RPG Mob Classes
Random Mob Characteristics
When mobs spawn, there's a high probability they'll receive random positive or negative characteristics, sometimes both at once. In rare cases, mobs can possess special multipliers that can combine with other effects, including double characteristics.
Examples of characteristics: Strong, Slow, Tough, Fragile, or rarer combinations like Fragile Strong, Slow All-seeing.
Meaning of characteristics:
- Tough/Fragile: doubled or halved health
- Strong/Weak: 50% more or less damage
- All-seeing: sees 4 times farther
- Blind: cannot detect targets beyond 2 blocks
- Fast/Slow: increased or decreased speed
Character Classes
Knight: specializes in strength, defense, critical hit chance and critical damage. Special ability - additional damage when using a sword.
Mage: masters fire, ice and magical damage, has critical hit chance and critical damage, possesses mana and maximum mana capacity. Starts with a basic wand dealing +3 magical damage. Can set mobs on fire when attacking with sufficient mana.
Scout: receives permanent 75% speed increase without other characteristics.
Slayer (special class): possesses strength, 10% speed increase, critical hit chance and critical damage. Special ability - when taking damage, randomly increases a characteristic that resets when attacking. Effect can stack up to 10 times, increasing damage by 10% per stack with maximum bonus of 100%.
Professions
Blacksmith: swords, axes, bows and crossbows deal +2 more damage than usual.
Leveling System
Players and mobs start at level 1. To level up, requires experience equal to 10 times the current level with gradually increasing additional requirements. Each level increases experience requirements by 1/10, preventing too rapid leveling.
Experience dropped by mobs depends on their health, starting from base 100 HP (before applying characteristic modifiers). When leveling up, attack and maximum health slightly increase.
Tool Changes
Axes and swords gain additional characteristics: critical hit chance, critical damage strength and overall strength. Bow and crossbow damage is determined by attributes that by default match original values.
Difficulty Modifier
When a player or mob levels up, there's a 20% chance this parameter increases. It determines the minimum level for mob spawning, with maximum mob level equal to this value plus 5.
Mob Leveling
Mobs can level up just like players.
Mana (Work in Progress)
Available only for magical classes like mages. Currently functionality is limited - allows spell usage, but mana cost not yet implemented, and natural regeneration doesn't work.
Class Loot (Work in Progress)
Special items for wardens and possibly other mobs in the future. For classes without special loot, wardens temporarily drop echo shards. Currently system works only for slayers and mages. Item characteristics only work if obtained from mobs, not from creative mode. Characteristic values determined by mob parameters - level 100 warden drops items with much better characteristics than level 10 warden.
New Armor Sets
Will have significantly more durability than netherite armor, since at high levels mobs can quickly destroy regular equipment. Will be added after creating quality textures.
New Mobs
Goblin: spawns randomly during daytime. Currently hostile, in future some will become peaceful and will trade.
Mimic: classic mimic, looks like a chest until taking damage. Spawns like regular hostile mobs in dark places and at night.
Upcoming Updates
Development progress can be tracked in source code. If the latest commit is called "Update (number)", this update should be released within few days.