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47 changes: 26 additions & 21 deletions concepts/skills.mdx
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## Overview

Hyperscape features a RuneScape-inspired skill system with leveling, XP gain, and level requirements for equipment and activities.

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## Available Skills

Hyperscape has **14 skills** total:

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### Combat Skills

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| Skill | Activity |
|-------|----------|
| **Firemaking** | Create fires from logs |

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| **Cooking** | Prepare food from raw fish |
| **Smithing** | Smelt ores into bars and smith equipment |

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| **Fletching** | Craft bows and arrows from logs |

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| **Crafting** | Create leather armor, jewelry, and cut gems |
| **Runecrafting** | Craft elemental and combat runes at altars |

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### Support Skills

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- **Combat** — Damage dealt grants Attack/Strength/Defense/Constitution XP
- **Gathering** — Woodcutting, Mining, Fishing grant XP per resource
- **Artisan** — Firemaking, Cooking, Smithing grant XP per action

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- **Quest Rewards** — Quests award XP to specific skills
- **XP Lamps** — Quest rewards that grant XP to chosen skill

### XP Formula

Hyperscape uses RuneScape's XP curve:

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```
XP for Level N = floor(sum(floor(L + 300 * 2^(L/7))) / 4) for L = 1 to N-1
Expand Down Expand Up @@ -92,21 +92,33 @@

| Tree | Level | XP |
|------|-------|-----|
| Normal | 1 | 25 |
| Fir | 1 | 25 |
| Pine | 1 | 25 |
| Birch | 1 | 25 |
| Bamboo | 1 | 25 |
| China Pine | 1 | 25 |
| Coconut Palm | 1 | 25 |
| Desert Palm | 1 | 25 |
| Dead Tree | 1 | 25 |
| Cactus | 1 | 25 |
| Knotwood | 1 | 25 |

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| Wind Pine | 1 | 25 |
| Oak | 15 | 37.5 |
| Willow | 30 | 67.5 |
| Yew | 60 | 175 |
| Magic | 75 | 250 |
| Maple | 45 | 100 |

<Note>
The game now features 12 distinct tree types with multiple model variants each. All basic trees (fir, pine, birch, bamboo, etc.) require level 1 Woodcutting and grant 25 XP. Oak requires level 15, and Maple requires level 45. Each tree type has 3-5 visual variants with LOD (Level of Detail) models for performance optimization.
</Note>

### Mining

Requirements:
- Pickaxe in inventory or equipped

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- Click ore rock to mine

**OSRS-Accurate Mechanics:**
- Pickaxe tier affects **roll frequency** (not success rate)

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- Success rate is **level-only** (pickaxe doesn't affect it)

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- Rocks have **100% depletion** on successful mine (1/8 chance)
- Dragon/Crystal pickaxes have **bonus speed rolls**

Expand All @@ -115,18 +127,18 @@
| Copper/Tin | 1 | 17.5 | 1/8 chance |
| Iron | 15 | 35 | 1/8 chance |
| Coal | 30 | 50 | 1/8 chance |
| Mithril | 55 | 80 | 1/8 chance |

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| Adamantite | 70 | 95 | 1/8 chance |

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| Runite | 85 | 125 | 1/8 chance |

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**Pickaxe Tiers:**

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| Pickaxe | Level | Roll Ticks | Bonus Speed |

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|---------|-------|------------|-------------|
| Bronze | 1 | 8 ticks | None |
| Iron | 1 | 7 ticks | None |
| Steel | 6 | 6 ticks | None |
| Mithril | 21 | 5 ticks | None |

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| Adamant | 31 | 4 ticks | None |
| Rune | 41 | 3 ticks | None |
| Dragon | 61 | 3 ticks | 1/6 chance for 2 ticks |
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### Agility

Agility is trained passively by moving through the world. Unlike traditional RuneScape agility courses, Hyperscape's Agility system rewards exploration and travel.

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**Training Method:**
- Gain 1 XP per 2 tiles traveled (walking or running)
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- XP drops appear every ~15 seconds while running, ~30 seconds while walking

**Benefits:**
- **Stamina Regeneration**: +1% stamina regen per Agility level

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- Level 1: 1% bonus (4.04/sec idle, 2.02/sec walking)
- Level 50: 50% bonus (6.0/sec idle, 3.0/sec walking)
- Level 99: 99% bonus (7.96/sec idle, 3.98/sec walking)
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## Artisan Skills

### Firemaking

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Use tinderbox on logs in inventory to create a fire.

| Log | Level | XP |
|-----|-------|-----|
| Normal | 1 | 40 |
| Oak | 15 | 60 |
| Willow | 30 | 90 |
| Yew | 60 | 202.5 |
| Magic | 75 | 303.8 |
| Logs | 1 | 40 |
| Oak Logs | 15 | 60 |
| Maple Logs | 45 | 135 |

<Note>
Logs are obtained from all basic tree types (fir, pine, birch, bamboo, china pine, coconut palm, desert palm, dead tree, cactus, knotwood, wind pine). Oak and Maple trees produce their respective log types.

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</Note>

### Cooking

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| Shark | 80 | 210 | 20 HP |

**Cooking Sources:**
- **Fires**: Created via Firemaking skill (temporary)

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- **Ranges**: Permanent cooking stations found in towns

<Warning>
Cooking can fail at low levels, burning the food. Ranges reduce burn chance compared to fires.
</Warning>

### Fletching

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Craft bows and arrows from logs using a knife.

