|target_field=full patch notes|evidence_type=in-game screenshot|captured_at=2026-07-07|status=official|notes=Photographed directly from the in-game patch notes panel; category headers as shown in-game.}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Straw_Hat&amp;diff=862</id>
		<title>Straw Hat</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Straw_Hat&amp;diff=862"/>
		<updated>2026-07-09T05:33:06Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: new item (2026-07-07 patch cosmetic drop)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Straw Hat&lt;br /&gt;
|item_id=316&lt;br /&gt;
|icon=Straw Hat&lt;br /&gt;
|examine=Fit for a scarecrow&lt;br /&gt;
|category=equipment-head&lt;br /&gt;
|subtype=equipment&lt;br /&gt;
|family=Head equipment&lt;br /&gt;
|slot=head&lt;br /&gt;
|stackable=0&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=1&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Straw Hat&#039;&#039;&#039; is a SankoQuest item. Add practical uses, requirements, routes, comparisons, and links to related pages once they are verified.&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; equipment-head&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
{{MissingData|field=practical uses, requirements, routes, and comparisons|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=acquisition sources, shop stock, drops, resource nodes, recipes, and screenshots|page={{PAGENAME}}|evidence=shop screen, drop evidence, node output, recipe screen, or official data}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datamine Notes ==&lt;br /&gt;
Not present in the item catalog as of 2026-07-05; first seen in the public item API on 2026-07-08 (item id 316), following the [[2026-07-07 Patch]]&#039;s &amp;quot;two new rare cosmetic drops&amp;quot; announcement — this is very likely one of those two drops (the other being [[Hamburger Hat]], id 315; the catalog grew from 129 to 131 items between the two dates). No combat stats — absent from the client&#039;s equipment stat manifest, consistent with a purely cosmetic item. Where it drops from, and any level requirement, are unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=straw-hat-new-item-2026-07-08|target_page=Straw Hat|target_template=Item|target_field=item existence and catalog id|evidence_type=client data (public item API)|captured_at=2026-07-08|status=datamine-candidate|notes=Item id 316, absent from the 2026-07-05 catalog snapshot, present in the live public item API as of 2026-07-08. No stats in the client&#039;s equipment manifest (cosmetic-only). Likely one of the two new rare cosmetic drops from the 2026-07-07 Patch.}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=where the Straw Hat drops from, and any level or quest requirement|page=Straw Hat}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Needs verification]]&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Hamburger_Hat&amp;diff=861</id>
		<title>Hamburger Hat</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Hamburger_Hat&amp;diff=861"/>
		<updated>2026-07-09T05:32:36Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: new item (2026-07-07 patch cosmetic drop)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-DATAMINE:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Hamburger Hat&lt;br /&gt;
|item_id=315&lt;br /&gt;
|icon=Hamburger Hat&lt;br /&gt;
|examine=Here he is in his Hamburger Hat&lt;br /&gt;
|category=equipment-head&lt;br /&gt;
|subtype=equipment&lt;br /&gt;
|family=Head equipment&lt;br /&gt;
|slot=head&lt;br /&gt;
|stackable=0&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=1&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Hamburger Hat&#039;&#039;&#039; is a SankoQuest item. Add practical uses, requirements, routes, comparisons, and links to related pages once they are verified.&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; equipment-head&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
{{MissingData|field=practical uses, requirements, routes, and comparisons|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=acquisition sources, shop stock, drops, resource nodes, recipes, and screenshots|page={{PAGENAME}}|evidence=shop screen, drop evidence, node output, recipe screen, or official data}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-DATAMINE:END starter --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datamine Notes ==&lt;br /&gt;
Not present in the item catalog as of 2026-07-05; first seen in the public item API on 2026-07-08 (item id 315), following the [[2026-07-07 Patch]]&#039;s &amp;quot;two new rare cosmetic drops&amp;quot; announcement — this is very likely one of those two drops (the other being [[Straw Hat]], id 316; the catalog grew from 129 to 131 items between the two dates). No combat stats — absent from the client&#039;s equipment stat manifest, consistent with a purely cosmetic item. Where it drops from, and any level requirement, are unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=hamburger-hat-new-item-2026-07-08|target_page=Hamburger Hat|target_template=Item|target_field=item existence and catalog id|evidence_type=client data (public item API)|captured_at=2026-07-08|status=datamine-candidate|notes=Item id 315, absent from the 2026-07-05 catalog snapshot, present in the live public item API as of 2026-07-08. No stats in the client&#039;s equipment manifest (cosmetic-only). Likely one of the two new rare cosmetic drops from the 2026-07-07 Patch.}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=where the Hamburger Hat drops from, and any level or quest requirement|page=Hamburger Hat}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Needs verification]]&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Combat&amp;diff=860</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Combat&amp;diff=860"/>
		<updated>2026-07-08T19:29:44Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: note: unconfirmed community theory on weapon-style xp mapping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Combat]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
Combat pages should connect equipment, mobs, drops, requirements, and strategy notes without burying the facts.&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=combat|name=Combat|description=Combat covers equipment, mobs, drops, formulas, weaknesses, requirements, and strategy notes.|verification_status=Needs gameplay verification}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &amp;quot;Combat&amp;quot; grouping above comes from the datamine and is kept as a navigation hub; combat is not a single in-game skill. See [[#Combat skills|Combat skills]] below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-hub-grid&amp;quot;&amp;gt;&lt;br /&gt;
[[Bronze Short Sword|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bronze Short Sword|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bronze Short Sword&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Weapon item&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Bronze Shield|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bronze Shield|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bronze Shield&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Shield item&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Bronze Helmet|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bronze Helmet|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bronze Helmet&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Armor item&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Bones|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bones|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bones&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Item page&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Verified Mechanics and Behavior Notes ==&lt;br /&gt;
The notes below are verified in-game (2026-07-05), except where marked as unconfirmed.&lt;br /&gt;
&lt;br /&gt;
=== Combat skills ===&lt;br /&gt;
{{Mechanic|mechanic_id=combat-progression-four-skills|name=Combat progression spans four skills|description=Combat progression is tracked by four separate skills — Attack, Strength, Defense, and Stamina — rather than by a single &amp;quot;Combat&amp;quot; skill.}}&lt;br /&gt;
Combat progression is tracked by four separate skills: [[Attack]], [[Strength]], [[Defense]], and [[Stamina]] (the skill that governs health). No single &amp;quot;Combat&amp;quot; skill appears in the in-game skill panel; the &amp;quot;Combat&amp;quot; grouping used by this hub page reflects a datamined grouping and is kept for navigation. Exact in-game capitalization of the skill names on this page is unverified.&lt;br /&gt;
&lt;br /&gt;
=== Combat XP Formula ===&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-total-per-hit|name=Total combat XP per hit is damage × 4|description=Every landed combat hit awards total combat-skill XP equal to the damage dealt × 4. Which skill(s) receive that total depends on the combat style used; Stamina XP is awarded separately, on top of this total.}}&lt;br /&gt;
Every combat hit that lands awards a total of 4 XP per point of damage dealt, split among the relevant combat skills according to the combat style in use. A 1-damage hit therefore produces 4 total combat-skill XP; a 3-damage hit produces 12; and so on. This base rule applies to melee, [[Archery]] (the ranged-combat skill), and [[Magic]] alike; see the Magic subsection below for its formula and its one addition (splashing).&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-melee-style-split|name=Melee XP splits by combat style|description=Melee has four abstract XP-allocation styles: an Attack-only style (all 4× damage to Attack), a Strength-only style (all 4× damage to Strength), a Defense-only style (all 4× damage to Defense), and a combined style that splits its XP 2× damage to Attack and 2× damage to Strength (never Defense).}}&lt;br /&gt;
[[Melee]] combat has four abstract XP-allocation styles:&lt;br /&gt;
* An &#039;&#039;&#039;Attack-only&#039;&#039;&#039; style — the full 4 × damage goes to [[Attack]].&lt;br /&gt;
* A &#039;&#039;&#039;Strength-only&#039;&#039;&#039; style — the full 4 × damage goes to [[Strength]].&lt;br /&gt;
* A &#039;&#039;&#039;Defense-only&#039;&#039;&#039; style — the full 4 × damage goes to [[Defense]].&lt;br /&gt;
* A &#039;&#039;&#039;combined&#039;&#039;&#039; style — the 4 × damage total splits 50/50: 2 × damage to Attack &#039;&#039;&#039;and&#039;&#039;&#039; 2 × damage to Strength (Defense receives none).&lt;br /&gt;
&lt;br /&gt;
These are abstract XP categories, not the weapon-specific style names (Stab, Lunge, Slash, Block, and so on) in the [[#Weapon attack styles (stab/slash/crush)|weapon attack styles table]] below — see the open mapping question at the end of this section.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-ranged-style-split|name=Ranged (Archery) XP splits by combat style|description=Ranged/Archery has three combat styles — Accurate, Rapid, and Longrange. Longrange is confirmed to split its XP 2× damage to Archery and 2× damage to Defense. Accurate and Rapid are inferred, by pattern with melee&#039;s pure styles, to award pure Archery XP; this has not been directly confirmed.}}&lt;br /&gt;
[[Archery]] has three combat styles:&lt;br /&gt;
* &#039;&#039;&#039;Accurate&#039;&#039;&#039; — by pattern with melee&#039;s pure styles, likely awards the full 4 × damage as pure Archery XP. This is an &#039;&#039;&#039;inference&#039;&#039;&#039;, not a directly confirmed rate.&lt;br /&gt;
