Advent of Ascension Wiki

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=== Unused skills ===
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=== Untrainable skills ===
 
The Alchemy, Creation, Faunamancy, and Engineering skills are unused, and cannot be trained in survival mode, though they can be leveled up with commands.
 
The Alchemy, Creation, Faunamancy, and Engineering skills are unused, and cannot be trained in survival mode, though they can be leveled up with commands.
   

Revision as of 01:59, 6 April 2022

File:Advent of Ascension Window.png

Skills as seen in the in-game menu.

Skills are a game mechanic in the mod that improve the player's stats, allow access to certain parts of the game, and enhance general gameplay. There are currently 6 trainable skills (as well as 4 unimplemented skills) in Advent of Ascension.

Overview

Skills and Resource Systems

The Skills appearing below the Resource Systems.

The player can see their skills in two ways. The first way is to open the Advent GUI, which has a list of all skills inside the "Stats" tab. The second way is to enable them to pop up below the Resource Systems, as seen in the image on the right. By default, no key is assigned to the skills, so the player will need to assign one inside the Controls menu. Afterwards, the skills can be made to appear/disappear in the top right corner of the screen, right under the Resource Systems.

Each of these two ways of viewing skills only provides basic information, specifically:

  • the player's current level in each skill, which is shown as a number in the upper right corner of the skill icon.
  • the amount of xp that is required to increase the skill's level. This is represented by a bar below each skill.

Inside the Advent GUI Stats tab, the player can click on a skill icon to be taken to a page giving more detailed information about each skill. This information includes:

  • The skill's level.
  • The total amount of xp obtained for a skill overall, in the entire time spent training it.
  • The amount of xp that is still needed to increase the level.
  • the number of cycles that a skill has.
  • all of the skill's abilities, if any exist.

Levels and XP gain

Level100Extraction

Extraction at level 100.

Upon starting a new game, all of the player's skills will be at level 1, with 0 total xp, and no cycles.

As the player performs certain activities, the player will earn xp for a given skill. Once enough xp has been obtained, the player's skill level will increase by 1. The amount of xp needed to increase to the next level will increase as the level gets higher. The player can see how much xp they must obtain for the next level, and the total amount of xp obtained since they started training the skill, in the individual pages for each skill in the Advent GUI.

The highest obtainable level for all skills is 1000. Once the player reaches level 1000, the circular border surrounding the skill icon will become yellow, and the xp bar will disappear. Attempting to gain more xp for a skill at level 1000 will not give the player any xp.

Xp can be gained from a number of sources. Each skill has a particular way or ways that xp can be gained for it; performing these activities must be done if the player wants to obtain xp for a specific skill. The amount of xp gained from the activities may change naturally as the level increases, or the player may boost xp gain by wearing Utopian Armor (works for all skills) or special helms (only works for the helm's given skill).

Skill Crystals can be used to gain xp in skills without performing a skills activity. However, a skill crystal can only be used under specific conditions.

When the player gains experience for a skill, a popup will appear on top of the player's screen for a few seconds. This popup will show the skill icon for the skill the player gained experience in, and a number representing the amount of experience gained. If the player levels up, the number of the new level will also appear inside the skill icon.

The player can alter their skills using the aoa command.

Only 6 skills in the mod can be trained at this time. The other 4 skills cannot be trained in survival mode, but the player can still use commands to level them up.

Abilities

5 of the 6 trainable skills come with a set of abilities, which become available as the player levels up. Abilities are a mechanic that give the player new abilities, or give the player the ability to use new items. The abilities can be seen inside each skill's page inside the Advent GUI. The player may have to scroll down to see all of the abilities.

Each ability is locked behind a specific skill level, and once that level is reached, the ability can be accessed. Once unlocked, all abilities, with the exception of "Level Restriction" abilities, can be enabled or disabled by clicking on the ability in the skill's page of the Advent GUI (the ability must be unlocked for this to work). An ability must be enabled in order for the player to take advantage of what it provides.

The new abilities or items that become accessible to the player through this mechanic vary depending on the skill. These may range from "Action Ability" ones, where the player must press a key to do something, to getting the ability to use or wear a new item.

If the player resets their skill level via cycling, then they lose the ability to use previous earned abilities until they reach the same level again.

Extraction Abilities Menu

The skill page for the Extraction skill. All abilities are unlocked and enabled.

