Season 2 Gameplay Overhaul
Every activity now has a purpose. Progress by actually playing the game — not just farming coins.
Season 2 is all about giving every activity a purpose. In Season 1, we noticed a few unhealthy gameplay loops:
- Farming money became the best strategy for almost everything.
- Legendary Pokémon became less valuable because anyone could eventually gamble for them.
- Battle Pass rewards weren't exciting enough.
- Battle Tower became repetitive.
- Some progression systems had too many requirements.
Season 2 aims to fix these problems.
🛠️ Season 2 Status Board
Where every Season 2 system stands now that the season is live. Click any item to jump to its details below.
- ✓Arctis — Season 2 Setfrozen gear + 8 signature Pokémon
- ✓The World & the Borderfresh map, ±20,000 border, per-biome /rtp
- ✓Starter Questline9 guided first steps — /quest
- ✓Custom Interfacereal screens, not chest menus
- ✓Banner & Summon RevampOrbs currency + Gen 1–9 banners, 250 pity
- ✓Coins & Economy Revampcoin faucets cut ~60%
- ✓Bazaar & the Player Market/shop pricing + /bazaar order book
- ✓Jobs Revampquest questline + per-job NPCs
- ✓Battle Pass RevampOrbs, Essence, L100 Shiny Spin
- ✓Area Zero RevampPvP zones + DNA loop
- ✓Paradox CraftingElemental DNA synthesizer
- ✓Raid Boss Revamphidden in the Safari, free entry
- ✓Pokédex Research Quests931 quests across Gen 1–9
- ✓Legend Bar & Rouletteper-player bar, manual /legend roll
- ✓Battle Tower Revamproguelike Nuzlocke climb
- ✓Gyms & Elite Four Revampone NatDex OU E4, 8-badge gate
- ✓Clan Revampterritory, wars, clan raid boss
- ✓PvP Ranked RevampBall tiers + Master Tier
- ✓Breeding RebuiltASC Ranch + walk-to-hatch eggs
- ✓Fishing 2.0you reel in Pokémon now
- ✓Vote Party & Skillscommunity wheel + 15 grind skills
- ✓Attributes & Item Gateswhere attribute points come from
- Everything on the Season 2 list is built 🎉
❄️ Arctis — The Season 2 Set
/gearSeason 2 arrives under an Eternal Winter. An ancient frozen kingdom wakes — aurora skies, crystal, permafrost, and the primordial cold of Kyurem. Arctis is the new seasonal Forge set, and it brings a roster of signature frozen Pokémon with it. Our Season 1 SolForge set lives on as a legacy set — you keep it and can still play it, but new SolForge Keys leave the store once Season 2 begins.
| Piece | Passive |
|---|---|
| 👑 Arctis Crown (Helmet) | Frozen Instinct — boosts Ice- & Fairy-type spawns and gives them an IV boost; attackers can be Frozen (bosses Slowed instead). |
| 🛡 Arctis Plate (Chest) | Frozen Soul (PvE) — Ice/Fairy start battles with +1 Atk or SpA; Heart of the Glacier cuts damage from Dungeon & Area Zero enemies. |
| 👖 Arctis Greaves (Legs) | Glacial Pursuit — higher catch rate on Ice/Fairy (small bonus to all); Frozen Recovery heals on PvE kills. |
| 🥾 Arctis Sabatons (Boots) | Winter's Grace — frozen terrain generates Frozen Crystals; Permafrost inflicts Frostbite on Dungeon/AZ enemies. |
| Item | Passive |
|---|---|
| ⚔ Frostfang (Sword) | Absolute Zero (PvP) — melee hits can inflict Frostbound (slow + no sprinting). |
| 🪓 Rimecleaver (Axe) | Frozen Hunt — held in the offhand, defeating wild Pokémon grants Seasonal Gear EXP + Frozen Shards. |
| 🏹 Whitewind (Bow) | Whiteout (PvP) — arrows create an icy gust that slows and cuts jump height. |
| 🎯 Borealis (Crossbow) | Aurora Shot (PvP) — bolts can partially ignore the target's armor. |
| 🛡 Aegis (Shield) | Icebound Aegis (PvP) — a successful melee block can Frostbound the attacker. |
| ⛏ Icebreaker (Pickaxe) | Frozen Excavation — mining frozen blocks rewards Ancient Dungeon Fragments, Gear EXP & Frozen Shards (premium loot). |
| 🥄 Permafrost (Shovel) | Frozen Cache — digging rewards Vote Keys, Level Keys & Gear EXP. |
| 🌾 Snowreaper (Hoe) | Cryogenic Bloom — harvesting rewards Bonus Crops, Rare Berries, Mint Leaves & EV-reducing berries. |
| 🎣 Glacial Line (Rod) | Frozen Waters — fished Pokémon have a higher chance of a Hidden Ability, higher IVs, or Alpha. |
Each Arctis piece levels up (I → VI). Higher levels raise the chance its passive triggers, all the way up to Overmax (VI).
| Level | Standard | Premium — Icebreaker |
|---|---|---|
| I | 5% | 3% |
| II | 8% | 6% |
| III | 11% | 9% |
| IV | 14% | 12% |
| V | 17% | 15% |
| VI — Overmax | 25% | 25% |
Wear the complete Arctis armor and every passive activation chance increases, you gain extra damage reduction against Dungeon & Area Zero enemies, nearby PvE enemies can be Frozen when they attack, and you leave a crystalline frost trail wrapped in a radiant aurora.
