Agility

Related reading

Requirements

Availability
Not available in the demo

Mastery Guild ranks

Rank
Agility Initiate
Mastery points required
0%

Scenery

Scenery
Day

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

  1. 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.
  2. 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.
  3. After a success, Skip Obstacle Chance also clears the next obstacle.
  4. 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.
  5. 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.
  6. 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.
  7. 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

Technique bonuses are applied to all obstacles, regardless of what Technique provides it.

Above the techniques of a course.

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
Quantitymax(1, trunc(Base item rewards quantity × (1 + Percent reward quantity)))
Obstacle rewards
Chanceclamp((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
Quantitymax(1, trunc(Base currency rewards quantity × (1 + Percent reward quantity)))
Interval
floor((Obstacle base interval + Interval (Flat)) × (1 + Interval (%)))
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)))
Modifiers and base values

Eating and auto eat

Eating

  1. 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.
  2. 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).
  3. 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.
  4. A food's own bonuses apply while it is selected and you hold at least one.

Game messages

Automatically consumes food when your Health falls to threshold (hitpoints HP) or lower.

The tooltip of the auto eat mark on your health bar, with your current threshold.

Eating and auto eat

Mastery Guild points

Guild points

  1. Each completed task adds its category's base points to its skill's guild; a task that stops being complete takes them back.
  2. 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.
Mastery Guild points

Prayer XP

Prayer XP

  1. 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.
Prayer XP

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