Forgeweave / Könyv
Forgeweave · Fejlődés
A könyvek a rögzített kliensváltozat szövegét mutatják. Az ottani régebbi státuszmondatok nem a teljes csomag mai állapotát jelentik.
A szöveges lapokat a modcsomagból emeltük át. A játékbeli 3D-modellek, élő tárgystatisztikák és a karakteredhez kötött feloldási állapot a játékban érhető el; a webes olvasó nem kapcsolódik a mentésedhez.
Tools and Armor Grow With Use
A tool or a suit of armor gets better the more you actually use it. Every level it earns grants exactly one modifier slot: no stat bonus, no new ability, nothing else. A pickaxe you have mined with for a week ends up with more room to imbue than one you just built, and that is the whole reward.
Leveling runs on every tool and every armor piece by default. Turn it off with the toolLeveling option if you would rather your gear stay exactly as built; anything you already earned keeps counting even then, so no slot you have spent a modifier into is ever taken back.
Leveling runs on every tool and every armor piece by default. Turn it off with the toolLeveling option if you would rather your gear stay exactly as built; anything you already earned keeps counting even then, so no slot you have spent a modifier into is ever taken back.
Earning Experience
Tools and armor earn experience by doing what they are built for.
A pickaxe, hatchet, shovel and their kin earn experience for every block they break effectively. A weapon earns experience for the damage it deals in a fight, but only once its target dies: hit a mob and walk away and the weapon has earned nothing yet. The target remembers the damage instead, and every weapon that hurt it collects its own share the moment it finally dies, however long that takes and whatever finishes it off; swap to a second weapon mid-fight and both are paid.
A bow or crossbow earns experience for a shot that lands, scaled by how long it was drawn; a miss earns nothing. A mattock earns experience for tilling soil, a scythe or kama for harvesting a wide swath of crops in one stroke, a shovel for flattening a path, and any tool held to block an attack for the damage that was coming in, not the amount it stopped.
Armor works differently: each of the four worn pieces earns experience for the damage it personally kept off you, as long as it is not broken. A full set does not share one pool; a chestplate doing the real work levels faster than a helmet that rarely gets hit.
A pickaxe, hatchet, shovel and their kin earn experience for every block they break effectively. A weapon earns experience for the damage it deals in a fight, but only once its target dies: hit a mob and walk away and the weapon has earned nothing yet. The target remembers the damage instead, and every weapon that hurt it collects its own share the moment it finally dies, however long that takes and whatever finishes it off; swap to a second weapon mid-fight and both are paid.
A bow or crossbow earns experience for a shot that lands, scaled by how long it was drawn; a miss earns nothing. A mattock earns experience for tilling soil, a scythe or kama for harvesting a wide swath of crops in one stroke, a shovel for flattening a path, and any tool held to block an attack for the damage that was coming in, not the amount it stopped.
Armor works differently: each of the four worn pieces earns experience for the damage it personally kept off you, as long as it is not broken. A full set does not share one pool; a chestplate doing the real work levels faster than a helmet that rarely gets hit.
The Cost of Leveling
Leveling gets expensive fast. The first level costs 500 experience by default and the second costs 500 again; every level after that costs twice the one before, so the third is 1000, the fourth 2000, the fifth 4000. By default nothing caps how high a level can climb.
A big area-of-effect tool, the hammer, excavator, lumberaxe, scythe and vein hammer, costs nine times as much at every step, because one swing of it breaks nine times the blocks. Its first level is 4500.
Armor levels at the ordinary rate, light and heavy alike, and a piece earns at least one point per blow that lands on it. A chestplate soaking four damage a hit reaches its first level in about 125 hits; boots that mostly ride the floor of one point take the full 500.
A level-up shows itself three ways: a chime, a line in chat naming the tool, and a new line on the tooltip giving the tool's level a name and its own colour, with the current experience total shown beneath it.
What next: the catalogue of every shape this workshop can build. Read Tools.
A big area-of-effect tool, the hammer, excavator, lumberaxe, scythe and vein hammer, costs nine times as much at every step, because one swing of it breaks nine times the blocks. Its first level is 4500.
Armor levels at the ordinary rate, light and heavy alike, and a piece earns at least one point per blow that lands on it. A chestplate soaking four damage a hit reaches its first level in about 125 hits; boots that mostly ride the floor of one point take the full 500.
A level-up shows itself three ways: a chime, a line in chat naming the tool, and a new line on the tooltip giving the tool's level a name and its own colour, with the current experience total shown beneath it.
What next: the catalogue of every shape this workshop can build. Read Tools.