Eight frozen ultimate forms headline the season — each a defining form with one signature ability and its own signature move.
| Pokémon | Type | BST | Role | Ability |
|---|---|---|---|---|
| Arctis Kingambit | Fairy / Steel | 600 | Royal Duelist | Royal Edge |
| Arctis Tyrantrum | Dragon / Ice | 650 | Physical Wallbreaker | Absolute Predator |
| Arctis Noivern | Dragon / Dark | 620 | Special Wallbreaker | Frozen Requiem |
| Arctis Claydol | Rock / Fairy | 580 | Defensive Support | Frozen Domain |
| Arctis Escavalier | Bug / Fighting | 600 | Physical Sweeper | Relentless Assault |
| Arctis Dusknoir | Ghost / Psychic | 620 | Physical Juggernaut | Eternal Spirit |
| Arctis Kyurem | Ice / Dragon | 720 | AG Special Calamity | Absolute Zero |
| Arctis Dialga | Dragon / Steel | 680 | AG Temporal Fortress | Chrono Lock |
Seasonal Pokémon are treated as ultimate forms — no Mega Evolution, no secondary or Hidden Abilities, just one defining power each.
🗺️ The World & the Border
/rtp/spawn/hubSeason 1 sprawled across a handful of overworlds. Season 2 is one home map — freshly generated on a brand-new seed, pre-generated before you arrive, and fenced in on purpose so the world stays a place instead of an empty frontier. A separate Resource world takes the mining and hunting, so the world you build in doesn't end up strip-mined.
- The overworld border sits at ±20,000 blocks from spawn — big enough to disappear into, fenced so the world stays a place instead of an endless frontier
- The region you'll actually be dropped into is pre-generated, so exploring doesn't lag the server and
/rtpnever strands you in raw terrain - You'll actually run into other trainers — bases, shops and clan territory all sit within reach
- All the themed destinations (Safari, Area Zero, dungeons, event worlds) are still their own separate spaces
Random teleport opens on a world picker, then a biome picker. Two destinations are open: Build, the permanent world you settle and claim in, and Resource, the freshly-generated wild you strip-mine and hunt in. You can skip straight past either level:
/rtp · /rtp resource cherry_grove · /rtp build · /rtp desert
- Both worlds have the biome picker — it lists every biome found in that world and how much of it they cover, so you can see what's actually common before you go
- Build is the permanent one: homes and claims live here, and it reaches much further out
- Resource is the disposable one — structures and raid dens on a first-come basis, in a tighter ring so you're never walking for ten minutes to find ore
- Every trip is a genuinely random spot — not the one nearest corner everybody else got sent to
- Oceans and cave-only biomes are excluded, so you never land swimming or buried
- Cooldowns are counted per world, so a trip out to Resource never locks you out of Build
- Typing a bare biome name still works exactly as the beta taught you
Hunting a specific Pokémon? Look up its biome with /pwiki <species>, then /rtp straight there.
/spawndrops you at Dragonforstborn, the new Season 2 frozen spawn city — NPCs, shops, warps and the job boards all live here/hubtakes you back to the old lobby, kept around for events and nostalgia
🎓 The Starter Questline
/questNew players used to land at spawn, read a wall of commands, and bounce. Season 2 replaces that with a nine-step questline that walks you through the server by actually making you play it. No cutscene, no locked tutorial room — you're in the real world from the first second.
| # | Quest | What it teaches |
|---|---|---|
| 1 | Open your Quest Log | /quest — your progress tracker |
| 2 | Craft a Poké Ball | we hand you the apricorns and copper |
| 3 | Catch a Pokémon | rewards your first Orb |
| 4 | Spend it on the Starter Banner | how summoning works — guaranteed Pikachu |
| 5 | Claim some land | protecting your base |
| 6 | Look up a species | /pwiki — where things spawn |
| 7 | Take a job | how you'll earn coins |
| 8 | Collect your first paycheck | the job NPC loop |
| 9 | Buy something on /shop | spending what you earned |
Finish all nine and you graduate straight into Dragonforstborn spawn with a Pikachu, a job, a claim and coins in the bank. Veterans can blitz it in a few minutes; it never blocks you from doing anything else.
🖥️ A Real Interface
For two years every ASC menu was a chest full of item icons. Season 2 replaces that with proper custom screens — over 20 mods rebuilt with real panels, tabs, progress bars, scrolling lists, hover tooltips and animated reels.
