The Troll Leader
The forest's master, and a gentle exam. If you have been identifying your drops you will win comfortably.
Plenty of servers say “custom RPG”. Here is ours with the lid off, including the parts that are still being built.
Weapons and armour roll their own modifiers, rarity and level requirement. What drops is yours specifically, and most of it needs work before it is worth wearing.
Gear arrives unidentified. You cannot equip it, you cannot see what it rolled, and the name is scrambled until you burn a Tome on it. Then the real loop starts: refine the numbers, fortify the socket, risk a gem, and if the piece still disappoints, strip it for parts.
Sixty-eight unique items and forty-six generated ones are live. The full gear guide is in the wiki.
Forty skills exist. None of them arrive because you chose a class at level one. They live on skill gems that drop, and slotting one into your gear menu grants the ability immediately.
Six attributes sit under all of it: strength, vitality, agility, dexterity, wisdom, intelligence. They feed a real damage model with elemental types, resistances, dodge and crit. Fire damage scales off vitality, and ice scales off agility, which is not what most RPGs do.
Forty-six enemies are live across the open floors, most with their own 3D models and animations. Nearly all of them have an elite version that hits harder and drops better.
The codex fills in as you fight. One kill reveals the entry, ten unlocks its lore, fifty tells you its weaknesses, and a hundred gives up the full drop table. You earn the reference material by playing.
Every floor ends with something that checks whether you actually learned it.
The forest's master, and a gentle exam. If you have been identifying your drops you will win comfortably.
The thing at the bottom of the mines. The first fight that will kill you if you are undergeared.
Waiting at the end of The Source, the game's only dungeon so far. Its armour set is the best in the game right now.
The Cult Captain closes Hearth Ranch, and there is a fifth boss on a side quest that most people walk straight past. The wiki covers every fight.
The Floor 3 Necromancer fight, as it plays.
Every floor carries a written quest line instead of a fetch board. Floor 1 has four quests, Floor 2 has six, Floor 3 has twelve, Floor 4 has eight, and they add up to one story rather than four.
The rewards are usually lessons. Floor 1 gives you an unidentified helmet so you learn identifying, a hoe so you learn tools have jobs, and a compass so you learn how the Tower points. By Floor 4 you are working off a debt to the man who owns the only way up.
The compendium keeps track of what you have found and where you have been. Floor guides are in the wiki.
Instanced dungeons hand your group its own copy of the place, so nobody races you to the boss. The Source is the one that is live, and it is where the Corrupted Savanna's story lands.
There are crafting and cooking benches, an auction house, NPC shops, player shops, and a wallet that crosses floors with you. Sell prices come from an item's actual stats, so a well-rolled drop really is worth more than a bad one wearing the same name. Backpacks carry the overflow.
The gear menu, the codex, the tooltips and the HUD were all made for Ascensions Quest. None of it is a repurposed chest GUI.
Floors run as separate servers behind a proxy, so a busy floor cannot lag a quiet one. Your level, gear, skills and money cross between them on their own.
Every floor gets a design document covering what the place is, who lives there and what it has to make you feel, finished before a single block goes down. Some of that is public.
Four floors are open. The tutorial takes a few minutes.