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@@ -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.