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Adventure RPG

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Adventure RPG

Module: Hard Hoof: Adventure (hardhoof_adventure)

Adventure adds a second track beside vanilla levels: Adventure XP that comes on its own, nine stats to spend it on, a species and a trade, skills that grow by doing, mobs with levels, gear slots, and a pack that grows with your level. Open it all from the radial menu (H): Character, the Waking, Specialization and Skills. Gear has its own key, G; your pack is on E.

Levels come to you

Adventure XP is automatic. Every experience orb also counts, kills give more for higher-level mobs (and far more for elites), and ores and ripe crops give a little. The XP feed at the right of the screen says where each gain came from.

  • Reaching level n from n - 1 costs 20 + 10n + n^2 Adventure XP. The cap is 100.
  • Every level gives a stat point, and every fifth level gives one more.
  • Spend points on the character sheet. Purchases wait until Confirm; Reset clears them.

Nine stats

Stat Per rank Cap
Vitality +2 max health 40
Defense +0.5 armor 20
Toughness +0.5 armor toughness 20
Might +3% melee damage 20
Agility +1.5% move speed 20
Industry +4% block break speed 25
Focus +10 max tuft 20
Precision +1.5% critical chance 20
Fortune +0.25 luck 20

The HUD shows your vitals as numbered bars, a violet tuft bar for magic, and the XP feed.

Species: the Waking

You arrive unwoken. A few seconds into your first game the Waking opens: sixteen species in a ring round the goat eye, paged by home (Sky, Ground, Sea, Deep). Pick one and you see yourself as it, with its ears, tail, horns or plating. Hold Wake for two seconds and it happens: you rise, the world winds round you, and everyone on the server hears what you became. Each species has a passive, a skill on R, a nature (small gains and one real cost) and a look everyone can see. Species replace the old races; a character from an older save wakes again as a new species. The full cards, the omens and how an unwoken character is drawn to a species are in Species.

Species Passive Skill (R)
Hellcat Nine Lives: a killing blow burns a life instead Cinder Pounce: leap and land in fire
Goat Iron Gut: eat leaves, paper, wool and more Ram: hold to wind up, release to charge
Arctic Fox Winter Coat: cold can't reach you; faster on snow Whiteout: a whirl of snow that freezes foes
Bunny Binky: chain hops for speed, then a miss Burrow: dive and surface ahead, unseen
Construct Joule Core: runs on fuel, not food; doesn't breathe Arc Discharge: spend charge to chain lightning
Axolotl Regrowth: heals while wet; dries out on land Play Dead: untouchable and healing for 4 s
Bat Echolocation: sees in the dark and through walls Wing Glide: glide and flap
Raccoon Rummage: unopened loot rolls twice Pilfer: swipe a creature's loot alive
Deer The Rack: antlers follow the seasons Alarm: foes glow, allies run fast
Snake Cold Blood: warmth follows the air Strike: lunge and bite; venom stacks
Spider Wall-walker: climb any wall in light armour Silk: throw a web
Moth Moonsight: see by day under a moon Dust: slow and blind nearby foes
Shark Electroreception: feel creatures and live wires in water Blood Scent: wounded creatures glow
Red Panda Canopy-walker: climb trunks and leaves Stand Tall: cow nearby hostiles
Kobold Pack Tactics: hit harder near allies Snare: root a creature
Dragon The Hoard: gold round your bed makes you strong Breath: a cone of fire with a heat gauge

Where and when you wake matters. The moment gives you an omen for good: wake in a thunderstorm and you are Storm-born (lightning can't hurt you); under a full moon, Moon-born; under 48 m of rock, Deep-born; beside lava, Fire-born; with friends around you, Witnessed. The Waking shows the omen you would get right now and lists the rest, so you can choose to wait.

The world notices how you live. Until you wake, time near fire, high up, in the cold, in water, in the dark, crafting or looting draws you toward a species. The species that calls you most shows hoofprints on its plate; wake as it and you are Called: your skill cools down 20% faster.

Choose Not yet and wake later from the H wheel. At level 5 the world wakes you itself, as the species that calls you most. A Chrysalis (string, a tuft shard and a gold ingot) lets you shed your species and wake again.

The Construct's frame

A Construct has three frame slots, core, casing and arm, each holding one crafted part (Capacitor Bank or Accumulator, Trauma Plating or Pressure Hull, Drill Arm or Arc Coil). Parts wear as they work. A Maintenance Kit restores a quarter of the wear; an Engineer's kit restores all of it and tunes the part so it wears half as fast. Details are in Species.

