Ascension Protocol
Plugins

AscensionShadows

Shadow extraction, army, archetypes, AI

ModelEngine is required. Shadow summons, wild dungeon mobs, and archetype visuals depend on ModelEngine blueprints and the merged resource pack. Without ModelEngine, extraction and combat may work but entities appear as vanilla mobs.

Features

  • Extraction from dungeon and wild kills (C-Rank+)
  • Shadow army storage, summon, recall, rename
  • Archetypes: 40+ gate mobs — Ant King, goblins, golems (Granite Sentinel), drakes, void legion, monarchs (Dragon Monarch, Kamish), etc.
  • V2 ModelEngine pipeline — shadow + wild blueprint pairs (v2/custom, v2/downloaded, manifest)
  • Bond levels and combat AI
  • ModelEngine locomotion — idle / walk / fly / attack / breathfire per archetype
  • Mount & fire breath — rideable drakes and dragons (shadow-archetypes.ymlabilities)
  • Themed vanilla sounds — attack / hurt / death / summon keyed by particle-profile
  • Showcase mobs — persistent display models with click/proximity actions, patrol routes, and looped animations (/shadows admin display)
  • Shadow Exchange skill integration
  • WorldGuard/Towny region rules (optional)

Bond levels

Each shadow has its own bond level (1 → 100). It is the only way a stored shadow gets stronger, and it levels up on its own — there is nothing to spend.

Earning bond XP

A shadow earns XP when you land the killing blow on a mob while that shadow is summoned and within 24 blocks of the victim:

  • +25 XP per mob kill, +120 XP for a boss (any mob with over 100 max health).
  • Kills made by the shadow don't count — the kill must be yours.
  • Every summoned shadow in range earns the full amount; the XP is not split across your army.

Reaching the next level costs 50 + 22 × current level XP, so level 1→2 is 72 XP (about three kills) and 99→100 is 2,228 XP. A shadow taken from 1 to 100 has absorbed 113,850 XP — roughly 4,550 mob kills, or ~950 boss kills.

What a level gives

Health, attack damage and movement speed all scale with bond level. The growth budget is (level - 1) × 0.008, capping at +79.2% at bond 100. That budget is then multiplied by the archetype's growth values, so the same level is worth very different amounts depending on what you extracted:

Archetypehealth-growthMax health at bond 100damage-growthDamage at bond 100
Granite Sentinel3.0+237.6%1.5+118.8%
Ant King2.2+174.2%1.9+150.5%
Leathern Drake1.75+138.6%1.65+130.7%
Most archetypes1.0+79.2%1.0+79.2%
Goblin Scout0.9+71.3%0.9+71.3%

Movement speed is separate and linear: archetypes that define base-movement-speed gain movement-speed-per-level each level (a Goblin Scout climbs from 0.32 to ~0.57 at the cap). Archetypes without those keys — Dire Lycan, Illidan, Abyssal Warlord, Void Commander — get no speed from bond at all.

The final numbers also include your origin tier (the rank the shadow was extracted at) and per-rank minimums, so an S-Rank extraction of the same archetype always out-stats an E-Rank one at the same bond level.

Seeing it in game

Open /shadows → click a shadow → the Bond & Growth panel shows the exact health, damage and speed the shadow has now, what the next level adds, the fully-bonded projection, and the XP still to go. The army card and /shadows stats show bond, health, damage and Power % at a glance.

Bond level is per shadow. Don't confuse it with the Shadow Bond hunter skill, which is a player passive that raises army capacity and discounts summon mana.

Dependencies

PluginRequiredPurpose
AscensionLib, AscensionCoreYesShared API, ranks, resource pack
ModelEngineYes3D models, animations, client textures

Blueprints ship inside the JAR and copy to plugins/ModelEngine/blueprints/ on enable.

Key files

FilePurpose
config.ymlExtraction, regions, leash distances, visuals
shadow-archetypes.ymlArchetype stats, model-engine-id, wild-model-engine-id
modelengine/blueprints/v2/Bundled blueprints installed to ModelEngine

Wild models power AscensionGates themed dungeon families (gates.ymldungeon-families).

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