Progression

Bossing & Tiers

14 tiers · 13 bosses · Fibonacci 1× → 610×

Every mob, every tame, and every boss sits on a single 14-rung power ladder whose multipliers follow the Fibonacci sequence. It is the spine of the whole mod: how scary a wild spawn is, how strong a tame can become, and which boss you must beat to climb. Crucially, each of the 13 vanilla bosses now owns exactly one tier of its own: beat the boss, claim the rung.

The 14-tier ladder

Bars are log-scaled so the 610× top tier doesn’t flatten everything below it. A tier’s multiplier stacks multiplicatively with a tame’s variant and charm.

Basic wild + tameable
Predator wild + tameable
Alpha wild + tameable
Apex wild + tameable
Primordial wild + tameable
Demigod wild + tameable 13×
God natural cap 21×
Ragnarök boss-only 34×
Titan infused tame tier 55×
Legendary boss-only 89×
Mythical infused tame tier 144×
Overlord boss-only 233×
Absolute infused tame tier 377×
Infinite final tame tier 610×
Basic–God roll in the wild & can be tamed Boss-only tiers (a tame fights here, never becomes one) God = natural cap · Absolute = altar cap · Infinite = final tier
Tame ceiling Wild captures and kibble stop at God (21×). Soul infusion lifts a tame to Titan → Mythical → Absolute (377×): the altar/summoner cap. One final step remains: the Infinite Fallen Wizard Soul from the incursion Ascended Wizard’s complete kill takes an Absolute tame to Infinite (610×). Ragnarök, Legendary and Overlord are boss-only: your tames fight bosses there but never become those tiers.

The 13 progression bosses

These are the vanilla Necesse bosses, re-pinned so each owns a distinct tier and a distinct unlock. A progression boss always spawns at its own fixed tier.

BossTier×Unlocks (first kill)
Evil’s Protector Predator Predator Poison & Predator Kibble
Queen Spider Alpha Spider Poison & Alpha Kibble
Void Wizard Apex Void Poison & Apex Kibble
Runebound Chieftain Primordial Chieftain Poison & Primordial Kibble
Swamp Guardian Demigod 13× Swamp Poison, Demigod Kibble & the Identify Potion
Ancient Vulture God 21× Ancient Poison, God Kibble, the Ragnarök Summoner & Flash Potion
Pirate Captain Ragnarök 34× the Titan Summoner & Combat Potion
Reaper Titan 55× the Altar of Souls & Phasing Potion
Cryo Queen Legendary 89× the Variant altar boss & Defense Potion
Cursed Crone Mythical 144× the Group altar bosses
Pest Warden Overlord 233× the Zodiac & Nightmare altar bosses
Sage and Grit Absolute 377× the Absolute tier (the altar-path cap)
Fallen Wizard Infinite 610× the Lucky Group, Lucky Zodiac & Unlucky Nightmare bosses

The final boss of the main ladder is the Fallen Wizard (Infinite): the last boss of vanilla Necesse. The separate incursions track ends with the Ascended Wizard (also pinned to Infinite); defeating it on the complete kill drops the Infinite Fallen Wizard Soul, the one soul that tiers an Absolute tame all the way to Infinite.

Most of these bosses also drop a weapon: one per kill, tier-rolled, with a 1-in-25 shot at a boss-forged unique. See the 32 boss weapons →.

Wild rolls & the natural cap

Wild mobs roll a flat, world-independent weighted tier over Basic–God every time they spawn. Tiers do not escalate as you beat bosses: a Basic mob is just as common on day one as in the endgame. Beating bosses raises your rank and unlocks kibble, not the wild spawn tier.

Wild tierSpawn chance
Basic35%
Predator25%
Alpha17%
Apex11%
Primordial7%
Demigod3%
God2%
Tougher creatures take more darts to subdue (Torpor scales with max HP) and a higher kibble tier to keep, so taming a rare God-tier wild is a genuine achievement, and the cap a wild capture can ever hold is God (21×).

The solo challenge rank

Alongside the world bosses runs a personal rank ladder. The Challenge Summoner spawns the next boss your rank needs, at its own tier, but the fight is solo: your tames and settlers can’t touch it, only your own weapon.

