Mechanics
The tuning numbers the game actually runs on, with what each one means. These come straight from the content catalogue, so they change the moment the game does.
Falling
Land faster than 18 m/s and you take damage. It climbs with the square of how far past that you are, up to 100% of your max HP at 29.5 m/s.
| Setting | Meaning | Value |
|---|---|---|
enabled | Fall damage is on | Yes |
exponent | How sharply damage climbs between the two | 2 |
lethal_speed | Landing speed that deals the maximum (m/s) | 29.5 |
max_hp_fraction | Maximum damage, as a share of max HP | 1 |
min_damage | Smallest hit a hard landing deals | 0 |
safe_speed | Landing speed you walk away from (m/s) | 18 |
The forge
Smithing at Anvil is a puzzle board of 4 bars. You spend Focus on hammer blows to bring each part into its target zone. Leave nothing unset for a Perfect item, one for the ordinary item, two or more for Crude.
| Blow | What it does | Pattern | Power | Spread | Focus |
|---|---|---|---|---|---|
| Light Tap | A careful tap. The only way to finish a part precisely. | Single | 0.05 | 0 | 1 |
| Strike | A measured blow on one part. | Single | 0.15 | 0 | 2 |
| Heavy Blow | Fast progress, no subtlety. Easy to overshoot with. | Single | 0.3 | 0 | 3 |
| Flourish | Works one part fully and both its neighbours lightly. | Adjacent | 0.15 | 0.08 | 3 |
| Broad Sweep | Advances every part at once. The efficient way to open a board. | All | 0 | 0.12 | 4 |
| Setting | Meaning | Value |
|---|---|---|
bars | Progress bars on every forge board (whatever the order size) | 4 |
base_focus | Focus you start a board with | 26 |
focus_batch_penalty | Focus withheld per extra item in the order | 0.25 |
focus_per_level | Extra focus per smithing level | 0.28 |
half_width | Half-width of each target zone | 0.035 |
half_width_min | Narrowest the target zone gets | 0.028 |
max_xp_bonus | Cap on the XP bonus | 1 |
normal_max_failures | Parts you may leave unset and still make the ordinary item | 1 |
perfect_xp_bonus | Extra XP for a Perfect order | 0.25 |
precision_span | Levels over which precision improves | 28 |
puzzle_stations | Stations that use the forge board | Anvil |
session_timeout_secs | Seconds before an idle board is abandoned | 180 |
target_batch_shift | How far each extra item pushes targets up | 0.04 |
target_max | Highest a target can sit | 0.86 |
target_min | Lowest a target can sit | 0.5 |
The steel has its own heat. Hold it in the station's shared fire to warm it (Focus drains while you do). Every blow is worth more near peak heat; cold steel refuses the hammer, and a fire pushed past the burn line ruins the order.
| Setting | Meaning | Value |
|---|---|---|
burn_threshold | Above this the steel burns (order made Crude) | 0.96 |
cold_threshold | Below this the steel refuses the hammer | 0.28 |
cool_rate | How fast steel cools out of the fire | 0.03 |
heat_rate | How fast the fire heats held steel | 0.55 |
hold_drain_base | Focus drained per second while holding steel in the fire | 0.35 |
hold_drain_per_heat | Extra drain the hotter it gets | 1 |
peak_heat | Heat where a blow is worth the most | 0.85 |
start_heat | Heat the steel starts at | 0 |
strike_heat_loss | Heat lost per hammer blow | 0.035 |
The fishing fight
Hooked fish fight back. Hold to reel, release to give slack, keep the catch window on the fish, and the landing meter fills. Every fish fights like one of 8 archetypes.
