Species: Ascension

A mod that adds a species with unique abilities to the player.
Back to Files

species-ascension-fabric-1.0.0.jar

File namespecies-ascension-fabric-1.0.0.jar
Uploader
NaykoMCNaykoMC
Uploaded
Oct 4, 2026
Downloads
10
Size
5.4 MB
Mod Loaders
Fabric
File ID
9059772
Type
R
Release
Supported game versions
  • 1.16.5

Curse Maven Snippet

Fabric

modImplementation "curse.maven:species-ascension-1726602:9059772"

Learn more about Curse Maven

What's new

# Species Ascension — Complete Player Guide

## Overview

**Species Ascension** reshapes survival around the species you choose. Each species has its own attributes, strengths, weaknesses, passives, three main abilities, a dedicated HUD, missions, species level, and an exclusive upgrade tree. The goal is for two players using different species to have different routines, risks, and progression paths even while playing in the same world.

The mod includes **11 playable species**:

1. Endborn
2. Blazeborn
3. Windborn
4. Sylvari
5. Fishman
6. Arachnid
7. Lupino
8. Human
9. Umbra
10. Witcher
11. Crustacean

All interface text, names, descriptions, messages, and warnings follow the **language selected in Minecraft**.

---

# 1. Controls and Interfaces

## Abilities

The three main abilities use:

- **Z** — primary ability.
- **X** — secondary ability.
- **V** — tertiary/ultimate or special ability.
- **H** — special instant-smelting action, exclusive to Blazeborn.

These keys can be changed in Minecraft's Controls menu.

## Cooldowns

Each ability has its own cooldown, shown on the HUD. Upgrades can reduce cooldowns, but no ability can go below **15 seconds of cooldown** after all reductions are applied.

When an ability grants an effect that lasts several seconds, some cooldowns are queued and only begin when that effect ends. This prevents a long-duration ability from becoming almost ready again while it is still active.

## Inventory Side Buttons

When the inventory is opened, three side buttons appear integrated into the interface:

- **Species** — opens the profile and details of your current species.
- **Tree** — opens the upgrade tree.
- **Missions** — opens the three active missions and species progression.

These screens display server-synchronized information, including level, species XP, points, purchased upgrades, ability states, and species-specific resources.

---

# 2. Choosing and Changing Species

Whenever the player needs to choose a species, the selection screen appears. Each option shows its identity, strengths, weaknesses, and playstyle.

Choosing a species immediately activates its attributes, passives, and HUD.

## Independent Progression for Each Species

Each species keeps its own progression. When you change species, the following are stored separately:

- species level;
- species XP;
- available upgrade points;
- missions in progress;
- completed missions;
- purchased upgrades and their levels.

If you later return to a species you have already used, that species' saved progression is restored.

---

# 3. Primordial Essence

The **Primordial Essence** is the item used to begin a new species selection.

## Properties

- It is a unique item from the mod.
- Its appearance is inspired by an **enchanted Nether Star**.
- It has a permanent enchantment glint.
- It can stack up to **64**.
- Using it consumes only **1 item**.
- It has a **30-second cooldown** per player.
- Carrying another stack of Primordial Essence does not bypass the cooldown.
- While it is on cooldown, trying to use another Essence does not consume it and does not open the selection screen.

## Recipe

The recipe uses a 3×3 crafting grid:

| Diamond | Diamond | Diamond |
|---|---|---|
| Diamond | Emerald | Diamond |
| Diamond | Diamond | Diamond |

In other words: **8 Diamonds surrounding 1 Emerald**.

## Usage

When you right-click while holding the Essence:

1. the current species' progression is saved;
2. the current species is removed;
3. one Essence is consumed;
4. the species selection screen opens;
5. the player chooses a new species;
6. if that species has been used before, its previous progression is restored.

---

# 4. Persistent and Temporary Effects

Conditional passives no longer appear with a short timer that repeatedly expires and refreshes.

When a condition is meant to remain active — for example, shell resistance, a nighttime bonus, or a species immunity — the effect remains **persistent** for as long as that condition is true. As soon as the condition ends, the mod removes the effect immediately.

This is different from intentionally temporary abilities. An ability that grants Regeneration for 8 seconds or a collapse penalty that lasts 15 seconds still uses its real duration.