**Arrow Shafts** (Knife + Logs):
| Logs | Level | Shafts | XP |
|------|-------|--------|-----|
| Normal | 1 | 15 | 5 |
| Oak | 15 | 30 | 10 |
| Willow | 30 | 45 | 15 |
| Maple | 45 | 60 | 20 |
| Yew | 60 | 75 | 25 |
| Magic | 75 | 90 | 30 |
| Logs | 1 | 15 | 5 |
| Oak Logs | 15 | 30 | 10 |
| Maple Logs | 45 | 60 | 20 |

**Bows** (Knife + Logs, then String):
| Bow | Level | XP (Cut) | XP (String) |
|-----|-------|----------|-------------|
| Shortbow | 5 | 5 | 5 |

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| Longbow | 10 | 10 | 10 |
| Oak Shortbow | 20 | 16.5 | 16.5 |

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| Oak Longbow | 25 | 25 | 25 |
| Willow Shortbow | 35 | 33.3 | 33.3 |
| Willow Longbow | 40 | 41.5 | 41.5 |
| Maple Shortbow | 50 | 50 | 50 |

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| Maple Longbow | 55 | 58.3 | 58.3 |
| Yew Shortbow | 65 | 67.5 | 67.5 |
| Yew Longbow | 70 | 75 | 75 |
| Magic Shortbow | 80 | 83.3 | 83.3 |
| Magic Longbow | 85 | 91.5 | 91.5 |

**Arrows** (Arrowtips + Headless Arrows):

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| Arrow | Level | XP (per 15) |
|-------|-------|-------------|
| Bronze | 1 | 19.5 |
| Iron | 15 | 37.5 |
| Steel | 30 | 75 |
| Mithril | 45 | 112.5 |

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| Adamant | 60 | 150 |
| Rune | 75 | 187.5 |

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| Leather Chaps | 18 | 27 |
| Coif | 38 | 37 |

**Dragonhide Armor** (Needle + Thread + Dragon Leather):

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| Item | Level | Leather | XP |
|------|-------|---------|-----|
| Green D'hide Vambraces | 57 | 1 | 62 |

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| Green D'hide Chaps | 60 | 2 | 124 |

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| Green D'hide Body | 63 | 3 | 186 |

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**Jewelry** (Gold Bar + Gem at Furnace):
| Item | Level | XP |
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| Emerald | 27 | 67.5 |
| Ruby | 34 | 85 |
| Diamond | 43 | 107.5 |
| Dragonstone | 55 | 137.5 |

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| Onyx | 67 | 167.5 |

### Runecrafting

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Craft elemental and combat runes at runecrafting altars using essence.

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| Rune | Level | XP per Essence | Multi-Rune Levels |
|------|-------|----------------|-------------------|
Expand All @@ -303,10 +308,10 @@
| Chaos | 35 | 8.5 | 74 |

<Info>
Multi-rune levels allow you to craft multiple runes per essence. For example, at level 11 Runecrafting, you craft 2 air runes per essence instead of 1.

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</Info>

### Smithing

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Smelt ores into bars at furnaces, then smith bars into equipment at anvils.

Expand All @@ -317,9 +322,9 @@
| Bronze | 1 | 1 Copper + 1 Tin | 6.25 | 100% |
| Iron | 15 | 1 Iron Ore | 12.5 | 50% |
| Steel | 30 | 1 Iron Ore + 2 Coal | 17.5 | 100% |
| Mithril | 50 | 1 Mithril Ore + 4 Coal | 30 | 100% |

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| Adamant | 70 | 1 Adamantite Ore + 6 Coal | 37.5 | 100% |

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| Rune | 85 | 1 Runite Ore + 8 Coal | 50 | 100% |

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<Info>
Iron ore has a 50% failure rate when smelting, matching OSRS mechanics.
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### Agility

Agility is a unique skill that rewards players for traversing the game world. Unlike traditional RuneScape agility courses, Hyperscape's agility system is integrated with movement and stamina mechanics.

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#### Training Agility

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#### Agility Benefits

**Stamina Regeneration Bonus**: +1% stamina regen per agility level

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| Agility Level | Regen Multiplier | Idle Regen/Sec | Walk Regen/Sec |

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|---------------|------------------|----------------|----------------|
| 1 | 1.01x | 4.04 | 2.02 |
| 25 | 1.25x | 5.00 | 2.50 |
Expand Down Expand Up @@ -377,9 +382,9 @@
Heavy loads significantly increase stamina drain. Manage your inventory weight for optimal running efficiency.
</Warning>

#### Smithing (at Anvil)

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Click an anvil to open the smithing interface. **Requires a hammer in your inventory** (not consumed). Select the item to smith and quantity.

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**Weapons:**

Expand All @@ -389,23 +394,23 @@
| Bronze Scimitar | 5 | 2 Bronze | 25 | 4 |
| Iron Sword | 19 | 1 Iron | 25 | 4 |
| Steel Sword | 34 | 1 Steel | 37.5 | 4 |
| Mithril Sword | 54 | 1 Mithril | 50 | 4 |

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**Armor:**

| Item | Level | Bars Required | XP | Ticks |
|------|-------|---------------|-----|-------|
| Bronze Platebody | 18 | 5 Bronze | 62.5 | 4 |

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| Iron Platebody | 33 | 5 Iron | 125 | 4 |

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| Steel Platebody | 48 | 5 Steel | 187.5 | 4 |

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| Mithril Platebody | 68 | 5 Mithril | 250 | 4 |

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**Tools:**

| Item | Level | Bars Required | XP | Ticks |
|------|-------|---------------|-----|-------|
| Bronze Hatchet | 1 | 1 Bronze | 12.5 | 4 |
| Bronze Pickaxe | 1 | 1 Bronze | 12.5 | 4 |

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| Iron Hatchet | 16 | 1 Iron | 25 | 4 |
| Steel Hatchet | 31 | 1 Steel | 37.5 | 4 |

Expand All @@ -414,7 +419,7 @@
</Warning>

<Info>
Smithing supports "Make X" functionality - you can smith multiple items in one session. The system auto-smiths until you run out of bars or reach the target quantity.

