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	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/Stat_System</id>
		<title>Stat System</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/Stat_System"/>
				<updated>2014-06-27T06:22:27Z</updated>
		
		<summary type="html">&lt;p&gt;182.239.65.238: /* Stat Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SkillPage.png|thumb|300px|Spellbook with stats highlighted]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
One of many features Hack/Mine introduces to Minecraft is a stat system. It currently includes Strength, Agility (now defunct), Dexterity, Intelligence, Wisdom, and Fortitude. While the mechanics are mostly in place, the balance still has a long way to go (That's what alphas are for!)&lt;br /&gt;
&lt;br /&gt;
==Leveling and Experience==&lt;br /&gt;
Each player begins at level 1. By killing monsters, players gain experience, which in turn increases their level. The experience required to level up increases with each level (and was more than quadrupled with patch 0.5.) The planned level cap is level 30, though currently there is no limit in place.&lt;br /&gt;
&lt;br /&gt;
Currently, all experience given by a defeated enemy is based on whoever dealt the killing blow; this will soon be replaced with a more fair, damage-tracking system, but for the time being makes for no experience when the [[:Category:Mobs|mob]] dies from fall, lava, or poison damage.&lt;br /&gt;
&lt;br /&gt;
Players do not lose experience, levels, or items on death (though they will take a 10% durability penalty to all items in singleplayer).&lt;br /&gt;
&lt;br /&gt;
With each level up, the player gains 5 points to use to increase their stats. If points are not spent between level ups they stack up for later distribution.&lt;br /&gt;
&lt;br /&gt;
==Stat Mechanics==&lt;br /&gt;
&amp;lt;u&amp;gt;'''Strength'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength increases melee damage by .5 per point. It may soon affect things like mining and digging efficiency, among other manual processes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Agility&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Agility is currently not implemented in the game. It may be added in a future update, possibly gaining some of the numerous bonuses from Dexterity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Dexterity'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dexterity increases Defense by 1 per 5 points. Crit Chance is currently the only stat to feature diminishing returns, however, the amount of protection given by defense becomes less and less, the more you level up. So for example, 15 defense might have given 20% at a certain level but if you level up it might only give 19% damage reduction. This might potentially mean that players would have to invest some points into fortitude of they are to survive the late game. Dexterity currently affects a lot of things, so splitting it into both Dexterity and Agility is an ongoing possibility.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Intelligence'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligence increases magic damage by .5 per point and general spell ability. At the moment, the only things that constitute &amp;quot;magic damage&amp;quot; are the Wand's projectiles and the bonus elemental damage on weapons. The [[Mage|Mage]]'s spells also increase damage with intelligence, but at a differing rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wisdom'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wisdom increases total mana by 10 per point. Note that the rate of mana regeneration is a fixed percentage of total mana.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fortitude'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortitude increases total health by 12 per point for the [[Warrior|Warrior]], 7 per point for the [[Mage|Mage]], and 10 per point for the [[Ranger|Ranger]]. Note that the rate of health regeneration is a fixed percentage of total health, 3% of the Max HP rounded down at the decimal. As discussed above in the dexterity section, because of the nerf to defense, fortitude might become a bigger priority. Also due to the introduction of the ability tree, abilities will now scale up in damage with ability points and stat points can be put into fortitude instead.&lt;br /&gt;
&lt;br /&gt;
==Stats and Spells==&lt;br /&gt;
Though Intelligence is currently the only stat to directly improve any [[Spells|spell's]] ability (see [[Mage#Abilities|Charged Bolt]]), the other stats are being considered. Strength, Dexterity, and Intelligence all increase their respective damages indirectly, though. For example, the [[Warrior|Warrior]]'s Charge damage is based on his melee damage, which is partly based on Strength.&lt;br /&gt;
&lt;br /&gt;
