Combat: Difference between revisions
combat: client-data formulas and style tables |
Adds Combat XP Formula section: damage×4 total per hit, melee's four abstract styles (Attack-only/Strength-only/Defense-only/combined Attack+Strength), Archery's three styles (Longrange confirmed 2/2 split, Accurate/Rapid hedged as inferred pure-Archery XP), Stamina's always-on damage×1, worked examples, and the open CXP7 weapon-style-name-to-category mapping question (BountyPrompt); Magic explicitly excluded. |
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{{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 "Combat" skill.}} | {{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 "Combat" skill.}} | ||
Combat progression is tracked by four separate skills: [[Attack]], [[Strength]], [[Defense]], and [[Stamina]] (the skill that governs health). No single "Combat" skill appears in the in-game skill panel; the "Combat" 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. | Combat progression is tracked by four separate skills: [[Attack]], [[Strength]], [[Defense]], and [[Stamina]] (the skill that governs health). No single "Combat" skill appears in the in-game skill panel; the "Combat" 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. | ||
=== Combat XP Formula === | |||
{{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.}} | |||
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 both melee and [[Archery]] (the ranged-combat skill); see the Magic note below for what is not covered. | |||
{{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).}} | |||
[[Melee]] combat has four abstract XP-allocation styles: | |||
* An '''Attack-only''' style — the full 4 × damage goes to [[Attack]]. | |||
* A '''Strength-only''' style — the full 4 × damage goes to [[Strength]]. | |||
* A '''Defense-only''' style — the full 4 × damage goes to [[Defense]]. | |||
* A '''combined''' style — the 4 × damage total splits 50/50: 2 × damage to Attack '''and''' 2 × damage to Strength (Defense receives none). | |||
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. | |||
{{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's pure styles, to award pure Archery XP; this has not been directly confirmed.}} | |||
[[Archery]] has three combat styles: | |||
* '''Accurate''' — by pattern with melee's pure styles, likely awards the full 4 × damage as pure Archery XP. This is an '''inference''', not a directly confirmed rate. | |||
* '''Rapid''' — attacks slightly faster than Accurate (exact rate unstated); likely also awards the full 4 × damage as pure Archery XP. Also an '''inference''', not directly confirmed. | |||
* '''Longrange''' — '''confirmed''': splits its XP 2 × damage to Archery and 2 × damage to [[Defense]]. | |||
{{MissingData|field=whether Accurate and Rapid actually award pure Archery XP (currently an inference from parallel to melee's pure styles, not a directly confirmed rate)|page=Combat|evidence=in-game XP-drop capture on an Accurate or Rapid archery hit}} | |||
Separately, the client'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. | |||
{{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.}} | |||
[[Stamina]] gains XP on '''every''' combat hit, regardless of style, at a rate of 1 × damage dealt — separate from, and additional to, the 4 × damage split described above. | |||
'''Summary:''' | |||
{| class="sanko-table" | |||
! Combat type !! Style !! Attack XP !! Strength XP !! Defense XP !! Archery XP !! Stamina XP | |||
|- | |||
| Melee || Attack-only || 4 × damage || — || — || — || 1 × damage | |||
|- | |||
| Melee || Strength-only || — || 4 × damage || — || — || 1 × damage | |||
|- | |||
| Melee || Defense-only || — || — || 4 × damage || — || 1 × damage | |||
|- | |||
| Melee || Combined (Attack + Strength) || 2 × damage || 2 × damage || — || — || 1 × damage | |||
|- | |||
| Ranged (Archery) || Accurate ''(inferred)'' || — || — || — || 4 × damage ''(inferred)'' || 1 × damage | |||
|- | |||
| Ranged (Archery) || Rapid ''(inferred)'' || — || — || — || 4 × damage ''(inferred)'' || 1 × damage | |||
|- | |||
| Ranged (Archery) || Longrange || — || — || 2 × damage || 2 × damage || 1 × damage | |||
|} | |||
Stamina's 1 × damage rate is confirmed for every row above; only the Accurate/Rapid Archery-XP figures are an inference rather than a directly confirmed rate. | |||
'''Worked examples:''' | |||
* 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). | |||
* 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). | |||
This formula was only ever described for melee and Archery. [[Magic]] combat was not mentioned at all — do '''not''' assume Magic follows the same 4 × damage split, or grants Stamina XP the same way. Magic's combat-XP mechanism is a separate open question. | |||
'''Open question — weapon-style-name mapping:''' 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 '''not yet mapped''' 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's split XP. Do not guess an OSRS-style mapping — this is unconfirmed for SankoQuest. | |||
