Description
Arena of Ages
Use an Echo Stone in open ground and the world rearranges itself around you. Walls climb out of the dirt, the floor turns to worked stone, and then the dead start arriving.
They come in waves, and they are not random monsters. Each age sends its own soldiers: Roman legionaries first, then ronin, then Norse raiders. Every age ends with a commander who hits far harder than anything before it, and when that commander falls it leaves behind the weapon it was carrying. Clear all three ages and the arena gives up something it had been holding onto.
Then the walls come down, the ground goes back to how you found it, and you walk away with the loot.
What a run actually looks like
You hold the stone, you use it, you get about eight seconds to breathe while the arena builds. A countdown runs, the first wave spawns, and the bar at the top of your screen tells you which age you are in, which wave you are on, and how many enemies are still standing.
Waves only advance when the field is clear. Between them you get a short break and a little health back. After the boss dies, three pedestals rise out of the floor and you walk onto one to claim a relic that lasts the rest of the run.
Die and the run ends. The arena remembers it, which matters more than it sounds like it should.
Five levels of raid
Echo Stones come in five tiers, and the tier decides how big the fight is and how big the arena is with it.
| Tier | Name | Arena width | Waves per age | Elites | Shelters |
|---|---|---|---|---|---|
| I | Awakening | 26 blocks | 2 | none | none |
| II | Stirring | 32 blocks | 3 | rare | none |
| III | Onslaught | 40 blocks | 3 | some | 1 |
| IV | Tempest | 48 blocks | 4 | common | 2 |
| V | Cataclysm | 56 blocks | 4 | everywhere | 3 |
Tier I is a tight pit where five enemies feel like a real problem. Tier V is a wide floor with double the bodies, triple the boss guard, and elite warriors turning up nearly half the time. Sneak and use any stone to read exactly what it will throw at you before you commit.
Three ages, one arena
The arena is rebuilt for every age, in that era's materials. Rome is sandstone and quartz under sea lanterns. Feudal Japan is spruce and dark oak lit by shroomlight. The Viking age is deepslate and basalt. Watching the walls come apart and go back up in different stone is my favourite thing in the whole add-on.
Each age has a boss that changes behaviour as it loses health. The Centurion raises a shieldwall and then calls the legion in. The Shogun splits into afterimages, then draws his real blade. The Jarl summons housecarls, cracks the earth, and goes berserk at a quarter health.
Weapons
Each boss drops its age's weapon. Every weapon has a passive that runs constantly, an active you trigger by using the item, and an ultimate on sneak and use.
| Weapon | Passive | Active | Ultimate |
|---|---|---|---|
| Gladius of the Legion | chance to turn a hit aside | Shield Bash | Legion Charge |
| Katana of the Ronin | strikes cause bleeding | Dash Slash | Thousand Cuts |
| Great Axe of the Jarl | hits harder the more hurt you are | Ground Slam | Whirlwind |
| Aeonblade | 30% to negate a hit and heal | Rift Cleave | Echo Storm |
Dash Slash is worth calling out because it holds three charges instead of one cooldown. You can chain all three, and the bank refills on a ladder: five seconds for the first dash back, eight for the second, fifteen for the last. It is a real dash too, not a teleport. You slide across the ground, cut everything you pass through, and stop when you hit a wall.
The Aeonblade only appears if you clear all three ages in a single run. Rift Cleave carries two charges and tears a 150 degree arc out to seven blocks. Echo Storm calls down strikes on anything near you for six seconds while you shrug off most of the damage coming back.

Rift Cleave, the Aeonblade's charged active.

Everything the add-on adds.
Relics
Between ages, three pedestals rise, colour coded, and you claim one by standing on it. There are eight in the pool: extra hearts, speed, strength, damage reduction, faster swings, healing on kills, bonus score, and shorter cooldowns. A relic you already own is never offered again, so every choice is a real one. If you dawdle, the arena picks for you.
The arena remembers how you died
This is the part I built the add-on around.
Every run records where you walked. When you die, that path is saved along with how far you got and how well you were doing. Start your next run and the arena replays your last stand as a drifting ghost trail across the floor. Then, at the exact age where you fell, your own echo climbs out and comes for you, scaled to how strong you were when you died.
Beat it and the record resets to whatever happens this time.
A pit you cannot cheat
The arena is sealed on purpose. There is bedrock under the floor, so digging out gets you a grey ceiling and nothing else. Anything you mine gets refilled at the start of the next wave, anything you build gets stripped away, and the walls will not let you walk out until the run is over. Mobs cannot leave either, and if one somehow gets stranded outside it fades rather than stalling your wave forever.
From tier III up there are shelter huts inside the arena: small roofed buildings with a glowing brazier. Stand in one and you get a few seconds of regeneration, then that hut is spent until the next wave. A soft glow tells you which ones still have a charge.
Co-op, endless, and scores
Anyone standing near you when you start the run gets pulled into it. You share a score and a combo counter, you each pick your own relics, and the run keeps going as long as one of you is alive.
Clear all three ages and it loops, harder each time, with enemies gaining strength and numbers per loop. Kills chain into a combo worth up to triple score, and your best run is saved to the world.
Getting started
Craft an Echo Stone I from two amethyst shards, deepslate, and a bone. Higher tiers come from three of the tier below plus a catalyst, and each recipe unlocks in your recipe book once you are holding the ingredient, the way vanilla gear does.
Stones also turn up in naturally generated chests and barrels. Where you find one decides the tier: surface chests give I and II, anything below y=0 or in the Nether gives III and IV, and the End gives IV and V. Any chest that holds a stone also holds a Chronicle of Ages, so nobody ends up with a raid trigger and no idea what it does.
New worlds start you with the Chronicle. Hold it, use it, and you get a menu with chapters on the levels, weapons, relics, arena rules, and the echo mechanic.

The Chronicle of Ages, so nobody has to go looking for a wiki.
Requirements
Minecraft Bedrock 26.1 or newer. Turn on the Beta APIs experiment toggle if your version lists it, since the add-on runs on the Script API. Install the .mcaddon, activate the behaviour pack on your world, and the resource pack links itself.
Things worth knowing before you install
The arena reshapes terrain and puts it back when the run ends. Start it in open ground rather than on top of your base. If the world closes in the middle of a run the ground stays modified, because the original blocks only live in memory while the run is active. The add-on tells you where that happened the next time you load in.
Enemies are vanilla mobs restyled as spectral echoes with auras and custom names, not new models. If you were expecting fully custom mobs, that is not what this is yet.
Bedrock does not let add-ons colour the raid bar, so the per era colour goes on the bar's label text instead of the bar itself.
Credits
Made by Kamlesh Choudhary for CurseForge ModJam 2026, theme "Echoes of the Past".
NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.






