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Adds Combat XP Calculator section: step-by-step damage×4/×1 formula, melee and Archery allocation tables, worked-example table (all arithmetic re-verified), GuideMethod entries, and the CXP7 open melee style-name-to-category mapping surfaced as a blocking caveat and BountyPrompt; Magic explicitly excluded from scope.
Adds new "Step 2c: allocate by style — Magic" subsection (Mechanic block, table, prose) to the Combat XP Calculator; updates Step 3 and the worked-examples table with Magic rows (1dmg, 2dmg, splash); updates the top Mechanic description and Scope line, replacing "Magic combat's XP mechanism was not covered... treat as a separate open question" with the resolved single-skill-plus-splash description; adds one GuideMethod entry and one SourceEvidence row; trims the "What this formula does not co...
 
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== Combat XP Calculator ==
== Combat XP Calculator ==
{{Mechanic|mechanic_id=combat-xp-formula|name=Combat XP formula (melee and Archery)|description=Total combat-skill XP per hit equals damage dealt × 4, allocated across skills by the attacker's combat style; every hit additionally grants Stamina XP equal to damage dealt × 1.}}
{{Mechanic|mechanic_id=combat-xp-formula|name=Combat XP formula (melee, Archery, and Magic)|description=Total combat-skill XP per hit equals damage dealt × 4, allocated across skills by the attacker's combat style; every hit additionally grants Stamina XP equal to damage dealt × 1. Magic uses the single-skill (100%-to-Magic) version of the rule, plus a splash exception (a 0-damage miss still grants a flat 2 Magic XP).}}


This section documents the combat-hit XP formula precisely enough to compute XP from a known damage number and style choice — as a reference for hand calculation or a future Scribunto module, not as a live calculator on this page. All numbers below are gameplay-verified (in-game, 2026-07-08); the game's client code has no XP-per-hit data at all, so none of this comes from a datamine.
This section documents the combat-hit XP formula precisely enough to compute XP from a known damage number and style choice — as a reference for hand calculation or a future Scribunto module, not as a live calculator on this page. All numbers below are gameplay-verified (in-game, 2026-07-08); the game's client code has no XP-per-hit data at all, so none of this comes from a datamine.


'''Scope:''' this formula is documented for melee and ranged (Archery) combat only. Magic combat's XP mechanism was not covered by this data and should '''not''' be assumed to follow the same rule — treat Magic combat XP as a separate open question.
'''Scope:''' this formula is documented for melee, ranged (Archery), and Magic combat. Magic uses the single-skill (100%-to-Magic) version of the rule, plus one addition splashing, a flat-XP exception on a 0-damage miss — documented in Step 2c below.


=== Step 1: total XP per hit ===
=== Step 1: total XP per hit ===
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Unlike melee, Archery has no separate weapon-style-name layer to resolve — Accurate/Rapid/Longrange are themselves the selectable combat styles, so no CXP7-style mapping question applies here.
Unlike melee, Archery has no separate weapon-style-name layer to resolve — Accurate/Rapid/Longrange are themselves the selectable combat styles, so no CXP7-style mapping question applies here.
=== Step 2c: allocate by style — Magic ===
{{Mechanic|mechanic_id=combat-xp-magic-formula|name=Magic combat XP formula, plus splash exception|description=Magic combat is a single, un-split style: a landed hit awards 4 × damage to Magic (100% to Magic, no Attack/Strength/Defense allocation). A splash (0-damage miss) still grants a flat 2 Magic XP.}}
Magic is a single, un-split style — unlike melee's four abstract categories or Archery's Longrange, there is no allocation choice to make: every landed Magic hit awards the full 4 × damage to Magic.
{| class="sanko-table"
! Case !! Magic XP !! Confirmation
|-
| Landed hit (damage > 0) || 4 × damage || Confirmed. Examples: 1 damage → 4 Magic XP; 2 damage → 8 Magic XP
|-
| Splash (0-damage miss) || 2 (flat) || Confirmed. Half of a 1-damage hit's Magic XP
|}
'''Splashing:''' a Magic attack that deals 0 damage — a miss, colloquially "splashing" — still grants a flat 2 Magic XP, rather than the 0 XP a literal damage × 4 calculation would give. This is the one XP exception documented for Magic; no equivalent has been reported for melee or Archery misses.
No split-style behavior like Archery's Longrange (2 × damage to Archery + 2 × damage to Defense) has been reported for Magic — it is 100%-to-Magic throughout, aside from the splash flat rate.