---

# 5. Missions, Species XP, and Levels

Each player has **3 active missions** at the same time.

Missions may involve:

- killing specific mobs;
- collecting items;
- using an ability;
- visiting a dimension;
- meeting an environmental condition, such as being in water, being active at night, or reaching a certain altitude.

The first mission slot tends to use species-specific missions; the others may also pull from the general mission pool. Missions that are incompatible with Minecraft 1.16.5 do not appear.

## Rewards

Completing a mission grants **species XP**. The amount depends on the objective, the player's current level, the requested quantity, and the chain of completed missions.

Every **3 completed missions**, mission reward value increases by **+56 XP**, including missions that are already active.

## Species Level

The XP required starts at **100 XP** and increases by **25 XP per level**, up to a maximum requirement of **500 XP per level**.

When leveling up, the player receives points for the upgrade tree. Point rewards increase progressively:

- level 1: 6 points;
- level 2: 8 points;
- level 3: 11 points;
- level 4: 14 points;
- level 5: 18 points;
- and continues growing by approximately 1.3× per level.

Vanilla XP does not replace species XP.

---

# 6. Upgrade Tree

Each of the 11 species has its own tree with **83 nodes**, for a total of **913 upgrades/nodes** across all species.

Each tree contains:

- a central trunk;
- three specialization paths tied to that species' playstyle;
- a **Passives** path;
- convergence points that connect different stages of progression.

Depending on the species, upgrades may improve:

- damage;
- duration;
- range;
- radius;
- generated resource amounts;
- maximum health;
- resistance;
- utility;
- environmental passives;
- cooldown reduction;
- penalty reduction;
- exclusive mechanics such as shell, instability, growth, and adaptation.

## Tree Rules

Buying a single level in a node already counts as meeting the prerequisite for any following node that depends on it. Some upgrades have multiple levels and may continue to be improved up to that node's own limit.

In each specialization section, the first major choice defines the path for that section. The other paths are usually locked for that stage, but **hybrid bridges** exist: certain nodes allow access to side upgrades from another path without converting the entire section into that second path.

Convergence nodes accept progression arriving from any intended branch and allow the player to continue into the next section of the tree.

Upgrade costs increase as more levels are purchased, with a maximum cost cap so the tree remains achievable.

---

# 7. Endborn

## Identity

Endborn is a dimensional species with extreme mobility and accumulated risk. Its main resource is **Instability**, shown on the HUD from **0% to 100%**.

### Base Attributes

- 24 health points, equal to 12 hearts.
- High knockback resistance.
- Larger than a standard player.
- Weakness to contact with water.

## Passive — Dimensional Instability

Instability is increased only by Endborn teleports.

After a successful teleport, there is a **base 50% chance** for Instability to increase. Stability upgrades can reduce this chance and/or reduce the amount gained.

When the Instability roll triggers, very large increases are rarer. The risk table uses the following values:

| Risk Threshold | Instability Increase |
|---:|---:|
| 78% | +2% |
| 67% | +7% |
| 58% | +27% |
| 42% | +37% |
| 31% | +51% |
| 22% | +68% |
| 9% | +79% |
| 2% | +83% |

The thresholds are cumulative: an extremely rare roll receives the largest jump, while less dangerous rolls fall into the smaller ranges. Once the general increase chance succeeds, the minimum gain is 2%.

Instability can never exceed 100%.

### Collapse at 100%

When Instability reaches **100%**:

- the player receives **Blindness** for 15 seconds;
- receives **Weakness** for 15 seconds;
- receives **Slowness** for 15 seconds;
- a large warning appears on screen;
- a warning is also sent in chat **only to the affected Endborn**;
- particles and sound signal the collapse;
- after triggering, the meter returns to 0% and begins a new cycle.

## Z — Void Rift

Teleports to the block the player is actually aiming at.

- base range: **150 blocks**;
- the destination must have enough safe space for the player's body;
- the teleport places the player above the selected block;
- upgrades can increase the range to much higher limits;
- the first central range upgrade raises the initial limit to 190 blocks;
- a successful teleport can increase Instability.