- Readable menus — actual text and layout instead of guessing what a stack of paper means
- Animated spins — banner pulls, the Battle Pass Shiny Legendary Spin, the Legend roulette and the Vote Party wheel all animate at full framerate
- Screens where there weren't any — catch combos, claim blocks, Transform, World Tweaks and NPCs got their first real GUI
- The heavy things that need item slots — your vault, the casino tables, the Forge bench, custom crafting — deliberately stay as chest menus, because that's what works
All of this renders through asc-clientui, a small client-side mod bundled in the official CobbleAsia modpack. It holds only the drawing code — every rule, rate and reward stays on the server — and it's now required to join, so the server can count on you having the interface. Get the pack from our Discord and you're set.
🎰 Banner & Summon Revamp
/gamble/ascsummon/bannerOne of the biggest problems we saw was that players would simply grind money and gamble until they obtained every Legendary. This made trading less meaningful and removed the excitement of obtaining rare Pokémon.
- Hard pity increased from 90 → 250 pulls, with soft pity from 205 — the real average sits around 185
- Base 5★ rate is 0.2%
- Banners now use Orbs, a special currency — mainly earned through gameplay. 1 Orb per single pull, 10 for a ten-pull
- You can still buy Orbs with coins — 25,000 coins each, capped at 15 a day across every purchase route — and coin gains have been heavily cut
| Source | Orbs | Cap |
|---|---|---|
| Daily Commissions | 5 for finishing 4 | 35 / week |
| Weekly Commissions | 15 for finishing all | 15 / week |
| Battle Pass — free track | 5 → 15 at Lv 15/35/55/70/90 | 50 / season |
| Battle Pass — premium | +10 → 25 at Lv 15/45/70/90 | +70 / season |
| Area Zero bosses | 1 Alpha · 2 Paradox · 3 Legendary | per event |
| Dungeon weekly board | 1 Orb + 1 SolForge Key for one clear; 3 Orbs + 2 keys for three | 4 / week |
| Raid bosses | 1–3 by rarity, +1 to the top damage dealer | 15 / week |
| Battle Tower in-run shop | 250 Tokens each | 20 / week |
| Warzone shop | 400 Warzone Points each | 20 / week |
| Fishing up an Alpha | 1 per Alpha | 5 / week |
| Buying with coins | 25,000 coins each | 15 / day |
Spent on — a /legend spin | −10 per spin | — |
Banners are now divided into Versions, each lasting 4 weeks. Instead of Trio Banners, we now feature Generation Banners (Gen 1–9), rotating on a live countdown you can see in the banner screen.
Every pull you make is now recorded. Open the Wish History panel from the banner screen to see your full pull log, what you got, and exactly how many pulls you are from pity — the same way a gacha should show it. Chat version: /ascsummon history.
Together this keeps banners fresh while making Legendary Pokémon valuable again.
💰 Coins & Economy Revamp
Money is no longer the driving force for Legendaries — but coins still matter. In Season 2 they shift from "buy everything" to fuelling the content loop.
- Shop purchases, as always
- Entry cost for the content that rewards Orbs — Battle Tower, Area Zero, Dungeons and Raid Bosses
- Dungeon Keys are now purchasable with coins — the daily key allowance is removed
- 15 Orbs a day can still be bought with coins, at 50,000 each
- Buy Claim Blocks and extra PC slots
- Convert coins directly into Tokens and Shards
To make that work, we rebalanced the coin economy so coins matter more and money stops being the shortcut to everything.
- Coin payouts from Jobs, Fishing, Poké Hunts, the Global Hunt, Area Zero & Raid Bosses, Contracts, Bingo, Daily Login, Playtime and the Solar Pass
- Donator kit coin payouts were scaled to match — the keys, Cores, candy and balls in every paid kit are untouched, because that's what you actually bought
- Clan bank interest is capped again, so a big treasury can no longer print coins overnight
- The free kit ladder (Rookie through Professor) had its item counts increased by about 50% — free kits pay in gear, not coins, so they got better instead of worse
- Competitive rewards are untouched — Gyms, the PvP Ladder and Dungeons pay exactly as before
- Voting rewards and the Casino are unchanged
Every coin now carries more weight — thanks for building the economy with us. ❄️
🏪 The Bazaar & the Player Market
/shop/bazaarSeason 2 splits buying and selling into two places, on purpose. /shop is the Cobble Bazaar — the server's own store, with prices that move. /bazaar is a player-driven order book, and it's where things are actually worth money.
- The more an item is bought, the higher its buy price climbs
- Selling into the shop relieves that pressure and pushes the price back down
- Prices never fall below their base value, and buy always stays above sell — no infinite money printer
- ⚠️ Shop buyback is only 2% of an item's buy price. The shop is a dump bin for junk, not a way to make money
Selling to other players is the real market. The Bazaar works like a proper exchange:
- Instant Buy / Instant Sell — take the best price on the book right now
- Create a Buy Order or a Sell Offer — name your price and wait for someone to cross it
- Every
/shopitem is tradeable, priced per single item, with a live buy/sell ladder you can read before committing - Orders are escrowed — your coins or items are held up front, so a fill is always honoured. Log off mid-order and your payout waits for you in Claim All
- A small 1% tax comes out of seller proceeds and is burned — a permanent coin sink
Books start empty and players make the liquidity. Watch the ladder, undercut, sit on a bid, buy low and sell high — the Bazaar rewards paying attention to the economy instead of grinding one item forever. Alias: /baz.
