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*Balancing info suggestions. I am trying to balance leveling gaining for skills which ultimately translates to ranking up. Initially I was trying to balance it to prevent mob spawner farming to rank up fast but I see some things i put in place inhibit actual intended game play as well. Leave a comment if you have any thoughts on anything that seems out of balance.
Ranked Adventurer is currently in a balancing testing state but should be fully functional.
You can enable or disable the Rank coins from spawning on enemies or in chests by altering the file "ranked_adventurer-common.toml"
line "coinsEnabled = true"
you may also alter how many coins will drop for you from enemies or in chests. Coins are enabled by default but if you do not want the loot bloat these can be turned off now.
This mod aims to change the progression of the game making places like the Nether and the End as well as some other mod's generated structures more challenging.
You start off unranked and obtain 4 skills by finding and consuming Skill Stones. After obtaining any of the 6 skill stones you consume these to gain 1 skill up to 4 skills. After gaining 4 skills you will automatically obtain Rank 1. Each rank grants you more health, melee damage, spell power, reduces hunger depletion and grants you new abilities.
After gaining a skill you must level each skill up by fighting in combat. Each skill used in combat will grant xp towards leveling that skill. Each skill must level from level 0 to 4. After all 4 skills reach level 4 you will be able to Rank up to the next rank. You complete this cycle until Rank 5.
Enemies also have ranks and gain the same benefits per rank as the player. Overworld has rank 1-2 enemies, Nether ranks 3-4 and End 4-5 with rank 5 being fairly rare. If using mods like Apotheosis the invader bosses have a change to spawn one rank higher than that dimension excluding the End since rank 5 is the highest.
Each rank will be slower to progress than the last and attacking enemies at your rank will be the easiest fights to progress your skills where attacking higher ranks will grant faster xp but at greater risk. ( this is the balancing that needs to be tested) Attacking lower than your rank grants basically no skill xp.
The goal is to gear up, rank up and take on all dimensions.
Confluences
Your four skills together produce a passive. Which one you get is decided by how those skills are spread across the six types, so it cannot be chosen directly -- it is the consequence of four permanent decisions.
No matter what skills you choose, you will get a confluence
Types of Confluences
| Your four skills | You gain | Strength |
|---|---|---|
| Four of the same skill stone | That type's confluence | Greater |
| Three of the same skill stone | That type's confluence | Standard |
| Two skills from two different skill stones | That pairing's confluence | Standard |
| Two skills from one stone type, plus two others | The doubled type paired with your first other | Lesser |
| Four different skill stones | The pairing of your first two | Lesser |
Lesser is half the values below. Greater is one and a half times, and is the only strength that grants a confluence's signature effect.
Press K at any time to see yours, with its numbers at your current rank.
The six pure confluences
Committing three or four skills to one type. Values at rank 5.
Conflagration · Fire
Your spells burn hotter, and fire will not touch you.
| Effect | Standard | Greater |
|---|---|---|
| Fire and spell damage | 40% | 60% |
| Immune to fire | Yes | Yes |
| Spell hits set the target alight. | — | Yes |
Permafrost · Ice
Your spells bite deeper, and cold cannot slow you.
| Effect | Standard | Greater |
|---|---|---|
| Ice and spell damage | 40% | 60% |
| Immune to freezing | Yes | Yes |
| Enemies near you are slowed. | — | Yes |
Tempest · Air
The air carries you further and restores you as you fly.
| Effect | Standard | Greater |
|---|---|---|
| Wing flap | 5 | 8 |
| Mana regeneration while airborne | 50% | 75% |
| Landing from a glide staggers and wounds those beneath you. | — | Yes |
Void Walker · Ender
Distance means less to you, and less of what is thrown finds its mark.
| Effect | Standard | Greater |
|---|---|---|
| Projectile damage taken | 30% | 45% |
| Block reach | 2.5 | 3.8 |
| A hard blow displaces you rather than felling you. | — | Yes |
Sanctified · Life
Wounds close faster, and never stop closing.
| Effect | Standard | Greater |
|---|---|---|
| Healing received, from any source | 60% | 90% |
| Maximum health | 5 | 8 |
| Near death, something shields you. | — | Yes |
Sanguine · Blood
What you take from others sustains you.
| Effect | Standard | Greater |
|---|---|---|
| Blood and spell damage | 40% | 60% |
| Of spell damage returned as health | 20% | 30% |
| A kill returns some of the power spent making it. | — | Yes |
The fifteen pair confluences
Splitting between two types. Values at Standard, rank 5.
| Types | Confluence | What it does |
|---|---|---|
| Fire + Ice | Thermal Shock | +50% damage to enemies hit in the last 3 seconds |
| Fire + Air | Firestorm | Spell damage knocks enemies back +50% spell damage |
| Fire + Ender | Emberstep | +40% movement speed for 2s after casting +25% spell damage |
| Fire + Life | Forge Heart | +10 armour +40% healing received, from any source |
| Fire + Blood | Cauterise | +30% spell damage Any healing removes one harmful effect |
| Ice + Air | Whiteout | +40% stronger wing flaps -25% mana cost on every spell |
| Ice + Ender | Glacial Drift | +10 armour toughness -30% damage taken while standing still |
| Ice + Life | Hearthfrost | +5 maximum health +50% healing received |
| Ice + Blood | Cold Blood | Spell damage chills; +40% against the chilled |
| Air + Ender | Stormstep | -100% take-off charge time One free flap each time you begin a glide, at any tier
|
| Air + Life | Windward | +25% movement speed +40% mana regeneration |
| Air + Blood | Opening Strike | +60% damage to enemies at full health |
| Ender + Life | Anchor | +5 maximum health +50% knockback resistance |
| Ender + Blood | Reaper | +40% damage to enemies below 40% health |
| Life + Blood | Transfusion | Any healing damages enemies within 3 blocks for 100% of it |
A worked example
You take Fire, then Fire again, then Ice, then Air.
That is two Fire and two singles, so you gain the Fire confluence paired with the first of your others -- Ice. Lesser Thermal Shock.
Had you taken Air before Ice, it would be Lesser Firestorm. Had you taken a third Fire instead of Air, it would be Conflagration.
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