* &#039;&#039;&#039;Rapid&#039;&#039;&#039; — attacks slightly faster than Accurate (exact rate unstated); likely also awards the full 4 × damage as pure Archery XP. Also an &#039;&#039;&#039;inference&#039;&#039;&#039;, not directly confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Longrange&#039;&#039;&#039; — &#039;&#039;&#039;confirmed&#039;&#039;&#039;: splits its XP 2 × damage to Archery and 2 × damage to [[Defense]].&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=whether Accurate and Rapid actually award pure Archery XP (currently an inference from parallel to melee&#039;s pure styles, not a directly confirmed rate)|page=Combat|evidence=in-game XP-drop capture on an Accurate or Rapid archery hit}}&lt;br /&gt;
&lt;br /&gt;
Separately, the client&#039;s own combat-mode enum — already documented above in [[#Combat style bonuses|Combat style bonuses]] and the [[#Weapon attack styles (stab/slash/crush)|weapon attack styles table]] — lists the ranged modes as accurate/rapid/longrange, an exact match to these three reported Archery style names. This is an additional, independent confirmation of the style names; it does not confirm the XP split for Accurate/Rapid.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-magic-style|name=Magic combat XP follows the same formula, plus a splash exception|description=Magic combat awards XP using the same single-skill damage × 4 (to Magic) and damage × 1 (to Stamina) rule as melee&#039;s pure styles, with one addition: a splash (a 0-damage miss) still grants a flat 2 Magic XP.}}&lt;br /&gt;
[[Magic]] combat XP follows the same damage-based rule already confirmed above for melee and Archery: a landed hit awards the full 4 × damage to [[Magic]] — a single, un-split style, unlike Archery&#039;s Longrange — plus 1 × damage to [[Stamina]], on top of the Magic XP. A 1-damage hit therefore yields 4 Magic XP + 1 Stamina XP; a 2-damage hit yields 8 Magic XP + 2 Stamina XP.&lt;br /&gt;
&lt;br /&gt;
Magic has one XP behavior not reported for melee or Archery: &#039;&#039;&#039;splashing&#039;&#039;&#039; — a Magic attack that deals 0 damage (a miss) — still grants a flat 2 Magic XP, half of what a 1-damage hit awards to Magic. Whether a splash also grants Stamina XP is not stated; following the 0 damage × 1 pattern it would presumably be 0, but this has not been directly confirmed and should not be asserted as fact.&lt;br /&gt;
&lt;br /&gt;
No split-style behavior like Archery&#039;s Longrange (which divides its XP between Archery and Defense) has been reported for Magic — it appears to be a single, 100%-to-Magic style throughout, aside from the splash exception above.&lt;br /&gt;
&lt;br /&gt;
{{Mechanic|mechanic_id=combat-xp-stamina-always|name=Stamina gains XP on every combat hit|description=Stamina gains XP equal to damage dealt × 1 on every combat hit, regardless of combat style, in addition to (not instead of) the Attack/Strength/Defense/Archery XP above.}}&lt;br /&gt;
[[Stamina]] gains XP on &#039;&#039;&#039;every&#039;&#039;&#039; combat hit, regardless of style, at a rate of 1 × damage dealt — separate from, and additional to, the 4 × damage split described above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Combat type !! Style !! Attack XP !! Strength XP !! Defense XP !! Archery XP !! Magic XP !! Stamina XP&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Attack-only || 4 × damage || — || — || — || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Strength-only || — || 4 × damage || — || — || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Defense-only || — || — || 4 × damage || — || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Combined (Attack + Strength) || 2 × damage || 2 × damage || — || — || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Ranged (Archery) || Accurate &#039;&#039;(inferred)&#039;&#039; || — || — || — || 4 × damage &#039;&#039;(inferred)&#039;&#039; || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Ranged (Archery) || Rapid &#039;&#039;(inferred)&#039;&#039; || — || — || — || 4 × damage &#039;&#039;(inferred)&#039;&#039; || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Ranged (Archery) || Longrange || — || — || 2 × damage || 2 × damage || — || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Magic || Hit || — || — || — || — || 4 × damage || 1 × damage&lt;br /&gt;
|-&lt;br /&gt;
| Magic || Splash (0-damage miss) || — || — || — || — || 2 (flat) || 0 &#039;&#039;(presumed, not confirmed)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Stamina&#039;s 1 × damage rate is confirmed for every hit row above; the Accurate/Rapid Archery-XP figures are an inference rather than a directly confirmed rate, and the Magic splash row&#039;s Stamina XP (0) is a presumed value, not directly confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worked examples:&#039;&#039;&#039;&lt;br /&gt;
* A 1-damage hit using Longrange yields 2 Archery XP + 2 Defense XP (the confirmed 50/50 split) plus 1 Stamina XP (the general Stamina rule).&lt;br /&gt;
* A 3-damage hit using a melee Strength-only style yields 12 Strength XP (confirmed: 3 × 4) plus 3 Stamina XP (the general Stamina rule).&lt;br /&gt;
* A 1-damage Magic hit yields 4 Magic XP plus 1 Stamina XP.&lt;br /&gt;
* A 2-damage Magic hit yields 8 Magic XP plus 2 Stamina XP.&lt;br /&gt;
* A Magic splash (0-damage miss) yields a flat 2 Magic XP, and presumably 0 Stamina XP (not directly confirmed).&lt;br /&gt;
&lt;br /&gt;
This formula is now confirmed for melee, Archery, &#039;&#039;&#039;and&#039;&#039;&#039; Magic alike (see the Magic subsection above) — Magic uses the single-skill, 100%-to-Magic version of the rule, the same pattern as melee&#039;s pure Attack/Strength/Defense styles or Archery&#039;s Accurate/Rapid, plus the splash exception described above. No split-style behavior like Archery&#039;s Longrange has been reported for Magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open question — weapon-style-name mapping:&#039;&#039;&#039; the weapon-specific style names in the [[#Weapon attack styles (stab/slash/crush)|weapon attack styles table]] above (for example, sword: Stab / Lunge / Slash / Block; axe: Chop / Hack / Smash / Block) are &#039;&#039;&#039;not yet mapped&#039;&#039;&#039; to which of the four abstract melee XP categories above each named style actually grants. For example, it is unknown whether Stab on a sword grants pure Attack XP or the combined style&#039;s split XP. Do not guess an OSRS-style mapping — this is unconfirmed for SankoQuest.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=which of the four abstract melee XP categories (Attack-only/Strength-only/Defense-only/combined) each named weapon attack style (Stab, Lunge, Slash, Block, Chop, Hack, Smash, Spike, Impale, Bash, Pound, Focus, Punch, Kick) actually grants|page=Combat|evidence=in-game XP-drop capture per named weapon style|template=Mechanic}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community theory (unconfirmed, not SankoQuest data):&#039;&#039;&#039; a community member (&amp;quot;ArkRide&amp;quot;, quoted from a public chat, July 2026) has proposed that SankoQuest reuses [[Old School RuneScape|OSRS]]&#039;s own per-style level-boost pattern — that game&#039;s 4-style weapon categories give an invisible +3 boost to Attack/Strength/Strength/Defence respectively, roughly in the order Attack → Strength → Strength → Defence for a typical weapon category. ArkRide&#039;s own words: &amp;quot;devs could have called them however they wanted, but the ruleset stays.&amp;quot; He reports personally testing the second style (which he identifies as training Strength) and says he can &amp;quot;confirm it 100%... because I do gain +1 hit with that&amp;quot; — but immediately adds two of his own caveats: the boost may not always be detectable (&amp;quot;you usually need 5-6 str levels to gain +1 hit, the invisible boost might still not reach that threshold&amp;quot;), and he is considerably less confident about the first style granting Attack or the fourth granting Defence, calling those &amp;quot;harder to say for sure... because it&#039;s harder to check.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039; SankoQuest&#039;s own client data and &#039;&#039;&#039;not&#039;&#039;&#039; a confirmed in-game test by anyone documented on this wiki — it is a secondhand community claim, imported by analogy from an unrelated game, self-described by its own source as partially unverified. It does not resolve the open mapping question above; it is recorded here only as a candidate hypothesis worth testing in-game.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=combat-arkride-community-theory-2026-07-08|target_page=Combat|target_field=weapon-style-to-XP-category mapping (community theory)|evidence_type=community claim (third-party, unconfirmed)|captured_at=2026-07-08|status=needs-review|notes=Reported via a public chat message from a community member (&amp;quot;ArkRide&amp;quot;), 2026-07-08, proposing SankoQuest reuses OSRS&#039;s per-style level-boost pattern. Self-hedged by the source for two of the four styles. Not gameplay-verified, not datamine-confirmed, not independently tested.}}&lt;br /&gt;
&lt;br /&gt;
=== Equipment bonuses ===&lt;br /&gt;
{{Mechanic|mechanic_id=melee-armour-magic-attack-penalty|name=Melee armour Magic attack penalty|description=Melee armour applies a negative Magic attack bonus while worn.}}&lt;br /&gt;
Melee armour applies a negative Magic attack bonus while worn. Exact per-piece bonus values have not been documented.&lt;br /&gt;
&lt;br /&gt;
=== Archery ammunition ===&lt;br /&gt;
{{Mechanic|mechanic_id=bow-accepts-any-arrow-tier|name=Bows accept any arrow tier|description=Bows currently accept any arrow tier, and Archery XP is awarded normally regardless of the arrow tier used.}}&lt;br /&gt;
Bows currently accept any arrow tier, and [[Archery]] XP (Archery is the ranged-combat skill) is awarded normally regardless of the arrow tier used.&lt;br /&gt;
&lt;br /&gt;
As heard in-game (unconfirmed): the [[Ranger Chestplate]] is currently the only obtainable piece of the ranger armour set; the other ranger pieces are said to be not yet obtainable. This remains unconfirmed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-combat zone ===&lt;br /&gt;
{{Mechanic|mechanic_id=multi-combat-zones|name=Multi-combat zones|description=At least one multi-combat zone exists, east of the Giant Spider area in the eastern part of the main landmass; it contains coal rocks and Scorpions.}}&lt;br /&gt;
A multi-combat zone lies east of the [[Giant Spider]] area, in the eastern part of the main landmass. It contains coal rocks and [[Scorpion]]s. Its exact boundaries, how multi-combat status is indicated in-game, and whether other multi-combat areas exist are not yet documented.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=multi-combat zone boundaries, in-game indicator, and any other multi-combat areas|page=Combat|evidence=gameplay or map screenshot|template=Mechanic}}&lt;br /&gt;
&lt;br /&gt;
=== NPC healing during combat ===&lt;br /&gt;