### Shift + Z — Phase Through Walls

Crouching while using Z activates the phase version. Endborn passes through the first wall found in the exact direction of the crosshair and searches for the first position with two free blocks on the other side.

## X — Void Anchor

Works in two uses:

**First use:** saves the exact:

- X, Y, and Z;
- horizontal rotation;
- vertical rotation;
- dimension.

The first use does not start the cooldown.

**Second use:** returns the player exactly to the saved point, including across dimensions, and only then starts the cooldown. Returning also counts as a teleport for Instability.

## V — Call of the Void

Searches for a living entity in the direction of the crosshair and pulls it to Endborn.

- base range: approximately 30 blocks;
- upgrades can increase the range;
- players are not selected as targets by this pull.

## Aquatic Weakness

Endborn's water debuffs are applied **only while the player is actually in water**. When leaving the water, effects belonging to that condition are removed.

### Base Cooldowns

- Z: 20 s.
- X: 25 s, starting only after the return teleport.
- V: 40 s.

---

# 8. Blazeborn

## Identity

Blazeborn converts heat into power. Its HUD contains a **Heat level from 0 to 10**. Fire, lava, the environment, and abilities all interact with this resource.

### Base Attributes

- 18 health points, equal to 9 hearts.
- Natural resistance to fire/lava damage before full immunity is unlocked.
- A central upgrade can grant total fire immunity through persistent Fire Resistance.
- Blazes and Magma Cubes are treated as naturally compatible creatures for the species.
- Water is a weakness and reduces Blazeborn's efficiency.

## Heat

Heat rises while staying in hot conditions, especially fire and lava, and is capped at 10. Away from heat sources, it can decrease over time; the Nether preserves Heat longer than normal environments.

The Z ability uses the current Heat level to determine fire range and duration, then consumes part of the Heat after use.

## Passive — Ore Pulverization

Only **ores** can be automatically pulverized.

When breaking an ore, there is a Heat-based chance for its drop to become **Dust** instead of the normal resource:

| Heat | Chance to Become Dust |
|---:|---:|
| 0 | 2% |
| 1 | 4% |
| 2 | 7% |
| 3–4 | 12% |
| 5–6 | 18% |
| 7–9 | 21% |
| 10 | 25% |

The check applies to ores available in Minecraft 1.16.5, including Coal, Iron, Gold, Redstone, Lapis Lazuli, Diamond, Emerald, Nether Gold, Nether Quartz, and Ancient Debris.

When pulverization occurs:

- that ore's drop is replaced with **1 Dust**;
- the ore does not continue into auto-smelting;
- a `tellraw` reports that the ore turned to dust **only to the player who broke it**;
- particles and sound indicate the thermal failure.

### Silk Touch

If pulverization happens, it takes priority and the ore becomes Dust. If pulverization does not happen, Silk Touch continues to preserve the block normally.

## Item — Dust

Dust is a unique item from the mod.

- Stacks up to 64.
- Cannot be crafted.
- Has no recipe that creates another item.
- Is not an ingredient in any recipe.
- Its purpose is to represent resources destroyed by excessive heat.

## Passive — Thermal Mining

When pulverization does not happen and the block is not preserved by Silk Touch, some ores receive special conversion:

- Iron Ore → Iron Ingot.
- Gold Ore → Gold Ingot.
- Nether Gold Ore → 1 Gold Ingot.
- Ancient Debris → **1 Netherite Ingot**.

For Ancient Debris, the order is: first the Dust chance; if it is not pulverized, Silk Touch may preserve the block; without Silk Touch, the special result is the Netherite Ingot.

## Passive — Cooked Food Drops

When a Blazeborn receives kill credit for a mob, edible drops that have a furnace recipe are converted into their cooked versions.

Examples:

- raw beef → steak;
- raw porkchop → cooked porkchop;
- raw chicken → cooked chicken;
- raw mutton → cooked mutton;
- raw rabbit → cooked rabbit;
- fish with a cooking recipe → cooked version.

Edible items that **do not have a furnace recipe** remain unchanged. Rotten Flesh, for example, does not become another food item.

## H — Instant Smelting

Blazeborn can hold an item and press **H**.

The mod checks Minecraft's actual **Furnace** recipes. Therefore, any item that can be processed in a furnace can be used.

