Not out yet
Not out yet. In the development build; not in the 0.6.0 download.
Two choices shape a character. Your species is what you are. You choose it once, at the Waking. Your specialization is what you do. You choose it at the Calling, at Adventure level 10. Species replace the old races (Human, Dwarf, Elf, Hoofkin, Construct). A character from an old save wakes again as a new species.
Every species has a passive that is always on, a skill on R with a cooldown, a nature (small gains and one real cost) and a look everyone can see.
The Waking
A new character arrives unwoken: no passive, no skill, no look. A few seconds after the first login the Waking screen opens. It is a ring of species plates round a goat eye. Pick one and you see yourself as it. Hold Wake for two seconds. Let go early and nothing happens.
- Choose Not yet and you can wake later from the H wheel or the character sheet.
- The world wakes you if you don't. At Adventure level 5 an unwoken character wakes as the species that calls them most. A notice warns you at level 4.
- Waking runs a short ceremony everyone nearby sees. The server reads one chat line, such as "Gote woke as a Hellcat, Storm-born." Players within 24 blocks witnessed a Waking and get a small boost.
- The ring has sixteen species, so it pages by home: Sky, Ground, Sea and Deep. Tabs under the ring turn the page (click, or Tab and Shift+Tab). Keys 1-9 pick within a page.
- A Chrysalis (string, a tuft shard and a gold ingot) sheds your species and opens the Waking again. Your omen is taken again.
Being called
While you are unwoken, the game notices how you live. Each species' pull on you grows. The goat eye glances at the one that calls you most, and each plate shows its pull as 0-3 hoofprints. Wake as the species that calls you most and you are Called: your skill cools down 20% faster, for good. Pull stops growing once you wake.
| Species | Pull grows while you... |
|---|---|
| Hellcat | stand near fire, lava or magma, or where it is hotter than 30 °C |
| Goat | stand 150 m or more above sea level; climb |
| Arctic Fox | stand where it is colder than 0 °C, or on snow or ice |
| Bunny | sprint-jump; cross grass and flowers |
| Construct | craft and smelt |
| Axolotl | swim or stand in water |
| Bat | stand in darkness, or under 12 m of rock |
| Raccoon | open containers; pick things up |
| Deer | stand under a forest's leaves; eat apples and berries |
| Snake | bask in full sun; move crouched; eat meat and fish |
| Spider | wait in the dark near cobwebs; climb; tear webs down |
| Moth | stand in bright light at night |
| Shark | swim 8 m or more under the sea's surface; kill fish |
| Red Panda | stand on leaves or under a cool canopy; cut bamboo |
| Kobold | keep to low tunnels; mine ore |
| Dragon | hold gold, gems and treasure; pick treasure up |
Omens
The moment you wake gives a permanent omen, a small birth sign. The screen shows the omen you would get right now and lists the others, so waiting is a real choice. The first match wins.
| Omen | You wake... | It gives |
|---|---|---|
| Witnessed | with 2 or more other players within 24 blocks | Mind +15 |
| Storm-born | in a thunderstorm, under open sky | Shock +25; lightning cannot hurt you |
| Fire-born | within 3 blocks of lava or fire | Thermal +15 |
| Moon-born | at night under a full moon, under open sky | +10% damage at night |
| Moonless | at night under a new moon, under open sky | mobs notice you from 25% less far |
| Deep-born | under 48 m of rock | see in the dark under 12 m of rock |
| High-born | 200 m or more above sea level, under open sky | safe fall +3 blocks; thin air bothers you less |
| Sea-born | with your eyes under water | breath lasts 3x; swim 10% faster |
| Blood-born | within 10 s of killing a hostile creature | lifesteal +3% |
| Dawn-born | at sunrise, under open sky | +5% Adventure XP |
| Hearth-born | within 6 blocks of your respawn point | +2 max health |
| Unmarked | anywhere else | skill cools down 10% faster |
The Calling
At Adventure level 10 a notice and a badge on the H wheel offer six trades. Each shows the level of its skill and suggests your best. You can change later; the new trade's technique then rests for a day (20 minutes). Each trade has a passive, a technique on Z, and three steps of mastery at its skill's levels 10, 25 and 50. Farming is not a trade.