Priests near the cow field in the grass zone are attackable. A player who is in combat can still talk to a Priest and ask to be healed, and the heal is applied mid-fight. The Priest NPC does not yet have a wiki page; one should be created once the exact in-game name is confirmed.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact in-game name and page for the Priest NPC (attackable; heals players on request during combat; found near the grass-zone cow field)|page=NPCs|evidence=dialogue screenshot and NPC name capture|template=NPC}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-four-skills-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Combat progression spans four skills&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05: the skill panel tracks Attack, Strength, Defense, and Stamina as separate skills; no single &amp;quot;Combat&amp;quot; skill exists. Exact in-game capitalization of the skill names needs a skill-panel screenshot.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-total-per-hit-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Total combat XP per hit is damage × 4&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: total combat-skill XP per hit = damage dealt × 4. Confirmed by two examples: 1 damage → 4 XP total; 3 damage under a melee Strength-only style → 12 XP to Strength (3×4=12).&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-melee-style-split-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Melee XP splits by combat style&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: melee has four abstract XP styles — Attack-only, Strength-only, Defense-only, and a combined style splitting 2× damage to Attack and 2× damage to Strength. These are abstract categories; mapping to the named weapon attack styles (Stab/Lunge/Slash/Block etc.) is unconfirmed — see the open question in the Combat XP Formula section.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-ranged-style-split-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Ranged (Archery) XP splits by combat style&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: Archery&#039;s Longrange style splits XP 2× damage to Archery and 2× damage to Defense (example: 1 damage → 2 Archery + 2 Defense). Accurate and Rapid are reported as likely pure-Archery-XP styles by pattern with melee, but this is an inference, not directly confirmed.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-ranged-style-names-datamine-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Ranged (Archery) XP splits by combat style (style names)&lt;br /&gt;
|evidence_type=client data (datamine)&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=datamine-candidate&lt;br /&gt;
|notes=The client&#039;s combat-mode enum (see Combat style bonuses / Weapon attack styles above; chunk e5c8f07ca20c8363.js / c12a64812e41c536.js, captured 2026-07-05) lists ranged modes as accurate/rapid/longrange — an exact match to the three ranged combat style names reported in-game 2026-07-08. Adds a second, independent source for the style names only; does not confirm the XP split for Accurate/Rapid.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-magic-style-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Magic combat XP follows the same formula, plus a splash exception&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: Magic combat XP follows the same damage × 4 (to Magic) / damage × 1 (to Stamina) pattern as melee&#039;s pure styles. Confirmed by two examples: 1 damage → 4 Magic XP + 1 Stamina XP; 2 damage → 8 Magic XP + 2 Stamina XP. Also confirmed: splashing (a 0-damage miss) still grants a flat 2 Magic XP. Whether a splash grants Stamina XP is not stated — treated as a presumed 0, not confirmed. Resolves the earlier open question on Magic combat XP scope.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-xp-stamina-always-2026-07-08&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Stamina gains XP on every combat hit&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-08&lt;br /&gt;
|status=gameplay-verified&lt;br /&gt;
|notes=Verified in-game, 2026-07-08: Stamina gains damage × 1 XP on every combat hit regardless of style, in addition to the damage × 4 combat-skill XP. Confirmed by two examples: 1 damage → 1 Stamina XP (alongside 4 Strength XP); 2 damage → 2 Stamina XP (alongside 8 Strength XP).&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-melee-magic-penalty-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Melee armour Magic attack penalty&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-bow-any-arrow-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Bows accept any arrow tier&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-multi-combat-zone-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=Multi-combat zones&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05. Supporting world-map screenshot &amp;quot;World map overview.png&amp;quot; upload pending.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-priest-heal-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=NPC&lt;br /&gt;
|target_field=Priest healing during combat&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Verified in-game, 2026-07-05: Priests near the grass-zone cow field are attackable and heal players on request mid-combat. Exact NPC name unconfirmed; no NPC page created yet.&lt;br /&gt;
}}&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-ranger-set-availability-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_field=ranger armour availability (unconfirmed)&lt;br /&gt;
|evidence_type=in-game observation&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Heard in-game, 2026-07-05 (unconfirmed): only the Ranger Chestplate is currently obtainable from the ranger armour set. Recorded as hearsay; not asserted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Combat Formulas (client data) ==&lt;br /&gt;
According to client data (July 2026): the web client ships a combat module containing the formulas and style mappings below. Values are quoted verbatim from the sigma.sankoquest.com bundle captured 2026-07-05 (chunk &amp;lt;code&amp;gt;e5c8f07ca20c8363.js&amp;lt;/code&amp;gt;, combat class, beautified lines ~11704–11864; weapon style tables from chunk &amp;lt;code&amp;gt;c12a64812e41c536.js&amp;lt;/code&amp;gt;, lines 366–425). Combat resolution is server-authoritative, so everything in this section is {{StatusBadge|datamine-candidate}} until confirmed by in-game testing.&lt;br /&gt;
&lt;br /&gt;
=== Core rolls ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Quantity !! Formula (client data) !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Effective level || &amp;lt;code&amp;gt;effectiveLevel = level + styleBonus + 8&amp;lt;/code&amp;gt; || The relevant skill level plus the combat-style bonus (below) plus a flat 8.&lt;br /&gt;
|-&lt;br /&gt;
| Attack roll || &amp;lt;code&amp;gt;attackRoll = effectiveAttackLevel × (equipmentAttackBonus + 64)&amp;lt;/code&amp;gt; || equipmentAttackBonus sums the matching attack stat (stab, slash, or crush for melee; ranged; or magic) across all worn equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Defence roll (vs melee/ranged) || &amp;lt;code&amp;gt;defenceRoll = (defenceLevel + styleBonus + 8) × (equipmentDefenceBonus + 64)&amp;lt;/code&amp;gt; || equipmentDefenceBonus sums the defence stat matching the incoming attack style (see [[#Defence axes|Defence axes]]).&lt;br /&gt;
|-&lt;br /&gt;
| Defence roll (vs magic) || &amp;lt;code&amp;gt;defenceRoll = (floor(0.7 × magicLevel + 0.3 × defenceLevel) + styleBonus + 8) × (equipmentDefenceBonus + 64)&amp;lt;/code&amp;gt; || Against magic, the defender&#039;s Magic level is weighted 70% and Defense level 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Hit chance || if &amp;lt;code&amp;gt;attackRoll &amp;gt; defenceRoll&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;1 − (defenceRoll + 2) / (2 × (attackRoll + 1))&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;otherwise: &amp;lt;code&amp;gt;attackRoll / (2 × (defenceRoll + 1))&amp;lt;/code&amp;gt; || Probability that an attack lands, from the attacker&#039;s and defender&#039;s rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Max hit || &amp;lt;code&amp;gt;maxHit = max(1, floor(0.5 + effectiveStrength × (strengthBonus + 64) / 640))&amp;lt;/code&amp;gt; || effectiveStrength uses the same effective-level formula; strengthBonus sums melee/ranged/magic strength across equipment (arrows carry ranged strength).&lt;br /&gt;
|-&lt;br /&gt;
| Damage roll || &amp;lt;code&amp;gt;damage = floor(random × (maxHit + 1))&amp;lt;/code&amp;gt;, clamped to 1–maxHit || Rolled on a successful hit only, then further clamped to the target&#039;s remaining HP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat style bonuses ===&lt;br /&gt;
Each combat mode (the four style slots on the combat panel, modes 0–3) grants hidden level bonuses before the +8:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Combat style !! Mode 0 !! Mode 1 !! Mode 2 !! Mode 3&lt;br /&gt;
|-&lt;br /&gt;
| Melee || +3 Attack || +3 Strength || +1 Attack, +1 Strength, +1 Defence || +3 Defence&lt;br /&gt;
|-&lt;br /&gt;
| Ranged (Accurate / Rapid / — / Longrange) || +3 Attack, +3 Strength || none || not available || +3 Defence&lt;br /&gt;
|-&lt;br /&gt;
| Magic (Accurate / Autocast / — / Longrange) || +3 Attack || none || not available || +3 Defence, +1 Attack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged and magic weapons only allow modes 0, 1, and 3. Melee mode names vary by weapon class (next table). A weapon is classified in client data by its stats: a ranged-attack stat makes it ranged, otherwise a magic-attack stat makes it magic, otherwise melee; unarmed combat defaults to attack speed 4, range 1, crush.&lt;br /&gt;
&lt;br /&gt;
=== Weapon attack styles (stab/slash/crush) ===&lt;br /&gt;
Each melee weapon class maps its four modes to a named style and a damage substyle. The substyle selects which attack bonus the attacker uses &#039;&#039;and&#039;&#039; which of the defender&#039;s stab/slash/crush defence values opposes it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Weapon class !! Mode 0 !! Mode 1 !! Mode 2 !! Mode 3&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Stab (stab) || Lunge (stab) || Slash (slash) || Block (stab)&lt;br /&gt;
|-&lt;br /&gt;
| Katana || Chop (slash) || Slash (slash) || Lunge (stab) || Block (slash)&lt;br /&gt;
|-&lt;br /&gt;
| 2h sword || Chop (slash) || Slash (slash) || Smash (crush) || Block (slash)&lt;br /&gt;
|-&lt;br /&gt;
| Axe || Chop (slash) || Hack (slash) || Smash (crush) || Block (slash)&lt;br /&gt;
|-&lt;br /&gt;
| Pickaxe || Spike (stab) || Impale (stab) || Smash (crush) || Block (stab)&lt;br /&gt;
|-&lt;br /&gt;
| Staff || Bash (crush) || Pound (crush) || Focus (crush) || Block (crush)&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || Punch (crush) || Kick (crush) || — || Block (crush)&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Accurate || Rapid || — || Longrange&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;—&amp;quot; marks modes the client filters out of the UI. The bow row&#039;s melee substyle is stored as a crush fallback in client data, but bows attack with the ranged stats, not a melee substyle. Which of the four abstract melee XP categories (Attack-only / Strength-only / Defense-only / combined Attack+Strength — see [[#Combat XP Formula|Combat XP Formula]] above) each named style in this table actually grants is not yet confirmed; this is an open question, not a client-data fact.&lt;br /&gt;
&lt;br /&gt;
=== Defence axes ===&lt;br /&gt;
The client&#039;s equipment-bonus mapping resolves the defender&#039;s stats by the incoming attack style (the same mapping is applied to NPC defence stats):&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; attacks are opposed by the defender&#039;s stab, slash, or crush defence, chosen by the attacker&#039;s substyle above.&lt;br /&gt;
* &#039;&#039;&#039;Ranged&#039;&#039;&#039; attacks are opposed by the defender&#039;s light, standard, or heavy defence, chosen by the attacking weapon&#039;s ranged type (default &amp;quot;standard&amp;quot;; every bow in the extracted manifest is &amp;quot;standard&amp;quot;). The light/standard/heavy trio thus appears to be the ranged-defence axis in client data — no extracted item or weapon distinguishes the three yet (all carry identical light/standard/heavy values).&lt;br /&gt;
* &#039;&#039;&#039;Magic&#039;&#039;&#039; attacks are opposed by the defender&#039;s single magic defence stat.&lt;br /&gt;
&lt;br /&gt;
The in-game-verified magic penalty on melee armour ([[#Equipment bonuses|above]]) is directionally consistent with client data, where melee armour pieces carry negative magic &#039;&#039;defence&#039;&#039; values (for example, chestplates −4, leggings −3, kiteshields −1). The client manifest shows no magic-attack field on melee armour, so exactly which magic stat the observed in-game penalty applies to still needs verification; the gameplay observation remains primary.&lt;br /&gt;
