ANARCHY RPG (RPG Series Plus)

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ANARCHY RPG (RPG Series Plus)

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Rogue Exile inspired Faction mod!

Mod Loaders
Minecraft

About

Description

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📜 Fight, talk to, trade with and recruit smart human-like adventurers!

SpellEngine  Spell Engine and Spell Power are optional. Only the Forsaken Magus needs Spell Engine.


✨ Featured heavily in my modpack, check it out!

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⚠️ 3.0 is a new mod ID (anarchy_rpg, formerly rpg-minibosses). 2.x worlds don't carry over: start a new world, keep 2.x for existing ones, or accept rough edges.

🔫 Features

ANARCHY is a faction mod that fills the world with humanoid adventurers who have dynamic animations, movesets and behavior, and who belong to guilds you can befriend or make enemies of.

Every adventurer is fully animated in Blockbench and textured by hand, with movesets that are both unpredictable and satisfying to defeat.

Adventurers aren't only something to fight. Unless they're hostile to you, you can talk to them: barter for their gear, buy rumors of nearby treasure and bosses, pay for their services in camp, or hire them. Defeat one and you can spare it, and it will travel with you as a companion.

This mod also includes two endgame bosses, the Forsaken Magus and Gemini.

🔨 Juggernaut

The Juggernaut is a mountain of armor and commitment. He isn't fast and he isn't agile, but once he decides to do something, it happens: a long, building advance that won't stop, and a hammer that carries his whole body weight through every swing.

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Abilities:

Brace: When a big hit lands, or when he first drops to low health, the Juggernaut braces against the blow before pressing forward again.

Slam, Whirlwind and Leap Slam: He slams the ground around him, spins wildly with his weapon, and leaps across distance to crash down where you stand.

Last Stand (at 20% health): The Juggernaut stops bracing entirely and roars. Every attack is ready at once, and from here on there's far less pause between them.

In camp: Pay him to guard the camp for a day. As a companion: He guards your home, patrolling around your spawn point and fighting whatever comes near.

🏹 Mercenary

The Mercenary is a disciplined marksman. He doesn't strafe like a turret and he doesn't chase: he relocates hard, plants exactly, and fires deliberately, always moving to a new firing position with a clear line of sight and a different angle on you.

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Abilities:

Heavy Shot and Burst: Between relocations he fires a heavy crossbow shot or a rapid four-shot burst.

Traps: He drops explosive traps where he expects you to walk, leading your movement instead of marking where you were.

In camp: He sells a gamble: a set price for an unseen item from dungeon loot. As a companion: He keeps trading with you in the field, and part of his stock turns over every day. Bring one dungeoning.

🗡️ Rogue

The Rogue is all about angles. His threat isn't how fast he runs but where he attacks from: he circles rather than approaching, commits to a lane rather than to you, cuts through and past your shoulder instead of stopping face to face, and leaves a fight at an angle.

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Abilities:

Stalk and Ambush: He watches from a distance, slips out of sight, and strikes when the moment suits him.

Dagger Throw: Two knives in quick succession.

Roll and Dodge: He rolls to close or open distance, and dodges attacks completely when he sees them coming.

In camp: He sells directions: the exact coordinates of a place, in chat and on a paper note. As a companion: He leads you somewhere. Pick one of three places and he runs there ahead of you, vaulting ledges and rowing boats across water.

🔥 Fire Mage

The Fire Mage fights from a band six to nine blocks away and works hard to stay there, but she holds it by circling, not by backing away in a straight line, which makes her much harder to corner. The stronger the spell, the more mobility it costs her, so breaking into her range is a real decision.

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Abilities:

Fireball: Thrown almost freely, even while drifting sideways. It burns.

Fire Volley: A long cast that slows her to a crawl, then looses a volley of fire.

Fire Nova: She plants herself completely and erupts, burning everything around her.

Jump Back: Get too close and she leaps away.

In camp: She enchants the item you hold at random, as an enchanting table would at level 30, for a hefty fee and some lapis. As a companion: She disenchants an item. It burns, and every enchantment comes back on its own book.

✝️ Templar

The Templar is relentless forward pressure. His sweeping strikes move through you rather than stopping at you, and every swing flows straight into his next step. He doesn't back down.

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Abilities:

Dash: A committed charge that runs straight into a cut.

Parry: He turns your attack aside and answers it.

Divine Fall: He calls down strikes of holy lightning, each marked in gold on the ground before it lands.

In camp: He lifts a curse off the item you hold. As a companion: He lifts every curse off it, once a day.

🛡️ Guilds

Every world has three guilds, each with its own name and banner. Whether they're allied, neutral, rivals or at war is decided by the world seed, and guilds at war fight each other to the death when they meet.