| Trade | Skill | Passive | Technique (Z) | Mastery |
|---|---|---|---|---|
| Delver | Mining | Rich Seams: ore drops 1% more per Mining level, and sometimes frees a by-product. Pit Sense: half the uptake of mine-air poisons, with a gauge. Deep rock runs 6 °C easier. Vein Miner lines plug water and lava | Motherlode (45 s): the next ore brings its whole vein out, doubled, at no wear. Sneak+Z, Survey: ore bodies within 48 blocks pinned on your team's map | 10: picks wear half as fast. 25: Survey reaches 96 blocks. 50: Motherlode cools in 20 s |
| Vanguard | Combat | Fury: quick melee hits stack +5% damage each, up to 5; at full, the next hit cleaves foes in front. Parry: a hit in the first half second of raising a shield does nothing | Last Stand (40 s): foes within 12 blocks turn on you for 6 s; half damage, never below 1 health; damage taken is stored and bursts back | 10: Fury also gives attack speed. 25: the burst heals you half. 50: Fury up to 8 |
| Ranger | Archery | Quarry Mark: a projectile hit marks a creature for 15 s (glows, +15% from you). Headshots do 50% more | Volley (20 s): your next shot splits into 5 arrows | 10: half the arrows you land come back. 25: marks last 30 s. 50: Volley fires 9 |
| Arcanist | Arcana | Blood Tithe: when a spell costs more tuft than you have, it takes health instead (Sneak+Z opens or closes it). Schools learn 25% faster | Surge (45 s): for 8 s spells cost half and hit 25% harder; then 6 s Spent | 10: +15 max tuft. 25: schools learn 50% faster. 50: Surge lasts 12 s |
| Engineer | Engineering | Workmanship: a Workshop craft or Tier Kit has a 20% chance to give back an input. Your Research Lab works 25% faster | What you look at calls for (60 s): Overdrive at a machine (twice as fast for 30 s), or a Sentry turret on firm ground (shoots arrows for 30 s) | 10: Workmanship 30%. 25: Overdrive and Sentries last 60 s. 50: Overdrive 3x; two Sentries, firing twice a second |
| Pathfinder | Exploring | Trailwise: sprinting costs no food; thin air, cold and heat bother you less; storms within 384 blocks show on your screen's top edge | Waymark: Z sets one where you stand (Sneak+Z moves it); Z again returns you after 3 s standing still. Reach 1,024 blocks, plus 64 per Exploring level | 10: falls hurt as if 4 blocks shorter. 25: return rests 3 minutes. 50: allies within 4 blocks come with you |
Two use-skills join the Skills screen: Engineering (crafting, smelting, overdriving) and Exploring (new chunks entered, distance travelled in new land). See Adventure RPG.
Sky
| Species | Passive | Skill (R) | Nature |
|---|---|---|---|
| Goat | Iron Gut: eat leaves, saplings, paper, wool, kelp and the like; bad food never makes you ill | Ram (10 s): hold to lower your horns, release to charge and throw back what you hit | Steps up full blocks, safe fall +4, thin air is nothing, sees hostile creatures beside and behind. Swims 30% slower |
| Arctic Fox | Winter Coat: cold tolerance +30 °C; freezing never hurts; 20% faster on snow and ice, sprinting free there | Whiteout (40 s): a whirl of snow round you for 8 s. Foes inside freeze; those far off lose you | +15% crit chance facing north-east. Heat tolerance -8 °C; tires and eats twice as fast in 30 °C |
| Moth | Moonsight: under open sky and a moon at least a quarter full, you see as by day | Dust (25 s): foes within 6 blocks are slowed, weakened and lose sight of you; you run fast | Eats wool, carpet and string when hungry; nibbles worn cloth armour; drawn to bright lights at night. One heart less |
| Red Panda | Canopy-walker: push against a tree trunk or leaves and climb it; 20% faster on leaves | Stand Tall (30 s): hostile creatures within 8 blocks are cowed for 6 s; you take a quarter less harm | Eats bamboo for a full meal. Cold tolerance +15 °C. Above 25 °C you are slower and hungrier |
| Dragon | The Hoard: sleeping in a bed counts the gold, gems and treasure in containers within 8 blocks; three tiers give health, armour and damage | Breath: hold R for a cone of fire; each puff heats you, and a full gauge forces you to vent | Fireproof, +30 °C heat tolerance, armour +2, glides 5 s at a time. Food costs half again; villagers charge you more |
Ground
| Species | Passive | Skill (R) | Nature |
|---|---|---|---|
| Bunny | Binky: chain hops to build Bounce (speed); at 5, the next hit within 3 s misses you. Safe fall +6 | Burrow (25 s): dive and surface up to 10 blocks ahead, unseen for 3 s | Lucky (Luck +1) and springy, but four health lower |