&lt;br /&gt;
=== Evidence (client data) ===&lt;br /&gt;
{{SourceEvidence&lt;br /&gt;
|evidence_id=combat-client-data-2026-07-05&lt;br /&gt;
|target_page=Combat&lt;br /&gt;
|target_template=Mechanic&lt;br /&gt;
|target_field=combat formulas, style bonuses, and attack/defence style mappings (client data)&lt;br /&gt;
|evidence_type=client data&lt;br /&gt;
|source_url=sigma.sankoquest.com bundle&lt;br /&gt;
|captured_at=2026-07-05&lt;br /&gt;
|status=needs-review&lt;br /&gt;
|notes=Client data (sigma.sankoquest.com bundle, 2026-07-05). Formulas from chunk e5c8f07ca20c8363.js (combat class, beautified lines ~11704–11864); weapon style table and substyle/mode helpers from chunk c12a64812e41c536.js (lines 366–425). Datamine-candidate: combat is server-authoritative and these client-side formulas are unverified against live behavior.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=mob stats, combat formulas, equipment bonuses, and drop tables|page=Combat}}&lt;br /&gt;
{{BountyPrompt|field=which abstract melee XP category (Attack-only/Strength-only/Defense-only/combined) each named weapon attack style (Stab, Lunge, Slash, Block, Chop, Hack, Smash, Spike, Impale, Bash, Pound, Focus, Punch, Kick) actually grants|page=Combat|evidence=in-game XP-drop capture per named weapon style|template=Mechanic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Woodcutting&amp;diff=859</id>
		<title>Woodcutting</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Woodcutting&amp;diff=859"/>
		<updated>2026-07-08T16:40:46Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: cherry tree location confirmed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Woodcutting]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Woodcutting =&lt;br /&gt;
&lt;br /&gt;
Woodcutting tracks axes, trees, logs, and the materials that feed fletching and cooking. Logs are cut with an axe and then burned for [[Firemaking]] XP, or used in [[Fletching]]/[[Crafting]] to make bows and shafts.&lt;br /&gt;
&lt;br /&gt;
== Known XP Values ==&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Tree !! Log Yielded !! Woodcutting XP !! Level Requirement !! Source&lt;br /&gt;
|-&lt;br /&gt;
| Tree || [[Log]] || 20 || Unconfirmed || Verified in-game, July 2026&lt;br /&gt;
|-&lt;br /&gt;
| Oak tree || [[Oak Log]] || 35 || Unconfirmed || Verified in-game, July 2026&lt;br /&gt;
|}&lt;br /&gt;
Which specific tree-node page corresponds to each tier is not yet confirmed — the game&#039;s seed data has several differently-named tree node pages (see [[Resource Nodes]]); this table intentionally stays generic (&amp;quot;a tree&amp;quot; / &amp;quot;an oak tree&amp;quot;) until a node-specific screenshot resolves the mapping. Cherry trees are located — by the bubba bass fishing spot, slightly north of the [[Mixnometry|Elemental Altar]] in the grass zone (verified in-game, July 2026; see [[Cherry Log]]) — but their level and XP remain unrecorded. Glacial Log&#039;s tree tier is still uncharted.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=woodcutting-xp-values-2026-07-08|target_page=Woodcutting|target_template=Skill|target_field=Log and Oak Log chopping XP|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: chopping a tree for a Log gives 20 Woodcutting XP; chopping an oak tree for an Oak Log gives 35 Woodcutting XP. Which specific tree-node page each corresponds to, and level requirements, not recorded.}}&lt;br /&gt;
&lt;br /&gt;
== Unconfirmed Node: &amp;quot;Pine Tree&amp;quot; ==&lt;br /&gt;
The client&#039;s model registry lists a &amp;quot;Pine Tree&amp;quot; node alongside the already-catalogued Oak, Cherry, and Glacial trees (same chop verb), but no matching log item exists anywhere in the item catalog — nothing like a &amp;quot;Pine Log&amp;quot; is seeded, and no corresponding tree has been found or chopped in-game. This reads as unused or unplaced developer content rather than a confirmed resource; it is noted here only as an open anomaly, not as a known farmable tree worth searching for.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=woodcutting-pine-tree-datamine-2026-07-08|target_page=Woodcutting|target_template=Skill|target_field=Pine Tree node anomaly|evidence_type=client data (datamine)|captured_at=2026-07-08|status=datamine-candidate|notes=Client model registry includes a &amp;quot;Pine Tree&amp;quot; node (chop verb) with no matching log item anywhere in the seed catalog. No in-game sighting reported. Flagged as a likely unused/unplaced node, not asserted to exist or yield anything in-game.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=woodcutting|name=Woodcutting|description=Woodcutting covers axes, trees, logs, level requirements, XP, and route notes.|verification_status=Needs gameplay verification}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-hub-grid&amp;quot;&amp;gt;&lt;br /&gt;
[[Bronze Axe|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Bronze Axe|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Bronze Axe&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Axe item&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Log|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Log|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Log&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Basic wood&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Oak Log|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Oak Log|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Oak Log&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Mid-tier wood&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Cherry Log|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Cherry Log|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Cherry Log&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Fletching material&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=which tree-node page corresponds to each tier, level requirements, exact locations, and Cherry/Glacial Log tiers|page=Woodcutting}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Raw_Bubba_Bass&amp;diff=858</id>
		<title>Raw Bubba Bass</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Raw_Bubba_Bass&amp;diff=858"/>
		<updated>2026-07-08T16:40:15Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: spot location relative to elemental altar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Raw Bubba Bass&lt;br /&gt;
|item_id=61&lt;br /&gt;
|icon=Raw Bubba Bass&lt;br /&gt;
|examine=A raw bubba bass&lt;br /&gt;
|category=resource&lt;br /&gt;
|subtype=resource&lt;br /&gt;
|family=Fishing resources&lt;br /&gt;
|slot=&lt;br /&gt;
|stackable=0&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Raw Bubba Bass&#039;&#039;&#039; is a raw fish caught in the grass zone, at a spot slightly north of the [[Mixnometry|Elemental Altar]] (verified in-game, July 2026) — [[Cherry Log|cherry trees]] stand by the same spot. In the gameplay-verified [[Fishing#Training Progression|Fishing progression]] it is the training catch from level 25 to 35.&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; resource&lt;br /&gt;
&lt;br /&gt;
== How to Obtain ==&lt;br /&gt;
* Fished in the grass zone near the cow field, reached by crossing the bridge east out of the desert zone. The spot is toward the western side of the green zone; its exact position needs confirmation.&lt;br /&gt;
{{MissingData|field=the tool required to catch bubba bass|page={{PAGENAME}}|evidence=fishing interface screenshot at the spot}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
{{MissingData|field=uses, cooking details, and comparisons|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
== Evidence ==&lt;br /&gt;
{{SourceEvidence|evidence_id=raw-bubba-bass-sources-2026-07-05|target_page=Raw Bubba Bass|target_field=How to Obtain|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: bubba bass fished from level 25 to 35 in the grass zone near the cow field. Supporting world-map screenshot: File:World map overview.png as World map overview.png.}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=Fishing XP per catch, catch rates, and screenshots|page={{PAGENAME}}|evidence=fishing interface or XP screenshot}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Cherry_Log&amp;diff=857</id>
		<title>Cherry Log</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Cherry_Log&amp;diff=857"/>
		<updated>2026-07-08T16:39:49Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: tree location: by bubba bass spot, north of elemental altar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- SANKO-BOT:BEGIN item --&amp;gt;&lt;br /&gt;
{{Item&lt;br /&gt;
|name=Cherry Log&lt;br /&gt;
|item_id=303&lt;br /&gt;
|icon=Cherry Log&lt;br /&gt;
|examine=A sturdy cherry log&lt;br /&gt;
|category=resource&lt;br /&gt;
|subtype=resource&lt;br /&gt;
|family=Woodcutting resources&lt;br /&gt;
|slot=&lt;br /&gt;
|stackable=0&lt;br /&gt;
|tradeable=&lt;br /&gt;
|equipable=&lt;br /&gt;
|rarity=&lt;br /&gt;
|value=&lt;br /&gt;
|weight=&lt;br /&gt;
|level_req=&lt;br /&gt;
|token_id=&lt;br /&gt;
|contract=&lt;br /&gt;
|source=SankoQuest public item API&lt;br /&gt;
|verification_status=unverified&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END item --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:BEGIN starter --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Cherry Log&#039;&#039;&#039; is chopped from cherry trees, standing by the bubba bass fishing spot in the grass zone — slightly north of the [[Mixnometry|Elemental Altar]], which is north of the church, which is west of the cow field (verified in-game, July 2026; see [[Locations]]). Woodcutting level and XP for cherry trees are unrecorded.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=cherry-log-location-2026-07-08|target_page=Cherry Log|target_field=tree location|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: cherry trees stand by the bubba bass fishing spot, slightly north of the Elemental Altar.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Woodcutting level and XP for cherry trees|page=Cherry Log|evidence=woodcutting interface or XP screenshot}}&lt;br /&gt;
* &#039;&#039;&#039;Category:&#039;&#039;&#039; resource&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
{{MissingData|field=practical uses, requirements, routes, and comparisons|page={{PAGENAME}}|evidence=gameplay screenshot, official data, or reviewed wiki evidence}}&lt;br /&gt;
&lt;br /&gt;
== Sources Needed ==&lt;br /&gt;
{{MissingData|field=acquisition sources, shop stock, drops, resource nodes, recipes, and screenshots|page={{PAGENAME}}|evidence=shop screen, drop evidence, node output, recipe screen, or official data}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* Cite gameplay, official data, or on-chain evidence for facts that affect play.&lt;br /&gt;
&amp;lt;!-- SANKO-BOT:END starter --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=856</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Locations&amp;diff=856"/>
		<updated>2026-07-08T16:39:21Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: grass zone layout: elemental altar, church, cherry trees, bubba bass spot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Locations]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Locations =&lt;br /&gt;
&lt;br /&gt;
Location pages organize regions, towns, facilities, NPCs, shops, resource nodes, and mob spawns. Map positions are orientation hints until screenshots and route notes are verified.&lt;br /&gt;
&lt;br /&gt;
== Location Index ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Locations&lt;br /&gt;
|fields=_pageName=page,name=name,region=kind,parent_location=location,game_position=detail,verification_status=status&lt;br /&gt;