You have a standing with each guild. Trading and hiring raise it; killing members lowers it, and helping or hurting a guild is felt by its allies and enemies too. Adventurers treat you as hostile, wary, neutral, friendly or devoted depending on your standing. Grudges cool with time if you leave a guild alone.

Forsaken Adventurers

Not every adventurer answers to a guild. Those who don't live in a camp or tower are Forsaken: they have no guild, they attack on sight, and they wear a red and black aura so you can tell. Guild adventurers fight them too. Beat one, though, and you can still spare it and give it a second chance as your companion.

💬 Talking to Adventurers

Exchange: Barter for an adventurer's pack. Any item with a value can be offered, so the junk from your last dungeon becomes credit. Prices follow your standing, and gear is valued on what it's made of. An adventurer's pack never refills, so fresh faces mean fresh stock. Sometimes a pack holds a boss key.

Rumors: Ask what they've heard and they'll tell you of a nearby structure, boss or player, as a direction and a rough distance. Rumors can be wrong; the better your standing, the more you can trust them. Structures from many popular structure mods count. And if someone asks about you, you'll hear about it as gossip.

🏕️ Camps and Towers

Adventurer camps and repurposed outpost towers are living hubs, each flying its guild's banner. Residents come and go: leavers walk away, newcomers walk in from the edge, and every one of them brings a new pack and new services. Every player starts with a map to the nearest camp.

🤝 Companions

Spare a defeated adventurer, or hire one in camp, and it will travel with you. You can have one at a time.

  • They don't die. Knocked down, they get back up after a while, straight away if you heal them, or when you help them up.
  • Orders: follow, wait, or meet at a rendezvous point. They carry your gear in their storage and wear what you give them.
  • They keep up: through portals, teleports and respawns, and by boat across water.
  • Every type has its own specialty (see each adventurer above).

📖 Guild Journal

Press J to open the Guild Journal: every rumor and piece of gossip you've heard, where your companion is and what it's doing, your standing with each guild, and how the guilds feel about each other.

Bosses

Forsaken Magus

Requires Spell Engine.

The Forsaken Magus is much like the Fire Mage, but has a wider arsenal of attacks, buffs, and debuffs at his disposal. He can shoot projectiles of all three elements, while sending down explosive projectiles of both soul and lightning damage. He performs novas at close range, and whenever he performs stronger attacks, he gains a buff of the corresponding element, such as Arctic Armor, which retaliates against melee attackers with frost damage.

He jumps both forward and backward when pressured in melee, often jumping over or on top of walls, trees, or other obstacles. At low health, he has a particularly disorienting attack that will leave attackers in a state of disarray. This spell leaves a growing shadow orb at your location, making everything but the boss and the orb fade from your vision. The orb will damage you if you touch it, but the Magus is immune to this effect and often retreats into the orb while it is placed.

Backstory:

The man now known as the Forsaken Magus was once a boy from a distant past, where magic was a pure form of art appreciated by many. Over time, he established himself as a grand magician capable of miraculous deeds, and was sought out for his capabilities. Even though he prefers a more quiet life where he can practice magic alone, he had gathered the attention of many throughout the world. One day, while experimenting with dimensional magic, the man was whisked away to a seemingly deserted, strange frontier, a place - rather, time - he now knows to be our current time. Bewildered by how much magic has regressed, he is drawn to these strange adventurers who seem to carry relics of the past on themselves, the Lavos' horn.

In his absence due to his temporal banishment, a new, fake Magus would rise to the top, establishing a faction known as the Hexblades. Carrying on the original's work on dimensional magic, he creates a hollow simulacrum of a dimension known as the Glass Ocean, where he continues to sustain himself to this day with a strange form of immortality.

Gemini

Summon this boss using a Gemini Fragment. This mysterious duo performs dazzling lightning blasts in tandem to destroy opponents, raking the ground with beams and cone blasts. They take turns attacking from either the sky or the ground. In the sky, they shoot down meteors and lightning blasts while scattering damage over time effects on the ground. On the ground, they teleport around and try to blast you from different angles while attempting to send you into a state of disarray through illusory copies of themselves.

Backstory:

Not much is known about the ascended Djinn known as Gemini. It is known however that they atone for sins they have committed in the past as mortals by serving as trials themselves for mortals to achieve ascension. Upon being defeated, mortals can learn otherworldly feats and become partially ascended themselves.

Rewards

Killing adventurers rewards you with RPG Series loot, sometimes enchanted. Sparing them earns you a companion and the gratitude of their guild.