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</Info>

## Equipment Level Requirements
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| Bronze | 1 | 1 |
| Iron | 5 | - |
| Steel | 10 | 10 |
| Mithril | 20 | 20 |

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| Adamant | 30 | - |
| Rune | 40 | - |
| Dragon | 60 | - |
Expand All @@ -447,7 +452,7 @@
**Features**:
- Visual distinction between unlocked (green) and locked (gray) items
- Next unlock highlighted with progress indicator
- Scrollable list for skills with many unlocks

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- Type indicators (item vs ability)
- Shows levels needed to reach next unlock

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```

<Info>
Constitution starts at level 10 (1,154 XP) like RuneScape's Hitpoints.

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Player health equals their Constitution level.
</Info>

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**Available Skills:**
- Attack, Strength, Defense, Constitution
- Ranged, Prayer
- Mining, Smithing, Fishing, Cooking, Firemaking, Woodcutting

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- Agility, Fletching, Runecrafting

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<Info>
XP lamps are commonly awarded as quest rewards, allowing you to boost the skill of your choice.
Expand Down
6 changes: 5 additions & 1 deletion devops/docker.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -6,9 +6,9 @@

## Overview

Hyperscape uses Docker for local development services:

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- **Asset CDN**: nginx serving game assets (development only)

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- **PostgreSQL**: Database for player data (development only)

<Info>
Expand All @@ -22,7 +22,7 @@

## CDN Container (Development Only)

The local CDN serves assets during development. In production, assets are served from Cloudflare R2.
The local CDN serves assets during development. In production, assets are served from Cloudflare R2 with CORS headers enabled for cross-origin loading.

### Start CDN

Expand All @@ -30,7 +30,7 @@
bun run cdn:up
```

This starts an nginx container serving assets from `packages/server/world/assets/` on port 8080.

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The CDN script (`scripts/cdn.mjs`) uses `--force-recreate` to refresh volume mounts when assets are updated.

Expand All @@ -46,7 +46,7 @@

### CDN Architecture

Hyperscape uses a **fully CDN-based architecture** with automatic fallback:

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```mermaid
flowchart TD
Expand Down Expand Up @@ -100,6 +100,10 @@
bun run cdn:verify
```

<Info>
The assets repository is deployed to Railway as a static file server with Caddy, which automatically adds CORS headers (`Access-Control-Allow-Origin: *`) to enable cross-origin asset loading from the game client.

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</Info>

The `ensure-assets.mjs` script detects whether you have full assets (models, audio, textures) or just manifests:

```typescript
Expand Down Expand Up @@ -257,7 +261,7 @@

### Multi-Stage Build

The Dockerfile uses a two-stage build for optimal image size:

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**Stage 1: Builder**
- Installs build dependencies (Python, Cairo, etc.)
Expand Down Expand Up @@ -290,23 +294,23 @@

### Railway Deployment

Railway can use either Nixpacks or Dockerfile:

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**Nixpacks** (default):

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- Configured in `nixpacks.toml`
- Faster builds with caching
- Automatic dependency detection

**Dockerfile** (alternative):

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- More control over build process
- Consistent with local builds
- Useful for debugging build issues

To switch to Dockerfile on Railway:

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1. Go to project settings
2. Change "Builder" from "Nixpacks" to "Dockerfile"

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3. Set "Dockerfile Path" to `Dockerfile.server`

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<Info>
The current production deployment uses Nixpacks for faster builds. The Dockerfile is maintained for local testing and alternative deployment platforms.

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</Info>
30 changes: 25 additions & 5 deletions wiki/data/overview.mdx
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
---
title: "Data Manifests Overview"
description: "Manifest-driven content system for NPCs, items, and world areas"

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icon: "database"
---

Expand Down Expand Up @@ -58,12 +58,12 @@
│ └── misc.json # Miscellaneous items
├── recipes/ # Crafting recipes by skill
│ ├── cooking.json # Cooking recipes
│ ├── firemaking.json # Firemaking recipes

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│ ├── smelting.json # Ore smelting recipes
│ ├── smithing.json # Smithing recipes

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│ ├── fletching.json # Fletching recipes (NEW)

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│ ├── crafting.json # Crafting recipes (NEW)
│ ├── runecrafting.json # Runecrafting recipes (NEW)

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│ └── tanning.json # Leather tanning recipes
├── gathering/ # Gathering skill data
│ ├── woodcutting.json # Tree data
Expand Down Expand Up @@ -100,7 +100,7 @@
| `category` | `"mob" \| "boss" \| "quest" \| "neutral"` | NPC type |
| `stats` | `NPCStats` | Combat stats (attack, strength, defense, health, ranged, level) |
| `drops` | `DropTable` | Loot table with rarity tiers |
| `spawnBiomes` | `string[]` | Biomes where NPC spawns |

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| `modelPath` | `string` | Path to 3D model |
| `behavior` | `"passive" \| "aggressive"` | Combat behavior |

Expand Down Expand Up @@ -179,9 +179,25 @@
**Vegetation**:
```
/assets/trees/
└── mushroom.glb → Giant mushroom (new)
├── mushroom.glb → Giant mushroom
├── bamboo_01.glb - bamboo_04.glb (+ LOD variants) → Bamboo trees
├── birch_01.glb - birch_05.glb (+ LOD variants) → Birch trees with white bark
├── cactus01.glb - cactus08.glb (+ LOD variants) → Desert cacti
├── chinaPine_01.glb - chinaPine_04.glb (+ LOD) → China pine trees
├── coconut_01.glb - coconut_05.glb (+ LOD) → Coconut palms
├── dead_01.glb - dead_06.glb (+ LOD variants) → Dead/withered trees
├── fir_01.glb - fir_04.glb (+ LOD variants) → Fir trees
├── knotwood_01.glb - knotwood_04.glb (+ LOD) → Knotwood trees (warm amber leaves #C4832A)
├── maple_01.glb - maple_03.glb (+ LOD variants) → Maple trees (vermillion red-orange leaves #D04838)
├── oak_01.glb - oak_04.glb (+ LOD variants) → Oak trees
├── palm_01.glb - palm_05.glb (+ LOD variants) → Desert palms
└── pine_01.glb - pine_03.glb (+ LOD variants) → Pine trees
```

<Note>
Tree models include LOD (Level of Detail) variants for performance optimization. Each tree type has multiple variants (e.g., `fir_01.glb`, `fir_01_lod1.glb`, `fir_01_lod2.glb`) for different viewing distances. All tree models have been normalized to consistent root depths to prevent floating or sinking into terrain.
</Note>

### NPC Helper Functions