Player rank ≠ tame tier Two separate things progress in this mod. A tame tiers up via taming, altars and souls (the ladder above). Player rank is earned solo against tier-scaled versions of the vanilla bosses in vanilla order, with zero tame, settler or summon damage. Rank reuses the same 14 tier names and multipliers, so “Legendary” can mean a tame’s tier or a player’s rank, but the rank you can actually reach is gated by your solo DPS, not by how strong your team is.

Rank is the reward

Clearing a challenge advances your rank to that boss’s tier, which scales your character by that tier’s multiplier:

HP
Full tier multiplier
Damage
Half the tier multiplier
Armor
A gentle slope into a diminishing-returns curve

Settlers scale with your rank

Your settlement’s settlers inherit half your rank HP multiplier (a Primordial player’s 8× → settlers 4×): HP only, off the highest online team-member’s rank. Their damage is untouched, and they still can’t scratch a challenge boss.

Altar bosses & the damage gate

The real endgame fights are summoned at the Altar of Souls. They don’t care about your gear: they care about your team. Each is only damageable by a tamed companion at or above its gate tier; your own weapon, your settlers, and any under-tier tame all deal zero.

Variant BossLegendary · 89×

~1.78M HP · ×13: one per element

Summoned with six god souls of one element. Each element summons ITS OWN specific real vanilla boss (see the assignment table), haloed in the element’s colour: the 6 deep-pool elements arrive Deep-Cursed. Beating it teaches a Titan tame its whole element. Two Variant souls then feed a Group boss.

Damage gate
Titan tame of that element
Drops
The element’s Variant suite soul

Group BossMythical · 144×

~5.76M HP · ×6: one per fusion

One per two-element fusion. Each fusion summons ITS OWN specific real deep-cave boss (see the assignment table), haloed in the fusion’s blended colour, and ALL six are Deep-Cursed. Each tiers a Titan tame up to Mythical.

Damage gate
Titan tame
Drops
Mythical tier soul + the group’s trophy key

ZodiacOverlord · 233×

Crystal Dragon · ~93M HP

The real Crystal Dragon, wielding every element fusion at once. Its kill unlocks fusing a tame onto a whole two-element group.

Damage gate
Mythical tame
Drops
All six Group (suite) souls + the Zodiac trophy

NightmareAbsolute · 377×

Moonlight Dancer · ~151M HP

The real Moonlight Dancer, reskinned violet. Carries the Diamond apex layer (HP-scaled ×3 damage / 90% DR). Its soul lifts a Mythical tame to Absolute: the cap for the altar path (one final Infinite step remains via the incursion Ascended Wizard).

Damage gate
Mythical tame
Drops
Absolute tier soul + the Nightmare trophy

Lucky GroupLegendary · 89×

~3.56M HP

Summoned with six Lucky god souls. Unlocks the full Lucky suite: 90% dodge + 90% damage reduction.

Damage gate
Titan tame
Drops
Lucky variant soul + the Lucky trophy

Lucky ZodiacInfinite · 610×

Crystal Dragon · ~244M HP

The Crystal Dragon again: one tier higher, with lucky abilities and a “Lucky Zodiac” nameplate (it shares the crystal skin). Carries the full lucky 90/90, so its 244M pool is effectively ~24B. Fuse an Absolute tame onto every element group at once.

Damage gate
Absolute tame
Drops
The all-groups (Zodiac) suite soul + the Lucky trophy

Unlucky NightmareInfinite · 610×

Moonlight Dancer · ~244M HP

The Moonlight Dancer in cursed green. Grants the 13 apex abilities at once. Stacks Diamond (HP-scaled DR near death) and the Cursed 50/50 layer: its 244M pool is ~976M effective.

Damage gate
Absolute tame
Drops
The all-7ths (Unlucky) suite soul + the Unlucky trophy
All seven are single-stage Zodiac and Lucky Zodiac are the real Crystal Dragon; Nightmare and Unlucky Nightmare the real Moonlight Dancer: same boss, re-tiered with a new nameplate, ability rotation and (for the Dancer) tint.
Boss HP & damage are flattened The summoner and altar bosses don’t inherit the stats of whatever vanilla mob backs them: their HP is a deliberate flat base × their own tier. Summoner damage is normalised the same way: a reference attack lands at a fixed value × tier while every other attack keeps its natural ratio. The challenge-ladder bosses are left alone: they keep their natural vanilla HP and damage, so they read as harder versions of the real bosses in vanilla order.