Examples:

- compatible logs/wood → charcoal;
- cobblestone → stone;
- stone → smooth stone;
- sand → glass;
- iron ore, gold ore, and other blocks with furnace recipes → smelted output;
- other items with vanilla smelting recipes.

### Heat 0–4

At Heat 0 to 4, the held stack is instantly smelted into the recipe result.

### Heat 5–10

At Heat **above 4**, the temperature is excessive: if the item is actually smeltable, the held stack becomes **Dust** instead of the furnace result.

The mechanic does not destroy items that have no smelting recipe. If the item cannot be processed in a furnace, nothing is converted.

Success, failure, or Dust-conversion messages are sent only to the Blazeborn who pressed H.

## Incendiary Attacks

Blazeborn attacks ignite targets for several seconds. Magma-related upgrades can improve the effect.

## Z — Incendiary Burst

Ignites mobs around Blazeborn and releases a large amount of fire particles.

- base radius: 7 blocks;
- each Heat level increases the radius before upgrades;
- the radius has a safety cap;
- fire duration increases with Heat;
- after use, part of the Heat is consumed.

The ability cannot normally be used while Blazeborn is being suppressed by water.

## X — Fireball

Launches a projectile in the direction of the crosshair. On impact it:

- creates an explosion and particles;
- deals area damage;
- ignites affected entities;
- may destroy blocks allowed by the ability's logic.

## V — Fiery Sacrifice

Converts part of Blazeborn's own life into fire resources:

- grants 2 Blaze Rods;
- deals 6 damage to Blazeborn, equal to 3 hearts.

### Base Cooldowns

- Z: 60 s.
- X: 45 s.
- V: 120 s.
- H: utility action separate from the three ability bars.

---

# 9. Windborn

## Identity

Windborn is a light, fast species specialized in altitude, vertical control, and repositioning.

### Base Attributes

- 16 health points, equal to 8 hearts.
- Smaller body scale.
- Higher base movement speed than vanilla.
- Receives only about 40% of the normal fall-damage multiplier configured for the species.

## Passives

Altitude affects Windborn's state, and the HUD shows its relationship with the sky. High areas favor the species; low and enclosed areas reduce part of its advantage.

Water applies penalties while Windborn is actually wet/submerged. When leaving the water, debuffs tied to that condition are removed. Passive upgrades can reduce or completely eliminate these penalties.

## Z — Wingbeat

Grants a burst of aerial mobility:

- Strong Levitation for 2 seconds;
- Slow Falling;
- Speed III;
- base duration of mobility effects: 12 seconds, modifiable through upgrades.

## X — High Leap

Grants:

- Jump Boost V;
- Slow Falling;
- Speed II;
- base duration of 12 seconds, modifiable through upgrades.

## V — Updraft

Creates an area gust and launches nearby entities upward with very strong Levitation. It is useful for crowd control, separation, and creating space.

### Base Cooldowns

- Z: 25 s.
- X: 20 s.
- V: 60 s.

---

# 10. Sylvari

## Identity

Sylvari starts small and relatively fragile, but grows over time while remaining connected to suitable ground. Its HUD displays **Growth from 0% to 100%**.

## Passive — Growth

Sylvari grows while:

- not on fire;
- standing on Grass Block, Dirt, Coarse Dirt, Podzol, or Mycelium.

Without upgrades, Growth gains approximately **+1% every 120 ticks**, or 6 seconds, whenever the conditions are met. Growth upgrades accelerate this process.

Growth stops at 100%.

## Attribute Evolution

Growth changes health and defensive effects:

- 0–14%: 12 HP / 6 hearts + Resistance I.
- 15–29%: 14 HP / 7 hearts + Resistance I.
- 30–44%: 16 HP / 8 hearts + Resistance I.
- 45–59%: 20 HP / 10 hearts + Resistance II.
- 60–74%: 24 HP / 12 hearts + Resistance II and Regeneration II.
- 75–89%: 28 HP / 14 hearts + Resistance III and Regeneration II.
- 90–100%: 32 HP / 16 hearts + Resistance III and Regeneration III.

Continuous Growth effects remain active without a timer for as long as the current stage requires them, and are removed/replaced when the state changes.

Visual scale also evolves in stages, moving from a small form to a much larger presence as Sylvari matures.

