MYTHOS: Ascension — RPG Overhaul
What's new
MYTHOS: Ascension v7.16.0
A full RPG overhaul: 20 classes, 14 dungeons, 6 mythic bosses,
54+ quests, and an endgame that is an actual fight.
── COMBAT ──
Bosses are fights again. Previously a level-50 character killed the
final boss 19 times over in a single hit; every rank, awakening and
rebirth after that was multiplying a fight that had already ended.
Damage now runs through a diminishing-returns curve — every point you
invest still helps, forever, just less than the first one did.
The hardest boss takes about 25 hits at level 100.
Awakenings V–VIII used to grant identical health despite costing
3,000 / 10,000 / 40,000 / 150,000 cores. All eight tiers are now
distinct. Prime tiers advertised bonus health and granted none —
they do now.
── 14 DUNGEONS, 14 RULES ──
Each dungeon now plays by its own law instead of counting waves:
Grove — wounded enemies heal themselves
Crypt — some of the fallen rise again
Forge — the floor cooks anyone standing still
Abyss — the tide closes in on a rhythm
Sky — the air throws you
Void Reach — they teleport to you; no distance is offered
Myriad — what you kill splits in two
Origin — magic answers slowly here
Eclipse — sight comes and goes
Apex — one enemy per wave is armoured; break it first
Dominion — power is lent only on the marked ring
Absolute — every wave borrows a different law
── 20 CLASSES, 20 WAYS TO FIGHT ──
Every class now has its own resource that fills from something
different and drains if you stop:
Archer fills Focus by standing still — and loses it by running
Ninja is the opposite: movement is what fills Flow
Warrior gains Momentum from striking DIFFERENT targets
Paladin is the only class that profits from being hit
Assassin loses all Shadow from a single hit
Vampire's Thirst is a clock, not a reward
── QUESTS ──
The 20 class trials were one quest written twenty times — all asked
for 30 kills and paid the same. Each now tests what its class is for.
New: a 14-quest dungeon line, one per dungeon.
── VISUALS ──
221 per-skill particle effects, one for every class and magic skill.
3D Aegis armour with PBR materials. Per-weapon aura and impact FX.
Unified 64×64 art across items, class emblems, menu icons and bosses.
Mobile-friendly compact HUD.
── STABILITY ──
Dungeon arenas are now built where the world is already loaded and
backed up as structures, so "teleported in and the dungeon isn't
there" cannot happen. Custom item components (skill items, codex,
prime shard) registered against an API the pack does not use and
silently did nothing — fixed. Entity validity handling works on both
the 1.x and 2.0 script APIs.
REQUIRES Minecraft Bedrock 26.20 or newer.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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