{{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}} | |||
=== Equipment bonuses === | === Equipment bonuses === | ||
| Line 54: | Line 110: | ||
|status=needs-review | |status=needs-review | ||
|notes=Verified in-game, 2026-07-05: the skill panel tracks Attack, Strength, Defense, and Stamina as separate skills; no single "Combat" skill exists. Exact in-game capitalization of the skill names needs a skill-panel screenshot. | |notes=Verified in-game, 2026-07-05: the skill panel tracks Attack, Strength, Defense, and Stamina as separate skills; no single "Combat" skill exists. Exact in-game capitalization of the skill names needs a skill-panel screenshot. | ||
}} | |||
{{SourceEvidence | |||
|evidence_id=combat-xp-total-per-hit-2026-07-08 | |||
|target_page=Combat | |||
|target_template=Mechanic | |||
|target_field=Total combat XP per hit is damage × 4 | |||
|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 a melee Strength-only style → 12 XP to Strength (3×4=12). | |||
}} | |||
{{SourceEvidence | |||
|evidence_id=combat-xp-melee-style-split-2026-07-08 | |||
|target_page=Combat | |||
|target_template=Mechanic | |||
|target_field=Melee XP splits by combat style | |||
|evidence_type=in-game observation | |||
|captured_at=2026-07-08 | |||
|status=gameplay-verified | |||
|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. | |||
}} | |||
{{SourceEvidence | |||
|evidence_id=combat-xp-ranged-style-split-2026-07-08 | |||
|target_page=Combat | |||
|target_template=Mechanic | |||
|target_field=Ranged (Archery) XP splits by combat style | |||
|evidence_type=in-game observation | |||
|captured_at=2026-07-08 | |||
|status=gameplay-verified | |||
|notes=Verified in-game, 2026-07-08: Archery'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. | |||
}} | |||
{{SourceEvidence | |||
|evidence_id=combat-xp-ranged-style-names-datamine-2026-07-08 | |||
|target_page=Combat | |||
|target_template=Mechanic | |||
|target_field=Ranged (Archery) XP splits by combat style (style names) | |||
|evidence_type=client data (datamine) | |||
|captured_at=2026-07-08 | |||
|status=datamine-candidate | |||
|notes=The client'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. | |||
}} | |||
{{SourceEvidence | |||
|evidence_id=combat-xp-stamina-always-2026-07-08 | |||
|target_page=Combat | |||
|target_template=Mechanic | |||
|target_field=Stamina gains XP on every combat hit | |||
|evidence_type=in-game observation | |||
|captured_at=2026-07-08 | |||
|status=gameplay-verified | |||
|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). | |||
}} | }} | ||
{{SourceEvidence | {{SourceEvidence | ||
| Line 165: | Line 271: | ||
|} | |} | ||
"—" marks modes the client filters out of the UI. The bow row's melee substyle is stored as a crush fallback in client data, but bows attack with the ranged stats, not a melee substyle. | "—" marks modes the client filters out of the UI. The bow row'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. | ||
=== Defence axes === | === Defence axes === | ||
| Line 189: | Line 295: | ||
{{BountyPrompt|field=mob stats, combat formulas, equipment bonuses, and drop tables|page=Combat}} | {{BountyPrompt|field=mob stats, combat formulas, equipment bonuses, and drop tables|page=Combat}} | ||
{{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}} | |||
</div> | </div> | ||
Revision as of 15:06, 8 July 2026
Combat
Combat pages should connect equipment, mobs, drops, requirements, and strategy notes without burying the facts.
Unverified
Related pages Main Page · Items · SankoQuest:How to help
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Tools
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Resource Nodes and Facilities
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Recipes and Actions
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Training Methods
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The "Combat" grouping above comes from the datamine and is kept as a navigation hub; combat is not a single in-game skill. See Combat skills below.
Verified Mechanics and Behavior Notes
The notes below are verified in-game (2026-07-05), except where marked as unconfirmed.
Combat skills
Mechanic Combat progression is tracked by four separate skills: Attack, Strength, Defense, and Stamina (the skill that governs health). No single "Combat" skill appears in the in-game skill panel; the "Combat" 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.
Combat XP Formula
Mechanic 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 both melee and Archery (the ranged-combat skill); see the Magic note below for what is not covered.
Mechanic Melee combat has four abstract XP-allocation styles:
- An Attack-only style — the full 4 × damage goes to Attack.
- A Strength-only style — the full 4 × damage goes to Strength.
- A Defense-only style — the full 4 × damage goes to Defense.
- A combined style — the 4 × damage total splits 50/50: 2 × damage to Attack and 2 × damage to Strength (Defense receives none).