## Fire Weakness

Fire is Sylvari's main natural weakness and also interrupts normal Growth gain while the player is burning.

## Z — Revitalizing Aura

Grants, with a base duration of 16 seconds:

- Regeneration II;
- Absorption II;
- Resistance I.

Upgrades can increase duration and efficiency.

## X — Living Wood

Converts the player's own vitality into wood.

- costs exactly **6 HP**, or 3 hearts;
- cannot be used if that cost would kill Sylvari;
- grants **32 Oak Logs** by default;
- utility upgrades can increase the amount, up to the stack limit.

## V — Root Formation

Can only be activated while standing on valid root-compatible ground. When used:

- saves the exact position;
- anchors Sylvari to that point;
- prevents movement for the duration;
- displays root/spore effects;
- base duration: 30 seconds, extendable through upgrades.

### Base Cooldowns

- Z: 60 s.
- X: 60 s.
- V: 90 s, starting after the rooting duration when applicable.

---

# 11. Fishman

## Identity

Fishman is an amphibious species built to dominate water, rain, and underwater mobility.

## Aquatic Spawn

When Fishman is selected, the mod searches for nearby water around the spawn region and attempts to place the player in a suitable aquatic position, preventing the experience from starting too far away from the environment the species needs.

## Passive — Hydration and Hunger

Being in water or rain keeps Fishman hydrated and resets the dryness timer.

Out of water:

- after **30 seconds**, the player receives persistent Hunger I;
- after **60 seconds**, it increases to Hunger II;
- returning to water or being exposed to rain clears the penalty;
- passive upgrades can completely remove this out-of-water Hunger requirement.

The Nether has its own penalties for Fishman. The tree includes Nether-adaptation upgrades that can reduce Weakness, Slowness, and Mining Fatigue and, at higher levels, grant defensive compensation.

## Aquatic Passives

Fishman is much more effective in aquatic environments. Drowned and Guardians have the neutral relationship intended for the species. Rain also counts as a favorable hydration condition.

## Z — Tidal Rush

Grants, with a base duration of 12 seconds:

- Dolphin's Grace II;
- Speed III;
- Strength I.

## X — Protective Bubble

Grants, with a base duration of 10 seconds:

- Resistance II;
- Water Breathing;
- Regeneration I.

While the bubble is active, nearby non-player entities may be pulled toward Fishman, making it useful for space control as well.

## V — Blessing of the Tides

Applies aquatic bonuses to nearby players:

- Water Breathing;
- Dolphin's Grace;
- base radius of 12 blocks;
- base duration of 15 seconds.

Upgrades can increase range and duration.

### Base Cooldowns

- Z: 50 s.
- X: 30 s.
- V: 60 s.

---

# 12. Arachnid

## Identity

Arachnid is an ambush species focused on webs, poison, and vertical movement.

### Base Attributes

- 14 HP / 7 hearts.
- Slightly smaller body size.
- Reduced fall damage.

## Passive — Climbing

While crouching against a wall, Arachnid can climb surfaces. This is a racial passive and does not require a special item.

## Relationship with Spiders

Spiders and Cave Spiders remain neutral until the player provokes combat.

## Offensive Passive

Critical attacks can apply poison, and the upgrade tree includes dedicated improvements for Poison, Silk, Night, and Passives.

## Z — Ambush

Creates an ambush window of approximately **5 seconds**.

The next valid hit against a mob during that window:

- resolves the ambush effect;
- creates a Cobweb at the target's position when possible;
- applies Poison for 8 seconds;
- applies extremely strong Slowness for 8 seconds;
- leaves the target vulnerable for a short window;
- while vulnerable, the target receives **1.4×** the damage calculated by the mechanic.

The final cooldown respects the global 15-second minimum.

## X — Predatory Web

Targets a block and places a Cobweb in the adjacent free space.

- base range: 7 blocks;
- Silk upgrades can increase this range.

## V — Poison Launcher

Applies Poison to mobs within an approximately 7-block radius.

- base duration: 10 seconds;
- upgrades can increase duration and intensity.

### Base Cooldowns

- Z: effective minimum of 15 s.
- X: 35 s.
- V: 50 s.

