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Moku Lightweight ARPG
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An ARPG system that doesn't change the game's genre.
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Must be installed on both the client and the server.
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Moku Lightweight ARPG
Some slightly more interesting equipment for otherwise normal Minecraft.
This is a small loot mod I made to go alongside Moku Classes & Archetypes on my home server. It doesn't need the Classes mod, though, so you can just use this by itself if random equipment is more your thing.
Basically, equipment you find while playing can now have a rarity and a couple of extra bonuses. Nothing particularly ridiculous - the idea is just that you might find a sword, pickaxe, or pair of boots which is a bit unusual and actually worth hanging onto.
The items are still normal Minecraft equipment. You can enchant them, repair them, upgrade them, and generally treat them like anything else.
Rarities
There are five:
- Common - grey, no bonuses
- Fine - green, one generally lower roll
- Well-Made - blue, one generally higher roll
- Craftwork - yellow, two generally lower rolls
- Masterwork - red, two generally higher rolls
Most equipment is Common, as you would probably expect. Masterwork items are only 1% of eligible finds, and Well-Made or better equipment gets a small sound and particle effect when it drops so you don't wander off without noticing it.
It is quite deliberately not a loot explosion sort of mod.
What can actually roll?
The bonuses depend on the item. Swords get melee bonuses, tools get mining bonuses, ranged weapons get ranged bonuses, and axes can get either since they already sit somewhere between a weapon and a tool. Armour can roll a bit of everything, but at smaller values because you can wear four pieces at once.
The current pool includes things like:
- Health, movement speed, step height, Luck, and knockback resistance
- Less fall damage, burning time, or food exhaustion
- Better swimming, sneaking, breathing, and safe fall distance
- Attack speed, knockback, and melee reach
- Mining speed, underwater mining, and block reach
- Projectile speed and faster bow drawing or crossbow loading
I have mostly avoided bonuses already covered by enchantments. You won't find random Sharpness, Protection, Fortune, or armour points as affixes. Enchanting should still matter.
Better materials can roll slightly better numbers, and held equipment gets somewhat larger bonuses than armour since you can only use one weapon or tool at a time.
Where it comes from
Equipment found in mob loot, structure chests, fishing treasure, archaeology, and Hero of the Village rewards can receive a rarity. Hostile mobs also have a small 1.25% chance to drop an extra piece of equipment.
Normal generated gear stops below diamond. The Wither, Ender Dragon, Warden, and Elder Guardian are the only things which can produce extra diamond equipment, and even then it isn't guaranteed. The mod never generates netherite.
Different places also have some very light theming. Mineshaft loot is a bit more likely to help with mining, aquatic loot leans towards water bonuses, Nether loot leans towards fire resistance and stability, and a few of the larger structures have similar preferences. They are only weighted rolls, so you aren't going to find the same predetermined item every time.
Crafted equipment and villager trades are left alone. This is mostly meant to add something to finding loot rather than replace the usual way of getting gear.
Comparing and rerolling things
Hold Shift over an enhanced item and it will compare its bonuses with whatever you have equipped in the relevant slot.
If you find a good rarity with fairly bad rolls, you can reroll it in a normal smithing table. Put an Amethyst Shard in the template slot, the equipment in the middle, and use:
- Copper for Fine
- Lapis for Well-Made
- Gold for Craftwork
- A diamond for Masterwork
That only rerolls the extra bonuses. The item keeps its rarity, enchantments, durability, name, and everything else.
Requirements and compatibility
This is for Fabric on Minecraft 26.2.
The only required mod is:
- Fabric API
Install it on both the server and the clients. Moku Classes & Archetypes is completely optional; the two mods know about each other, but neither one needs the other. Modded equipment can also be added to the system through tags.
That's more or less it
No enemy levels, custom bosses, elite mobs, currencies, active abilities, or enormous damage multipliers. It just makes some naturally found equipment a little different from the rest.
This is another fairly personal mod made for the way I play Minecraft. Most loot is still ordinary and the bonuses stay fairly small. Sometimes you just find a rather nice pickaxe.
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