==Point Distribution==&lt;br /&gt;
&lt;br /&gt;
Currently, Strength is a completely useless skill for the more advanced player, who specializes in bows and wands rather than swords, despite choosing Warrior as their class build. Dexterity is one of the better stats for rather obvious reasons, but so is Intelligence, because of the added damage when using weapons (or armor, in the case of the unique item &amp;quot;rugged cross&amp;quot;) that stacks. Regarding the damage bonuses from intel, a player sporting a wand with 3 or 4 elemental damage types (These are very, very rare and require large villages with numerous vendors to acquire in a reasonable amount of time) can expect to see their damage per point increase by 2 or 3, versus the puny 0.5 rewarded by Dexterity and Strength. Dexterity is also best used for its defense, which grants invincibility by 400. It seems like a long stretch but is actually fairly easy for experienced players to achieve. Note that things like poison and fall damage do bypass the damage reductions granted by high def.&lt;br /&gt;
Fortitude always helps but is rather low priority, as berserkers tend to be more effective in Hack/Mine. All your health should be gained through high level rings, amulets and armor. Wisdom is only necessary at very high levels. The build idea is to build pure dexterity until 400 defense is achieved. Use high level bows to deal easy, massive damage. After this point you want to train up intelligence, which is where wisdom comes into play. Once your spells cast 8-12 mana per shot, you want to get your wisdom up a bit -- say 1000 mana without armor and 1500 with. This cycle should repeat, with each shot costing 1% of your overall mana-high dex allows you to shoot very fast!&lt;br /&gt;
&lt;br /&gt;
[[Category:The Player]]&lt;/div&gt;</summary>
		<author><name>182.239.65.238</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/Stat_System</id>
		<title>Stat System</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/Stat_System"/>
				<updated>2014-06-27T06:21:13Z</updated>
		
		<summary type="html">&lt;p&gt;182.239.65.238: /* Stat Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SkillPage.png|thumb|300px|Spellbook with stats highlighted]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
One of many features Hack/Mine introduces to Minecraft is a stat system. It currently includes Strength, Agility (now defunct), Dexterity, Intelligence, Wisdom, and Fortitude. While the mechanics are mostly in place, the balance still has a long way to go (That's what alphas are for!)&lt;br /&gt;
&lt;br /&gt;
==Leveling and Experience==&lt;br /&gt;
Each player begins at level 1. By killing monsters, players gain experience, which in turn increases their level. The experience required to level up increases with each level (and was more than quadrupled with patch 0.5.) The planned level cap is level 30, though currently there is no limit in place.&lt;br /&gt;
&lt;br /&gt;
Currently, all experience given by a defeated enemy is based on whoever dealt the killing blow; this will soon be replaced with a more fair, damage-tracking system, but for the time being makes for no experience when the [[:Category:Mobs|mob]] dies from fall, lava, or poison damage.&lt;br /&gt;
&lt;br /&gt;
Players do not lose experience, levels, or items on death (though they will take a 10% durability penalty to all items in singleplayer).&lt;br /&gt;
&lt;br /&gt;
With each level up, the player gains 5 points to use to increase their stats. If points are not spent between level ups they stack up for later distribution.&lt;br /&gt;
&lt;br /&gt;
==Stat Mechanics==&lt;br /&gt;
&amp;lt;u&amp;gt;'''Strength'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength increases melee damage by .5 per point. It may soon affect things like mining and digging efficiency, among other manual processes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Agility&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Agility is currently not implemented in the game. It may be added in a future update, possibly gaining some of the numerous bonuses from Dexterity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Dexterity'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dexterity increases Defense by 1 per 5 points. Crit Chance is currently the only stat to feature diminishing returns, however, the amount of protection given by defense becomes less and less, the more you level up. So for example, 15 defense might have given 20% at a certain level but if you level up it might only give 19% damage reduction. This might potentially mean that players would have to invest some points into fortitude of they are to survive the late game. Dexterity currently affects a lot of things, so splitting it into both Dexterity and Agility is an ongoing possibility.