=== Step 3: Stamina, always ===
=== Step 3: Stamina, always ===
Every combat hit — melee or Archery, any style — '''also''' grants '''Stamina XP = damage dealt × 1''', in addition to (not instead of) the skill XP from Step 2. Confirmed by two examples: 1 damage (→ 4 XP Strength) also gave 1 Stamina XP; 2 damage (→ 8 XP Strength) also gave 2 Stamina XP.
Every combat hit — melee, Archery, or Magic, any style — '''also''' grants '''Stamina XP = damage dealt × 1''', in addition to (not instead of) the skill XP from Step 2. Confirmed by two examples: 1 damage (→ 4 XP Strength) also gave 1 Stamina XP; 2 damage (→ 8 XP Strength) also gave 2 Stamina XP. Magic hits follow the same Stamina rate (1 damage → 4 Magic + 1 Stamina; 2 damage → 8 Magic + 2 Stamina); whether a Magic splash grants Stamina XP is not stated and is treated as a presumed 0, not confirmed.


=== Worked examples ===
=== Worked examples ===
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|-
|-
| ''d'' || Archery, Accurate or Rapid (inferred) || 4''d'' Archery + ''d'' Stamina || 5''d''
| ''d'' || Archery, Accurate or Rapid (inferred) || 4''d'' Archery + ''d'' Stamina || 5''d''
|-
| 1 || Magic || 4 Magic + 1 Stamina || 5
|-
| 2 || Magic || 8 Magic + 2 Stamina || 10
|-
| 0 (splash) || Magic || 2 Magic + 0 Stamina (presumed) || 2 (if Stamina = 0, not confirmed)
|}
|}