The six element fusions

Each Group boss embodies one two-element fusion. LUCKY is the unpaired 13th group and joins separately.

Tundra · Earth + FrostFirestorm · Fire + StormBlight · Shadow + VenomVerdant · Radiant + NatureAether · Arcane + CosmicJuggernaut · Guardian + Berserker
Where the souls come from Group bosses drop the Mythical tier soul, the Zodiac boss the group ability suites, the Nightmare boss the Absolute tier soul, and the two final bosses the all-groups / all-7ths suites. Beyond the altar, the incursion Ascended Wizard’s complete kill drops the Infinite Fallen Wizard Soul: the final Absolute → Infinite tier step. See Souls & Infusion for the full chain.

The Deep Curse & boss assignments

The deep pool is the six bosses past the Pirate Captain — Reaper, Cryo Queen, Cursed Crone, Pest Warden, Sage & Grit, Fallen Wizard. Whenever one of them is summoned it carries the Deep Curse. Normal bosses (Pirate Captain & below) never do; incursion bosses take Infinite + the Diamond apex instead.

What the Deep Curse does 50% dodge + 50% damage reduction, a curse aura, and an on-hit roll: on any non-dodged hit it deals or takes, it randomly either buffs itself (damage / attack-speed / move-speed / DR / regen) or debuffs whoever it hit / was hit by (fire, chill, venom, poison, haunt, broken-armor, slow, or fear / pin / vuln). The pick can land on an already-active effect, so it’s deliberately not guaranteed-visible — and the 50% dodge means striking it doesn’t always proc it. Together they stop you from standing still and trading blows.

Deep-Cursed

Vanilla / challenge
The 6 deep bosses spawned naturally or via the challenge ladder (Reaper → Fallen Wizard)
Titan Summoner
Every output (it draws from the deep pool)
Altar
The 6 deep variant-group bosses + all 6 fusion bosses

Never cursed

Normal bosses
Pirate Captain & below, and every Ragnarök Summoner output
Incursion
Infinite + the Diamond apex instead
Apex altar
Zodiac, Nightmare, Lucky Zodiac, Unlucky Nightmare

Variant group → boss

Each of the 13 elements summons one specific real vanilla boss at the altar (real sprite & attacks; flat HP/damage), haloed in the element’s colour. Six are deep-pool bosses (Deep-Cursed); a Titan tame of that element is the only thing that can damage it.

ElementSummonsNatural tierCurse
Lucky Fallen Wizard Infinite Deep-Cursed
Radiant Sage & Grit Absolute Deep-Cursed
Guardian Pest Warden Overlord Deep-Cursed
Arcane The Cursed Crone Mythical Deep-Cursed
Frost Cryo Queen Legendary Deep-Cursed
Shadow Reaper Titan Deep-Cursed
Fire Pirate Captain Ragnarök
Storm Ancient Vulture God
Nature Swamp Guardian Demigod
Earth Void Wizard Apex
Venom Queen Spider Alpha
Berserker Runebound Chieftain Primordial
Cosmic Evil’s Protector Predator

Variant fusion → boss

Each of the six fusions summons one specific deep-cave boss, haloed in the fusion’s blended colour. All six are Deep-Cursed; any Titan tame can damage them.

FusionElementsSummons
Tundra Earth + Frost Cryo Queen
Firestorm Fire + Storm Fallen Wizard
Blight Shadow + Venom Reaper
Verdant Radiant + Nature The Cursed Crone
Aether Arcane + Cosmic Pest Warden
Juggernaut Guardian + Berserker Sage & Grit
Summoner pools The Ragnarök Summoner only ever spawns from the normal pool (the 7 bosses Pirate Captain & below) at Ragnarök; the Titan Summoner only from the deep pool (the 6 deep-cave bosses) at Titan, always Deep-Cursed. Which boss you get is random within the pool — the soul you spend just rides along as the kill drop. The 1-to-1 element/fusion assignments above are the altar path, where the boss is fixed.