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ANANKE is currently receiving fewer updates while I focus on another major project. The project is not abandoned — I plan to return to ANANKE with a major ground-up rework, rebuilding it into a much more complete RPG experience where the current skill system becomes just one part of a larger world, progression, combat, and content framework.
More details will be shared when development of the rework officially begins.
ANANKE is a classless RPG progression mod inspired by ancient Greek mythology, built around long-term character growth, powerful relics, elite enemies, and dynamic world progression.
The name ANANKE comes from Ananke, the ancient Greek personification of inevitability and necessity, closely associated with fate and the inescapable order of existence.
ANANKE is designed to expand vanilla progression rather than replace it. You do not choose a fixed class at the beginning of the game. Instead, your character develops naturally through Adventure Levels, Skills, Talents, equipment choices, and the challenges you encounter.
Every player begins at Adventure Level 1 and can progress up to Level 50.
Adventure XP is earned primarily through exploration and combat. The first level requires 1,000 XP, and each following level requires 125 more XP than the previous one.
Reaching Level 50 requires a total of 196,000 lifetime Adventure XP.
Adventure XP also acts as a progression resource. Your current XP can be spent on character growth without reducing your Adventure Level, because your level is determined by the total amount of Adventure XP you have earned over the lifetime of the character.
This allows progression to continue without forcing the player to choose between leveling up and spending accumulated XP.

Skills provide gradual, permanent improvements to your character and can be upgraded individually using Adventure XP.
The current Skill system covers many different styles of play, including:
Skills are intentionally incremental. They form the foundation of your character, while Talents provide the more dramatic rule-changing abilities.

Every character begins with 1 Talent Point and receives another Talent Point whenever their Adventure Level increases.
Talents are organized around figures and concepts from Greek mythology, with different paths emphasizing different styles of play.
Rather than providing only incremental stat increases, Talents can introduce new defensive reactions, offensive mechanics, mobility options, survival tools, and specialized interactions with the world.
Different Talent branches are built around different mythological themes, allowing players to gradually shape their character without being locked into a traditional class.

ANANKE expands Curios with a large collection of accessories across multiple equipment slots and rarity tiers.
Accessories range from simple early-game bonuses to mechanics that noticeably change how the player moves, fights, explores, and survives.
Examples include accessories that:
Higher-rarity accessories are intended to become increasingly build-defining rather than simply providing larger numerical bonuses.

Accessories in ANANKE progress through six rarity tiers:
Common → Uncommon → Rare → Epic → Mythic → Artifact
Lower-rarity accessories generally provide straightforward bonuses and utility, while higher rarities increasingly introduce unique mechanics that can shape how a character is played.
Artifact is ANANKE's special highest rarity tier and is reserved for exceptional items, including powerful Relics with unique active abilities.
Artifact is a rarity; Relic is an equipment slot.
Relics are a special category of powerful equipment that use ANANKE's dedicated Relic Curios slot.
Unlike ordinary accessories, Artifact-rarity Relics can provide distinctive active abilities rather than only passive bonuses.
Relics are intended to be rare, powerful pieces of equipment that can become a major part of a character's build.
ANANKE also provides a dedicated interface for viewing and managing the currently equipped Relic.

Ordinary hostile mobs have a chance to become Fatebound, elite enemies empowered by the world's current Dynamic Difficulty.
Fatebound enemies are divided into multiple star tiers.
Higher-tier Fatebound enemies receive progressively stronger bonuses to:
They can also gain additional Affixes and increasingly valuable reward pools.
A six-star Ascendant is intended to be an exceptionally rare encounter, combining greatly increased attributes with several simultaneous Affixes and significantly improved rewards.
Fatebound enemies also provide significantly increased Adventure XP, making dangerous elite encounters an important part of character progression.

Affixes give Fatebound enemies special mechanics beyond simple stat increases.
Current Affixes include:
Affixes can combine on higher-star enemies, producing encounters with very different behavior even when the underlying Minecraft mob is the same.
ANANKE uses a world-based Dynamic Difficulty system rather than simply scaling enemies according to the player's level.
Difficulty gradually increases over time, but major progression milestones determine how far it is currently allowed to rise.
Dynamic Difficulty increases by approximately 1 point every two Minecraft days until the current cap is reached.
Progression milestones progressively raise the world's difficulty ceiling:
| World Progression | Difficulty Cap |
|---|---|
| Beginning of the world | 20 |
| Enter the Nether | 40 |
| Defeat the Wither | 60 |
| Enter the End | 80 |
| Defeat the Ender Dragon | 100 |
As Dynamic Difficulty rises:
At Dynamic Difficulty 100, ANANKE's built-in scaling reaches up to approximately +100% enemy health and +25% enemy damage, while the Fatebound spawn chance rises substantially compared with a fresh world.
The system is designed around world progression, meaning entering a new dimension or defeating a major boss changes what the world itself is capable of producing.
The Wither and Ender Dragon act as major progression milestones.
Their first defeats provide special Adventure XP and Talent Point rewards to participating players.
Repeated victories still provide Adventure XP, but the special Talent Point reward is only granted for the player's first successful participation.
Boss rewards are participation-based rather than being restricted only to the player who lands the final hit, making the system suitable for multiplayer progression.
ANANKE includes a complete set of custom interfaces and HUD elements designed around its progression and combat systems.
The Character Interface contains dedicated pages for:
Skills and Talents can also be accessed directly through dedicated buttons added to the player's inventory interface.
ANANKE includes a separate interface for viewing and managing the player's dedicated Relic slot.
The Adventure HUD displays your current Adventure Level and level progression directly on the game screen, allowing long-term progression to be tracked without repeatedly opening the Character Interface.
ANANKE also provides a dedicated Status HUD for moment-to-moment gameplay.
The Status HUD presents important combat and survival information through a compact set of custom bars, allowing important character information to remain visible during exploration and combat.

ANANKE must be installed on both the client and server when playing multiplayer.
ANANKE currently supports:
ANANKE 1.0.0 Beta is the first public beta release.
The core progression systems are playable, but balance, mechanics, visuals, compatibility, and individual pieces of content may continue to change during testing.
If you encounter a bug or crash, please provide reproduction steps together with your latest.log or crash report whenever possible.
ANANKE is planned to continue expanding beyond the initial Beta release.
Future updates may include:
Known issues will be addressed in future updates where possible.