🧰 Jobs Revamp
/jobsJobs move from a passive income system to an activity-driven questline. Instead of coins trickling in while you grind one action, you complete job quests to earn Paychecks — then claim them from that job's dedicated NPC.
- Do job activity → complete a quest → earn a Paycheck + Job EXP + Reputation
- Visit the Job NPC to accept quests, track progress, and claim your paycheck
- Paychecks can't be claimed remotely — no AFK salary, no automation
| Job | What you do |
|---|---|
| 🌾 Farmer | Harvest & grow crops — wheat, potatoes, melons, cocoa, cane, berries & more |
| 🎣 Fisher | Fish and reel in catches from the water |
| ⛏ Miner | Mine ores — coal through diamond, emerald & ancient debris |
| 🪓 Lumberjack | Chop logs, wood, stems & hyphae |
| ⚔ Slayer | Hunt hostile mobs & bosses |
| 🛠 Artisan | Craft & forge gear and Poké Balls |
| 🧭 Explorer | Discover new biomes & cover ground |
| 🧱 Builder | Place blocks & raise structures |
| 🧠 Trainer | Catch Pokémon & win battles |
Each job climbs through three tiers — Apprentice, Journeyman and Master — earned from both Job EXP and Reputation. Higher tiers mean more quest slots (3 → 4 → 5), bigger paychecks (up to ×1.6) and tier-exclusive quests.
- Daily & weekly quest pools, rotating server-wide, with room for seasonal & event quests
- Quest types: Collection, Crafting, Combat, Exploration & Delivery
/jobs now opens with two tabs — JOBS and MY QUESTS. The quests tab is a live tracker: what you've accepted with progress bars, what's claimable, and this rotation's board for every job you're hired into. Prefer chat? /job quests prints the same thing.
Accepting and claiming still happen at the NPC — the tracker just means you never have to walk over to find out whether it's worth walking over.
🎟 Battle Pass Revamp
/bpThe Season 1 Battle Pass simply wasn't rewarding enough. Season 2 rebuilds both tracks around the two currencies that actually matter now — and puts it all on a real scrolling screen instead of a chest.
| Track | Levels | Orbs | Season total |
|---|---|---|---|
| Free | 15 · 35 · 55 · 70 · 90 | 5 → 15 | 50 |
| Premium | 15 · 45 · 70 · 90 | +10 → 25 | +70 |
- Seasonal Essence — premium levels 20/40/60/85/95, the material behind seasonal gear relics
- IV Modifiers, SBCs / GBCs and progression materials throughout
Reach Level 100 to earn a:
The spin is a full animated reel that lands on a guaranteed shiny legendary, and the whole server hears about it. You get one at Level 100 and another for every Prestige after that.
The Battle Pass now rotates every 45 days.
🌌 Area Zero Revamp
Area Zero has consistently been our most popular endgame activity, so we're expanding it significantly.
- PvP-enabled zones with 2x loot
- Alpha, Paradox, and Legendary Pokémon can spawn inside PvP zones
- Only Alphas can be caught — catch privilege is determined by Last Hit
- Paradox aren't catchable here — defeat them for Elemental DNA to use in Paradox Crafting
- Chance to obtain: Orbs, Elemental DNA, IV Modifiers
- Alpha every 10 minutes
- Paradox every 30 minutes
- After defeating 5 Alphas + 5 Paradox Pokémon, a Legendary will spawn
Progress is now visible directly on the Area Zero HUD.
🧬 Paradox Crafting
Paradox Pokémon can no longer be caught from wild spawns. In Season 2 you craft them instead.
Elemental DNA is earned from endgame content like Area Zero. This makes every Paradox a deliberate goal you work toward — not a lucky wild encounter.
🐲 Raid Boss Revamp
Raid Bosses are moving out into the world — finding one is now part of the hunt.
- Raid Bosses no longer spawn at a fixed location
- They now spawn inside the Safari at random coordinates
- No more automatic teleport to the boss
- Players have to find it within the Safari zone
- The Safari is now completely free to enter — no coin gate. With Raid Bosses, Dynamax/Gigantamax raids and Raid Dens all living out here, the Safari is open-access hunting ground for everyone
Every boss used to be Lv 100 no matter its tier, so the stars told you how long a raid would take but not how hard it would hit. Now the rating is the level:
- A lower tier is both softer on offence and faster to chew through, so the low stars are now a genuine on-ramp
- Mythic is exactly as it is today — nothing at the top got easier
- Rewards, shared HP pools and timers are unchanged. Level is the only number that moved
Contribution decides who gets paid, and it could be gamed: padding a fight out with weak moves scored higher than a fast, focused knockout. Three separate faults all pushed that way and all three are fixed — a chip move no longer buys the type bonus, winning outright no longer hands you a free extra bar of credit, and dragging a fight past a few turns now costs you. A clean 2HKO is unchanged; a 12-turn stall no longer beats it.