These are abstract XP categories, not the weapon-specific style names (Stab, Lunge, Slash, Block, and so on) in the weapon attack styles table below — see the open mapping question at the end of this section.
Mechanic Archery has three combat styles:
- Accurate — by pattern with melee's pure styles, likely awards the full 4 × damage as pure Archery XP. This is an inference, not a directly confirmed rate.
- Rapid — attacks slightly faster than Accurate (exact rate unstated); likely also awards the full 4 × damage as pure Archery XP. Also an inference, not directly confirmed.
- Longrange — confirmed: splits its XP 2 × damage to Archery and 2 × damage to Defense.
Help verify whether Accurate and Rapid actually award pure Archery XP (currently an inference from parallel to melee's pure styles, not a directly confirmed rate) Accepted evidence: in-game XP-drop capture on an Accurate or Rapid archery hit.
Separately, the client's own combat-mode enum — already documented above in Combat style bonuses and the 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.
Mechanic Stamina gains XP on every combat hit, regardless of style, at a rate of 1 × damage dealt — separate from, and additional to, the 4 × damage split described above.
Summary:
| Combat type | Style | Attack XP | Strength XP | Defense XP | Archery XP | Stamina XP |
|---|---|---|---|---|---|---|
| Melee | Attack-only | 4 × damage | — | — | — | 1 × damage |
| Melee | Strength-only | — | 4 × damage | — | — | 1 × damage |
| Melee | Defense-only | — | — | 4 × damage | — | 1 × damage |
| Melee | Combined (Attack + Strength) | 2 × damage | 2 × damage | — | — | 1 × damage |
| Ranged (Archery) | Accurate (inferred) | — | — | — | 4 × damage (inferred) | 1 × damage |
| Ranged (Archery) | Rapid (inferred) | — | — | — | 4 × damage (inferred) | 1 × damage |
| Ranged (Archery) | Longrange | — | — | 2 × damage | 2 × damage | 1 × damage |
Stamina's 1 × damage rate is confirmed for every row above; only the Accurate/Rapid Archery-XP figures are an inference rather than a directly confirmed rate.
Worked examples:
- 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).
- 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).
This formula was only ever described for melee and Archery. Magic combat was not mentioned at all — do not assume Magic follows the same 4 × damage split, or grants Stamina XP the same way. Magic's combat-XP mechanism is a separate open question.
Open question — weapon-style-name mapping: the weapon-specific style names in the weapon attack styles table above (for example, sword: Stab / Lunge / Slash / Block; axe: Chop / Hack / Smash / Block) are not yet mapped 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's split XP. Do not guess an OSRS-style mapping — this is unconfirmed for SankoQuest.
Help verify 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
Accepted evidence: in-game XP-drop capture per named weapon style.
Add it with {{Mechanic}}.
Equipment bonuses
Mechanic Melee armour applies a negative Magic attack bonus while worn. Exact per-piece bonus values have not been documented.
Archery ammunition
Mechanic Bows currently accept any arrow tier, and Archery XP (Archery is the ranged-combat skill) is awarded normally regardless of the arrow tier used.
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.
Multi-combat zone
Mechanic A multi-combat zone lies east of the Giant Spider area, in the eastern part of the main landmass. It contains coal rocks and Scorpions. Its exact boundaries, how multi-combat status is indicated in-game, and whether other multi-combat areas exist are not yet documented.
Help verify multi-combat zone boundaries, in-game indicator, and any other multi-combat areas
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NPC healing during combat
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.
Help verify exact in-game name and page for the Priest NPC (attackable; heals players on request during combat; found near the grass-zone cow field)
Accepted evidence: dialogue screenshot and NPC name capture.
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Evidence
Combat progression spans four skills in-game observation Unverified
Total combat XP per hit is damage × 4 in-game observation Verified
Melee XP splits by combat style in-game observation Verified
Ranged (Archery) XP splits by combat style in-game observation Verified
Ranged (Archery) XP splits by combat style (style names) client data (datamine) Unverified
Stamina gains XP on every combat hit in-game observation Verified
Melee armour Magic attack penalty in-game observation Unverified
Bows accept any arrow tier in-game observation Unverified
Multi-combat zones in-game observation Unverified
Priest healing during combat in-game observation Unverified
ranger armour availability (unconfirmed) in-game observation Unverified
Combat Formulas (client data)
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 e5c8f07ca20c8363.js, combat class, beautified lines ~11704–11864; weapon style tables from chunk c12a64812e41c536.js, lines 366–425). Combat resolution is server-authoritative, so everything in this section is Unverified until confirmed by in-game testing.
