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Decked Out 2 brings back the Clank system from Decked Out, also adding multiple new systems such as Hazard, live GUI map, and custom sounds.

Clank[]

Clank-Map-Icon

Clank is based on the stealth of the Hermits. Clank level can be determined by the speed of the heartbeat sound. The quicker the heartbeat, the higher Clank is. Clank is generated by a number of sources, including, but not limited to:

  • Triggering a Sculk Shrieker (generates +1 Clank).
  • Drawing a Stumble card, which is automatically added to the deck every two minutes (generates +2 Clank).
  • Obtaining an artifact, by finding the drop location for the compass (generates +3 Clank).
  • Triggering certain pressure plates in level 3 (generates +1 Clank).
  • Drawing a deck card that directly generates Clank.

Once max Clank is reached, a number of things will happen throughout the dungeon:

  • Evokers will be revealed, who will spawn Vex to stop the player.
  • Any subsequent Clank generated will be converted into Hazard.
  • On Level 1, water will fall from the ceiling, making it harder to traverse.
  • On Level 3, any Clank generated will also trigger the Aggro-net.

Aggro-net[]

Calibrated Sculk Sensor JE

The Aggro-Net is present in levels 3 and 4, and serves as a system to allow Wardens to detect players from upwards of 50 blocks away. The Aggro-Net uses a network of Calibrated Sculk Sensors and is primarily based around the center of the level, meaning players will not attract Wardens on the edge of the level, and, conversely, Wardens will not be notified of players near the edge of the level.

Hazard[]

Hazard-Map-Icon

Hazard is a system based on the time spent in the dungeon. At a consistent interval of time, Hazard has a 1/3 chance to activate. If it does, every Hazard door or Hazard passage has an individual 1/6 chance to close during a hermit's run, making that path non-traversable. The longer the hermit's run, the harder it is to navigate the dungeon. Hazard will never make it impossible to exit the dungeon; no matter how many Hazard doors have been shut, there is at least one entrance to every room and area throughout the entire dungeon. However, Hazard-free pathways are typically longer and riskier to take, as they feature many turns and corners at which hermits can be caught off-guard, and these paths almost always feature some sort of trap.

Live GUI Map[]

Decked Out 2 Map

Decked Out 2 GUI Map

At the back of the Deepfrost Citadel, a custom map has been made that will show real-time statistics for the Hermits during their dungeon run.

It allows them to keep track of the Frost Ember and Treasure drops from their cards that were played, lets them see how much Hazard and Clank they are able to block, and it shows the number of cards they have left in their deck.

The slots are filled up by cards drawn during the gameplay.

A user must be present around the chunks in which the map was built in order for it to work. As a result, TangoTek actually places his spectator/camera account on the map whenever the map is active.

Indicators[]

  • Frost Embers/Treasure: Upon a drawing of a card with added Frost Embers/Treasure by the system, it fills up the Frost Embers/Treasure slots accordingly, and turns off at the rate at which Frost Embers/Treasure are distributed into the dungeon.
  • Clank/Hazard Block: Upon a drawing of a card with added Clank/Hazard Block by the system, it fills up the Clank/Hazard Block slots accordingly. When you generate Clank/Hazard during gameplay, it will act as a blockage, which will not trigger it.
  • Cards: Remaining cards to be drawn by the system from the player's deck during the current run.

Custom Sounds[]

Hermitcraft Season 9 uses the AudioPlayer mod which enables uploading custom audio music discs. Decked Out 2 uses this mod for custom audio indicating different sounds throughout each run.

Sound Event Subtitles
Found in Cards section. A card is drawn from the deck (Saying the card name out loud)
▶️ Artifact acquired N/A
▶️▶️ Artifact conversion N/A
▶️ Card appearance in post-run Frost Ember Shop N/A
▶️ Card deck shulker loaded N/A
▶️▶️▶️▶️▶️▶️▶️▶️▶️ Clank blocked N/A
▶️ Clank generated N/A
▶️▶️▶️▶️▶️▶️▶️ Crown crafted (traded for 4 coins) N/A
▶️ Deep Frost Opening Explosion N/A
▶️ Difficulty selection: Easy N/A
▶️ Difficulty selection: Medium N/A
▶️ Difficulty selection: Hard N/A
▶️ Difficulty selection: Deadly N/A
▶️ Difficulty selection: Deepfrost N/A
▶️ Dungeon indicator has been reset to 'Available' The dungeon is ready for its next victim
▶️ Dungeon Reset N/A
▶️ Entrance door sequence N/A
Note blocks Frost Embers dropped N/A
▶️▶️▶️▶️▶️▶️▶️▶️▶️ Hazard blocked N/A
▶️▶️▶️▶️▶️▶️▶️▶️ Hazard generated N/A
▶️ Heart beat (indicating the Clank level) N/A
▶️ Level doors opened N/A
▶️▶️▶️▶️▶️▶️ Purchase in post-run Frost Ember Shop N/A
▶️ Treasure dropped N/A
▶️ Validity period of a timed card has expired (Reckless Charge) N/A

Archived Systems[]

As the game was being developed, some ideas were changed slightly or replaced by others. They include different systems that were thought of or designed by the 'dungeon master'.

Focus[]

DO2Focus

Focus was intended to be built up over time before being used by other cards. As it appears, the purpose of this system was to multiply the effect of cards, such as Clarity (which was later reworked into Moment of Clarity) by making each card more potent with the accumulation of Focus.

Delve[]

DO2Delve

Originally, Delve was a difficulty system generated by a special set of cards, which was later abandoned in favor of difficulty selectors. The higher Delve was, the deeper your artifact compass would be. For example, having 20 Delve would nearly guarantee a Level 3 Artifact, and, presumably, having around 35 Delve would guarantee a Level 4 artifact.

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