📒 Pokédex Research Quests
Inspired by Legends: Arceus, every Pokémon gets its own research quest — giving the Safari a real purpose beyond just catching, and giving players something to do other than dungeon speedruns and fishing.
- Every Pokémon across Gen 1–9 — and each stage of its evolution line — has its own quest
- Tasks include catching a species, using specific moves, evolving, and leveling it up a set number of times
- No quests for Legendaries, since they don't spawn naturally in the Safari
Catch Charmander ×10 · Use Tackle ×5 · Use Ember ×5 · Use Flamethrower ×5 · Evolve to Charmeleon ×3 · Level up Charmander ×25
- Coins (e.g. ~50k) plus materials like Rare Candies per quest
- Final-evolution quests pay out more — e.g. a Charizard quest for 100k + a Master Ball
Exact reward values are still being decided.
⚡ Global Energy & Legend Revamp
/legend/legend rollLegendary spawning moves from a shared server bar to something personal you build up yourself — and you decide when to cash it in.
/legendas the old shared system is scrapped, and Global Energy is now hidden/legendis now per-player — everyone has their own Legend bar- The roll is manual. Nothing fires automatically: you pull the trigger yourself with
/legend roll - After that roll, your Legend bar resets back to 0% — win or lose
- Box legendaries are out of the wild pool — Kyurem, Rayquaza, Mewtwo, Zacian, Koraidon and the rest can't be rolled
Your fill is your odds. Reach 100% and a Legendary will spawn for you — there is no chance roll left to lose. You no longer have to wait for 100% if you don't want to: from 20% up you can spend the bar early and gamble on it.
20% → 4% · 50% → 25% · 75% → 56% · 100% → guaranteed
- The curve bends on purpose — an early spin is the worse bet, which is what makes waiting worth something
- The whole bar is spent either way, win or lose, whatever it held. That is the price of impatience
- Below 100% the wheel is built at your real odds, and a miss tells you exactly what you played
- Fate. An animated wheel at the odds your bar earned. A guaranteed spin skips this stage entirely — no suspense theatre when the answer is already yes
- The Roster. The wheel spins across every Legendary eligible where you're standing, landing on the one that spawns for you
- Complete Daily Quests and Weekly Quests
- Win PvP battles
- Defeat Alphas and Paradox Pokémon for Legendary energy
- Minor Jobs activity still helps — but it's no longer the main driver
- Catching, training, PokéHunts, Bingo and Battle Tower all still chip in
Every activity has a cap on how much it can contribute, so no single grind fills the bar — you reach 100% by playing across the server. Alphas & Paradox pays 100 a defeat and caps at 600, i.e. six a day, and there's a daily earning budget across everything on top. Neither used to say a word when it stopped paying, which is indistinguishable from a broken counter — /legend now names which limit blocked a gain, and the two clear differently: a daily budget resets at midnight, a capped category only frees up when you spend the bar.
⚠️ Area Zero is a known gap. Its alphas and paradoxes die to direct damage rather than in a Cobblemon battle, so those kills currently pay coins and bounty but no Legend energy. A fix is built and goes live with the next server update.
The roll respects the same spawn conditions /pwiki lists — biome, time of day and weather. If nothing is eligible where you're standing, your full bar is held, not spent: you'll be told to move somewhere a Legendary can actually appear, and you lose nothing.
🏆 Battle Tower Revamp
Battle Tower was fun initially, but eventually became repetitive and easy to cheese. Season 2 completely redesigns it into a roguelike climb.
- Removed all format-specific towers
- Only Singles and Doubles remain
- Opponents use randomized teams ranging from OU to AG
- You draft 3 Pokémon from your party to start the run. The rest of your party is kept safe in your PC for the duration, and handed straight back when the run ends.
- If a Pokémon goes down, it's out for the rest of the run unless you pay to bring it back. Revive is in the Tower Shop at 2.5× the price of a Full Heal, scaled to your floor and prestige, and it restores the Pokémon that has been down the longest. Choose your leads carefully — buying a death back is meant to hurt.
- No healing between floors. HP, status and PP all carry from floor to floor, so you can't top up with
/pokeheal, a potion or a healer — you have to bring a real team, not one OP move. - New team slots unlock at floors 10, 25 and 50 (up to 6). Each one lets you draft an extra Pokémon out of your PC from the
/btmenu.
A fresh 3-mon draft doesn't open against a full team of 6 — the tower ramps up with you:
| Floor | Opponent Pokémon |
|---|---|
| 1–3 | 3 |
| 4–6 | 4 |
| 7–9 | 5 |
| 10+ | 6 |
Every 10 floors you hit a checkpoint and pick exactly one reward. Your choice is saved — closing the menu or logging out won't waste it, just reopen /bt.
- ❤ Heal Party — restore HP, status and PP on your surviving Pokémon. Does not revive downed Pokémon.
- 🔄 Swap — one switch: retire a downed Pokémon and bring a fresh one in from your PC, at full health. This is the only way to recover from a death.