Core rolls
| Quantity | Formula (client data) | Explanation |
|---|---|---|
| Effective level | effectiveLevel = level + styleBonus + 8 |
The relevant skill level plus the combat-style bonus (below) plus a flat 8. |
| Attack roll | attackRoll = effectiveAttackLevel × (equipmentAttackBonus + 64) |
equipmentAttackBonus sums the matching attack stat (stab, slash, or crush for melee; ranged; or magic) across all worn equipment. |
| Defence roll (vs melee/ranged) | defenceRoll = (defenceLevel + styleBonus + 8) × (equipmentDefenceBonus + 64) |
equipmentDefenceBonus sums the defence stat matching the incoming attack style (see Defence axes). |
| Defence roll (vs magic) | defenceRoll = (floor(0.7 × magicLevel + 0.3 × defenceLevel) + styleBonus + 8) × (equipmentDefenceBonus + 64) |
Against magic, the defender's Magic level is weighted 70% and Defense level 30%. |
| Hit chance | if attackRoll > defenceRoll: 1 − (defenceRoll + 2) / (2 × (attackRoll + 1))otherwise: attackRoll / (2 × (defenceRoll + 1)) |
Probability that an attack lands, from the attacker's and defender's rolls. |
| Max hit | maxHit = max(1, floor(0.5 + effectiveStrength × (strengthBonus + 64) / 640)) |
effectiveStrength uses the same effective-level formula; strengthBonus sums melee/ranged/magic strength across equipment (arrows carry ranged strength). |
| Damage roll | damage = floor(random × (maxHit + 1)), clamped to 1–maxHit |
Rolled on a successful hit only, then further clamped to the target's remaining HP. |
Combat style bonuses
Each combat mode (the four style slots on the combat panel, modes 0–3) grants hidden level bonuses before the +8:
| Combat style | Mode 0 | Mode 1 | Mode 2 | Mode 3 |
|---|---|---|---|---|
| Melee | +3 Attack | +3 Strength | +1 Attack, +1 Strength, +1 Defence | +3 Defence |
| Ranged (Accurate / Rapid / — / Longrange) | +3 Attack, +3 Strength | none | not available | +3 Defence |
| Magic (Accurate / Autocast / — / Longrange) | +3 Attack | none | not available | +3 Defence, +1 Attack |
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.
Weapon attack styles (stab/slash/crush)
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 and which of the defender's stab/slash/crush defence values opposes it.
| Weapon class | Mode 0 | Mode 1 | Mode 2 | Mode 3 |
|---|---|---|---|---|
| Sword | Stab (stab) | Lunge (stab) | Slash (slash) | Block (stab) |
| Katana | Chop (slash) | Slash (slash) | Lunge (stab) | Block (slash) |
| 2h sword | Chop (slash) | Slash (slash) | Smash (crush) | Block (slash) |
| Axe | Chop (slash) | Hack (slash) | Smash (crush) | Block (slash) |
| Pickaxe | Spike (stab) | Impale (stab) | Smash (crush) | Block (stab) |
| Staff | Bash (crush) | Pound (crush) | Focus (crush) | Block (crush) |
| Unarmed | Punch (crush) | Kick (crush) | — | Block (crush) |
| Bow | Accurate | Rapid | — | Longrange |
"—" marks modes the client filters out of the UI. The bow row'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 above) each named style in this table actually grants is not yet confirmed; this is an open question, not a client-data fact.
Defence axes
The client's equipment-bonus mapping resolves the defender's stats by the incoming attack style (the same mapping is applied to NPC defence stats):
- Melee attacks are opposed by the defender's stab, slash, or crush defence, chosen by the attacker's substyle above.
- Ranged attacks are opposed by the defender's light, standard, or heavy defence, chosen by the attacking weapon's ranged type (default "standard"; every bow in the extracted manifest is "standard"). 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).
- Magic attacks are opposed by the defender's single magic defence stat.
The in-game-verified magic penalty on melee armour (above) is directionally consistent with client data, where melee armour pieces carry negative magic defence 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.
Evidence (client data)
combat formulas, style bonuses, and attack/defence style mappings (client data) client data Unverified
Wiki task
Needs a verified source mob stats, combat formulas, equipment bonuses, and drop tables Accepted evidence: gameplay screenshot, official data, reader capture, or curator-reviewed notes.
Target page: Combat. Listed on SankoQuest:Open bounties.
Wiki task
Needs a verified source
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
Accepted evidence: in-game XP-drop capture per named weapon style.
Use {{Mechanic}} on the target page.
Target page: Combat. Listed on SankoQuest:Open bounties.