```typescript
Expand Down Expand Up @@ -259,10 +275,10 @@
```

**Supported Tiers:**
- **Melee**: bronze, iron, steel, black, mithril, adamant, rune, dragon

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- **Tools**: Same as melee (with different skill requirements)
- **Ranged**: leather, studded, green_dhide, blue_dhide, red_dhide, black_dhide

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- **Magic**: wizard, mystic, infinity, ahrims

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### Item Helper Functions

Expand Down Expand Up @@ -309,7 +325,7 @@

### Bank Notes

The system supports bank notes for stackable versions of items:

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```typescript
// From packages/shared/src/data/items.ts
Expand All @@ -332,7 +348,7 @@

## Drop Tables

NPCs have tiered drop tables:

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```typescript
interface DropTable {
Expand Down Expand Up @@ -396,7 +412,7 @@

## World Areas

World areas define zones, biomes, and spawn points:

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```
packages/shared/src/data/
Expand All @@ -412,7 +428,7 @@
| `name` | Display name |
| `biome` | Biome type (forest, plains, etc.) |
| `difficulty` | 0-3 difficulty level |
| `mobs` | NPCs that spawn here |

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| `resources` | Trees, fishing spots, etc. |
| `isSafe` | Whether it's a safe zone |

Expand All @@ -433,7 +449,7 @@

## Stations

Crafting stations are interactive objects that enable processing skills like smithing, smelting, and cooking:

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```typescript
interface StationData {
Expand Down Expand Up @@ -544,7 +560,7 @@

Stations are defined in `stations.json`:

- **Anvil** - Used for smithing bars into equipment

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- **Furnace** - Used for smelting ores into bars
- **Range** - Used for cooking food (reduces burn chance compared to fires)
- **Bank Booth** - Used for accessing bank storage
Expand Down Expand Up @@ -596,7 +612,7 @@

| Station | Purpose | Model | Scale | Y Offset |
|---------|---------|-------|-------|----------|
| **Anvil** | Smithing bars into equipment | `models/anvil/anvil.glb` | 0.5 | 0.2 |

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| **Furnace** | Smelting ores into bars | `models/furnace/furnace.glb` | 1.5 | 1.0 |
| **Cooking Range** | Cooking food (reduced burn chance) | `models/cooking-range/cooking-range.glb` | 1.0 | 0.5 |
| **Bank Chest** | Accessing bank storage | `models/bank-chest/bank-chest.glb` | 0.5 | 0.75 |
Expand Down Expand Up @@ -632,7 +648,7 @@
| Dragon | 2 |
| Rune | 3 |
| Adamant | 4 |
| Mithril | 5 |

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| Steel | 6 |
| Iron | 7 |
| Bronze | 8 (worst) |
Expand All @@ -644,14 +660,14 @@
| Dragon | 2 | 3 |
| Rune | 3 | 3 |
| Adamant | 4 | 4 |
| Mithril | 5 | 5 |

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| Steel | 6 | 6 |
| Iron | 7 | 7 |
| Bronze | 8 | 8 |

---

## Vegetation & Biomes

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### Vegetation Assets

Expand Down Expand Up @@ -715,11 +731,11 @@

The model bounds system is used by the terrain flattening system to calculate station footprints and by the collision system for efficient spatial queries.

### Biomes

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The `biomes.json` manifest defines terrain biomes with vegetation, mobs, and environmental properties:

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**Available Biomes:**

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- **Plains** - Open grasslands with gentle rolling hills (difficulty 0)
- **Forest** - Dense woodland with abundant trees (difficulty 1)
- **Valley** - Low-lying areas between hills (difficulty 0)
Expand All @@ -732,7 +748,7 @@

### Biome Vegetation Layers

Biomes in `biomes.json` define procedural vegetation layers that reference vegetation assets:

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```typescript
interface VegetationLayer {
Expand All @@ -751,14 +767,18 @@
```

**Recent Updates**:
- **Canyon biome added** - Red-rock terrain with terraced mesas and sparse vegetation
- **Tree model improvements** - Normalized fir and maple root depths to prevent floating
- **Tree recoloring** - Maple leaves now vermillion red-orange (#D04838), knotwood leaves warm amber (#C4832A)
- **Tree scale adjustments** - Better visual proportions across all tree variants
- **165 tree model variants** added across 12 tree types (bamboo, birch, cactus, chinaPine, coconut, dead, fir, knotwood, maple, oak, palm, pine) with 3 LOD levels each