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Intelligence'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligence increases magic damage by .5 per point and general spell ability. At the moment, the only things that constitute &amp;quot;magic damage&amp;quot; are the Wand's projectiles and the bonus elemental damage on weapons. The [[Mage|Mage]]'s spells also increase damage with intelligence, but at a differing rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wisdom'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wisdom increases total mana by 10 per point. Note that the rate of mana regeneration is a fixed percentage of total mana.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fortitude'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortitude increases total health by 12 per point for the [[Warrior|Warrior]], 7 per point for the [[Mage|Mage]], and 10 per point for the [[Ranger|Ranger]]. Note that the rate of health regeneration is a fixed percentage of total health, 3% of the Max HP rounded down at the decimal. As discussed above in the dexterity section, because of the nerf to defense, fortitude might become a bigger priority. Also due to the introduction of the ability tree, abilities will now scale up in damage with ability points.&lt;br /&gt;
&lt;br /&gt;
==Stats and Spells==&lt;br /&gt;
Though Intelligence is currently the only stat to directly improve any [[Spells|spell's]] ability (see [[Mage#Abilities|Charged Bolt]]), the other stats are being considered. Strength, Dexterity, and Intelligence all increase their respective damages indirectly, though. For example, the [[Warrior|Warrior]]'s Charge damage is based on his melee damage, which is partly based on Strength.&lt;br /&gt;
&lt;br /&gt;
==Point Distribution==&lt;br /&gt;
&lt;br /&gt;
Currently, Strength is a completely useless skill for the more advanced player, who specializes in bows and wands rather than swords, despite choosing Warrior as their class build. Dexterity is one of the better stats for rather obvious reasons, but so is Intelligence, because of the added damage when using weapons (or armor, in the case of the unique item &amp;quot;rugged cross&amp;quot;) that stacks. Regarding the damage bonuses from intel, a player sporting a wand with 3 or 4 elemental damage types (These are very, very rare and require large villages with numerous vendors to acquire in a reasonable amount of time) can expect to see their damage per point increase by 2 or 3, versus the puny 0.5 rewarded by Dexterity and Strength. Dexterity is also best used for its defense, which grants invincibility by 400. It seems like a long stretch but is actually fairly easy for experienced players to achieve. Note that things like poison and fall damage do bypass the damage reductions granted by high def.&lt;br /&gt;
Fortitude always helps but is rather low priority, as berserkers tend to be more effective in Hack/Mine. All your health should be gained through high level rings, amulets and armor. Wisdom is only necessary at very high levels. The build idea is to build pure dexterity until 400 defense is achieved. Use high level bows to deal easy, massive damage. After this point you want to train up intelligence, which is where wisdom comes into play. Once your spells cast 8-12 mana per shot, you want to get your wisdom up a bit -- say 1000 mana without armor and 1500 with. This cycle should repeat, with each shot costing 1% of your overall mana-high dex allows you to shoot very fast!&lt;br /&gt;
&lt;br /&gt;
[[Category:The Player]]&lt;/div&gt;</summary>
		<author><name>182.239.65.238</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/Towers</id>
		<title>Towers</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/Towers"/>
				<updated>2014-06-27T06:08:00Z</updated>
		
		<summary type="html">&lt;p&gt;182.239.65.238: /* Defeating Towers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2012-04-19_11.51.15.png|right|thumb|a tower]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Towers are found throughout the world. Similar to dungeons there are different rooms with '''mob spawners'''. Each tower has a number of floors and the top room always has '''treasure''' in. Towers are found in multiple colours including blue, light blue, yellow, red and purple. Colours can also change depending on the different biomes that they are found in. Unlike the dungeons, towers are leveled depending on the level of the area you are in. As of patch 0.5, taller towers have been added to appear on occasion, with several more levels to conquer on your climb to the top, as well as better treasure once you reach the top room.&lt;br /&gt;
&lt;br /&gt;
[[File:JungleTower.png|thumb|Jungle Tower]]&lt;br /&gt;
&lt;br /&gt;
==The Rooms==&lt;br /&gt;
&lt;br /&gt;
