View table: Mechanics
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Table structure:
- mechanic_id - String (mandatory; unique)
- name - String (mandatory)
- parameters - Text
- description - Text
This table has 14 rows altogether.
This table is defined by the template Mechanic.
| Page | mechanic id | name | parameters | description |
|---|---|---|---|---|
| Archery (edit) | archery-combat-styles-xp | Archery combat styles and XP allocation | 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. | |
| Calculators (edit) | combat-xp-formula | Combat XP formula (melee, Archery, and Magic) | 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). | |
| Calculators (edit) | combat-xp-magic-formula | Magic combat XP formula, plus splash exception | 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. | |
| Combat (edit) | bow-accepts-any-arrow-tier | Bows accept any arrow tier | Bows currently accept any arrow tier, and Archery XP is awarded normally regardless of the arrow tier used. | |
| Combat (edit) | combat-progression-four-skills | Combat progression spans four skills | Combat progression is tracked by four separate skills — Attack, Strength, Defense, and Stamina — rather than by a single "Combat" skill. | |
| Combat (edit) | combat-xp-magic-style | Magic combat XP follows the same formula, plus a splash exception | Magic combat awards XP using the same single-skill damage × 4 (to Magic) and damage × 1 (to Stamina) rule as melee's pure styles, with one addition: a splash (a 0-damage miss) still grants a flat 2 Magic XP. | |
| Combat (edit) | combat-xp-melee-style-split | Melee XP splits by combat style | 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). | |
| Combat (edit) | combat-xp-ranged-style-split | Ranged (Archery) XP splits by combat style | 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. | |
| Combat (edit) | combat-xp-stamina-always | Stamina gains XP on every combat hit | 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. | |
| Combat (edit) | combat-xp-total-per-hit | Total combat XP per hit is damage × 4 | 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. | |
| Combat (edit) | melee-armour-magic-attack-penalty | Melee armour Magic attack penalty | Melee armour applies a negative Magic attack bonus while worn. | |
| Combat (edit) | multi-combat-zones | Multi-combat zones | 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. | |
| Magic (edit) | magic-combat-xp | Magic combat XP and splashing | Magic combat hits award XP under the same damage × 4-to-skill, damage × 1-to-Stamina rule as melee and Archery's pure combat styles; a 0-damage miss ("splash") still grants a flat 2 Magic XP. | |
| Tick Manipulation (edit) | tick-manipulation-melee | Tick manipulation (melee) — PATCHED, no longer works | Weapon: any melee weapon class; click rhythm: ~400ms per click, alternating pickup/attack; full inventory not required | Clicking to pick up an item after an attack reset a melee weapon's attack animation, allowing a pickup/attack click rhythm (~400ms per click) to land hits near every tick instead of waiting out the weapon'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. |