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- **Tree model depth normalization**: All fir variants aligned to fir_03's minY (-59.46), all maple variants aligned to maple_01's minY (-114.76) to prevent floating
- **Maple tree recoloring**: Leaves changed to warm vermillion red-orange (#D04838)

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- **Knotwood tree recoloring**: Leaves changed from golden-yellow to warm amber (#C4832A)

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- **Terrain biome textures** added for TerrainShader rendering (grass, dirt, cliff, desert, snow variants)
- **Woodcutting manifest updated**: Replaced 8 generic trees with 12 new tree types using `modelVariants` arrays
- **Biomes manifest updated**: Removed stale `tree1` vegetation layers (trees now managed via TreeTypes.ts + woodcutting manifest)

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- **Wind Pine tree type** added for tundra biome (split from dead tree variants)
- Mushroom vegetation added to all biomes with varying densities (2-30)

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- Tree density reduced in plains biome (8 → 5)
- Mushroom clustering varies by biome (cluster size 3-8)
- Firemaking fire 3D model added (`models/firemaking-fire/firemaking-fire.glb`)

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---

Expand All @@ -766,7 +786,7 @@

Recipe manifests define crafting, processing, and production activities for artisan skills. All recipes follow a consistent structure with inputs, outputs, tools, level requirements, and XP rewards.

### Fletching Recipes

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The `recipes/fletching.json` manifest defines bow and arrow crafting:

Expand All @@ -790,10 +810,10 @@
**Recipe Categories**:
- `arrow_shafts` - Knife + logs → arrow shafts (15-90 per log)
- `headless_arrows` - Arrow shafts + feathers → headless arrows
- `shortbows` - Knife + logs → unstrung shortbows

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- `longbows` - Knife + logs → unstrung longbows
- `stringing` - Bowstring + unstrung bow → finished bow
- `arrows` - Arrowtips + headless arrows → finished arrows

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### Crafting Recipes

Expand Down Expand Up @@ -822,11 +842,11 @@
**Recipe Categories**:
- `leather` - Needle + thread + leather → leather armor
- `studded` - Leather armor + steel studs → studded armor
- `dragonhide` - Needle + thread + dragon leather → dragonhide armor

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- `jewelry` - Gold bar + gems + mould → jewelry (at furnace)
- `gem_cutting` - Chisel + uncut gem → cut gem

### Runecrafting Recipes

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The `recipes/runecrafting.json` manifest defines rune crafting at altars:

Expand Down Expand Up @@ -900,14 +920,14 @@
| **Goblin Slayer** | Novice | 1 | Help Captain Rowan deal with the goblin threat |
| **Lumberjack's First Lesson** | Novice | 1 | Help Forester Wilma gather and burn firewood |
| **Fresh Catch** | Novice | 1 | Help Fisherman Pete catch and cook fish |
| **Torvin's Tools** | Novice | 1 | Help Torvin forge a set of bronze tools |

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### Quest Stage Types

- **dialogue** - Talk to an NPC
- **kill** - Defeat a specific number of NPCs

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- **gather** - Collect items through skilling
- **interact** - Use items or stations (cooking, smithing, etc.)

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---

Expand All @@ -918,7 +938,7 @@
- Items: Add to appropriate file in `items/` directory
- Gathering: Add to `gathering/woodcutting.json`, `mining.json`, or `fishing.json`
- Recipes: Add to appropriate file in `recipes/` directory
- NPCs: Add to `npcs.json`

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</Step>
<Step title="Follow existing patterns">
Use the same structure as existing entries. For tiered equipment, specify the `tier` field.
Expand All @@ -944,12 +964,12 @@

Three new artisan skills added with complete OSRS-accurate recipe manifests:

- **Fletching**: Arrow shafts, headless arrows, shortbows, longbows, bow stringing, arrow tipping (40+ recipes)

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- **Crafting**: Leather armor, studded armor, dragonhide armor, jewelry, gem cutting (25+ recipes)

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- **Runecrafting**: Air, mind, water, earth, fire, chaos runes with multi-rune level thresholds

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**New Assets**:
- Firemaking fire 3D model (`models/firemaking-fire/firemaking-fire.glb`)

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- Comprehensive armor manifest with 80+ armor pieces across all combat styles

### Manifest Refactor (PR #3)
Expand All @@ -958,13 +978,13 @@

- **Items split by type**: Weapons, tools, resources, food, ammunition, runes, armor, and misc are now in separate files
- **Gathering resources**: Woodcutting, mining, and fishing data moved to dedicated files
- **Recipe system**: New recipes directory for smelting, smithing, cooking, firemaking, fletching, crafting, and runecrafting

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- **Centralized requirements**: `tier-requirements.json` provides OSRS-accurate level requirements
- **Skill unlocks**: `skill-unlocks.json` documents progression milestones

### New Vegetation (PR #4)

Mushroom vegetation added to biomes with configurable density, clustering, and spawn parameters.

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---

Expand Down
29 changes: 19 additions & 10 deletions wiki/game-systems/skills.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@

# Skills & Progression

Hyperscape features a **skill-based progression system** where skills level independently through use. The XP formula and combat level calculation are authentic recreations of Old School RuneScape mechanics.

