Movement mechanic — not covered elsewhere
Edging
One of the game's nine core skills, dedicated entirely to how fast you can bunnyhop
Edging is a real, levelable skill sitting alongside Mining, Woodcutting, Attack, Defence, Magic, Ranged, HP, and Summoner as one of the game's nine core skills — but unlike the others, it has nothing to do with combat or gathering. Edging exists purely to govern bunnyhopping: chaining jumps to build and hold speed beyond an ordinary sprint.
Your skill level sets the speed ceiling
A bunnyhop chain has a top speed, and that speed cap is read directly from your Edging level rather than being a fixed number for every character. At level 1 the cap sits at roughly 95 units a second — actually slower than a flat cap the mechanic used before this skill existed — and climbs steadily by about 0.405 units a second for every level gained, reaching roughly 500 units a second by level 1,000. Because Edging has no cap of its own below the game's shared level ceiling of 1,201, the climb keeps going past level 1,000 at the same steady rate rather than tapering off.
Training it: jump with real speed, nothing else
Edging trains itself automatically the moment you launch into the air while already carrying real horizontal speed — specifically, leaving the ground at more than 24 units a second awards experience, roughly proportional to how fast you were actually moving. Standing jumps and ordinary running earn nothing; only actually bunnyhopping — carrying speed from one hop into the next — trains the skill that raises your own speed ceiling. Each launch is capped to award experience at most four times a second, so chaining hops as fast as possible doesn't let a single stretch of bunnyhopping farm experience without limit.
Edging never affects combat difficulty
Because Edging trains from movement rather than fighting, the game deliberately keeps it out of Combat Level — the number that decides how tough a freshly spawned creature is. Getting better at bunnyhopping never makes the world's monsters harder, the same reasoning applied to Mining and Woodcutting.
Trivia
- The core bunnyhop mechanism — the functions that read Edging's level and apply its speed cap — has been deliberately left untouched across dozens of otherwise-unrelated builds, referenced repeatedly in the project's own internal notes as code that must stay byte-identical rather than be refactored, since even a cosmetic change risks quietly shifting movement feel for every player.