=== What this formula does not cover ===
=== What this formula does not cover ===
* Magic combat XP (not documented by this data — see Scope above).
* Whether Magic's splash (0-damage miss) grants any Stamina XP — presumed 0 by the general formula, but not directly confirmed (see Step 2c above).
* Max hit and hit chance — those are separately datamined; see [[Combat#Core rolls|Combat's core-rolls table]]. This section is XP allocation only.
* Max hit and hit chance — those are separately datamined; see [[Combat#Core rolls|Combat's core-rolls table]]. This section is XP allocation only.
* Which named melee style maps to which abstract category (the CXP7 caveat under Step 2a above) — this was, until now, a 100% server-side and undocumented mechanic.
* Which named melee style maps to which abstract category (the CXP7 caveat under Step 2a above) — this was, until now, a 100% server-side and undocumented mechanic.
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{{GuideMethod|method_id=combat-xp-base-formula|guide=Combat XP Calculator|method=Total combat XP per hit, melee's four styles, and the always-on Stamina XP|skill=Combat|level_range=All levels|requirements=A known damage roll and the combat style used (see Combat for the damage-roll formula itself)|steps=Total combat-skill XP per hit = damage × 4. Melee's four abstract styles allocate that total as: Attack-only → 4× Attack; Strength-only → 4× Strength; Defense-only → 4× Defense; Attack+Strength (split) → 2× Attack + 2× Strength. Every hit, regardless of style, also grants Stamina XP = damage × 1, in addition to the above.|expected_output=Attack/Strength/Defense XP (per style) plus Stamina XP, per hit|source=In-game, 2026-07-08|updated_at=2026-07-08|confidence=observed|verification_status=gameplay-verified|evidence=Verified in-game, 2026-07-08. The per-weapon style-name-to-category mapping (CXP7) is NOT yet resolved — see the open mapping caveat above; this entry documents only the four abstract categories, not the named styles.}}
{{GuideMethod|method_id=combat-xp-base-formula|guide=Combat XP Calculator|method=Total combat XP per hit, melee's four styles, and the always-on Stamina XP|skill=Combat|level_range=All levels|requirements=A known damage roll and the combat style used (see Combat for the damage-roll formula itself)|steps=Total combat-skill XP per hit = damage × 4. Melee's four abstract styles allocate that total as: Attack-only → 4× Attack; Strength-only → 4× Strength; Defense-only → 4× Defense; Attack+Strength (split) → 2× Attack + 2× Strength. Every hit, regardless of style, also grants Stamina XP = damage × 1, in addition to the above.|expected_output=Attack/Strength/Defense XP (per style) plus Stamina XP, per hit|source=In-game, 2026-07-08|updated_at=2026-07-08|confidence=observed|verification_status=gameplay-verified|evidence=Verified in-game, 2026-07-08. The per-weapon style-name-to-category mapping (CXP7) is NOT yet resolved — see the open mapping caveat above; this entry documents only the four abstract categories, not the named styles.}}
{{GuideMethod|method_id=combat-xp-archery-formula|guide=Combat XP Calculator|method=Archery's three styles: Longrange confirmed, Accurate/Rapid inferred|skill=Archery|level_range=All levels|requirements=A known damage roll and the Archery style used (Accurate, Rapid, or Longrange)|steps=Longrange (confirmed): 2× damage to Archery + 2× damage to Defense. Accurate and Rapid (inferred, not directly confirmed): presumed 4× damage, all to Archery, by parallel with melee's pure-category styles. All three styles also grant Stamina XP = damage × 1 on every hit, per the general rule.|expected_output=Archery and/or Defense XP (per style) plus Stamina XP, per hit|source=In-game, 2026-07-08|updated_at=2026-07-08|confidence=observed for Longrange; inferred for Accurate/Rapid|verification_status=needs-review|evidence=Longrange confirmed in-game, 2026-07-08 (example: 1 damage → 2 Archery + 2 Defense). Accurate/Rapid's XP allocation is NOT explicitly confirmed — inference only, pending direct testing.}}
{{GuideMethod|method_id=combat-xp-archery-formula|guide=Combat XP Calculator|method=Archery's three styles: Longrange confirmed, Accurate/Rapid inferred|skill=Archery|level_range=All levels|requirements=A known damage roll and the Archery style used (Accurate, Rapid, or Longrange)|steps=Longrange (confirmed): 2× damage to Archery + 2× damage to Defense. Accurate and Rapid (inferred, not directly confirmed): presumed 4× damage, all to Archery, by parallel with melee's pure-category styles. All three styles also grant Stamina XP = damage × 1 on every hit, per the general rule.|expected_output=Archery and/or Defense XP (per style) plus Stamina XP, per hit|source=In-game, 2026-07-08|updated_at=2026-07-08|confidence=observed for Longrange; inferred for Accurate/Rapid|verification_status=needs-review|evidence=Longrange confirmed in-game, 2026-07-08 (example: 1 damage → 2 Archery + 2 Defense). Accurate/Rapid's XP allocation is NOT explicitly confirmed — inference only, pending direct testing.}}
{{GuideMethod|method_id=combat-xp-magic-guide|guide=Combat XP Calculator|method=Magic combat XP: single-skill formula plus the splash exception|skill=Magic|level_range=All levels|requirements=A known damage roll (or a splash/miss) from a Magic attack|steps=Magic is a single, un-split style: a landed hit awards 4 × damage to Magic (100% to Magic) plus the general Stamina rule (damage × 1). A splash (0-damage miss) is an exception to the pure damage × 4 calculation: it still grants a flat 2 Magic XP rather than 0. Whether a splash grants Stamina XP is not stated; treat as a presumed 0, not confirmed.|expected_output=Magic XP (4 × damage per hit, or flat 2 on a splash) plus Stamina XP (damage × 1 per hit; unconfirmed on a splash)|source=In-game, 2026-07-08|updated_at=2026-07-08|confidence=observed for hits and the splash flat rate; inferred (not confirmed) for splash Stamina XP|verification_status=gameplay-verified|evidence=Verified in-game, 2026-07-08. Confirmed by two hit examples (1 damage → 4 Magic + 1 Stamina; 2 damage → 8 Magic + 2 Stamina) and the splash case (0 damage → 2 Magic). Splash Stamina XP not directly confirmed.}}