Cycles

Once the player reaches at least level 100 in a skill, an "Add Cycle" button will appear in the skill's page in the Advent GUI. Clicking on it will change the button to read "Are you sure?", and clicking it again while in this state will "cycle" the skill. This means that the skill's level will reset to 1, total xp earned will reset to 0, and all abilities will become relocked. The "cycle" of each skill with increase by 1. A skill's current cycle can be seen in the skill's page in the Advent GUI, and as a yellow number on the skill icon in both the Advent GUI 'Stats' page and when the skills are shown below the Resource Systems.

All skills have their own cycles independent of one another. The highest number of cycles a skill can do is 10. Once 10 cycles is reached, the skill cannot be cycled again, even if the player reaches level 100 again.

If the player clicks the "Add Cycle" button but changes their mind about cycling, then the player can simply refrain from clicking the "Are you sure?" and it will eventually revert back to the "Add Cycle" button, which will need to be clicked again.

Skills

Skill Is trainable?
Alchemy No
Creation No
Dexterity Yes
Engineering No
Extraction Yes
Farming Yes
Faunamancy No
Hauling Yes
Imbuing Yes
Innervation Yes

Untrainable skills

The Alchemy, Creation, Faunamancy, and Engineering skills are unused, and cannot be trained in survival mode, though they can be leveled up with commands.

Customization

Skills can be customized using a datapack.

Editing skills

With a datapack, the player is able to edit the following:

  • the abilities of a skill.
  • the level requirement and properties of the abilities.
  • the skill xp multiplier

The player cannot edit the following:

  • how a skill is trained.
  • how much xp is needed to level up to the next level.
  • maximum number of cycles in a skill.

In order to edit a skill, the player must create a json file for the skill data/aoa3/player/skills/ directory inside the datapack folder. The file should be named after the skill its editing, in all lowercase letters, e.g.: dexterity.json.

Inside the file, the player can place the code for the abilities of the skill. An example of the code can be seen below:

{
  "xp_modifier": 1.0,
  "abilities": [
   <insert abilities here>
  ]
}

The xp_modifier can be changed to a different number to increase/decrease the amount of xp gained from training the skill.

The <insert abilities here> code for an ability should be replaced with a list of code blocks for each ability that the player wants to add to the skill. An example code block:

 {
      "id": "<id>",
      "unique_id": "<number>",
      "<editable parameter 1>": <parameter 1>,
      "<editable parameter 2>": <parameter 2>,
      ...
      "<editable parameter n>": <parameter n>,
      "level_req": <number>
    }

A comma (,) should be inserted after the last } for every ability block that the player adds, except for the last in the list.

The following table explains the properties the player can edit:

Property Explanation
id The id of the ability.
unique_id
level_req The level required to unlock the ability.
<editable parameter n> Each ability has a set of parameters that can be changed for the ability.

The player can add any pre-existing ability in the game to any skill. The player cannot create brand new abilities using a datapack, but abilities added using an addon should be able to be added to existing skills with a datapack just fine.

The following code shows a modified skill with only two abilities:

{
  "xp_modifier": 1.0,
  "abilities": [
    {
      "id": "aoa3:attribute_modification",
      "unique_id": "1970224826",
      "base_value": 0.0,
      "per_level_mod": 1.3,
      "attribute": "minecraft:generic.max_health",
      "operation": 0.0,
      "level_req": 25
    },
    {
      "id": "aoa3:bonus_mining_result",
      "unique_id": "-1680951660",
      "base_value": 0.4,
      "per_level_mod": 4.0,
      "level_req": 40
    },
    {
      "id": "aoa3:one_shot_damage_limiter",
      "unique_id": "-437214191",
      "min_activation_health": 0.0,
      "health_restore_amount": 1.0,
      "level_req": 90
    }
  ]
}

Adding and removing skills

The player cannot add new skills or remove any of the existing ones using a datapack.

Related Advancements

Icon Name Description Obtaining Parent ID Hidden
Advancement goal bgGiant Skill Crystal Centenarian Reach level 100 in any skill See description Actually Half Way There aoa3:completionist/centenarian No


Advancement challenge bgDragon Egg Cycling Master Cycle any skill 10 times See description The Cycle Begins aoa3:completionist/cycling_master Yes


Advancement challenge bgBottle o' Enchanting Millennial Reach level 1000 in any skill See description Centenarian aoa3:completionist/millennial Yes


Advancement challenge bgTotem of Undying The Cycle Begins Cycle any skill at least once See description Centenarian aoa3:completionist/the_cycle_begins Yes


Gallery