| Raccoon | Rummage: the first time you open a container with its loot still in, its loot table rolls once more for you | Pilfer (20 s): swipe the creature you look at for one roll of its loot without killing it; never players | Attack speed +10%, reach +1, sneaks 30% faster. One heart less |
| Deer | The Rack: antlers follow the local season. Velvet in spring and summer, the hard rut in autumn (sprinting hits gore and throw), shed in winter (faster) | Alarm (30 s): every hostile creature within 32 blocks glows for everyone; you and allies run fast | Hears a creature turn on it within 24 blocks; jumps fences. Hostiles notice you from 15% farther |
| Snake | Cold Blood: your warmth follows the air. Basking in full sun or by a fire warms you; cold makes you Torpid, sun-warmed makes you quick | Strike (12 s): lunge and bite; venom stacks to 3 doses, and full venom paralyses | Crouch to taste creatures' trails. Sheds its skin and every ailment when healed from 6 health or less. Meat feeds you half again; cold tolerance -6 °C |
Sea
| Species | Passive | Skill (R) | Nature |
|---|---|---|---|
| Construct | Joule Core: you don't eat or breathe. Your food bar is charge in joules; feed it fuel or redstone | Arc Discharge (15 s): spend 3 charge; an arc hits the nearest foe within 8 blocks and chains on | Armour +2, hull holds to 60 atm, poison-proof, sinks and walks the sea floor. Weak to shock; lightning refills charge. Has a frame, below |
| Axolotl | Regrowth: heal 1 health every 2 s while wet. Dry for 5 minutes and you are Drying, 10 minutes Parched | Play Dead (60 s): for 4 s nothing can target you and you regenerate fast; allies in water nearby heal too | Breathes water, swims 40% faster, 5% slower on land |
| Shark | Electroreception: in water you feel creatures within 24 blocks and live electricity within 12, through walls | Blood Scent (30 s): wounded creatures within 48 blocks glow for 15 s; you swim fast for 10 s | Breathes water, swims fast, +1 attack, +20 atm. Still for 3 s in water and you tire; 15% slower on land |
Deep
| Species | Passive | Skill (R) | Nature |
|---|---|---|---|
| Hellcat | Nine Lives: a killing blow burns a life instead (4 health, a flare that burns attackers). A life rekindles every 90 s spent warm | Cinder Pounce (12 s): leap where you look and land in fire (5 damage, 5 s burning) | Fire does not burn you, +25 °C heat tolerance. Water and rain douse you: you lose all of it and slow down |
| Bat | Echolocation: in darkness you see, and moving creatures within 20 blocks show through walls | Wing Glide (20 s): glide up to 10 s, jump to flap upward 3 times | Safe fall +3. Dazzled in full daylight (slower, weaker). Two health lower |
| Spider | Wall-walker: push against any wall and climb it, while your armour is light. Webs never hold you | Silk (20 s): throw a web at what you look at; Sneak+R spins two Silk (it counts as string) from food | Feels walking creatures within 16 blocks through walls. Toxin resistance +25. One heart less |
| Kobold | Pack Tactics: your blows land 10% harder for each ally within 8 blocks, up to 30% | Snare (18 s): root the creature you look at for 4 s | Tiny, fits a one-block gap, digs 15% faster. Fights harder near a Dragon. Dazzled in sun. Two hearts less |
The Construct's frame
A Construct has three frame slots, core, casing and arm, each holding one crafted part (two choices a slot). Right-click a part to fit it, or use the Frame row on the Gear screen. Parts are kept on death.
| Slot | Part | What it does |
|---|---|---|
| Core | Capacitor Bank, Accumulator | Stores charge past a full core (10 or 20 points) and feeds it back |
| Casing | Trauma Plating, Pressure Hull | A quarter of every hurt turned aside, or 100 atm (about 1,000 m) |
| Arm | Drill Arm, Arc Coil | An empty hand digs like iron tools, or Arc Discharge reaches 12 blocks and 7 foes |
Parts wear as they work and stop when worn out. 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. An Engineer can also fit parts to another Construct. JEI shows every recipe.
Solar flares. In the sun-bearing Overworld a flare comes about once per eight-day cycle, with a 30 s warning. Open-sky Constructs get pulses of interference that slow servos and digging and pause cell discharge. A roof stops it.