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Requirements
- Availability
- Not available in the demo
Mastery Guild ranks
- Rank
- Agility Initiate
- Mastery points required
- 0%
Scenery

Tooltips
Lifesteal
All damage dealt grants healing equal to Damage dealt * Lifesteal %.
How Agility works
- An obstacle reward is always the obstacle's highest-chance entry of its Obstacle rewards.
- Agility cannot be opened in the demo.
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.
- An obstacle succeeds with 0.95^(d ÷ 2), where d = max(0, Obstacle difficulty − its technique level + 1); at d = 0 it always succeeds. An obstacle without a technique succeeds with 0.6, a trap with Trap success chance, and one with a built shortcut always.
- After a success, Skip Obstacle Chance also clears the next obstacle.
- A failure deals between 1 and the obstacle's damage, uniformly, × (1 + Percent damage taken) rounded and at least 1, unless Avoid Damage Chance avoids it. The run then restarts at the first obstacle and pays the entry cost again, unless Repeat Failed Obstacle Chance retries the same obstacle. A held obstacle reward is lost unless Keep obstacle reward on fail.
- Dying on a course restores full health, takes max(1, trunc(0.1 × quantity)) from one random toolbelt slot holding a stack, or unequips the tool in it, and stops the run.
- Completing the path pays Item rewards, Currency rewards and XP, and rolls the fastest timed reward the run beat at that reward's chance. On a course that gives technique XP, each technique among its obstacles gains the path's technique XP, 0.25 of it for techniques other than the primary one, at least 1.
- Completion also places an obstacle reward on one random obstacle of the path: with chance equal to the sum of that obstacle's Obstacle rewards chances, its highest-chance reward, as the roll does not stop at the first match. Clearing that obstacle on a later run collects it, doubled with Output Doubling Chance.
Game messages
- Base experience
Path base experience- Base item rewards
Course completion rewards items- Base obstacle rewards
Path random obstacle products- Base currency rewards
Course completion rewards currencies- Item rewards
- Quantity
max(1, trunc(Base item rewards quantity × (1 + Percent reward quantity))) - Obstacle rewards
- Chance
clamp((Base obstacle rewards chance + Flat obstacle reward chance) × (1 + Increased obstacle reward chance), 0, 1)Quantitymax(1, trunc((Base obstacle rewards quantity + Flat obstacle reward quantity) × (1 + Percent obstacle reward quantity))) - Currency rewards
- Quantity
max(1, trunc(Base currency rewards quantity × (1 + Percent reward quantity))) - Interval
floor((Obstacle base interval + Interval (Flat)) × (1 + Interval (%)))- Trap success chance
- Obstacle difficulty
max(Obstacle difficulty + Flat obstacle difficulty, 0)- Technique XP for level
0 if Level < 1, otherwise floor(1 ÷ 6 × (Level^2 − Level + 600 × (2^(Level ÷ 3.25) − 2^(1,260 ÷ 4,095)) ÷ (2^(1,260 ÷ 4,095) − 1)))
Eating and auto eat
- Auto eat rolls Food preservation chance once for the whole batch it eats.
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.
- Auto eat checks after each loss of hitpoints that leaves you alive, and eats when hitpoints are at or below round(Auto eat threshold × max hitpoints).
- It eats max(1, floor((Auto eat limit × max hitpoints − hitpoints) ÷ Auto eat healing)) food at once, at most what you hold, and heals that many × Auto eat healing. One Food preservation chance roll keeps or spends the whole batch.
- A food's own bonuses apply while it is selected and you hold at least one.
Game messages
Mastery Guild points
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.
- A skill's total points are the base points of every task it lists. A rank is reached at ceil(total × the rank's point percent) points.
Prayer XP
Prayer XP
- 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.
Mechanics
Required by
Green Butterfly- Base XP
- 175
- Minimum tracking steps
- 3
- Maximum tracking steps
- 7
- Tracking journal XP
- 1
- Trapping journal XP
- 10
- Minimum tracking interval
- 5 s
- Maximum tracking interval
- 10 s
- Minimum trapping interval
- 8 s
- Maximum trapping interval
- 12 s
- Base rare-species chance
- 1%
- Base tracking chance
- 50%
- Base trapping chance
- 40%
Skull Butterfly- Base XP
- 661
- Minimum tracking steps
- 5
- Maximum tracking steps
- 9
- Tracking journal XP
- 1
- Trapping journal XP
- 10
- Minimum tracking interval
- 8 s
- Maximum tracking interval
- 14 s
- Minimum trapping interval
- 10 s
- Maximum trapping interval
- 14 s
- Base rare-species chance
- 1%
- Base tracking chance
- 50%
- Base trapping chance
- 40%
KoAstrology- Base XP
- 42
- Base knowledge
- 1
- Minor nodes per major node
- 4
- Base interval
- 3 s
Constellations
KoAstrology- Base XP
- 42
- Base knowledge
- 1
- Minor nodes per major node
- 4
- Base interval
- 3 s
