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@@ -344,17 +344,17 @@ Used by exits, talk options, on-enter scripts, and use_interactions checks. A ba
**Agile mobs.** Mobs with `aggressive: true` auto-attack players entering their room (1-tick delay) if `playerLevel <= mobLevel * 2`.
-**Equipment requirements.** Items can have `requirements: { attack: 20, defense: 10 }` — checked before equipping.
+**Equipment requirements.** Items can have `requirements: { accuracy: 20, defense: 10 }` — checked before equipping.
**Fleeing combat:** Movement during combat is a flee attempt. Mobs continue attacking during the movement countdown; a hit aborts the flee ("Can't escape!"). Cape of Agility makes fleeing instant.
**Death mechanic:** Player drops credits to ground. If >3 items total (inventory + equipment), the 3 most valuable are kept, rest dropped. Player teleports to room 1 at full HP. All active techs deactivated.
**XP formula:** `baseXP = dmg * 4`, distributed by attack style:
-- Accurate: +3 attack, 75% Attack XP / 25% HP
+- Accurate: +3 accuracy, 75% Accuracy XP / 25% HP
- Aggressive: +3 strength, 75% Strength XP / 25% HP
- Defensive: +3 defense, 75% Defense XP / 25% HP
-- Balanced: +1 each, 25% each Attack/Strength/Defense/HP
+- Balanced: +1 each, 25% each Accuracy/Strength/Defense/HP
- Ranged styles: varied bonus, 75% Ranged XP / 25% HP
**Mob combat level:** `floor((def+hp)/4 + max((atk+str)/4, rng*3/8, sci*3/8))`.