{{SourceEvidence|evidence_id=calc-combat-xp-base-2026-07-08|target_page=Calculators|target_template=Mechanic|target_field=Combat XP formula (melee and Archery)|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 × 4, confirmed by two examples (1 damage → 4 XP total; 3 damage on melee Strength-only → 12 XP). Stamina always gains damage × 1 XP in addition, confirmed by two further examples. Magic combat was not covered by this data — do not extend the formula to Magic. 100% gameplay-observed; the client has no XP-per-hit data.}}
{{SourceEvidence|evidence_id=calc-combat-xp-base-2026-07-08|target_page=Calculators|target_template=Mechanic|target_field=Combat XP formula (melee, Archery, and Magic)|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 × 4, confirmed by two examples (1 damage → 4 XP total; 3 damage on melee Strength-only → 12 XP). Stamina always gains damage × 1 XP in addition, confirmed by two further examples. This entry documents the base melee/Archery observations; Magic's own confirmation (base formula plus the splash exception) is recorded separately below in calc-combat-xp-magic-2026-07-08. 100% gameplay-observed; the client has no XP-per-hit data.}}
{{SourceEvidence|evidence_id=calc-combat-xp-cxp7-2026-07-08|target_page=Calculators|target_template=GuideMethod|target_field=melee style-name-to-category mapping|evidence_type=in-game observation|captured_at=2026-07-08|status=needs-review|notes=OPEN as of 2026-07-08: the already-datamined per-weapon style names (Stab/Lunge/Slash/Block, Chop/Hack/Smash/Block, etc. — see Combat's weapon-style table) are not yet mapped to the four abstract melee XP categories. Flagged as an open bounty; do not guess an OSRS-style mapping.}}
{{SourceEvidence|evidence_id=calc-combat-xp-cxp7-2026-07-08|target_page=Calculators|target_template=GuideMethod|target_field=melee style-name-to-category mapping|evidence_type=in-game observation|captured_at=2026-07-08|status=needs-review|notes=OPEN as of 2026-07-08: the already-datamined per-weapon style names (Stab/Lunge/Slash/Block, Chop/Hack/Smash/Block, etc. — see Combat's weapon-style table) are not yet mapped to the four abstract melee XP categories. Flagged as an open bounty; do not guess an OSRS-style mapping.}}
{{SourceEvidence|evidence_id=calc-combat-xp-magic-2026-07-08|target_page=Calculators|target_template=Mechanic|target_field=Magic combat XP formula, plus splash exception|evidence_type=in-game observation|captured_at=2026-07-08|status=gameplay-verified|notes=Verified in-game, 2026-07-08: Magic combat XP = damage × 4 to Magic (100% single-skill, no split) plus damage × 1 to Stamina, matching the pattern already confirmed for melee/Archery. Splashing (0-damage miss) confirmed to still grant a flat 2 Magic XP. Whether a splash grants Stamina XP is not stated — treated as presumed 0, not confirmed. Resolves the earlier open question on Magic combat XP scope.}}


== Planned Calculators ==
== Planned Calculators ==

Latest revision as of 15:24, 8 July 2026

Calculators

Calculators will use Cargo data and future price endpoints to answer skilling and crafting questions. For now, calculator pages should document formulas, assumptions, required data, and validation examples. The Combat XP Calculator below is the first section built out this way — documented reference math, not a live interactive tool.