- 🛒 Open Shop — spend the Tokens you've earned climbing. This is where Revive lives, alongside heals and items.
- Checkpoints are now saved every floor
- Disconnecting no longer sends you back several floors — and a run interrupted by a disconnect can no longer lose a Pokémon
- The draft and swap pickers have a 🔍 Search box, so pulling three Pokémon out of a full PC no longer means paging through hundreds
- Fusions are allowed in the Tower — and NPCs now use fusion Pokémon too
- Cosmog Ray nerfed — its trivializing one-shot spam is toned down, so AG isn't the only climb worth doing
- Sorry, Cosmog Ray and Gardevoir Queen enjoyers 😅
After Floor 50, every 10 floors your team level decreases by 5:
| Floor | Team Level |
|---|---|
| Floor 60 | Lv95 |
| Floor 70 | Lv90 |
| Floor 80 | Lv85 |
| Floor 90 | Lv80 |
| Floor 100 | Lv75 |
After clearing Floor 100:
- Automatically restart from Floor 1
- Earn increased Token multipliers each Prestige
Leaderboard titles remain for the Singles Crown and Doubles Crown.
🏅 Gyms & Elite Four Revamp
Having 24 Elite Four members across multiple formats was simply too much. We're returning to a simpler progression.
- One board, five seats — rank 1 is the Champion, ranks 2–5 are Elite 1 through 4. Beat the holder and you take their seat
- NatDex OU format
- Requires 8 Gym Badges to challenge
- Holding a seat pays you daily by mail — Champion 500,000 coins + 500 Tokens, down to Elite 4 at 150,000 + 100
- Fusions are banned, a loss costs the title and a 12-hour cooldown, and a seat decays back to its NPC if the holder stops defending it
Player Gym Leaders were a fun idea, but participation remained very low. Gym Badges will now play a much larger role in progression.
The 18-type ladder is gone. Season 2 runs the Generation 1 roster — same eight types, same order, each awarding its canonical badge:
- Challenge them in any order — there is no unlock chain
- An over-levelled party is scaled down for the fight, not turned away — EVs, IVs, nature, ability, held item and moves all carry in as they are, and everything is restored afterwards. Legendaries and mythicals are banned from gym teams
- Four are Singles and four are Doubles, so no one team style clears the ladder
- Every seat starts Season 2 vacant. Nobody carries a gym over from the beta — all eight are up for grabs
- The roster follows the banner calendar: Gen 1 owns the opening month, and the ladder changes region as the calendar turns
Badges are no longer just a trophy for the Elite Four — rank-ups require them:
The count is lifetime, so the monthly gym reset can never un-earn a rank you already reached.
🛡️ Clan Revamp
Clans get a full progression and territory system in Season 2 — building a clan base is now something you earn and invest in.
Setting up a clan base now follows clear steps:
- Obtain a Clan Permit
- Create your clan
- Buy a Clan Base Build Permit to claim territory
Build permits come in three territory sizes:
- 250 × 250
- 500 × 500
- 1000 × 1000
The claimed area becomes clan territory, which clan officers can expand.
- Official clans are recognized on the server
- They pay a 5% land tax, scaled to how large their territory is
- Clans are capped at 5 members — you can buy up to +5 extra slots
- The cap keeps players from merging into one mega-clan
- Set relations with
/clan allyand/clan enemy
- Clan chat and ally chat
- A Clan NPC auto-spawns at the center of the clan build, or the leader can place it
- Each clan gets its own dedicated Raid Boss
- It spawns on a fixed timer
- Only that clan's members can hit it
The Warzone is still live — a bounded free-for-all arena in its own world, with its own Warzone Points and shop. Clan Wars is the planned clan-vs-clan successor to it.
- Clan Raid Boss spawns and clan Pokémon battles
- When a trainer loses a battle, they forfeit 1 Pokémon to the enemy clan
- After the war match, the losing clan can buy back its stolen Pokémon
- If they don't buy them back, the winning clan keeps them as War Tokens
⚔ PvP Ranked Revamp
/pvpSince PvP is now part of rank progression, we're redesigning Ranked as well.
- Poké Ball IV → I
- Great Ball IV → I
- Ultra Ball IV → I
- Master Tier
Only 10 players may hold Master Tier at any given time. To qualify:
- Reach Ultra Ball I
- Rankings are based on total wins
- Every 24 hours, the Top 10 eligible players are promoted into Master Tier
Master Tier is designed to be competitive, prestigious, and constantly changing.
🥚 Breeding, Rebuilt From Scratch
/ascbreed/unbreedNobody liked the old breeding mod, so we wrote our own. Season 2 breeding is an in-house ASC system built around one idea borrowed from Pixelmon: where you breed matters. Building a good ranch is the investment, and the ranch is the sink.