|order by=name&lt;br /&gt;
|limit=100&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=location pages with region and source status|page=Locations|evidence=region data, map screenshot, or curated route note|template=Location}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Services and Facilities ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Services&lt;br /&gt;
|fields=provider_name=page,service_type=name,provider_type=kind,location=location,requirements=detail,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,service_type&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=services and facilities by location|page=Locations|evidence=map screenshot, service screen, or route note|template=Service}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objects and Points of Interest ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=LocationObjects&lt;br /&gt;
|fields=name=page,name=name,object_type=kind,location=location,render_image=render_image,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,object_type,name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=facilities, stations, entrances, banks, and points of interest|page=Locations|evidence=location screenshot or curated scene evidence|template=LocationObject}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spawns ==&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Spawns&lt;br /&gt;
|fields=entity_name=page,entity_name=name,entity_type=kind,location=location,quantity=meta,verification_status=status&lt;br /&gt;
|where=verification_status!=&amp;quot;schema-placeholder&amp;quot;&lt;br /&gt;
|order by=location,entity_type,entity_name&lt;br /&gt;
|limit=200&lt;br /&gt;
|format=template&lt;br /&gt;
|template=EntityRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
|delimiter=&lt;br /&gt;
|default={{MissingData|field=verified NPC, mob, item, and resource-node spawns by location|page=Locations|evidence=map/minimap screenshot or reviewed reader capture|template=Spawn}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== World Survey (Verified In-Game, 2026-07-05) ==&lt;br /&gt;
The layout below was verified in-game on 2026-07-05, supported by an in-game world-map screenshot (pending upload as &#039;&#039;World map overview.png&#039;&#039;). Per the map: a desert island sits in the northwest (with a lake and white snow patches), the main grass landmass covers the center and east, a gray mountain zone lies in the east, and a small island sits in the southwest. The meaning of the map&#039;s markers has not been confirmed.&lt;br /&gt;
&lt;br /&gt;
=== The Desert Zone (Name Unconfirmed) ===&lt;br /&gt;
New players arrive in the southern part of a desert zone on the northwest island. Its proper in-game name has not been confirmed — do not assume it corresponds to [[Adobe Town]] or any other datamined location name.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spawn area (south)&#039;&#039;&#039; — [[Fox]]es and [[Camel]]s roam here; both drop only [[Bones]]. Crawdad fishing spots surround the spawn, south of the desert lake.&lt;br /&gt;
* &#039;&#039;&#039;Desert lake&#039;&#039;&#039; — north of the crawdad spots; three trout fishing spots.&lt;br /&gt;
* &#039;&#039;&#039;Desert bank (north of the lake)&#039;&#039;&#039; — a bank with a furnace and an anvil ([[Bank Node]], [[Furnace Node]], [[Anvil Node]]; see [[Banking]]). [[Buns Remilio]]&#039;s shop here sells the [[Fishing Rod]] and the [[Crafting Knife]].&lt;br /&gt;
* &#039;&#039;&#039;Copper and tin rocks (west of the bank)&#039;&#039;&#039; — [[Copper Node|copper]] and [[Tin Node|tin]] ore nodes; aggressive level-14 [[Scorpion]]s roam this area.&lt;br /&gt;
* &#039;&#039;&#039;Goblin camp (further west)&#039;&#039;&#039; — a camp of four aggressive level-2 [[Goblin]]s that drop gold and [[Bones]].&lt;br /&gt;
* &#039;&#039;&#039;Flax (east of the lake)&#039;&#039;&#039; — a [[Flax Node|flax]] spawn.&lt;br /&gt;
* &#039;&#039;&#039;Payasan area (east side)&#039;&#039;&#039; — a snow-covered area east of the desert lake, where [[Payasan]] NPCs and the spirit-shard altar are found, just before the bridge to the grass zone.&lt;br /&gt;
* &#039;&#039;&#039;Hidden oasis (location unknown)&#039;&#039;&#039; — the stated objective of the [[Desert Adventure]] quest, whose journal entry reads verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]]; verified in-game, July 2026). The objective text places it in the desert, but its location remains unknown and no public solution is known.&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=the desert zone&#039;s proper in-game name|page=Locations|evidence=map or location-title screenshot|template=Location}}&lt;br /&gt;
{{BountyPrompt|family=World|title=Find the hidden oasis|field=The hidden oasis is the stated objective of the Desert Adventure quest — its journal entry reads verbatim &amp;quot;Find the hidden oasis in the desert.&amp;quot; (verified in-game, July 2026) — but its location is unknown and no public solution is known|page=Locations|evidence=map or location screenshot showing the oasis|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== The Grass Zone ===&lt;br /&gt;
A bridge connects the east side of the desert zone to the grass zone (also called the green zone) on the main landmass.&lt;br /&gt;
* &#039;&#039;&#039;Church&#039;&#039;&#039; — level-12 [[Goblin]]s are nearby; the [[Mixnometry|Elemental Altar]] (see [[Shards]]) stands by the church and the goblins, north of the church itself. The church is west of the cow field.&lt;br /&gt;
* &#039;&#039;&#039;Cow field&#039;&#039;&#039; — a second [[Flax Node|flax]] spawn lies east of it, and priests can be found nearby.&lt;br /&gt;
* &#039;&#039;&#039;Cherry trees and the bubba bass fishing spot&#039;&#039;&#039; — [[Cherry Log|Cherry trees]] stand by the bubba bass fishing spot (see [[Raw Bubba Bass]]), which sits slightly north of the Elemental Altar (verified in-game, July 2026).&lt;br /&gt;
* &#039;&#039;&#039;[[Greentown]]&#039;&#039;&#039; — has a bank (see [[Banking]]).&lt;br /&gt;
* &#039;&#039;&#039;Bandit camp (north of Greentown)&#039;&#039;&#039; — a camp of level-18 [[Bandit]]s; only [[Bones]] observed as drops so far. A level 999 [[Combat Dummy]] was seen in the same context — hits on it sometimes land for 1 damage and grant XP — though whether it stands at the camp itself has not been separately confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lighthouse (north of Greentown)&#039;&#039;&#039; — a lighthouse landmark on the grass zone&#039;s northern edge, verified in-game 2026-07-07. Level-38 [[Shape Wizard]]s hold ground west of it. East of the lighthouse is the already-documented [[#East of the Grass Zone (Higher-Level Progression)|east progression]] (coal and scorpions, then plasma spiders and skeletons, then the Lil Dragons, then the Dragon at the summit) — see that section rather than repeating it here.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=bandit-camp-north-of-greentown|name=Bandit camp|object_type=camp|coordinates=North of Greentown, in the grass zone|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a bandit camp north of Greentown with level-18 Bandits; only Bones observed as drops so far. A level 999 Combat Dummy was seen in the same context; whether it stands at the camp itself has not been separately confirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=lighthouse-north-of-greentown|name=Lighthouse|object_type=landmark|coordinates=North of Greentown, grass zone; the Shape Wizard camp lies west of it, and the already-documented east progression (coal/scorpions, skeletons, plasma spiders, Lil Dragons, Dragon) lies east of it|source=In-game, 2026-07-07|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse landmark north of Greentown. Level-38 Shape Wizards hold ground west of it; the east side reinforces the previously documented east progression rather than adding new zone content. Exact coordinates and the lighthouse&#039;s purpose (enterable, interactable, or purely a visual landmark) are unconfirmed.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=exact position and purpose of the lighthouse north of Greentown|page=Locations|evidence=map screenshot or interaction/dialogue capture|template=LocationObject}}&lt;br /&gt;
&lt;br /&gt;
=== East of the Grass Zone (Higher-Level Progression) ===&lt;br /&gt;
* &#039;&#039;&#039;Coal and spiders&#039;&#039;&#039; — [[Coal Node|coal]] rocks northwest of the cow field and west of the Greentown bank, around the [[Giant Spider]]s, which are south of the hill giant zone.&lt;br /&gt;
* &#039;&#039;&#039;Hill giant zone&#039;&#039;&#039; — home to [[Giant]]s.&lt;br /&gt;
* &#039;&#039;&#039;Multi-combat zone (east of the spiders)&#039;&#039;&#039; — contains coal rocks and [[Scorpion]]s.&lt;br /&gt;
* &#039;&#039;&#039;Deeper in&#039;&#039;&#039; — [[Plasma Spider]]s and level-21 [[Skeleton]]s. Plasma spiders appear to drop the [[Ranger Chestplate]], but this is not yet confirmed.&lt;br /&gt;
* &#039;&#039;&#039;Lil Dragons&#039;&#039;&#039; — past the plasma spiders and skeletons, two level-35 [[Lil Dragon]]s stand before a wooden bridge (name as read in-game; exact capitalization unconfirmed).&lt;br /&gt;
* &#039;&#039;&#039;Wooden bridge and island-mountain&#039;&#039;&#039; — the wooden bridge leads to a small island-mountain. At the end of the bridge stands a podium with a book on it; what it does is unknown. Two level-21 [[Skeleton]]s spawn on the island.&lt;br /&gt;
* &#039;&#039;&#039;Island summit&#039;&#039;&#039; — at the top of the island-mountain, among pillars, stands one big [[Dragon]], combat level 52.&lt;br /&gt;
&lt;br /&gt;
{{LocationObject|object_id=podium-east-island-bridge-end|name=Podium with a book|object_type=podium|coordinates=End of the wooden bridge, on the small island-mountain east of the main landmass|source=In-game, 2026-07-05|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-05: a podium with a book on it stands at the end of the wooden bridge onto the island-mountain. What it does is unknown.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=what the podium and book at the end of the wooden bridge do|page=Locations|evidence=interaction screenshot or dialogue capture|template=LocationObject}}&lt;br /&gt;
{{MissingData|field=whether anything lies beyond the island-mountain across the wooden bridge|page=Locations|evidence=exploration screenshot or map capture}}&lt;br /&gt;
{{MissingData|field=world-map marker legend (what the map&#039;s colored dots mean)|page=Locations|evidence=confirmed in-game legend or repeated gameplay checks}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-survey-2026-07-05|target_page=Locations|target_field=world layout survey (desert zone, grass zone, east progression)|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05. Supported by an in-game world-map screenshot, pending upload as World map overview.png.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-east-island-survey-2026-07-05|target_page=Locations|target_field=east progression past the plasma spiders: Lil Dragons, wooden bridge, island-mountain, podium, island skeletons, Dragon at the summit|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05, on a later exploration run the same day: two level-35 Lil Dragons before the wooden bridge; the bridge leads onto a small island-mountain with a podium and book at the bridge&#039;s end, two level-21 Skeletons on the island, and one level-52 Dragon at the top among pillars. Supersedes the earlier unconfirmed &amp;quot;dragons around level 52 / unexplored bridge&amp;quot; reading.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-hidden-oasis-objective-2026-07-05|target_page=Locations|target_field=hidden oasis — stated objective of Desert Adventure; location unknown|evidence_type=screenshot|captured_at=2026-07-05|status=gameplay-verified|notes=The Desert Adventure quest journal entry states the objective verbatim: &amp;quot;Find the hidden oasis in the desert.&amp;quot; ([[:File:Desert Adventure journal entry.png]], captured 2026-07-05). The oasis&#039;s location remains unknown.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-lighthouse-shape-wizards-2026-07-07|target_page=Locations|target_field=lighthouse landmark north of Greentown and the Shape Wizard camp west of it|evidence_type=in-game observation|captured_at=2026-07-07|status=gameplay-verified|notes=Verified in-game, 2026-07-07: a lighthouse north of Greentown, with level-38 Shape Wizards camped west of it. East of the lighthouse is the previously documented east progression (see the &amp;quot;East of the Grass Zone&amp;quot; section above) — a directional recap relative to the new landmark, not new zone content.}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=map screenshots, Adobe Town and Duel Town layouts, the eastern mountain zone, the southwest island, and remaining route links|page=Locations}}&lt;br /&gt;