Combat XP Calculator

Mechanic

This section documents the combat-hit XP formula precisely enough to compute XP from a known damage number and style choice — as a reference for hand calculation or a future Scribunto module, not as a live calculator on this page. All numbers below are gameplay-verified (in-game, 2026-07-08); the game's client code has no XP-per-hit data at all, so none of this comes from a datamine.

Scope: this formula is documented for melee, ranged (Archery), and Magic combat. Magic uses the single-skill (100%-to-Magic) version of the rule, plus one addition — splashing, a flat-XP exception on a 0-damage miss — documented in Step 2c below.

Step 1: total XP per hit

Total combat-skill XP awarded on a hit = damage dealt × 4. This total is then allocated to one or more skills depending on the combat style, per the tables below. Confirmed by two examples: 1 damage → 4 XP total; 3 damage on a Strength-only melee style → 12 XP to Strength (3 × 4 = 12).

Step 2a: allocate by style — melee

Melee has four abstract combat styles. Note the caveat immediately below before applying this table.

Style (abstract category) Attack XP Strength XP Defense XP
Attack-only 4 × damage
Strength-only 4 × damage
Defense-only 4 × damage
Attack + Strength (split) 2 × damage 2 × damage

Open mapping caveat (blocks full melee calculation): the game's per-weapon combat style names — e.g. sword Stab/Lunge/Slash/Block, axe Chop/Hack/Smash/Block (see Combat's weapon-style table) — are not yet mapped to which of the four abstract categories above each one actually grants. Do not assume an OSRS-style mapping (e.g. that "Stab" = Attack-only) — this has not been confirmed for SankoQuest. Until a named style is matched to a category by direct testing, melee XP can only be computed if the abstract category is already known some other way.

Step 2b: allocate by style — Ranged (Archery)

Ranged/Archery has three combat styles, matching the names on Archery's style table:

Style Archery XP Defense XP Confirmation
Accurate 4 × damage (presumed) Inferred, not directly confirmed
Rapid 4 × damage (presumed) Inferred, not directly confirmed
Longrange 2 × damage 2 × damage Confirmed. Example: 1 damage → 2 Archery + 2 Defense

Unlike melee, Archery has no separate weapon-style-name layer to resolve — Accurate/Rapid/Longrange are themselves the selectable combat styles, so no CXP7-style mapping question applies here.

Step 2c: allocate by style — Magic

Mechanic

Magic is a single, un-split style — unlike melee's four abstract categories or Archery's Longrange, there is no allocation choice to make: every landed Magic hit awards the full 4 × damage to Magic.

Case Magic XP Confirmation
Landed hit (damage > 0) 4 × damage Confirmed. Examples: 1 damage → 4 Magic XP; 2 damage → 8 Magic XP
Splash (0-damage miss) 2 (flat) Confirmed. Half of a 1-damage hit's Magic XP

Splashing: a Magic attack that deals 0 damage — a miss, colloquially "splashing" — still grants a flat 2 Magic XP, rather than the 0 XP a literal damage × 4 calculation would give. This is the one XP exception documented for Magic; no equivalent has been reported for melee or Archery misses.

No split-style behavior like Archery's Longrange (2 × damage to Archery + 2 × damage to Defense) has been reported for Magic — it is 100%-to-Magic throughout, aside from the splash flat rate.

Step 3: Stamina, always

Every combat hit — melee, Archery, or Magic, any style — also grants Stamina XP = damage dealt × 1, in addition to (not instead of) the skill XP from Step 2. Confirmed by two examples: 1 damage (→ 4 XP Strength) also gave 1 Stamina XP; 2 damage (→ 8 XP Strength) also gave 2 Stamina XP. Magic hits follow the same Stamina rate (1 damage → 4 Magic + 1 Stamina; 2 damage → 8 Magic + 2 Stamina); whether a Magic splash grants Stamina XP is not stated and is treated as a presumed 0, not confirmed.