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<Info>
Skills are managed by `SkillsSystem` in `packages/shared/src/systems/shared/character/SkillsSystem.ts`.
Expand All @@ -30,7 +30,7 @@
| Skill | Description | Training Methods |
|-------|-------------|------------------|
| **Woodcutting** | Chop trees | Using hatchet on trees |
| **Mining** | Mine ore | Using pickaxe on rocks |

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| **Fishing** | Catch fish | Using fishing rod at spots |
| **Agility** | Movement and stamina | Walking/running across the world |

Expand All @@ -38,12 +38,12 @@

| Skill | Description | Training Methods |
|-------|-------------|------------------|
| **Firemaking** | Light fires | Using tinderbox on logs |

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| **Cooking** | Cook food | Using raw food on fires/ranges |
| **Smithing** | Smelt bars and smith equipment | Smelting ores at furnaces, smithing bars at anvils |

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| **Fletching** | Create bows and arrows | Using knife on logs, stringing bows, tipping arrows |

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| **Crafting** | Create leather armor and jewelry | Tanning hides, crafting leather, cutting gems |
| **Runecrafting** | Create magic runes | Using essence at runecrafting altars |

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### Support Skills

Expand All @@ -52,7 +52,7 @@
| **Agility** | Stamina regeneration | Moving around the world |

<Info>
Smithing is a two-step process: first smelt ores into bars at a furnace, then smith bars into equipment at an anvil.

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</Info>

### Support Skills
Expand Down Expand Up @@ -224,7 +224,7 @@
With 15 skills at level 99: **1,485 total level**

<Info>
Total level calculation includes: Attack, Strength, Defense, Constitution, Ranged, Prayer, Woodcutting, Mining, Fishing, Firemaking, Cooking, Smithing, Agility, Fletching, and Runecrafting.

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</Info>

---
Expand Down Expand Up @@ -252,7 +252,7 @@
"type": "xp_lamp",
"xpAmount": 1000
},
"inventoryActions": ["Rub", "Drop", "Examine"]

