From 068ce514ea3eebdc42b595c631b4b00ce4594577 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Thu, 25 Jun 2026 16:12:06 -0400 Subject: updated stale attack references --- building_guide/mobs.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'building_guide/mobs.md') 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. -- cgit v1.2.3