- Place a Cobblemon pasture and right-click it — that's your ranch. No special block to craft or find
- Assign two parents from your party; both appear beside the ranch and roam around inside it
- You can run up to 3 active ranches at once
- Check what you've got going with
/ascbreed info
A ranch reads the blocks around it and scores how well the environment suits your parents' types — faithful to the Pixelmon block table. Fire parents want campfires and magma; Ice parents want packed ice; Steel wants iron blocks; Dragon, Ghost and Psychic want emerald, and so on.
- A block only counts if its type matches one of the parents — and remember Ditto counts as Normal
- Only the highest block in each column counts, within a few blocks of the ranch's height
- Environment strength runs 0 → 2 and directly sets your egg timer speed — a bad pen produces nothing
- The ranch screen re-scans live, so you can watch strength climb as you place blocks
- Range upgrades grow the pen from 9×9 up to 15×15 — and are refunded if the ranch is broken
Eggs are real items, and they hatch the mainline way: carry it and walk. Better IVs mean more steps, so a great egg makes you earn it. Hover the egg and it tells you exactly what's inside before it hatches — IVs, nature, ability, egg moves, size, shiny, and steps remaining.
Abilities that speed up hatching work as you'd expect: a parent with Flame Body, Magma Armor or Steam Engine halves the walk.
- Destiny Knot — 5 inherited IVs · power items — pin a specific stat · Everstone — pass the nature (and regional form)
- Masuda Method shiny odds, egg moves from the father or a benched parent, and Poké Ball inheritance
- Size inheritance — babies can inherit a parent's scale, shown as a % on the egg
- Light Ball on a parent → the bred Pichu knows Volt Tackle
- Mirror Herb — teaches an egg move between incompatible parents with no egg produced
- Special cases handled properly: Manaphy breeds Phione, Nidoran ♂/♀ and Volbeat/Illumise roll correctly, and baby forms (Munchlax, Wynaut, Happiny…) hatch as babies by default
The mainline forbids it. We don't. Two Dittos in a ranch produce a completely random species — a genuine gacha sink, with IVs, nature, size and ball still inherited from the pair. Legendaries and other restricted tiers are excluded.
| Item | Effect |
|---|---|
| ⏳ Copper Hourglass | Skip 10% of the current egg timer |
| ⏳ Silver Hourglass | Skip 25% of the current egg timer |
| ⏳ Gold Hourglass | Instant egg — bypasses the environment entirely |
| ⏳ Platinum Hourglass | Instant egg with 5 perfect IVs |
| ⏳ Diamond Hourglass | Instant flawless egg — 6 × 31 |
| 🌟 Shiny Charm | Held by a parent — 3× shiny odds on that ranch, stacking with Masuda. Takes the held-item slot, so it trades off against Destiny Knot |
- An egg can only hatch with a Hidden Ability if a parent actually has one
- No more Hidden Abilities appearing out of nowhere when neither parent had one
- Ditto doesn't pass its own Hidden Ability — same as the official games
- Normal ability inheritance is unchanged, so genuine HA breeding works exactly as before
Sellers can lock a Pokémon so buyers can't mass-breed it and crash its value.
- Mark a Pokémon unbreedable with
/unbreed— it will never produce eggs - Only the Original Trainer (or staff) can remove the lock
- The lock travels with the Pokémon through trades, the GTS, gifts, and capsules — a bought battle-perfect Pokémon stays protected
🎣 Fishing 2.0 — You Reel In Pokémon Now
/fishSeason 1 fishing caught fish — a separate little economy bolted onto the side. Season 2 rebuilds it around the actual game: every cast pulls up a Pokémon.
- Cast anywhere there's water. Each reel-in rolls a water or coastal species at a random level and size, filed into your Fish Bag
- Left-click to claim — the Pokémon goes to your party or PC for real
- Right-click to release — cash it in for coins instead
- Your Codex still tracks first-catches and records, and
/fish topstill ranks the server
- Uncommon-and-above catches have a 0.5% chance to come up as an Alpha — announced server-wide
- Each Alpha pays 1 Orb, capped at 5 per week. Past the cap you still keep the Alpha, it just pays coins instead
- Alphas and shinies ignore your bag limit — a full bag will never throw one away
- A rotating tournament runs every two hours — Most Caught, Biggest, Smallest, Most Valuable and more, with a top-3 prize pool
- On weekends the Mystery Wormhole opens for an hour at a random announced time. It names one biome and one featured legendary — go there and the rare tiers unlock at double rate
Auto-fishing is still detected and throttled — macro-regular casting earns you junk until you fish like a person.
🎉 Vote Party & Skills
/voteparty/skillsServer votes now build toward a Vote Party. When the counter fills and enough players are online, the wheel opens for everybody at once: every online trainer's name goes on a roulette, it spins, and whoever it lands on gets a guaranteed Legendary spawn.
- You don't have to do anything but be online — voting is the ticket
- The whole server watches the same spin land on the same name
/votestill pays its own streak rewards on top, unchanged from Season 1
Everything you do levels something. Fifteen skills across gathering, combat, utility and Pokémon — including Battling and Breeding — each climbing to Lv 1000, all summing into a single Power Level that shows on your name in chat.
