Ascensions Quest Play

The systems

What's actually in it

Plenty of servers say “custom RPG”. Here is ours with the lid off, including the parts that are still being built.

A settlement on the Corrupted Savanna, with a quest log in the corner and a skill bar along the bottom
Floor 3, the Corrupted Savanna. The quest log tracks two jobs at once. Along the bottom sit four bound skills: Fireball, Energy Bolt, Blade Fury, Icy Bomb. Nia is standing by the fire, and she is the only person who did not leave this floor.

Loot

No two swords are the same sword

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 hand-built items and forty-six generated ones are live. The full gear guide is in the wiki.

Six custom item tooltips showing damage breakdowns, stat requirements, socket status and an unidentified item
Custom tooltips, not vanilla lore text. Bottom left is an unidentified drop refusing to tell you anything. The boots roll dodge rate and lightning resistance; the gem lists its crit chance and what it costs to cast.

Skills

Abilities you find, not abilities you pick

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. The pairings are not the obvious ones, either. Fire damage scales off vitality, and ice scales off agility.

All 40 skills with costs and cooldowns.

The custom gear menu, showing armour slots, accessory slots and rows of passive and active skill gem sockets
Pressing E opens this instead of your inventory. Armour and accessories up top, then seven passive sockets and nine active ones. Three actives are filled here.

Enemies

Knowledge you have to earn

Forty-six enemies are live across the open floors, most with their own 3D models and animations rather than a vanilla mob in a costume. 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. Nobody hands you a wiki page in game. You go and earn it.

Every monster, by floor.

The in-game codex showing a Wild Boar entry with its family, role and unlock progress
The codex, with most entries still locked behind question marks. Mobs, bosses and dungeons each get their own tab.

Bosses

Five so far, and each one is a test

Every floor ends with something that checks whether you actually learned it.

Floor 1

The Troll Leader

The forest's master, and a gentle exam. If you have been identifying your drops you will win comfortably. If you have not, you will find out why that matters.

Floor 2

Rocky

The thing at the bottom of the mines. This is the first fight that will kill you, and it is supposed to.

Floor 3

The Necromancer

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.

A campaign, floor by floor

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 have stopped being an adventurer and started being an employee, 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.

Dungeons, crafting, money

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.

Under the hood

Why it doesn't feel like a plugin server

An interface built for this game

The gear menu, the codex, the tooltips and the HUD were all made for Ascensions Quest. None of it is a repurposed chest GUI.

A network behind one address

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.

Written before it is built

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.

What isn't working yet

Loot crates, waystones and the Loadstone drop as items and do nothing when you use them, because their handlers are not wired up. Three of the six runes point at potion names that changed in a Minecraft update, so they socket fine and then have no effect.

Classes are designed and not live. The plan is that you earn your first one at the end of the Lowerhaven arc instead of picking blind at level one. Until then everyone draws from the same skill pool.

We would rather print this list than let you spend a rare drop finding it out. The wiki tracks what works.

Easier to see than to read about

Four floors are open. The tutorial takes a few minutes.