---

# 13. Lupino

## Identity

Lupino is a lunar predator focused on nighttime power, packs, and pursuit.

## Passive — Lunar Power

During the world's nighttime, approximately between 13000 and 23000 ticks of the daily cycle, Lupino receives persistent bonuses. The effects do not constantly reset timers; they remain active throughout the night and disappear when the nighttime condition ends.

The bonuses include:

- Strength;
- Speed;
- Jump Boost;
- Resistance;
- Haste;
- Night Vision.

Their intensity can increase through Lunar-path upgrades.

## Dietary Restriction

Foods considered incompatible with the species' animal diet can cause penalties such as:

- Hunger;
- Nausea;
- Slowness;

for about 15 seconds.

## Z — Pack Howl

Summons tamed wolves to fight alongside the player.

- base amount: **3 wolves**;
- Pack-path upgrades can increase the number up to the ability's intended limit.

## X — Hunt Mode

Activates a hunting state for a base duration of **60 seconds**:

- Strength IV;
- Speed III;
- Resistance II.

Upgrades can increase the duration.

## V — Terrifying Howl

Affects nearby mobs:

- applies Weakness;
- causes creatures to move away from Lupino;
- base duration: approximately 10 seconds;
- base radius: approximately 5 blocks;
- upgrades increase duration and range.

### Base Cooldowns

- Z: 120 s.
- X: 120 s, accounting for the active-effect logic.
- V: 60 s.

---

# 14. Human

## Identity

Human starts close to the vanilla baseline but grows through specialization and adaptation. Its internal progression separates mining, combat, and exploration, and its tree contains Vanguard, Erudition, Pathfinder, and Passives paths.

## Adaptive Progression

Human grows stronger through actual progression rather than depending on an extreme environmental vulnerability. Part of the species' identity is having options to respond to different situations.

Death can reduce trained levels in certain Human specializations, making survival important for maintaining progress.

## Z — Adrenaline

Grants, with a base duration of 14 seconds:

- Strength II;
- Speed II;
- Resistance I.

## X — Adaptive Focus

Pressing X begins a short analysis of the environment. The analysis lasts up to approximately 5 seconds by default and can become faster with upgrades.

When it finishes, the effect depends on the player's situation:

### In Water

- Water Breathing for 5 s;
- Dolphin's Grace for 15 s.

### In the Air/Falling

- Slow Falling for 5 s.

### On Fire

- Fire Resistance for 10 s;
- Resistance for 10 s.

### Normal Situation

- Speed II for 15 s.

Adaptation upgrades can reduce analysis time and extend the useful adaptation window.

## V — Time to Mine

Grants Haste for mining.

- base duration: 30 s;
- strong base Haste level;
- Pathfinder upgrades can increase duration and power.

### Base Cooldowns

- Z: 70 s.
- X: 45 s.
- V: 60 s.

---

# 15. Umbra

## Identity

Umbra is a shadow predator with low health but strong infiltration, escape, and control capabilities.

### Base Attributes

- 12 HP / 6 hearts.
- Base movement speed slightly above normal.
- Strongly depends on positioning, darkness, and correct ability usage.

## Passive — Penumbra

The HUD tracks light/shadow state. Darkness favors Umbra; direct light and sunlight apply the species' weaknesses. Passive upgrades can reduce sunlight penalties and improve survivability.

Conditional light/shadow effects are removed whenever their corresponding condition is no longer true.

## Z — Total Invisibility

Grants, with a base duration of 18 seconds:

- Invisibility without visible potion particles;
- Night Vision;
- Speed III;
- Slow Falling.

## X — Phantom Flight

Activates spectral form.

- base duration: 15 seconds;
- the player becomes invisible;
- can fly;
- can pass through walls and blocks;
- when the effect ends, the previous game mode is automatically restored;
- spectral upgrades can increase duration.

## V — Blinding Eclipse

Blinds entities in an approximately 12-block radius.

- base duration: 12 seconds;
- affects entities within the area, including players inside the radius;
- affected mobs also receive the internal state used by the ability's control logic.

### Base Cooldowns

- Z: 90 s.
- X: 50 s.
- V: 80 s.

---

# 16. Witcher

## Identity

Witcher is a mutant spellcaster specialized in short-range signs, regeneration, and targeted mystical damage.