There are multiple rooms in the towers. Each has a random spawner and a different design. There are sometimes lava/water blocks on the floors. Currently, a bug exists where a tower which has generated on uneven terrain will have the entry hole facing away from the block which the world generator selected as the 'first floor level.' This can mean doorways that require pillaring or staircases to reach, or less commonly, buried entrances.&lt;br /&gt;
&lt;br /&gt;
The top floor always contains a red carpet to the end chest, making it a profitable and sometimes dangerous source of wool.&lt;br /&gt;
&lt;br /&gt;
[[File:2012-04-19_11.33.26.png|thumb|generic room]]&lt;br /&gt;
[[Category:The World]]&lt;br /&gt;
&lt;br /&gt;
==Defeating Towers==&lt;br /&gt;
There are many ways to defeat these towers.&lt;br /&gt;
&lt;br /&gt;
[[File:2012-04-19_11.34.01.png|thumb|chest room]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mage Rush: The mage rush requires the person to blink from room to the other side and climb the ladder all the way up to the top. This Is useful when fighting towers way beyond your level as this will allow you to get 10x's the items you have. But when this comes with the going down, it is rather hard as more mobs have spawned. You must carefully blink down the tower without getting swarmed by the evil monsters.&lt;br /&gt;
[[File:Warpedtower.png|thumb|An example of how a tower can &amp;quot;warp&amp;quot; when it spawns; notice the chest with white wool underneath of it instead of red.]]&lt;br /&gt;
The Midway Ladder: The midway ladder is where you rush to the midway of a ladder. As most mobs have very little range you can stay up there and shoot them with your wand/bow. After you manage to kill all of the mobs in that room you can rush back down and destroy the spawners. Then you can get on the ladder and stay half-way using your bow/wand, attempt to climb yourself up and down the ladder getting hits.(Using the Lighting Spell can be a very useful tool, but be warned that you can lose your items due to the lighting) Another Tip whilst doing this is to use the S key to climb up ladders. This is so you can face the mobs and easily go up and down.&lt;br /&gt;
&lt;br /&gt;
All Balls: All Balls is where you get a diamond pickaxe and rush like a mad dog destroying all the spawners you can. This is best Done with warrior or a mage as mages can blink to dodge any attacks and warriors are quick enough to not get killed.&lt;br /&gt;
&lt;br /&gt;
Fortress: Warriors or Rangers/Mages that are playing their class wrong can vastly increase their fortitude and simply walk in. They then use whatever weapon they want (I've done it even with my fist) to destroy mobs, then grab a pickaxe and stand on top of the spawners, using gust or whirlwind to keep mobs at bay while the spawner is destroyed.&lt;br /&gt;
&lt;br /&gt;
All the above methods are outdated and because of the updates to the game, clearing towers has become a lot easier. This is due to the introduction of the ability tree which also you to put extra points into your abilities, either making them do more damage or shoot additional projectiles. This means that you no longer have to rely on your stats for damage and makes clearing mobs a lot easier. Therefore, if you just pick an aoe spell and spam points into that you should have no trouble clearing by just using that one ability.&lt;br /&gt;
&lt;br /&gt;
==Easy Exp Farming==&lt;br /&gt;
There Is a way for all classes to use their abilities to get massive levels in a quick time.&lt;br /&gt;
&lt;br /&gt;
All the mage/archer has to do is wait for a lot of mobs to spawn, then they can use their lighting abilities which can do a massive attack. The Warrior can spam their Whirlwind ability as well. Using this ability a few times will usually clear most mobs around your level.&lt;br /&gt;
&lt;br /&gt;
Doing this however does destroy any items that drop. Some of the items might have just been that better wand/bow/armor you needed.&lt;br /&gt;
&lt;br /&gt;
Another method for farming involves setting up a short barrier between a ladder, and multiple slime spawners. If one places half blocks in the right positions, it is possible to shoot charged bolt spells, arrows, or other projectiles through, dealing damage without destroying drops, or taking any hits.&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to set up, but is very rewarding, because it takes very little time to make many kills, and score tons of loot. Warriors can simply block off the mobs at a doorway and use whirlwind to attack them through the door.&lt;br /&gt;
&lt;br /&gt;
[[File:2012-05-01_20.49.46.png|thumb|this is a tower with a chunk of dirt in it&lt;br /&gt;
&lt;br /&gt;
the black hole is the door. ]]&lt;/div&gt;</summary>
		<author><name>182.239.65.238</name></author>	</entry>

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