Bruiser
- How fast it wanders
- 0.04
- Size of its twitches
- 0.015
- How often it twitches
- 0.9
- How much it mirrors your reel
- 0
- How hard it pulls
- 2.1
- How long it rests (s)
- 0
- Longest gap before resting (s)
- 999
- Shortest gap before resting (s)
- 999
- Size of its rhythmic sweep
- 0
- Length of that sweep (s)
- 0
- Length of a surge (s)
- 0.45
- Longest gap between surges (s)
- 3.8
- Shortest gap between surges (s)
- 2.2
- Strength of a surge
- 0.3
Darter
- How fast it wanders
- 0.16
- Size of its twitches
- 0.085
- How often it twitches
- 6.5
- How much it mirrors your reel
- 0
- How hard it pulls
- 0.35
- How long it rests (s)
- 0
- Longest gap before resting (s)
- 999
- Shortest gap before resting (s)
- 999
- Size of its rhythmic sweep
- 0
- Length of that sweep (s)
- 0
- Length of a surge (s)
- 0.22
- Longest gap between surges (s)
- 4.4
- Shortest gap between surges (s)
- 2.6
- Strength of a surge
- 0.1
Drifter
- How fast it wanders
- 0.07
- Size of its twitches
- 0.025
- How often it twitches
- 1.4
- How much it mirrors your reel
- 0
- How hard it pulls
- 0.55
- How long it rests (s)
- 0
- Longest gap before resting (s)
- 999
- Shortest gap before resting (s)
- 999
- Size of its rhythmic sweep
- 0
- Length of that sweep (s)
- 0
- Length of a surge (s)
- 0.8
- Longest gap between surges (s)
- 6
- Shortest gap between surges (s)
- 3.5
- Strength of a surge
- 0.12
Mirror
- How fast it wanders
- 0.09
- Size of its twitches
- 0.03
- How often it twitches
- 2.2
- How much it mirrors your reel
- 0.55
- How hard it pulls
- 1.2
- How long it rests (s)
- 0
- Longest gap before resting (s)
- 999
- Shortest gap before resting (s)
- 999
- Size of its rhythmic sweep
- 0
- Length of that sweep (s)
- 0
- Length of a surge (s)
- 0.5
- Longest gap between surges (s)
- 5
- Shortest gap between surges (s)
- 3
- Strength of a surge
- 0.2
Pulser
- How fast it wanders
- 0.05
- Size of its twitches
- 0.02
- How often it twitches
- 1.2
- How much it mirrors your reel
- 0
- How hard it pulls
- 1.05
- How long it rests (s)
- 0
- Longest gap before resting (s)
- 999
- Shortest gap before resting (s)
- 999
- Size of its rhythmic sweep
- 0.26
- Length of that sweep (s)
- 3.2
- Length of a surge (s)
- 0.6
- Longest gap between surges (s)
- 7
- Shortest gap between surges (s)
- 4
- Strength of a surge
- 0.14
Runner
- How fast it wanders
- 0.12
- Size of its twitches
- 0.02
- How often it twitches
- 1
- How much it mirrors your reel
- 0
- How hard it pulls
- 1
- How long it rests (s)
- 0
- Longest gap before resting (s)
- 999
- Shortest gap before resting (s)
- 999
- Size of its rhythmic sweep
- 0
- Length of that sweep (s)
- 0
- Length of a surge (s)
- 1.5
- Longest gap between surges (s)
- 4.6
- Shortest gap between surges (s)
- 2.8
- Strength of a surge
- 0.42
Sulker
- How fast it wanders
- 0.06
- Size of its twitches
- 0.02
- How often it twitches
- 1.1
- How much it mirrors your reel
- 0
- How hard it pulls
- 1.15
- How long it rests (s)
- 1.3
- Longest gap before resting (s)
- 3.6
- Shortest gap before resting (s)
- 2
- Size of its rhythmic sweep
- 0
- Length of that sweep (s)
- 0
- Length of a surge (s)
- 0.3
- Longest gap between surges (s)
- 3.2
- Shortest gap between surges (s)
- 1.8
- Strength of a surge
- 0.36
Thrasher
- How fast it wanders
- 0.18
- Size of its twitches
- 0.07
- How often it twitches
- 4.2
- How much it mirrors your reel
- 0
- How hard it pulls
- 1.6
- How long it rests (s)
- 0
- Longest gap before resting (s)
- 999
- Shortest gap before resting (s)
- 999
- Size of its rhythmic sweep
- 0
- Length of that sweep (s)
- 0
- Length of a surge (s)
- 0.35
- Longest gap between surges (s)
- 3
- Shortest gap between surges (s)
- 1.6
- Strength of a surge
- 0.28
| Setting | Meaning | Value |
|---|---|---|
base_competence | Your starting competence | 10 |
competence_per_level | Competence gained per fishing level | 1 |
hidden_surge_interval_max | Longest gap between hidden surges (s) | 5.5 |
hidden_surge_interval_min | Shortest gap between hidden surges (s) | 2.5 |
hidden_surge_magnitude | Strength of the server's hidden surges | 0.16 |
landing_drain | Landing lost per second off the fish | 0.18 |
landing_gain | Landing gained per second on the fish | 0.22 |
landing_start | Landing meter at the start | 0.35 |
level_motion_scale | How much its level scales its movement | 0.6 |
level_pull_scale | How much the fish's level scales its pull | 0.75 |
max_fight_seconds | Longest a fight can run (s) | 120 |
max_width | Widest catch window | 0.55 |
min_width | Narrowest catch window | 0.02 |
newbie_fish_level | Fish at or under this level are forgiving | 5 |
newbie_floor_width | Minimum window on those forgiving fish | 0.18 |
parity_width | Window width when you and the fish are evenly matched | 0.15 |
reel_accel | Reel acceleration | 1.9 |
resist_distance_weight | Resistance from distance | 1.6 |
resist_velocity_weight | Resistance from speed | 0.9 |
slack_accel | Slack acceleration | 1.5 |
tension_decay | Line tension lost while slack | 0.42 |
tension_gain | Line tension gained while reeling | 0.85 |
window_damping | How smoothly the window follows | 3.2 |