### Base Attributes

- 20 HP / 10 hearts before health upgrades.
- Vanilla base movement.

## Z — Flame Power

Ignites the living entity directly under the crosshair.

- base range: 7 blocks;
- base fire duration: 7 seconds;
- a valid living target must be under the crosshair;
- upgrades can increase range and duration.

## X — Regeneration

Grants **Regeneration II** for a base duration of 8 seconds. Upgrades can increase duration and power.

## V — Mystic Damage

Hits the living entity under the crosshair.

- base range: 7 blocks;
- base damage: **12 HP**, equal to **6 hearts**;
- mystical upgrades can increase the damage up to the limits defined by the tree.

### Base Cooldowns

- Z: 20 s.
- X: 45 s.
- V: 30 s.

---

# 17. Crustacean

## Identity

Crustacean uses **Shell** as a second defensive resource from 0% to 100%, displayed on the HUD.

### Base Attributes

- 20 HP / 10 hearts before health upgrades.
- Slightly larger body size.
- Natural knockback resistance.

## Passive — Shell

Taking damage reduces Shell in proportion to the damage actually received.

By default, every 1 HP of damage removes approximately **2.5 percentage points** of Shell, with a minimum loss of 1 point whenever damage is taken. Hardening upgrades can reduce this loss.

### Defensive Ranges

- **75–100%:** Resistance II.
- **50–74%:** Resistance I.
- **25–49%:** no racial Resistance.
- **0–24%:** no racial Resistance and enters the critical vulnerability range.

Below 25%, incoming damage starts at approximately **1.4×** normal. Passive upgrades can soften this vulnerability, but they do not remove the importance of maintaining Shell.

Shell Resistance is persistent: it does not expire and reappear. When a threshold is crossed, the effect is updated or removed immediately.

## Z — Restore Shell

Restores **20 percentage points** of Shell by default. Upgrades can increase recovery up to the system's intended limit.

Cannot be wasted while Shell is already at 100%.

## X — Heavy Attack

Grants Strength for a base duration of 7 seconds. Power increases through Attack-path upgrades.

## V — Life Force

Grants Regeneration for a base duration of 7 seconds. Power increases through Life-path upgrades.

### Base Cooldowns

- Z: 30 s.
- X: 45 s.
- V: 45 s.

---

# 18. Quick Summary of Exclusive Resources

| Species | Core Resource/Mechanic |
|---|---|
| Endborn | Instability 0–100% and dimensional teleportation |
| Blazeborn | Heat 0–10, smelting, Dust, and fire |
| Windborn | Altitude and aerial mobility |
| Sylvari | Growth 0–100% |
| Fishman | Hydration, water, and tides |
| Arachnid | Climbing, webs, poison, and ambush |
| Lupino | Night, pack, and Hunt Mode |
| Human | Adaptation and specializations |
| Umbra | Penumbra, invisibility, and spectral form |
| Witcher | Targeted signs, regeneration, and magic |
| Crustacean | Shell 0–100% |

---

# 19. Important Multiplayer Rules

Mechanics are calculated individually for each player.

Personal event warnings such as:

- Endborn Instability collapse;
- a Blazeborn ore turning into Dust;
- the result of H instant smelting;
- failure caused by a non-smeltable item;

are sent **only to the player the event happened to**. These `tellraw` messages are not broadcast to every player on the server.

Abilities that are intentionally designed to affect an area — for example, Fishman's Blessing of the Tides or Umbra's Blinding Eclipse — can still affect entities/players inside their range because that is part of the ability itself.

---

# 20. Gameplay Tips

## Endborn

Do not treat Instability as a simple cooldown. One teleport may add only a few points or cause a massive jump. If you are close to 100%, consider saving your next teleport for a situation where enduring 15 seconds of Blindness, Weakness, and Slowness will not be fatal.

## Blazeborn

High Heat increases offensive potential, but it also increases economic risk. At Heat 10, 1 in every 4 ores may become Dust. In addition, using H above Heat 4 deliberately destroys a smeltable stack and converts it into Dust. Reduce Heat first if you want to process resources safely.

## Sylvari

Suitable ground is part of your progression. A Sylvari that spends too much time away from valid soil or while burning will take longer to reach the higher defensive stages.

