Ascensions Quest Play

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. Two quests tracked at once, four skills on the bar: Fireball, Energy Bolt, Blade Fury, Icy Bomb.

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 unique 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.

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. Fire damage scales off vitality, and ice scales off agility, which is not what most RPGs do.

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.

Knowledge you have to earn

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 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. Mobs, bosses and dungeons each get their own tab.

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.

Floor 2

Rocky

The thing at the bottom of the mines. The first fight that will kill you if you are undergeared.

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. The wiki covers every fight.

The Floor 3 Necromancer fight, as it plays.

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 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.

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.

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.

Easier to see than to read about

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