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Progression

This page records the translated progression model after merging Necesse and Terraria influences into an original Minecraft identity.

Status: Planned

This page records the translated progression model after merging Necesse and Terraria influences into an original Minecraft identity.

Reference terms used here are defined in Glossary.

World Layers

The progression loop is based on repeating this structure:

  • Surface biome
  • Living cave biome
  • Deep cave biome
  • Low sky route or sky structure
  • Special structure or boss arena
  • Boss reward that unlocks the next layer
  • Stormfront or world-state shift that refreshes old biomes

Worldshift

The project adds a Terraria-inspired but original midgame escalation state called Worldshift.

Worldshift should:

  • Wake dormant ore veins and relic recipes
  • Upgrade selected surface biomes with elite enemies and hunts
  • Unlock stronger mounts and traversal tack
  • Introduce rarer invasion-scale events called Stormfronts
  • Give old biomes new reasons to matter instead of becoming dead content

Current design position:

  • First Worldshift should occur after the pirate phase
  • Breach-tier escalation occurs again after the temple capstone

Major Biomes

The five primary biome families are:

  • Forest
  • Plains
  • Snow
  • Swamp
  • Desert

Special Progression Biomes

These act as gates or major milestones:

  • Dungeon
  • Pirate Village
  • Temple
  • Nether frontier hubs
  • Starwell routes

Exclusive Incursion Biomes

These source biomes now translate into project-specific Breach content clusters:

  • Slime Cave
  • Graveyard
  • Spider Castle
  • Sun Arena
  • Moon Arena
  • Crystal Hollow

Boss Ladder

The ladder below uses original project names. Inspiration mapping belongs in Influence Merge, not in player-facing pages.

Phase Region Boss Gate Traversal Unlock
01 Greenwake Ashroot Sentinel Mossback Doe
02 Frostweb The White Brood Rime Ram
03 Black Archive The Null Scribe First Grapnel upgrades
04 Windplain Cairns Horned Regent Steppe Runner
05 Mireglass Murkcoil Bog Skater
06 Sunscar Dunes The Carrion Crown Dune Skipper
07 Blackwake Reach Admiral Brine Tiderail Skiff, first Worldshift
08 Underbriar Graveshade Warden Lantern Stag tack
09 Deep Rime Icevein Matron Frost Prowler
10 Hollowstep The Urn Mother Longline Grapnel
11 Rotwarren Blightspine Sporeback
12 Ember Vaults Cinder Twin Ascetics Ashwing
13 Starwell Temple Starved Arcanist Wayshrine network, breach unlock
14 Breach Cluster I Mother Slurry, Crimson Chorus, Silk Cathedral Regent Grave Bat
15 Breach Cluster II Auric Gauntlet, Velvet Eclipse, Prismwyrm Skyray
16 Horizon Split The Horizon Splitter Void Skiff

Phase Bands

Frontier Band

This is the opening surface and cave game.

  • Greenwake
  • Frostweb
  • Black Archive
  • Windplain Cairns
  • Mireglass
  • Sunscar Dunes
  • Blackwake Reach

Cross-layer focus:

  • Living caves
  • First low-sky access
  • First Nether access at the end of the band

Deep Frontier Band

  • Underbriar
  • Deep Rime
  • Hollowstep
  • Rotwarren
  • Ember Vaults
  • Starwell Temple

Cross-layer focus:

  • Deep caves as core progression
  • Stronger sky routing
  • Nether side-frontier with real rewards

Breach Band

  • Breach Cluster I
  • Breach Cluster II
  • Horizon Split

Cross-layer focus:

  • High sky frontier
  • Otherworld access
  • Worldshifted old biomes still matter

Core Unlock Types

The boss ladder is not only about power. It also unlocks systems.

The unlock types should include:

  • Use boss flags and advancement-like progression, not only raw item tiers
  • Unlock new Station Ladder upgrades and recipe families
  • Unlock gear upgrade lines and new Etch Scroll families
  • Unlock new Relic slots and relic fusion branches
  • Unlock mount Bond Sigils and mount tack
  • Unlock new Grapnels
  • Unlock new loot families, chest pools, and useful Summon Object lines
  • Unlock new Stormfronts
  • Unlock stronger night events, invasion events, and region-specific Stormfront variants
  • Unlock new world layers and breach content
  • Unlock sky routes and Nether routes in a readable sequence
  • Keep exploration and summon items as part of the unlock language
  • Make progression visible in the quest book and field-guide systems

Armor Tiers

The final project should preserve the source density of 40+ meaningful armor sets across the full ladder, but with original names and clearer region identity.

Until a dedicated armor registry exists, the phase tables below are the canonical armor roster for implementation planning.

