How Woodcutting works
Cutting a tree: A tree takes Max health damage to fell; each hit lands after Interval.
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Cutting a tree: A tree takes Max health damage to fell; each hit lands after Interval.
Burning logs: Each burn takes Interval and needs the full Item cost and Currency cost; they are spent unless Input Preservation Chance keeps them.
Bonfire: Once the bonfire is unlocked, every burn adds 5 × the log's base interval to the bonfire, up to the bonfire's maximum duration in hours × 3,600,000 ms.
Fishing cast: Each cast waits a uniform time between the minimum and maximum of Interval.
Modifiers: Preservation chance
Cooking attempt: Each attempt takes Interval and succeeds with Success chance.
Mining a rock: Each hit lands after Interval.
Crafting steps: A craft takes Steps steps, one every Interval. Each step needs the full Item cost and Currency cost on hand, or crafting stops.
Pickpocketing: Each attempt takes Interval and succeeds with Success chance.
Surveying and tracking: A hunt starts with surveys, one every Survey interval. Each finds tracks with Tracking success chance; the third survey always does.
Growing and harvesting: Planting pays Item cost and Currency cost unless Input Preservation Chance keeps them, and the plant grows for Interval.
Milling: While a recipe is selected, each cycle of Interval removes its Item cost from the mill's own inventory, not from the bank.
Max stack quantity = max(1, Base max stack quantity + trunc(Flat max stack quantity)).
Hourly products: The product timer fires every 3,600,000 ms (1 h); Product interval does not set it.
Brewing: A brew prepares for Preparing interval, heats for Heating interval and stirs for Stirring interval, then bottles 10 times, each bottle taking Bottling interval.
Running a course: A run pays the course entry cost unless Entry cost preservation chance keeps it, then attempts the path's obstacles in order, one every Interval.
Studying: Each study takes Interval, adds Knowledge to the constellation and pays XP.
Charges = max(trunc(Event charges × (1 + Percent bonuses event charges) + Flat bonuses event charges), 1).
Fighting: Selecting an area starts combat. The enemy you chose, or a dungeon's next enemy, spawns and waits Spawn interval before the fight starts.
Attack turn: Each fight starts with your ward full and your armour unbroken. Each turn waits Attack interval, then attacks.
Resistance: resistance = clamp(clamp((Defender protection rating ÷ (Attacker power rating + Defender protection rating) + Flat resistance) × (1 + Percent resistance), 0, 0.7) × (1 + Resistance combat triangle), 0, 1).
Areas and dungeons: While you fight in an area its passives apply, and its effect applies each of its modifiers × Area effect magnitude. The area's darkness sets Darkness penalty.
Modifiers: Avoidance chance, Percent damage taken, Effect lifesteal
Eating: Eating by hand heals Healing and uses one food unless Food preservation chance keeps it. It does nothing at full hitpoints, and in combat it restarts your attack turn.
Casting: An attack stance of a style that uses spells casts the selected spell; the other stances cast none.
Paying prayer points: A selected prayer gives its bonuses while you can pay its Cost.
While any prayer is active, each of your hits that deals damage pays XP from Base experience, with that hit's damage and the summed base cost of the active prayers.
Each of your hits that deals damage pays every skill your attack stance lists its XP per damage × the damage, as XP.
Loot: Each kill outside a dungeon pays the enemy's drops; a completed dungeon pays its rewards the same way.
A master assigns one enemy, drawn with equal chance from the enemies of its areas that you have not blocked, for a number of kills drawn uniformly from Min task length to Max task length.
Price per item = max(0, trunc(Item sells for quantity × (1 + Percent price per item) + Flat price per item)).
Reward per bury = max(0, trunc(Item bury currency gain quantity × (1 + Percent reward) + Flat reward)) if has Item bury, otherwise 0.
Opening an item: Opening needs the item's open requirements. It takes no time and gives no XP.
Buying: A purchase needs its requirements. Its quantity is cut to the remaining buy limit; a buy limit of 0 or less is unlimited.
Guild points: Each completed task adds its category's base points to its skill's guild; a task that stops being complete takes them back.
Modifiers: Preservation chance
Charges = max(trunc(Event charges × (1 + Percent bonuses event charges) + Flat bonuses event charges), 1).
Ticks: The game advances in ticks of 1000 ÷ ticks per second ms. The project sets no tick rate, so the engine default of 60 ticks per second applies: one tick is 16.67 ms.
Opening a save 10 s or more after it was written replays the time in between. While the game is open, the time the computer sleeps is replayed the same way.