&lt;br /&gt;
== World Regions (client data) ==&lt;br /&gt;
A 2026-07-08 datamine of the game client&#039;s scene registry recovered named-region positions in the client&#039;s own scene-graph coordinate system — not a confirmed in-game map or compass system. This is client data, not gameplay-verified; every position below is a fieldwork lead, not a confirmed fact. Source: Client data (game scene registry), 2026-07-08.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flag on the two already-published anchors:&#039;&#039;&#039; [[Duel Town]] and [[Greentown]] each already carry a bot-set &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; field (&amp;lt;code&amp;gt;8.469, 0.023, -1.563&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-1.692, 0.77, -6&amp;lt;/code&amp;gt;). Neither matches this datamine&#039;s region-level positions below, and that is not a discrepancy in the new data: both published numbers are reproduced bit-for-bit by an extraction bug — they are the raw, uncomposed local-space position of a single interior prop (a pillar inside Duel Town&#039;s &amp;quot;Combat Platform&amp;quot;; a table inside Greentown&#039;s bank), not the region&#039;s world placement. Per the rule against overwriting bot-owned template fields, this is flagged here rather than edited into those two pages directly. The region-level positions below (Duel Town: centroid of its own children, medium confidence; Greentown: the region&#039;s own transform, high confidence) are offered as the more defensible values; see [[Duel Town]]&#039;s own &amp;quot;World Position (client data)&amp;quot; section for the same breakdown in place on that page (Greentown&#039;s page has not yet been updated with an equivalent section).&lt;br /&gt;
&lt;br /&gt;
=== Regions with an existing wiki page ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Adobe Town]] || 197.5, 6.112, 72.502 || high || Region&#039;s own transform. The page currently carries a placeholder &amp;lt;code&amp;gt;game_position=0, 0, 0&amp;lt;/code&amp;gt; (never populated) — not yet reconciled with this value.&lt;br /&gt;
|-&lt;br /&gt;
| [[Duel Town]] || 93.211, 9.978, 125.513 || medium || No transform on the region node itself; value is the centroid of 7 tightly-clustered immediate children (4 Combat Platforms, arenawall, 2 slot machines). See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 150 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[Greentown]] || 374, 6.773, 289.5 || high || Region&#039;s own top-level transform. See the flag above — differs from the page&#039;s published &amp;lt;code&amp;gt;game_position&amp;lt;/code&amp;gt; by over 300 units in X and about 295 in Z.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions matching an already-reported in-game landmark (position-based, hedged) ===&lt;br /&gt;
These four connect a datamined position to something Alex has already reported in-game. None of the matches below are confirmed identities — they are position (and, where noted, asset) based inferences only, not verified facts.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Likely in-game connection (hedged, not confirmed)&lt;br /&gt;
|-&lt;br /&gt;
| bandit camp || 84.438, 6.683, 60.448 || medium || Centroid of 11 tightly-clustered immediate children (tent, rock, camp-rock props); the region node itself has no transform. Consistent with the already-documented [[Bandit]] camp north of Greentown — its Z (60.4) is about 229 units less than Greentown&#039;s Z (289.5), matching &amp;quot;north&amp;quot; under a decreasing-Z-is-north reading. That reading was inferred from this same pair, so treat this as confirmatory rather than independent proof.&lt;br /&gt;
|-&lt;br /&gt;
| lighthouse || 306.019, 3.67, 64.548 || high || Region&#039;s own transform. Likely the lighthouse landmark verified in-game 2026-07-07 north of Greentown (position match, not confirmed) — sits on almost the same Z-band as bandit camp (delta 4.1), reading as &amp;quot;the same northern coastline as bandit camp, well east of it&amp;quot; rather than a literal midpoint between bandit camp and Greentown.&lt;br /&gt;
|-&lt;br /&gt;
| shape temple || 303.739, 3.321, 148.205 || high || Region&#039;s own transform; its X (303.7) is nearly identical to lighthouse&#039;s X (306.0). Its only non-architectural asset is a rigged character model (&amp;lt;code&amp;gt;shapey_rigged.glb&amp;lt;/code&amp;gt;). Consistent with the already-documented level-38 [[Shape Wizard]] camp near the lighthouse (position- and asset-based match, not confirmed).&lt;br /&gt;
|-&lt;br /&gt;
| payatown || 237, 9.926, 66.5 || high || Region&#039;s own transform; sits east and north of the desert lake, consistent with [[Payasan]]&#039;s documented position east of the desert lake. However, every payatown asset is desert/adobe-themed (cactus, adobe hut, tower) with no snow or frost assets, which does not match Payasan&#039;s documented snow-patch look — noted as a mismatch, not resolved as the same zone or a different one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not yet explored (coordinates only, no other documentation) ===&lt;br /&gt;
The regions below have no wiki documentation beyond the coordinate the client data provides. Ordered by increasing X in the client&#039;s own coordinate system — a rough west-to-east read, not a confirmed compass direction.&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position (x, y, z) !! Confidence !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| starterIslandHouseInterior.glb || 61, 6.751, 252 || high || Region node is the model itself (a house interior).&lt;br /&gt;
|-&lt;br /&gt;
| obelisk.glb || 86.204, 8.83, 148.21 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| sphinx || 99.253, 1.759, 25.94 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| hauntedhouse || 104.016, 2, 535.112 || high || Region&#039;s own transform; far outside the rest of the cluster (next-highest Z is parthenon at 449.5).&lt;br /&gt;
|-&lt;br /&gt;
| desert decor || 140.251, 5.843, 47.62 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| woodenhut.glb || 172.593, 0.896, 14.489 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| swamp battle || 185, 2, 323 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| lake || 192.63, 0.852, 137.161 || high || Region&#039;s own transform. The extraction&#039;s own analysis labels this &amp;quot;the desert lake&amp;quot; internally; not confirmed as the same desert lake documented in the World Survey above.&lt;br /&gt;
|-&lt;br /&gt;
| swamp || 226.5, 2, 242 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| cemetery || 240, 4.113, 256.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| bridge || 245.852, 5.286, 167.004 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| Arch.glb || 247.672, 2.512, 324.842 || high || Region node is the model itself.&lt;br /&gt;
|-&lt;br /&gt;
| green goblin village || 267.704, 5.969, 219.357 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| chapel || 278, 4, 237.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| farms || 318.178, 3.315, 265.969 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| goblinwars || 346.5, 5, 102 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| parthenon || 360.616, 12.708, 449.485 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| castle || 367.5, 8.898, 338 || high || Region&#039;s own transform; shares X/Z with castle_upper below, differing only in Y — the two are the same building&#039;s floors.&lt;br /&gt;
|-&lt;br /&gt;
| castle_upper || 367.5, 10.865, 338 || high || Region&#039;s own transform; the upper floor of the castle above.&lt;br /&gt;
|-&lt;br /&gt;
| outcast camp || 370, 2, 85.5 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| wizardscircle || 471.266, 9.5, 321 || high || Region&#039;s own transform.&lt;br /&gt;
|-&lt;br /&gt;
| volcano || 471.431, 0, 313.572 || high || Region&#039;s own transform.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not found in client data ===&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Region !! Position !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Water || not found in client data || 17 separate water-plane tiles scattered across the whole map (X roughly 2 to 501, Z roughly -21 to 471), with no region-level transform. Diffuse, not a single point location.&lt;br /&gt;
|-&lt;br /&gt;
| Roads || not found in client data || No region-level transform; only a lone path segment near local origin plus a scattered &amp;quot;fences&amp;quot; subgroup 60 to 150 units away. Not a coherent point location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Field Exploration Checklist ===&lt;br /&gt;
The 22 &amp;quot;not yet explored&amp;quot; regions in the table above are named in the client but have no confirmed in-game presence, appearance, or route yet. Rather than a stub page per name, this is a standing checklist for fieldwork — an entry graduates to its own page once its in-game location and appearance are confirmed by a screenshot or route note (castle and castle_upper are merged into one checklist line below, since they read as two floors of a single building):&lt;br /&gt;
&lt;br /&gt;
* starterIslandHouseInterior — house interior on or near the starter island&lt;br /&gt;
* obelisk — standalone obelisk landmark&lt;br /&gt;
* sphinx&lt;br /&gt;
* hauntedhouse — notably far south of every other named region&lt;br /&gt;
* desert decor&lt;br /&gt;
* woodenhut&lt;br /&gt;
* swamp battle&lt;br /&gt;
* lake — possibly the desert lake already documented in the World Survey above; unconfirmed&lt;br /&gt;
* swamp&lt;br /&gt;
* cemetery&lt;br /&gt;
* bridge&lt;br /&gt;
* Arch&lt;br /&gt;
* green goblin village&lt;br /&gt;
* chapel&lt;br /&gt;
* farms&lt;br /&gt;
* goblinwars&lt;br /&gt;
* parthenon&lt;br /&gt;
* castle / castle_upper (a two-floor building)&lt;br /&gt;
* outcast camp&lt;br /&gt;
* wizardscircle&lt;br /&gt;
* volcano&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|family=World|title=Explore the datamined-only world regions|field=22 named world regions (castle/castle_upper — two floors of one building, counted as one checklist line — plus swamp, volcano, sphinx, cemetery, chapel, parthenon, goblinwars, outcast camp, hauntedhouse, swamp battle, green goblin village, wizardscircle, farms, lake, bridge, and others — see the &amp;quot;Not yet explored&amp;quot; table above for the full list and datamined coordinates) exist in the game client&#039;s scene data but have no confirmed in-game location, appearance, or route yet|page=Locations|evidence=an in-game screenshot or route note confirming any one region&#039;s location and appearance|difficulty=fieldwork}}&lt;br /&gt;
&lt;br /&gt;
=== Evidence ===&lt;br /&gt;
