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Legends of Arkonia
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Provides core mechanics to the Legends of Arkonia modpack like Player leveling, mob leveling, base raiding mechanics, and more, but can be used for other projects with permission. :)
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# Legends of Arkonia
Hostile factions scout your claim, mass outside it, and lay siege to it. They do not
mill around the walls waiting to be killed — they read your base and look for the way in.
Everything they break is put back when the fight ends.
## The siege
A raid begins as a telegraph: a warning, a muster point, and a visible boss bar. Then
waves arrive, sized and tiered to how long you have been building and how much you have
worth taking.
What makes a raid worth defending against is that the attackers solve your base:
- **They route, not wander.** The raid holds a shared map of your base scored by what it
would cost to get through each block — walk, climb, drop, bridge, dig, blast. Raiders
follow the cheapest real route, and when you seal it they find the next one.
- **They go where you are weak.** If the roof is your soft side they come over the top. If
it is the floor they come up through it. A maze buys you time, not safety.
- **They build.** Raiders bridge gaps, place climbable scaffold to get up a wall or down a
shaft, and pillar up when there is no other way. One raider opening a route is enough —
the rest follow it.
- **Materials matter.** Ordinary raiders claw through dirt, wood and stone. Iron-grade
walls need a creeper brought up to them. Diamond, netherite and obsidian-grade walls need
a sapper carrying TNT. Build in obsidian and most of a wave genuinely cannot touch it.
- **Traps and turrets are targets.** Defenses are destroyed during the fight and restored
afterwards, so a trap costs you the battle, not the block.
If a wave truly cannot get in, the attack does not grind forever — it falls back. You are
told you drove them off, and you are told it will cost you: a raised chance of being raided
again, and a guaranteed harder raid, until that revenge is spent.
## The RPG layer
Raids sit on top of a levelling system you can use on its own.
- Kills award progress scaled by what you killed and where, with anti-farming limits.
- Spendable stat points on an attribute sheet.
- Spawned mobs scale to the players near them, inside a configurable window — far weaker
than you is possible, runaway stronger is not.
- Loot bags from mobs, tiered by rarity and by the level of the player who earned them.
- Optional item locks, so gear above your level stays out of reach.
- Reward chests at the end of a won siege, scaled to what the raid was worth.
## Built to be configured, not patched
Every list this mod makes a decision from is a JSON file in `config/arkonia_rpg/`, and
`/arkrpg reload` re-reads them without a restart:
- Loot tables for raid chests and for loot bags, as plain item id lists.
- Wave composition, difficulty tiers and minibosses.
- Factions — which exist, their weight, and whether they raid at all.
- An AI blacklist, for a modded mob whose own behaviour does not survive having a raid take
the wheel.
- Break tiers by block id prefix, so a mod's whole family of blocks can be retiered in one
line instead of a list that goes stale.
- The raid cap, per-wave-size cooldowns, and a master on/off switch per system.
Block break tiers are datapack tags, so a pack can retier the whole world without touching
the mod.
## Works with what you already run
These are detected at runtime. Nothing here is bundled and nothing is required except where
noted:
- **FTB Chunks — required.** Your claim is what the raid targets, and claimed-chunk contents
are how it decides what the raid is worth. Without it the raid system has no base to
attack.
- **SecurityCraft.** Every reinforced block counts as obsidian grade, matched by id prefix
so future additions are covered. Keypads, scanner doors and retinal scanners are
obsidian grade too. Mines, lasers and sentries are destructible mid-raid and restored
after.
- **MineColonies and Minecraft Comes Alive.** Hired guards are engaged by raiders rather
than walked past. Any mod's defenders can be added to the list.
- **Sophisticated Backpacks.** Counted when valuing a base, so stashing your wealth in a
backpack does not hide it.
- **Custom NPCs.** Faction raiders can be spawned from your own NPC clones.
- **KubeJS.** Levels and stats are exposed to scripts.
## Requirements
Minecraft 1.18.2, Forge, and FTB Chunks. Server-side systems with a small client component;
install on both.
---
<sub>Developed for the Legends of Arkonia server. Community: https://discord.gg/F89PXxq6th</sub>
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