Specializations: the Calling

At level 10 comes the Calling: a notice, a badge on the H wheel, and six trades. Each shows the level of its skill and suggests your best. Each has a passive, a technique on Z, and three steps of mastery that open at its skill's levels 10, 25 and 50. You can change later; the new trade's technique rests for a day (20 minutes) first. Farming is not a trade.

Trade Skill Passive Technique (Z)
Delver Mining Rich Seams: ore drops more, and frees by-products. Pit Sense: mine-air poisons hurt half as much, with a gauge. Vein Miner lines plug water and lava Motherlode: the next ore brings its whole vein out, doubled. Sneak+Z, Survey: ore bodies within 48 blocks go on your team's map
Vanguard Combat Fury: quick hits stack damage; at full, a cleave. Parry: a shield raised in time stops a hit Last Stand: foes turn on you, you cannot fall below 1 health, then the stored damage bursts back
Ranger Archery Quarry Mark: hits mark a target that takes more from you; headshots do 50% more Volley: your next shot splits into five
Arcanist Arcana Blood Tithe: pay in health when tuft runs out (Sneak+Z toggles it) Surge: half-cost, stronger spells for 8 s
Engineer Engineering Workmanship: crafts may give an input back; the Research Lab works faster Overdrive a machine you look at, or set down a Sentry turret
Pathfinder Exploring Trailwise: sprint for free; see storms coming on the screen's top edge Waymark: set a mark, return to it later

The Delver was reworked: Stone Ear, the Bore Charge and Blast are gone. The numbers and mastery steps for every trade are in Species.

Skills

Skills grow by doing: Combat, Archery, Mining, Foraging, Farming, Arcana, Engineering, Exploring and Sight. Every level gives a small perk (more damage, double drops, cheaper spells), and levels 10, 25 and 50 give a bigger one. There are no points to spend. Open Skills from the radial menu. What you carry as a result of how you live, from Sugar Rush to Scurvy, is in Statuses & medicine.

Skill Grows as you Every level
Combat fight up close +1% melee damage
Archery shoot +1% projectile damage
Mining break stone and ore +1% chance an ore drops twice
Foraging fell trees a chance of double logs
Farming harvest ripe crops a chance of a double harvest
Arcana spend tuft on spells cheaper spells
Engineering craft, smelt and overdrive machines Overdrive cools down 1% faster
Exploring enter new chunks and travel in land you have not been the Waymark return reaches 64 blocks farther
Sight mine ore that Magic Sight is showing you (Arcana grows a little too) Magic Sight reaches 1 block farther, and some levels open more ores to watch

Mobs have levels

Hostile mobs get a level when they spawn: higher the farther from spawn, the deeper, in harder dimensions, as the world ages, and near stronger players. The number is on the bar over their heads.

Some are elite (one affix, violet) or champions (two, gold): Vampiric, Swift, Armored, Brutal, Frost, Venomous, Regenerating, Juggernaut and Volatile. They hit harder and drop legendary gear and tuft shards. With Jade installed, looking at a mob shows its level and affixes.

Gear

Press G for your gear: ten ring slots, an amulet, a belt and a backpack. Craft copper, iron and gold rings, then add gems for one stat each (JEI shows the recipes). Ordinary rings stack; legendary rings from elites count once and have powers. Rings and amulets can also carry an imbued spell: see Magic.

Your pack grows with you

A new character carries only a hotbar. Every Adventure level opens three pack slots, so level 9 matches an ordinary inventory and level 100 holds 300 slots. A backpack worn in the backpack gear slot opens more at once, whatever your level:

Backpack Pack slots Made from
Leather Backpack 9 leather, string, a chest
Iron Backpack 18 iron, leather, string, a chest
Diamond Backpack 27 diamonds, gold, leather, string, a chest

E opens your pack in place of the vanilla inventory: armour, off hand, the backpack slot and the 2x2 crafting grid beside your character, then your pack a page at a time (the mouse wheel turns pages) over the hotbar. The first three rows are the ones chests and machines show; deeper rows live on the pack screen. Locked slots show a lock and the level that opens them, in every screen. Pickups fill the open slots and go on into the deep rows. A backpack comes off only once the slots it adds are empty, and everything in the pack drops on death like the rest of the inventory (unless it is kept).

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