Frontier Tier Families

Phase Armor Families
Greenwake Trailcloth, Tinker Copperplate, Hearth Iron, Gilded Crest
Frostweb Silkhide, Hoarfur
Black Archive Emberglass, Shadeweave
Windplain Cairns Windplate, Cairnrunner
Mireglass Mireguard, Glassspine
Sunscar Dunes Sunscour Mail, Dunerider
Blackwake Reach No new full armor family is locked yet; this phase is currently a raid, travel, and world-state unlock milestone

Deep Frontier Tier Families

Phase Armor Families
Underbriar Tungsten Vanguard, Mourning Bark
Deep Rime Glacier Witch, Rimeguard
Hollowstep Hollowstep Runner, Dryadborn, Aged Crest
Rotwarren Mirebloom, Widowplate
Ember Vaults Fossil Spearline, Sharpsight, Ancestor's Veil
Starwell Temple No new full armor family is locked yet; this phase currently focuses on relic-slot expansion, breach attunement, and capstone dungeon rewards

Breach Tier Families

Phase Armor Families
Breach Cluster I Sludgeforged, Nightsteel, Cathedral Silk
Breach Cluster II Dawnbreaker, Duskveil, Prismplate, plus prestige-style high-end variants still to be named
Horizon Split Seamforged

Relic Ladder

What Necesse calls trinkets and Terraria calls accessories now becomes the Relic system.

Relics should be:

  • Build-defining, not only stat sticks
  • Unlockable over time rather than all at once
  • Frequently fused or upgraded into stronger branches
  • Split between utility, offense, defense, and traversal

Gear Persistence and Customization

The project should treat crafted progression gear as persistent equipment, not disposable upkeep.

Rules:

  • Progression tools, weapons, and armor should be non-breaking under ordinary play
  • Better regions should unlock better crafted gear and better upgrade paths
  • A favorite item can stay useful longer through upgrade recipes, but should not leapfrog the whole ladder forever
  • Etch Scrolls should add a readable enchantment layer without turning item improvement into a pure reroll casino
  • Upgrades and Etchings should unlock useful capabilities such as stronger jumps, longer jumps, movement speed, glide support, hover support, and later controlled flight support

Examples of relic effect families:

  • Sprint and dash
  • Lava, water, or poison mitigation
  • Mount synergy
  • Summon support
  • Crit and armor break
  • Grapnel or airborne utility
  • Biome-specific resistance or extraction bonuses
  • Sky, lava, or storm traversal support

Weapon Families

The family structure matters more than one-to-one weapon parity during early phases.

  • Melee: swords, greatswords, spears, glaives, boomerangs, other melee
  • Ranged: bows, greatbows, guns
  • Magic: staves, books, other magic
  • Summoning: with slots and no-slot support summons
  • Utility offense: throw weapons and explosives

Implementation rule:

  • Every phase must support at least four viable archetypes:
  • melee
  • ranged
  • magic
  • summoning

Terraria influence to retain here:

  • No formal class lock
  • Loadouts emerge from weapon + relic + armor + mount + grapnel choices
  • Equipment identity matters more than experience bars or stat trees

Material Families

Key categories pulled from current research:

  • Ores and bars
  • Minerals and gems
  • Monster drops
  • Essences
  • Stones
  • Logs and plants
  • Special fish
  • Saddle, harness, and tack materials
  • Skyroot, ember, and realm-specific route materials

For the canonical ore and mined-material ladder, use Ore Registry.

Important named progression materials include:

  • Copper, Iron, Gold
  • Emerald, Obsidian, Redstone, Lapis, Amethyst, Quartz, Diamond
  • Demonic Bar, Void Shard, Cave Spider Gland
  • Runestone, Swamp Sludge, Life Quartz
  • Tungsten, Glacial, Ivy, Mycelium, Ancient Fossil
  • Shadow Essence, Cryo Essence, Bio Essence, Primordial Essence
  • Slime Essence, Blood Essence, Spider Essence
  • Pearlescent Diamond, Omni-Crystal, Upgrade Shard, Alchemy Shard

Material rule:

  • Vanilla Minecraft materials can stay named as-is
  • Some vanilla materials should gain real gear identity rather than staying dead-end ingredients
  • New boss, relic, weapon, and set names should be original

Translation to Minecraft

The Minecraft version should preserve these rules:

  • A biome should have its own material language
  • A boss should reward more than raw damage numbers
  • Regional mobs and chests should contribute to meaningful progression instead of filler junk
  • Upgrades should justify travel
  • Better stations should make new materials feel immediately useful
  • Progression gear should not collapse back into repair churn
  • Enchantment-style customization should be readable through scroll-based Etchings
  • Gear upgrades should create meaningful movement and traversal options, not only stat inflation
  • Quest objectives should point players to structures and summon conditions
  • Multiplayer should never punish the second player for joining late
  • Traversal should keep improving throughout the whole game
  • Old biomes should gain new meaning after Worldshift instead of becoming irrelevant
  • Caves should feel alive enough that going underground is exciting, not only necessary
  • The sky and Nether should become real destinations, not side chores