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| author | historia <[not public]> | 2026-06-25 16:12:06 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-06-25 16:12:06 -0400 |
| commit | 068ce514ea3eebdc42b595c631b4b00ce4594577 (patch) | |
| tree | 77cf80f2796e184fb9b49280526f4dbeed42907c /building_guide/mobs.md | |
| parent | abd612c15799f604e671e83dc7c410ed2b44185f (diff) | |
| download | thehouseoficarus-068ce514ea3eebdc42b595c631b4b00ce4594577.tar.gz | |
updated stale attack references
Diffstat (limited to 'building_guide/mobs.md')
| -rw-r--r-- | building_guide/mobs.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/building_guide/mobs.md b/building_guide/mobs.md index 88e80ce..d10f685 100644 --- a/building_guide/mobs.md +++ b/building_guide/mobs.md @@ -208,7 +208,7 @@ drops: # the "payment" for the labour — same drop syst Key points: - **All combat styles work.** Melee, ranged (consumes ammo as "supplies") and science decks (consume junk) all apply progress. The per-type `*_defense` values steer which method is *efficient* without forbidding any — a rock might have low `crush_defense` but high `stab_defense`. -- **XP and buffs are identical to combat** — driven by your attack style (accurate/aggressive/defensive/balanced) and split into the combat skills. This is a non-violent way to train Attack/Strength/Defense/Ranged/Science/Hitpoints. +- **XP and buffs are identical to combat** — driven by your attack style (accurate/aggressive/defensive/balanced) and split into the combat skills. This is a non-violent way to train Accuracy/Strength/Defense/Ranged/Science/Hitpoints. - **No special equipment.** Task mobs are designed around the weapons and bonuses you already have. There is no separate "tool" equipment set. - **Progress decays exactly like inverted mob regen.** A task you stop working on slowly loses progress over time (the same regen that heals combat mobs, displayed inverted). - **One worker at a time**, the same 1-v-1 lock as combat. |