{{SourceEvidence|evidence_id=locations-world-regions-client-data-2026-07-08|target_page=Locations|target_field=World Regions (client data) section — all region positions and the Duel Town/Greentown anchor flag|evidence_type=client data (datamine)|captured_at=2026-07-08|status=datamine-candidate|notes=Positions taken from the game client&#039;s scene registry (JSON scene graph embedded in web client chunk b36ae965fcf7be40.js, module 635389; scene chunk datamined 2026-07-05, parsed and cross-checked 2026-07-08). Values are in the client&#039;s own scene-graph coordinate units, not a confirmed in-game map or compass system. Not gameplay-verified.}}&lt;br /&gt;
{{LocationObject|object_id=cherry-trees-bubba-bass-spot|name=Cherry trees / bubba bass fishing spot|object_type=resource cluster|coordinates=Slightly north of the Elemental Altar, which is north of the church, which is west of the cow field|source=In-game, 2026-07-08|verification_status=gameplay-verified|notes=Verified in-game, 2026-07-08: Cherry trees are by the bubba bass fishing spot, positioned slightly north of the Elemental Altar.}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Herblore&amp;diff=855</id>
		<title>Herblore</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Herblore&amp;diff=855"/>
		<updated>2026-07-08T16:20:18Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: not a real skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Herblore]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Herblore =&lt;br /&gt;
&lt;br /&gt;
Herblore tracks herbs, vials, processing tools, and potion recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herblore is not a real in-game skill&#039;&#039;&#039; (verified in-game, July 2026) — it is absent from the confirmed 15-skill list (see [[Skills]]). This hub keeps its datamined item and recipe content under the &amp;quot;Herblore&amp;quot; label, but which skill (if any) governs potion-making is unverified.&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=herblore-not-a-skill-2026-07-08|target_page=Herblore|target_field=skill status|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game: Herblore does not appear in the 15-skill list.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=herblore|name=Herblore|description=Herblore covers herbs, vials, processing tools, potion recipes, effects, levels, and XP.|verification_status=Needs gameplay verification}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-hub-grid&amp;quot;&amp;gt;&lt;br /&gt;
[[Energy Weed|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Energy Weed|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Energy Weed&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Herb material&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Mortar and Pestle|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Mortar and Pestle|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Mortar and Pestle&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Processing tool&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Empty Vial|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Empty Vial|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Empty Vial&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Potion container&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[Stamina Potion|&amp;lt;span class=&amp;quot;sanko-card&amp;quot;&amp;gt;{{ItemSprite|Stamina Potion|size=34}} &amp;lt;span&amp;gt;&amp;lt;strong&amp;gt;Stamina Potion&amp;lt;/strong&amp;gt;&amp;lt;small&amp;gt;Potion&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=which skill (if any) governs potion-making, herblore recipes, herb sources, and potion effects|page=Herblore}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Archery&amp;diff=854</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Archery&amp;diff=854"/>
		<updated>2026-07-08T15:26:43Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: update: magic xp confirmed separately&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Archery]]&amp;lt;/div&amp;gt;&lt;br /&gt;
= Archery =&lt;br /&gt;
&lt;br /&gt;
Archery is SankoQuest&#039;s ranged-combat skill, one of the game&#039;s 15 [[Skills|skills]] (verified in-game, July 2026). The final tutorial NPC gives the player a [[Bow]] and a set of arrows, and a bow works with any arrow tier and still grants Archery XP (both verified in-game, July 2026). Bows and arrows are fletched under the [[Crafting]] skill — see [[Fletching]] for the recipes and [[Equipment]] for gear. The [[Glacial Bow]] requires 25 Archery to use (verified in-game, July 2026) — the first confirmed Archery level gate. The other bow tiers&#039; level requirements are unconfirmed, and whether each is an Archery or Crafting level is also unconfirmed — see [[Fletching#Bow Tiers]]. Archery&#039;s combat-hit XP formula is now documented (below); level unlocks beyond the Glacial Bow gate remain otherwise undocumented.&lt;br /&gt;
&lt;br /&gt;
== Combat Styles and XP ==&lt;br /&gt;
{{Mechanic|mechanic_id=archery-combat-styles-xp|name=Archery combat styles and XP allocation|description=Archery has three combat styles — Accurate, Rapid, and Longrange. Longrange is confirmed to split XP evenly between Archery and Defense; Accurate and Rapid are inferred, not directly confirmed, to award pure Archery XP.}}&lt;br /&gt;
&lt;br /&gt;
Ranged combat has three selectable styles: &#039;&#039;&#039;Accurate&#039;&#039;&#039;, &#039;&#039;&#039;Rapid&#039;&#039;&#039;, and &#039;&#039;&#039;Longrange&#039;&#039;&#039; (verified in-game, July 2026). This matches the game&#039;s own ranged combat-mode listing already documented on [[Combat]] (accurate/rapid/longrange), an independent cross-check on the names.&lt;br /&gt;
&lt;br /&gt;
Every combat hit — melee or Archery alike — awards total combat-skill XP equal to damage dealt × 4 (verified in-game, July 2026; see [[Combat#Combat skills|Combat]] for melee&#039;s four styles). For Archery, how that total splits between skills depends on the style:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sanko-table&amp;quot;&lt;br /&gt;
! Style !! XP allocation (per point of damage) !! Confirmation&lt;br /&gt;
|-&lt;br /&gt;
| Accurate || Presumed 4× damage, all to Archery || Not explicitly confirmed — inferred by parallel with melee&#039;s pure-category styles; treat as inference until directly tested&lt;br /&gt;
|-&lt;br /&gt;
| Rapid || Presumed 4× damage, all to Archery || Not explicitly confirmed — same inference caveat as Accurate&lt;br /&gt;
|-&lt;br /&gt;
| Longrange || 2× damage to Archery &#039;&#039;&#039;and&#039;&#039;&#039; 2× damage to Defense || Confirmed in-game, July 2026. Example given: 1 damage → 2 Archery XP + 2 Defense XP (4 total)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to the above, every combat hit — regardless of style, and regardless of whether it&#039;s melee or Archery — also grants [[Stamina]] XP equal to damage dealt × 1, on top of (not instead of) the combat-skill XP above. This is a general combat rule, not specific to Archery; see [[Combat#Combat skills|Combat]] for the same rule stated for melee.&lt;br /&gt;
&lt;br /&gt;
[[Magic]] combat has since been confirmed (2026-07-08) to follow the same core damage × 4 / damage × 1 pattern, but it grants &#039;&#039;&#039;Magic&#039;&#039;&#039; XP and Stamina XP, not Archery XP — Magic hits do not train Archery. See [[Magic#Combat XP]] and [[Combat#Combat XP Formula]] for the full Magic breakdown, including the splash (0-damage) exception.&lt;br /&gt;
&lt;br /&gt;
=== Accurate and Rapid: non-XP effects (open questions) ===&lt;br /&gt;
Two effects of these styles are named in-game but not yet quantified — separate from the XP question above:&lt;br /&gt;
* Accurate is reported to increase accuracy; the exact bonus is unstated.&lt;br /&gt;
* Rapid is reported to attack slightly faster than the other styles; the exact speed increase is unstated.&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=archery|name=Archery|description=Archery is the game&#039;s ranged-combat skill (verified in-game, July 2026), trained with bows and arrows. Combat-hit XP formula documented (Accurate/Rapid/Longrange styles); level unlocks beyond the Glacial Bow gate are unverified.|source=In-game, 2026-07-08|verification_status=gameplay-verified}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=archery-skill-census-2026-07-05|target_page=Archery|target_template=Skill|target_field=skill existence|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: Archery is one of the game&#039;s 15 skills and is its ranged-combat skill. Exact in-game capitalization needs a skill-panel screenshot.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=archery-any-arrow-tier-2026-07-05|target_page=Archery|target_field=arrow tier compatibility|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: a bow grants Archery XP with any arrow tier.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=archery-glacial-bow-gate-2026-07-05|target_page=Archery|target_field=Glacial Bow use requirement (25 Archery)|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: equipping/using the Glacial Bow requires Archery 25.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=archery-combat-xp-base-2026-07-08|target_page=Archery|target_template=Mechanic|target_field=Archery combat styles and XP allocation|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: total combat-skill XP per hit = damage dealt × 4 (two examples given: 1 damage → 4 XP total; 3 damage on a melee style → 12 XP, see Combat). Ranged/Archery has three styles — Accurate, Rapid, Longrange — matching the client&#039;s own ranged combat-mode enum (already datamined, cross-validated as of 2026-07-08).}}&lt;br /&gt;
{{SourceEvidence|evidence_id=archery-longrange-split-2026-07-08|target_page=Archery|target_template=Mechanic|target_field=Longrange XP split|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Confirmed in-game, 2026-07-08: Longrange splits XP 50/50 between Archery and Defense. Example given: 1 damage → 2 Archery XP + 2 Defense XP.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=archery-accurate-rapid-inference-2026-07-08|target_page=Archery|target_template=Mechanic|target_field=Accurate/Rapid XP allocation|evidence_type=in-game observation|captured_at=2026-07-08|status=needs-review|notes=NOT explicitly confirmed, 2026-07-08: Accurate and Rapid are presumed (by pattern with melee&#039;s pure-category styles) to award pure Archery XP at 4× damage. This is an inference, not a directly observed result — flagged pending a dedicated test. Accurate&#039;s accuracy bonus and Rapid&#039;s attack-speed increase are separately unquantified and unrelated to this XP question.}}&lt;br /&gt;
{{SourceEvidence|evidence_id=archery-stamina-xp-2026-07-08|target_page=Archery|target_template=Mechanic|target_field=Stamina XP on every hit|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: every combat hit, regardless of style, additionally grants Stamina XP equal to damage dealt × 1, on top of the combat-skill XP. Stated as a general combat rule (examples given for melee on the Combat page), not observed separately for Archery specifically, but reported in-game as applying &amp;quot;regardless of style.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=archery-magic-xp-scope-2026-07-08|target_page=Archery|target_template=Mechanic|target_field=Archery combat styles and XP allocation (Magic scope note)|evidence_type=in-game observation|captured_at=2026-07-08|status=needs-review|notes=Magic combat separately confirmed (2026-07-08) to follow the same damage×4/damage×1 pattern for its own skill (Magic + Stamina), not Archery. Magic hits do not grant Archery XP.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Archery level unlocks and XP, and the other bow tiers&#039; level requirements and governing skill|page=Archery|evidence=level-gate or XP screenshot naming the skill|template=Skill}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=Accurate&#039;s exact accuracy bonus and Rapid&#039;s exact attack-speed increase (non-XP effects); direct in-game confirmation of Accurate/Rapid&#039;s XP allocation (currently inferred, not tested)|page=Archery|evidence=accuracy/attack-speed comparison test, or an XP-drop screenshot naming Archery specifically for an Accurate or Rapid hit|template=Mechanic}}&lt;br /&gt;
