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
nfromn - 1costs20 + 10n + n^2Adventure 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).