⚙️ Configuration

Nearly everything is configurable: prices, timers, spawn rates, rumor ranges, whether guilds can turn hostile, whether wanderers are Forsaken, and more.

The Guild Hideout is retired for 3.0 and is planned to return in 3.1 as a guild hall hub.

Here's my discord! https://discord.gg/5nTM4qcxEM

ANARCHY Logo

📜 Fight smart human-like mobs!

🔫 Features

ANARCHY is a faction/boss mod that adds a variety of humanoid NPCs that have dynamic animations, movesets, and behavior.

These NPCs are each uniquely fully animated via blockbench as well as textured by hand, with movesets that are both unpredictable and satisfying to defeat.

When they are defeated, these NPCS can be recruited as valuable party members who will fight for you.

This mod also includes two endgame bosses, the Forsaken Magus and Gemini.

🔨 Juggernaut

The Juggernaut is an unstoppable warrior whose armor deflects small arms easily. He takes no knockback and performs high AOE slams, and can leap as well as spin with his massive weapon. He knows when to take a defensive stance, but excels in delivering heavy blows while taking damage without flinching.

Battle Scene with Warrior and Juggernaut. Warrior is swinging a large sword at the Juggernaut

Abilities:

Defensive Stance (4 - 8 second duration): Randomly the Juggernaut will enter a defensive stance. He will back away from you while maintaining a distance of up to four blocks. While in this stance, he will Slam, with up to 7 seconds between slams. He will attack you if you get within melee range.

Whirlwind (Up to 23 seconds cooldown, highly variable): The Juggernaut will spin wildly, accelerating erratically, hitting things he collides with.

Leap Slam (Up to 8 seconds cooldown, highly variable. Only used at a distance of six or more blocks.): The Juggernaut leaps with his weapon a great distance, slamming the ground upon landing.

🏹 Mercenary

The Mercenary is an opportunist that fights dirty from a distance. He prefers to shoot his crossbow from a high ground or behind cover, and will run away if things get too crazy for his liking. He will sometimes drop traps on the ground for confused combatants to stumble on.

Scene over the shoulder of player mercenary, with enemy mercenaries in the distance

Abilities:

Barrage: Aside from shooting frequently, the Mercenary will shoot faster in barrages while you're at a distance of 8 blocks or higher.

Tactical Retreat (8 second cooldown): The Mercenary will react to you getting within melee range by running away, placing three explosive traps when running. These traps explode upon contact with an enemy, dealing heavy damage, especially when hit by multiple. The Mercenary will attempt to hide behind something or on top of high ground.

🗡️ Rogue

The Rogue is incredibly agile and is a master of defensive as well as offensive close range combat. He sometimes dodges your attacks completely, and can seemingly accelerate at incredible speeds out of nowhere. He knows how to attack with both a flurry of melee strikes and ranged dagger throws, and knows how to play mind tricks to trick you into attacking when he is primed to dodge.

Over-the-shoulder scene of player rogue facing an enemy rogue. Enemy Rogue is throwing daggers at the player.

Abilities:

Ambush and Assassinate: The Rogue has multiple fighting quirks. When the enemy is far away, they will close the gap, but will stop watch and observe if not immediately welcomed with hostility. They will proceed to ambush the player when they feel is the right time. When fighting, they will randomly enter evasive stances, backing up from aggression and preferring to move around cluttered or rough terrain.

Pommel Strike (6 second cooldown): When off cooldown, the Trickster will immobilize the next enemy he hits with a melee attack. The Trickster will laugh when this ability is ready.

Dodge (4 second cooldown): During a defensive stance and when off cooldown, the Trickster will dodge the next enemy attack or spell that would hit for more than 4 damage. Dodged attacks and spells are completely ignored, preventing on-hit effects. A successful dodge spikes the meter towards an incoming evasive stance.

Dagger Throw (Up to 4 seconds cooldown - Highly Variable): During a defensive stance, the Trickster will sometimes glow red, after which he will throw two daggers in quick succession. Thes daggers ricochet.

Roll (4 seconds cooldown): The trickster will roll in the direction of his enemy, rolling faster with higher distance to cover.

🔥Fire Mage

The Fire Mage attacks with a blazing inferno of fire projectiles and aoe fire novas. She conjures a swirling vortex of flame projectiles around her, which sequentially shoot towards you after a delay. If you get too close, she will jump backwards or perform a close range fire nova.

Scene with perspective over the shoulder of an enemy Fire Mage, who is shooting flame projectiles at a player

Abilities:

Fire Shockwave (2 seconds cooldown): The Fire Mage will constantly fire two flame shockwave projectiles in quick succession. These projectiles deal very little damage themselves, but inflict a burn that can quickly become lethal.