- Perks scale with level — double drops while gathering, bonus melee damage, dodging fall damage, and bonus coins on fishing, catching, battling and breeding
- Achievements for every skill ladder, plus Renaissance (all skills Lv 50) and Grandmaster (all skills Lv 100)
- Tier titles from Novice up to Master — surfaced on your name hover, never spammed in chat
- Power Level is a full leaderboard category on
/lb
✦ Attributes & Item Gates
/profile/skills points/skills reqFive attributes sit on top of your skills — Strength, Dexterity, Vitality, Wisdom and Intellect. Each goes up to 20, each carries a passive, and some of the better gear won't work until the matching attribute is high enough. Open /profile to spend points and see exactly what you've unlocked.
You earn points by levelling. They never drop, and they can't be bought. There is no crate, no quest and no rank that hands them out — two ladders you're already climbing pay them automatically, and they pay retroactively, so everything you levelled before the system existed already counted.
| Source | Rate | How you raise it |
|---|---|---|
| Power Level | 1 point per 25 | Your 15 skill levels added up. Every ore, log, catch, battle and hatched egg pushes it — /skills shows the lot. |
| Account Level | 1 point per 3 | Your /level. Each Prestige Star counts as 50 levels, so prestiging never costs you points. |
- Both ladders pay at the same time — they're added, not picked between
- 100 points is the lifetime cap, which is exactly enough to max all five attributes
/skills pointstells you your current numbers and how many more skill levels or account levels until the next point- Changed your mind? Respec refunds every spent point for 25,000 coins
Worked example: Power Level 137 and account level 8 → 137 ÷ 25 = 5 points, plus 8 ÷ 3 = 2 points, for 7 earned. Thirteen more skill levels, or one more account level, buys the next one.
| Attribute | Per point | Gates |
|---|---|---|
| 💪 Strength | +0.25 attack damage | Netherite only — shovel & hoe 12, pickaxe 14, sword & axe 16. Plus shield 2, mace 18 |
| 🏹 Dexterity | +2% attack speed | Bow 4, ender pearl & wind charge 6, crossbow 8, trident 12, elytra 14 |
| ❤ Vitality | +0.5 max health | Netherite armour 16 — every other tier is free |
| 📖 Wisdom | +0.25 luck | Grindstone 2, anvil 4, smithing table & respawn anchor 10, conduit 12, beacon 14 |
| 🧠 Intellect | +1% skill XP | A redstone ladder — see below |
Redstone used to sit behind a single wall at Intellect and Wisdom 20, which meant no redstone at all until you were nearly capped. It's a ladder now, and only TNT still asks for both maxed. The rungs were halved after we measured the old numbers against the live save: of the 166 players with skill data, 8 could reach the old machine rung at all and exactly one had it. A gate one player in 166 can open is not pacing.
| Needs | Unlocks |
|---|---|
| Free | Observer — ungated entirely, along with the hopper. Neither ticks anything on its own |
| Intellect 3 | Inert parts and transport — lever, tripwire hook, note block, redstone lamp, target, daylight detector, lightning rod, copper bulb, rail, minecart, chest & furnace minecart, slime, honey |
| Intellect 6 | Wiring — redstone dust, torch and block, repeater, comparator, powered / detector / activator rail |
| Intellect 9 | Machines — piston, sticky piston, dispenser, dropper, hopper minecart, sculk sensors |
| Intellect 12 | Crafter |
| Both maxed (20 / 20) | TNT, TNT minecart and the lectern |
- Use is gated, not ownership. You can craft, trade, carry and store anything — a gated item simply won't swing, mine, place or stay equipped until you qualify
- Everything up to and including diamond is free. Wood, stone, gold, iron and diamond gear are all ungated — netherite is the only gated tier, so nothing you make in your first days is locked. Hoppers, brewing stands, enchanting tables and ender chests aren't gated either
- Nothing Pokémon-related is ever gated — Poké Balls, TMs, Mega Showdown items, ASC crate keys and Forge relic gear all bypass the system completely
- Holding a gated item never stops you opening doors, chests or anything else
/skills reqtells you what the item in your hand needs, and whether you clear it. A refusal lists every unmet requirement with your current level in each — a gate on two attributes used to name only one, so you'd raise that stat and get refused again
Final Thoughts
Season 2 is focused on making every activity matter. Instead of farming one thing for everything else, you'll progress by actually playing the game:
- 🏆 Climb Battle Tower for Orbs.
- 🌌 Explore Area Zero for rare resources.
- ⚔ Compete in PvP to reach Master Tier.
- 🏅 Challenge Gyms and the Elite Four.
- 📖 Complete the Battle Pass.
- 📒 Work through the Pokédex research quests.
- 🥚 Build a real ranch and breed something worth selling.
- 🏪 Trade it on the Bazaar for what it's actually worth.
- 🎰 Spend your hard-earned Orbs on the current banner rotation.
- ❄️ Forge the Arctis set and hunt its signature frozen Pokémon.
Every system is now connected, creating a more rewarding endgame where time spent playing translates directly into progression — not just more coins.
See you in Arctis. ❄️
Ready to dive into Season 2?