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}
```

Expand All @@ -277,16 +277,25 @@
Gathering resources is now defined in `manifests/gathering/` with OSRS-accurate XP values:

**Woodcutting** (`gathering/woodcutting.json`):
| Tree | Level | XP |
|------|-------|-----|
| Normal | 1 | 25 |
| Oak | 15 | 37.5 |
| Willow | 30 | 67.5 |
| Teak | 35 | 85 |
| Maple | 45 | 100 |
| Mahogany | 50 | 125 |
| Yew | 60 | 175 |
| Magic | 75 | 250 |
| Tree | Level | XP | Variants |
|------|-------|-----|----------|
| Fir | 1 | 25 | 4 variants + LOD |
| Pine | 1 | 25 | 3 variants + LOD |
| Birch | 1 | 25 | 5 variants + LOD |
| Bamboo | 1 | 25 | 4 variants + LOD |
| China Pine | 1 | 25 | 4 variants + LOD |
| Coconut Palm | 1 | 25 | 5 variants + LOD |
| Desert Palm | 1 | 25 | 5 variants + LOD |
| Dead Tree | 1 | 25 | 5 variants + LOD |
| Cactus | 1 | 25 | 8 variants + LOD |
| Knotwood | 1 | 25 | 4 variants + LOD (warm amber leaves #C4832A) |
| Wind Pine | 1 | 25 | 1 variant (tundra biome) |
| Oak | 15 | 37.5 | 4 variants + LOD |
| Maple | 45 | 100 | 3 variants + LOD (vermillion red-orange leaves #D04838) |

<Note>
The game now features 12 distinct tree types with 165 total model variants (55 base models × 3 LOD levels). Each tree type has multiple visual variants for environmental diversity. All tree models have been normalized to consistent root depths to prevent floating or sinking into terrain. Trees are now managed via TreeTypes.ts + woodcutting manifest instead of the vegetation system.
</Note>

**Mining** (`gathering/mining.json`):
| Ore | Level | XP | Success Rate (L1 → L99) |
Expand Down Expand Up @@ -470,9 +479,9 @@

**Benefits**:
- **Stamina Regeneration Bonus**: +1% regen per Agility level
- Level 1: 1.01x regen (4.04/sec idle, 2.02/sec walking)

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- Level 50: 1.50x regen (6.00/sec idle, 3.00/sec walking)

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- Level 99: 1.99x regen (7.96/sec idle, 3.98/sec walking)

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<Info>
Agility does NOT affect combat level, matching OSRS design. It's purely a utility skill for stamina management.
Expand Down Expand Up @@ -511,17 +520,17 @@
| Bronze | 1 | 1 Copper + 1 Tin | 6.2 | 100% |
| Iron | 15 | 1 Iron | 12.5 | 50% |
| Steel | 30 | 1 Iron + 2 Coal | 17.5 | 100% |
| Mithril | 50 | 1 Mithril + 4 Coal | 30 | 100% |

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| Adamant | 70 | 1 Adamantite + 6 Coal | 37.5 | 100% |

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| Rune | 85 | 1 Runite + 8 Coal | 50 | 100% |

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<Info>
Iron ore has a 50% success rate when smelting - failed attempts consume the ore but grant no bar or XP.
</Info>

**Smithing** (`recipes/smithing.json`):

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Smithing requires a hammer in inventory and access to an anvil. Recipes are organized by category:

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*Weapons*:
| Item | Level | Bars | XP |
Expand All @@ -531,28 +540,28 @@
| Bronze scimitar | 5 | 2 | 25 |
| Iron sword | 19 | 1 | 25 |
| Steel sword | 34 | 1 | 37.5 |
| Mithril sword | 54 | 1 | 50 |

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| Adamant sword | 74 | 1 | 62.5 |
| Rune sword | 89 | 1 | 75 |

*Armor*:
| Item | Level | Bars | XP |
|------|-------|------|-----|
| Bronze platebody | 18 | 5 | 62.5 |

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| Iron platebody | 33 | 5 | 125 |

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| Steel platebody | 48 | 5 | 187.5 |

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| Mithril platebody | 68 | 5 | 250 |

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*Tools*:
| Item | Level | Bars | XP |
|------|-------|------|-----|
| Bronze hatchet | 1 | 1 | 12.5 |
| Bronze pickaxe | 1 | 1 | 12.5 |

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| Iron hatchet | 16 | 1 | 25 |
| Steel hatchet | 31 | 1 | 37.5 |

<Info>
Smithing recipes support "Make X" functionality - players can smith multiple items in one session. The system remembers the last custom quantity entered.

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</Info>

**Cooking** (`recipes/cooking.json`):
Expand All @@ -573,14 +582,14 @@
Food consumption follows OSRS-accurate timing and combat integration:

**Eating Delay**:
- 3-tick (1.8s) cooldown between eating foods

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- Managed by `EatDelayManager` (per-player tracking)
- Food consumed only after validation passes
- Message shown even at full health: "You eat the shrimp."

**Combat Integration**:
- Eating during combat adds 3-tick delay to attack cooldown

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- OSRS rule: Only adds delay if weapon is **already on cooldown**

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- If weapon is ready to attack, eating does NOT add delay
- Prevents eating from being used to delay attacks strategically

Expand All @@ -601,7 +610,7 @@
Food is consumed even at full health (OSRS-accurate). The eat delay and attack delay still apply.
</Info>

**Firemaking** (`recipes/firemaking.json`):

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| Logs | Level | XP |
|------|-------|-----|
| Normal | 1 | 40 |
Expand All @@ -613,9 +622,9 @@
| Yew | 60 | 202.5 |
| Magic | 75 | 303.8 |

**Fletching** (`recipes/fletching.json`):

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Fletching is a three-stage process: creating arrow shafts, crafting unstrung bows, and finishing products.

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*Arrow Shafts* (Knife + Logs):
| Logs | Level | Shafts | XP |
Expand All @@ -627,15 +636,15 @@
| Yew | 60 | 75 | 25 |
| Magic | 75 | 90 | 30 |

*Shortbows* (Knife + Logs, then String):

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| Bow | Level | XP (Cut) | XP (String) | Total XP |
|-----|-------|----------|-------------|----------|
| Shortbow | 5 | 5 | 5 | 10 |

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| Oak shortbow | 20 | 16.5 | 16.5 | 33 |

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| Willow shortbow | 35 | 33.3 | 33.3 | 66.6 |

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| Maple shortbow | 50 | 50 | 50 | 100 |

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| Yew shortbow | 65 | 67.5 | 67.5 | 135 |

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| Magic shortbow | 80 | 83.3 | 83.3 | 166.6 |

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*Longbows* (Knife + Logs, then String):
| Bow | Level | XP (Cut) | XP (String) | Total XP |
Expand All @@ -647,13 +656,13 @@
| Yew longbow | 70 | 75 | 75 | 150 |
| Magic longbow | 85 | 91.5 | 91.5 | 183 |

*Arrows* (Arrowtips + Headless Arrows):

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| Arrow | Level | XP (per 15) |
|-------|-------|-------------|
| Bronze | 1 | 19.5 |
| Iron | 15 | 37.5 |
| Steel | 30 | 75 |
| Mithril | 45 | 112.5 |

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| Adamant | 60 | 150 |
| Rune | 75 | 187.5 |

Expand All @@ -670,12 +679,12 @@
| Leather chaps | 18 | 1 | 27 |
| Coif | 38 | 1 | 37 |

*Dragonhide Armor* (Needle + Thread):

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| Item | Level | Dragon Leather | XP |
|------|-------|----------------|-----|
| Green d'hide vambraces | 57 | 1 | 62 |

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| Green d'hide chaps | 60 | 2 | 124 |

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| Green d'hide body | 63 | 3 | 186 |

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*Jewelry* (Gold Bar + Gem at Furnace):
| Item | Level | Materials | XP |
Expand All @@ -684,7 +693,7 @@
| Amulet of accuracy | 8 | 1 gold bar | 30 |
| Amulet of strength | 50 | 1 gold bar + ruby | 85 |
| Amulet of power | 70 | 1 gold bar + diamond | 100 |
| Amulet of glory | 80 | 1 gold bar + dragonstone | 150 |

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| Amulet of fury | 90 | 1 gold bar + onyx | 165 |

*Gem Cutting* (Chisel):
Expand All @@ -707,12 +716,12 @@
| Studded Body | 41 | 40 |
| Studded Chaps | 44 | 42 |

*Dragonhide Armor*:

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| Item | Level | XP |
|------|-------|-----|
| Green D'hide Vambraces | 57 | 62 |

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| Green D'hide Chaps | 60 | 124 |

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| Green D'hide Body | 63 | 186 |

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*Jewelry*:
| Item | Level | XP |
Expand All @@ -731,12 +740,12 @@
| Emerald | 27 | 67.5 |
| Ruby | 34 | 85 |
| Diamond | 43 | 107.5 |
| Dragonstone | 55 | 137.5 |

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| Onyx | 67 | 167.5 |

**Runecrafting** (`recipes/runecrafting.json`):

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Runecrafting creates magic runes from essence at runecrafting altars:

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| Rune | Level | XP/Essence | Essence Types | Multi-Rune Levels |
|------|-------|------------|---------------|-------------------|
Expand All @@ -748,7 +757,7 @@
| Chaos | 35 | 8.5 | Pure only | 74 |

<Info>
**Multi-Rune Levels**: At certain levels, you craft multiple runes per essence. For example, at level 11 Runecrafting, you craft 2 air runes per essence instead of 1. Chaos runes require pure essence and cannot be crafted with regular rune essence.

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</Info>

**Agility** (Movement-based):
Expand Down Expand Up @@ -777,7 +786,7 @@
| Bronze/Iron | 1 |
| Steel | 5 |
| Black | 10 |
| Mithril | 20 |

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| Adamant | 30 |
| Rune | 40 |
| Dragon | 60 |
Expand All @@ -787,7 +796,7 @@
|------|--------|-------------|--------|
| Bronze/Iron | 1 | 1 | 1 |
| Steel | 5 | 6 | 6 |
| Mithril | 20 | 21 | 21 |

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| Adamant | 30 | 31 | 31 |
| Rune | 40 | 41 | 41 |
| Dragon | 60 | 61 | 61 |
Expand All @@ -814,13 +823,13 @@
| Copper/Tin | 1 |
| Iron | 15 |
| Coal | 30 |
| Mithril | 55 |

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| Adamantite | 70 |

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| Runite | 85 |

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### Mining Success Rates (OSRS-Accurate)

Mining success rates depend **only on Mining level**, not pickaxe tier. Pickaxe tier affects roll frequency (speed) only.

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The formula uses linear interpolation between low and high values:
```
Expand All @@ -832,31 +841,31 @@
| Copper/Tin | ~39.5% (L1) | 100% (L62+) | Beginner-friendly |
| Iron | ~52% (L15) | 100% (L63+) | Fast training |
| Coal | ~16.4% (L30) | ~39.5% (L99) | Slow but valuable |
| Mithril | ~11.7% (L55) | ~19.9% (L99) | Very slow |