Backstep (8 second cooldown): When the enemy is within melee range, the Fire Mage will jump backwards.

Phoenix Down (16 second cooldown - Highly Variable): The Fire Archmage will surround herself with phoenix feather projectiles. After 4 seconds, these feathers will sequentially and rapidly shoot forwards in the direction the Archmage is looking.

Fire Nova (11 second cooldown - Highly Variable): The Fire Archmage will perform a Fire Nova, dealing fire damage to nearby enemies. Is only performed when there are enemies within range.

✝️ Templar:

The Templar is a relentless greatsword using melee combatant. He has extended melee range, and strikes you down with divine smites. He does not back down, and will never die facing away from an enemy.

Combat scene of a player paladin and enemy templar at night, with a backdrop of a deep canyon and looming Desert Pyramid

Abilities:

Righteous Crusade - While you are out of his melee range, the Templar will get angrier, cooling off while within melee range. At full anger, the Templar doubles his movement speed until he successfully gets within melee range again. Anger takes 4 seconds to reach full, as well as drain to empty.

Vengeance (8 Second Cooldown - Variable) -Upon being hit, immediately counterattack, lowering the initial hit's damage by 50%.

Empire's Reach - The Templar has extended range, depending on the weapon he is wielding.

Smite (15 second cooldown - Highly Variable) - The Templar ceases melee combat and levitates, calling down five delayed divine strikes at your location, one every 2 seconds.

Rewards

When killed, you have the option to end their lives or spare the adventurers. Upon sparing the adventurers, they will be indebted to you and follow you until their dying breath. They use their normal movesets when fighting, but use their spells less in large groups, to prevent cheesing through simply getting as many adventurer minions as possible.

Killing them rewards you with RPG series loot, sometimes enchanted.

Bosses

Forsaken Magus

The Forsaken Magus is much like the Fire Mage, but has a wider arsenal of attacks, buffs, and debuffs at his disposal. He can shoot projectiles of all three elements, while sending down explosive projectiles of both soul and lightning damage. He performs novas at close range, and whenever he performs stronger attacks, he gains a buff of the corresponding element, such as Arctic Armor, which retailates against melee attackers with frost damage.

He jumps both forward and backward when pressured in melee, often jumping over or on top of walls, trees, or other obstacles. At low health, he has a particularly disorienting attack that will leave attackers in a state of disarray. This spell leaves a growing shadow orb at your location, making everything but the boss and the orb fade from your vision. The orb will damage you if you touch it, but the Magus is immune to this effect and often retreats into the orb while it is placed.

Backstory:

The man now known as the Forsaken Magus was once a boy from a distant past, where magic was a pure form of art appreciated by many. Over time, he established himself as a grand magician capable of miraculous deeds, and was sought out for his capabilities. Even though he prefers a more quiet life where he can practice magic alone, he had gathered the attention of many throughout the world. One day, while experimenting with dimensional magic, the man was whisked away to a seemingly deserted, strange frontier, a place -rather, time - he now knows to be our current time. Bewildered by how much magic has regressed, he is drawn to these strange adventurers who seem to carry relics of the past on themselves, the Lavos' horn.

In his absence due to his temporal banishment, a new, fake Magus would rise to the top, establishing a faction known as the Hexblades. Carrying on the original's work on dimensional magic, he creates a hollow simulacrum of a dimension known as the Glass Ocean, where he continues to sustain himself to this day with a strange form of immortality.

Gemini

Summon this boss using a Gemini Fragment, which is dropped from the stronger Forsaken Adventurers found in Ancient Trials. This mysterious duo performs dazzling lightning blasts in tandem to destroy opponents. They take turns attacking from either the sky or the ground. In the sky, they will shoot down meteors and lightning blasts, while scattering damage over time effects on the ground. On the ground, they will teleport around and try to blast you from different angles while attempting to send you in a state of disarray through illusory copies of themselves.

Backstory:

Not much is known about the ascended Djinn known as Gemini. It is known however that they atone for sins they have committed in the past as mortals by serving as trials themselves for mortals to achieve ascension. Upon being defeated, mortals can learn otherworldly feats and become partially ascended themselves.

Structures

This mod contains two structures, the Ancient Trial, and the Rogue Encampment. These structures are home to many rogue adventurers, and are crawling with things to kill as well as treasure.

There is an optional Guild Hideout in this mod, where adventurers come to trade their goods. Here, they are never hostile, and they can never be hurt. Enable the guild hideout in the config. The command to enter the Guild Hideout is /guildHideout - to leave, use /leaveGuildHideout.

Here's my discord! https://discord.gg/5nTM4qcxEM