Worked examples

Damage Style XP breakdown Total XP awarded
1 Melee, Strength-only 4 Strength + 1 Stamina 5
2 Melee, Strength-only 8 Strength + 2 Stamina 10
3 Melee, Strength-only 12 Strength + 3 Stamina 15
1 Melee, Attack + Strength split 2 Attack + 2 Strength + 1 Stamina 5
1 Archery, Longrange 2 Archery + 2 Defense + 1 Stamina 5
d Archery, Accurate or Rapid (inferred) 4d Archery + d Stamina 5d
1 Magic 4 Magic + 1 Stamina 5
2 Magic 8 Magic + 2 Stamina 10
0 (splash) Magic 2 Magic + 0 Stamina (presumed) 2 (if Stamina = 0, not confirmed)

What this formula does not cover

  • Whether Magic's splash (0-damage miss) grants any Stamina XP — presumed 0 by the general formula, but not directly confirmed (see Step 2c above).
  • Max hit and hit chance — those are separately datamined; see Combat's core-rolls table. This section is XP allocation only.
  • Which named melee style maps to which abstract category (the CXP7 caveat under Step 2a above) — this was, until now, a 100% server-side and undocumented mechanic.

Total combat XP per hit, melee's four styles, and the always-on Stamina XP Combat Updated 2026-07-08 Verified

Archery's three styles: Longrange confirmed, Accurate/Rapid inferred Archery Updated 2026-07-08 Unverified

Magic combat XP: single-skill formula plus the splash exception Magic Updated 2026-07-08 Verified

Combat XP formula (melee, Archery, and Magic) in-game observation Verified

melee style-name-to-category mapping in-game observation Unverified

Magic combat XP formula, plus splash exception in-game observation Verified

Planned Calculators

Calculator Data needed
Smithing planner Recipe levels, inputs, XP, and output quantities
Profit view Stable recipes plus live price API
Drop lookup Mob drop tables and rates

Help verify direct in-game confirmation of Accurate/Rapid's XP allocation (currently inferred), and the melee per-weapon style-name-to-abstract-category mapping (CXP7) needed to fully compute melee XP from a chosen weapon style Accepted evidence: an XP-drop screenshot naming the skill for an Accurate/Rapid hit, and a style-by-style melee XP test per weapon class. Add it with {{GuideMethod}}.

Add this How to verify

Guide Methods Feeding Calculators

Guide Method Skill Levels Updated Confidence Status
Combat XP Calculator Archery's three styles: Longrange confirmed, Accurate/Rapid inferred Archery All levels 2026-07-08 observed for Longrange; inferred for Accurate/Rapid needs-review
Combat XP Calculator Magic combat XP: single-skill formula plus the splash exception Magic All levels 2026-07-08 observed for hits and the splash flat rate; inferred (not confirmed) for splash Stamina XP gameplay-verified
Combat XP Calculator Total combat XP per hit, melee's four styles, and the always-on Stamina XP Combat All levels 2026-07-08 observed gameplay-verified
Cooking From Cooking 15, cook brown trout and bank raw crawdads Cooking 15+ 2026-07-05 gameplay-verified
New Player Guide Early Fishing route (crawdads, trout, bubba bass) Fishing 1-35+ 2026-07-05 observed gameplay-verified
New Player Guide Level-2 goblin camp (early combat, gold, and bones) Combat early levels 2026-07-05 observed gameplay-verified

Wiki task

Needs a verified source calculator requirements, verified formula data, assumptions, and test cases (including direct confirmation of Archery's Accurate/Rapid XP allocation and the melee style-name-to-category mapping, CXP7) Accepted evidence: gameplay screenshot, official data, reader capture, or curator-reviewed notes.

Target page: Calculators. Listed on SankoQuest:Open bounties.