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| Adamantite | ~7.4% (L70) | ~10.2% (L99) | Rare |

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| Runite | ~6.64% (L85) | ~7.42% (L97+) | Extremely rare |

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<Warning>
**Rock Depletion**: Mining rocks ALWAYS deplete after yielding one ore (100% chance). This matches OSRS behavior. The only exception would be Mining gloves (not currently implemented).
</Warning>

### Pickaxe Speed Bonuses

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Pickaxe tier determines roll frequency (ticks between attempts):

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| Pickaxe | Roll Ticks | Speed | Special Bonus |

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|---------|------------|-------|---------------|
| Bronze | 8 | Slowest | None |
| Iron | 7 | Slow | None |
| Steel | 6 | Medium | None |
| Mithril | 5 | Fast | None |

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| Adamant | 4 | Faster | None |
| Rune | 3 | Very fast | None |
| Dragon | 3 | Very fast | 1/6 chance for 2-tick roll (avg 2.83) |
| Crystal | 3 | Very fast | 1/4 chance for 2-tick roll (avg 2.75) |

<Info>
**Dragon/Crystal Pickaxe Bonus**: These pickaxes have a chance to trigger a faster roll. The server rolls this randomly and applies it deterministically to prevent client/server desyncs.

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</Info>

**Fishing**:
Expand All @@ -877,24 +886,24 @@
Defined in `recipes/*.json`:

**Smelting**: Levels 1-85 (Bronze to Rune bars)
**Smithing**: Levels 1-91 (Bronze to Rune equipment)

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**Cooking**: Levels 1-80 (Shrimp to Shark)
**Firemaking**: Levels 1-75 (Normal to Magic logs)

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### Smithing Requirements

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| Item | Smithing Level | Bars Required |

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|------|----------------|---------------|
| Bronze Bar | 1 | 1 copper ore + 1 tin ore |
| Iron Bar | 15 | 1 iron ore (50% success) |
| Steel Bar | 30 | 1 iron ore + 2 coal |
| Mithril Bar | 50 | 1 mithril ore + 4 coal |

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| Adamant Bar | 70 | 1 adamantite ore + 6 coal |

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| Rune Bar | 85 | 1 runite ore + 8 coal |

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| Bronze Equipment | 1 | 1-5 bronze bars |
| Iron Equipment | 15 | 1-5 iron bars |
| Steel Equipment | 30 | 2-5 steel bars |
| Mithril Equipment | 50 | 2-5 mithril bars |

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| Adamant Equipment | 70 | 3-5 adamant bars |
| Rune Equipment | 85 | 3-5 rune bars |

Expand Down Expand Up @@ -987,7 +996,7 @@
- **Scrollable list** for skills with many unlocks (Prayer has 29!)
- **Keyboard support**: ESC key or click outside to close
- **Loading states**: Spinner during data fetch
- **Server-authoritative**: Unlock data fetched from `/api/data/skill-unlocks`

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<Info>
The guide helps you plan your progression by showing exactly what you'll unlock at each level milestone.
Expand All @@ -1013,7 +1022,7 @@
Special milestones trigger events and messages:

```typescript
const commonMilestones = [

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{ level: 50, name: "Halfway", message: "Halfway to mastery!" },
{ level: 92, name: "Half XP", message: "Halfway to 99 in XP!" },
{ level: 99, name: "Mastery", message: "Skill mastered!" },
Expand All @@ -1034,7 +1043,7 @@

```typescript
// Grant XP via event system (recommended)
skillsSystem.grantXP(entityId, "woodcutting", 25);

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// Direct internal grant (used by external handlers)
skillsSystem.addXPInternal(entityId, skill, amount);
Expand Down Expand Up @@ -1149,7 +1158,7 @@
],
"woodcutting": [
{ "level": 1, "description": "Normal trees", "type": "item" },
{ "level": 15, "description": "Oak trees", "type": "item" }

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]
}
```
Expand Down Expand Up @@ -1260,7 +1269,7 @@
- Shows all unlocks with level requirements
- Visual distinction between unlocked (green checkmark) and locked (lock icon) items
- Highlights the next unlock the player is working toward
- Scrollable list for skills with many unlocks (Prayer has 29!)

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- Type indicators (item vs ability)

**Implementation**: The panel fetches unlock data from `/api/data/skill-unlocks` endpoint, which serves the `skill-unlocks.json` manifest.
Expand Down
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