&lt;br /&gt;
{{BountyPrompt|field=Archery levels, XP, unlocks, Accurate/Rapid&#039;s exact non-XP effects, and direct confirmation of Accurate/Rapid&#039;s XP allocation|page=Archery}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Defense&amp;diff=853</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Defense&amp;diff=853"/>
		<updated>2026-07-08T15:26:16Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: update: magic xp confirmed separately&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Skills]] / &#039;&#039;&#039;Defense&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
= Defense =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; is one of SankoQuest&#039;s 15 confirmed skills and one of the four skills that track combat progression, alongside [[Attack]], [[Strength]], and [[Stamina]] (verified in-game, July 2026). There is no single &amp;quot;Combat&amp;quot; skill in the skill panel; weapons, armor, mobs, drops, and other content shared across the combat skills are collected on the [[Combat]] hub. Exact in-game capitalization and spelling need a skill-panel screenshot. What the Defense stat governs, its max level, and its XP curve are not yet documented.&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=defense|name=Defense|description=One of the four combat skills, alongside Attack, Strength, and Stamina. What the Defense stat itself governs is not yet documented.|source=In-game, 2026-07-05|verification_status=gameplay-verified}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Early combat training spots (verified in-game, July 2026) are the camp of four aggressive level 2 [[Goblin]]s west of the desert copper and tin rocks and the level 12 goblins near the grass-zone church — see the [[New Player Guide]]. Which of the four combat skills these spots train is unconfirmed.&lt;br /&gt;
&lt;br /&gt;
== XP Formula ==&lt;br /&gt;
Every combat hit awards total combat-skill XP equal to damage dealt × 4 (confirmed in-game, July 2026 — for example, a hit dealing 1 damage grants 4 total combat-skill XP). Using Defense&#039;s pure melee style, that XP goes entirely to Defense: damage × 4 Defense XP per hit. Unlike [[Attack]] and [[Strength]], Defense does not participate in melee&#039;s shared/combined style — that style splits its XP only between Attack and Strength, not Defense. See [[Combat#Combat XP Formula]] for the full four-style melee breakdown and the three Archery styles.&lt;br /&gt;
&lt;br /&gt;
Worked example confirmed in-game (from the [[Strength]] page, same damage × 4 base rate): 3 damage dealt under Strength&#039;s pure style gave 3 × 4 = 12 Strength XP — the identical base rate applies to Defense&#039;s own pure style.&lt;br /&gt;
&lt;br /&gt;
Every combat hit also separately grants Stamina XP at a rate of damage × 1, regardless of style — see [[Stamina#XP Formula|Stamina&#039;s XP Formula]].&lt;br /&gt;
&lt;br /&gt;
Which named per-weapon attack style (e.g. a sword&#039;s Stab, Lunge, Slash, or Block, already listed on the [[Combat|Combat weapon-style table]]) maps to Defense&#039;s pure style vs. the other melee categories is not yet confirmed — an open question, see [[Combat#Combat XP Formula]]. Magic combat has since been confirmed to follow the same core rule (damage × 4 to Magic, damage × 1 to Stamina, plus a splash exception on a 0-damage cast) — see [[Magic#Combat XP]] and [[Combat#Combat XP Formula]]. Magic hits do not grant Defense XP; they train Magic instead.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
* [[Attack]], [[Strength]], [[Stamina]] — the other combat skills&lt;br /&gt;
* [[Combat]] — hub for weapons, armor, mobs, and drops shared across the combat skills&lt;br /&gt;
* [[Skills]] — the full 15-skill census&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=defense-skill-census-2026-07-05|target_page=Defense|target_template=Skill|target_field=name, verification_status|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: Defense appears in the 15-skill census (see [[Skills]]). Exact in-game capitalization and spelling need a skill-panel screenshot.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=defense-combat-xp-formula-2026-07-08|target_page=Defense|target_template=Skill|target_field=XP Formula section (combat-hit XP allocation)|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: total combat-skill XP per hit = damage dealt × 4, confirmed by two examples (1 damage → 4 XP total; 3 damage under Strength&#039;s pure style → 12 Strength XP). Defense gains XP only under a Defense-only style (damage × 4) — Defense does not participate in melee&#039;s Attack/Strength shared style. Stamina separately gains damage × 1 XP on every hit regardless of style. Mapping from named per-weapon melee styles (Stab/Lunge/Slash/Block etc.) to the four abstract XP categories is unconfirmed. Magic combat separately confirmed (2026-07-08) to grant Magic XP (damage × 4) and Stamina XP (damage × 1), plus 2 Magic XP on a splash — it does not grant Defense XP.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=what the Defense stat governs, its max level, and XP curve; also which per-weapon melee style (Stab/Lunge/Slash/Block etc.) maps to Defense&#039;s pure style, and whether Magic combat grants Defense XP|page=Defense|evidence=skill interface screenshot, XP capture, or tested combat data|template=Skill}}&lt;br /&gt;
{{BountyPrompt|field=a skill-panel screenshot confirming the exact &amp;quot;Defense&amp;quot; name and spelling, plus level and XP curve data, and confirmation of which per-weapon melee style grants Defense&#039;s pure-style XP|page=Defense}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
	<entry>
		<id>https://sankoquest.wiki/w/index.php?title=Strength&amp;diff=852</id>
		<title>Strength</title>
		<link rel="alternate" type="text/html" href="https://sankoquest.wiki/w/index.php?title=Strength&amp;diff=852"/>
		<updated>2026-07-08T15:25:49Z</updated>

		<summary type="html">&lt;p&gt;GrizzledAlchemistb40f9cb5: update: magic xp confirmed separately&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sanko-main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sanko-breadcrumbs&amp;quot;&amp;gt;[[Main Page]] / [[Skills]] / &#039;&#039;&#039;Strength&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
= Strength =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; is one of SankoQuest&#039;s 15 confirmed skills and one of the four skills that track combat progression, alongside [[Attack]], [[Defense]], and [[Stamina]] (verified in-game, July 2026). There is no single &amp;quot;Combat&amp;quot; skill in the skill panel; weapons, armor, mobs, drops, and other content shared across the combat skills are collected on the [[Combat]] hub. Exact in-game capitalization needs a skill-panel screenshot. What the Strength stat governs, its max level, and its XP curve are not yet documented.&lt;br /&gt;
&lt;br /&gt;
{{Skill|skill_id=strength|name=Strength|description=One of the four combat skills, alongside Attack, Defense, and Stamina. What the Strength stat itself governs is not yet documented.|source=In-game, 2026-07-05|verification_status=gameplay-verified}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Early combat training spots (verified in-game, July 2026) are the camp of four aggressive level 2 [[Goblin]]s west of the desert copper and tin rocks and the level 12 goblins near the grass-zone church — see the [[New Player Guide]]. Which of the four combat skills these spots train is unconfirmed.&lt;br /&gt;
&lt;br /&gt;
== XP Formula ==&lt;br /&gt;
Every combat hit awards total combat-skill XP equal to damage dealt × 4 (confirmed in-game, July 2026). Melee has four abstract combat styles that this total is allocated across; Strength receives XP from two of them:&lt;br /&gt;
* A Strength-only style: the full damage × 4 goes to Strength — confirmed in-game, 3 damage dealt gave 3 × 4 = 12 Strength XP.&lt;br /&gt;
* A shared style split 50/50 with [[Attack]]: damage × 2 goes to Strength and damage × 2 goes to Attack per hit.&lt;br /&gt;
The other two melee styles (Attack-only, Defense-only) send none of their XP to Strength. See [[Combat#Combat XP Formula]] for the full four-style melee breakdown and the three Archery styles.&lt;br /&gt;
&lt;br /&gt;
Every combat hit also separately grants Stamina XP at a rate of damage × 1, regardless of style — see [[Stamina#XP Formula|Stamina&#039;s XP Formula]].&lt;br /&gt;
&lt;br /&gt;
Which named per-weapon attack style (e.g. a sword&#039;s Stab, Lunge, Slash, or Block, already listed on the [[Combat|Combat weapon-style table]]) maps to Strength&#039;s pure-style vs. shared-style category is not yet confirmed — an open question, see [[Combat#Combat XP Formula]]. Magic combat has since been confirmed to follow the same core rule (damage × 4 to Magic, damage × 1 to Stamina, plus a splash exception on a 0-damage cast) — see [[Magic#Combat XP]] and [[Combat#Combat XP Formula]]. Magic hits do not grant Strength XP; they train Magic instead.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
* [[Attack]], [[Defense]], [[Stamina]] — the other combat skills&lt;br /&gt;
* [[Combat]] — hub for weapons, armor, mobs, and drops shared across the combat skills&lt;br /&gt;
* [[Skills]] — the full 15-skill census&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=strength-skill-census-2026-07-05|target_page=Strength|target_template=Skill|target_field=name, verification_status|evidence_type=in-game observation|captured_at=2026-07-05|status=gameplay-verified|notes=Verified in-game, 2026-07-05: Strength appears in the 15-skill census (see [[Skills]]). Exact in-game capitalization needs a skill-panel screenshot.}}&lt;br /&gt;
&lt;br /&gt;
{{SourceEvidence|evidence_id=strength-combat-xp-formula-2026-07-08|target_page=Strength|target_template=Skill|target_field=XP Formula section (combat-hit XP allocation)|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: total combat-skill XP per hit = damage dealt × 4, confirmed by two examples (1 damage → 4 XP total; 3 damage under Strength&#039;s pure style → 12 Strength XP). Strength gains XP under a Strength-only style (damage × 4) and a shared style split 50/50 with Attack (damage × 2 each). Stamina separately gains damage × 1 XP on every hit regardless of style (also confirmed alongside the 1-damage → 4 Strength XP and 2-damage → 8 Strength XP examples). Mapping from named per-weapon melee styles (Stab/Lunge/Slash/Block etc.) to the four abstract XP categories is unconfirmed. Magic combat separately confirmed (2026-07-08) to grant Magic XP (damage × 4) and Stamina XP (damage × 1), plus 2 Magic XP on a splash — it does not grant Strength XP.}}&lt;br /&gt;
&lt;br /&gt;
{{MissingData|field=what the Strength stat governs, its max level, and XP curve; also which per-weapon melee style (Stab/Lunge/Slash/Block etc.) maps to Strength&#039;s pure-style vs. shared-style XP category, and whether Magic combat grants Strength XP|page=Strength|evidence=skill interface screenshot, XP capture, or tested combat data|template=Skill}}&lt;br /&gt;
{{BountyPrompt|field=a skill-panel screenshot confirming the exact &amp;quot;Strength&amp;quot; name, plus level and XP curve data, and confirmation of which per-weapon melee style grants Strength&#039;s pure-style vs. shared-style XP|page=Strength}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrizzledAlchemistb40f9cb5</name></author>
	</entry>
</feed>