Wiki
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 Ladderupgrades and recipe families - Unlock gear upgrade lines and new
Etch Scrollfamilies - Unlock new
Relicslots and relic fusion branches - Unlock mount
Bond Sigilsand mount tack - Unlock new
Grapnels - Unlock new loot families, chest pools, and useful
Summon Objectlines - Unlock new
Stormfronts - Unlock stronger night events, invasion events, and region-specific
Stormfrontvariants - 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 Scrollsshould add a readable enchantment layer without turning item improvement into a pure reroll casino- Upgrades and
Etchingsshould 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