## Fishman

Water and rain are resources. Plan routes around rivers, oceans, and rainfall, and do not ignore the 30-second out-of-water timer until you obtain adaptation upgrades.

## Arachnid

Ambush is most valuable when the first hit is guaranteed. Use climbing and webs to choose your angle before activating Z.

## Lupino

The difference between day and night is significant. Important missions and fights become more favorable while lunar bonuses are active.

## Crustacean

Do not wait until Shell reaches 0% before restoring it. Keeping it at 75% or higher preserves Resistance II; falling below 25% opens the increased-damage vulnerability range.

---

# 21. Minecraft 1.16.5 Content Compatibility

Missions and objectives use content available in Minecraft **1.16.5**. Items from later versions, such as Copper Ingots, are not used as mission objectives.

The ores recognized by Blazeborn's Dust passive also match the ores that exist in this version of the game.

---

# 22. What to Watch on the HUD

The HUD is designed to reduce the need to memorize internal states. Depending on the species, it displays information such as:

- Z ability and cooldown;
- X ability and cooldown;
- V ability and cooldown;
- assigned key;
- active state of temporary abilities;
- Endborn Instability;
- Blazeborn Heat;
- Sylvari Growth;
- Fishman aquatic states;
- Windborn altitude;
- Umbra Penumbra;
- Crustacean Shell;
- indicators specific to other species.

If a passive effect depends on the environment, the HUD should be used as a reference for the current state, while persistent effects are automatically added/removed by the mod.

---

# 23. Quick Base Cooldown Table

The numbers below are the base cooldown values before upgrades. Reductions can never go below the global 15-second minimum. Abilities with long-lasting effects may only begin counting their cooldown after the active effect ends.

| Species | Z | X | V |
|---|---:|---:|---:|
| Endborn | 20 s | 25 s | 40 s |
| Blazeborn | 60 s | 45 s | 120 s |
| Windborn | 25 s | 20 s | 60 s |
| Sylvari | 60 s | 60 s | 90 s |
| Fishman | 50 s | 30 s | 60 s |
| Arachnid | 15 s effective minimum | 35 s | 50 s |
| Lupino | 120 s | 120 s | 60 s |
| Human | 70 s | 45 s | 60 s |
| Umbra | 90 s | 50 s | 80 s |
| Witcher | 20 s | 45 s | 30 s |
| Crustacean | 30 s | 45 s | 45 s |

---

# 24. Purpose of Each Specialization Tree

The trees use their own names and effects, but the general focus of each path is:

- **Endborn:** Stability, Void, Anchor, and Passives.
- **Blazeborn:** Magma, Supernova, Ashes, and Passives.
- **Windborn:** Sky, Storm, Ground, and Passives.
- **Sylvari:** Guardian, Bloom, Thorns, and Passives.
- **Fishman:** Land, Nether, Tide, and Passives.
- **Arachnid:** Poison, Silk, Night, and Passives.
- **Lupino:** Pack, Hunt, Moon, and Passives.
- **Human:** Vanguard, Erudition, Pathfinder, and Passives.
- **Umbra:** Abyss, Eclipse, Spectral, and Passives.
- **Witcher:** Flame, Regeneration, Mystic, and Passives.
- **Crustacean:** Shell, Attack, Life, and Passives.

The text shown on each node inside the tree screen explains exactly which property that upgrade modifies and how many levels can still be purchased.

---

# 25. Experience Summary

The main Species Ascension gameplay loop is:

1. choose a species;
2. learn to manage its exclusive mechanic;
3. use Z, X, and V according to the situation;
4. complete the three active missions;
5. earn species XP and level up;
6. receive upgrade points;
7. specialize the tree by choosing paths;
8. improve passives, abilities, duration, power, and resistance;
9. use the Primordial Essence whenever you want to begin a new species selection;
10. return to previously used species later without losing the individual progression that has already been saved.

Each species is designed around a powerful advantage paired with a condition that changes how you play: Instability, Heat, Altitude, Growth, Hydration, Ambush, Moon, Adaptation, Penumbra, Signs, or Shell. Mastering that resource is at the core of the mod's progression.

This mod has no additional files