BASEEnergy Projectile
Projectiles; gains extra shots at levels 3 and 5 and piercing at level 4.
Boat Nerd; globally available from the start.PROTOCOL 04 // COMBAT
A Horda Zero build closes around a T7 matrix: character and special weapons reach Lv7, nine passives shape the run, and Transcendence takes over post-build progression without creating weapon overcap.
ARSENAL // BUILD-T7
BASEProjectiles; gains extra shots at levels 3 and 5 and piercing at level 4.
Boat Nerd; globally available from the start.
BASECircular area around the hero; radius increases with level.
Iron Tank; challenge: survive 4 minutes with him.
BASEProjectile fan; projectile count and spread increase with level.
Ghost Runner; challenge: reach level 8 with him.
BASEBurst projectiles; the Fire synergy doubles the flames.
Volcano Pyro; challenge: defeat a boss with him.
BASEHigh-damage projectile; gains homing at level 5 and applies slow on impact.
Frost Mage; challenge: survive 5 minutes with her.
BASEFast piercing projectile aligned with movement direction.
Scout; challenge: 2,250 kills with him.
BASEWide area strike with a high damage multiplier.
Runic Blade; challenge: reach level 12 with her.
BASESlow homing projectiles; gains piercing from level 4 onward.
Necromancer; challenge: defeat a boss with him.
BASELong-range projectile with strong piercing growth by level.
Aqua Warden; challenge: open 2 chests with him.
BASEElectrical attack that chains up to 8 targets depending on level and Storm synergy.
Storm Sentinel; challenge: reach combo 50 with her.
BASEBell area attack plus allied ghosts; Nox's signature weapon.
Nox; challenge: survive 6 minutes with him.
BASEA territorial trail generated by movement. Low Momentum reduces damage; at 100 it activates Overdrive with speed and damage bonuses. Later levels improve duration, width, slow and pulses.
Neon Wraith's starting weapon. Survive 5 minutes with Neon Wraith to unlock it in the global weapon pool.
BASEPlaces runic seals that bind and damage the horde around the Runic Mime.
Runic Mime; secret unlock: Neon Wraith in the Forgotten Dungeon, boss defeated, combo 35+, no hits taken, and no chests opened.
BASEVesper's linear pulse converts 10% of effective damage removed into requested healing, capped at 5% max health per pulse. L1 starts at length 190, radius 22 and 0.95 damage multiplier; later levels add reach, radius and damage.
Vesper's starting weapon. The hero unlocks in Stage 12 after the first player death and 3,000 direct Soul Orb kills; the weapon's healing still uses the shared sustain pipeline.
BASECreates a temporary tether between Iris and her echo; in co-op it may use the nearest living ally as a valid anchor while damage authority stays on the Host.
Iris / Gemini starting weapon. The hero unlocks in the Arcane Rift by defeating the boss with a 75+ combo, at most 3 hits taken, and no chests opened.Concentric seismic waves break groups around the impact.
Gaia — The Earthbreaker starting weapon. With Iron Tank, earn 15 victories and reach level 100 in one run.Condenses the horde into a gravity well before collapsing the center.
Nadir — The Hollow Center starting weapon. Make Nox Transcendent and reach level 200 with him. To unlock it in the global pool for other heroes: Bring Soul Orb T7 and Arcane Boomerang T7 to a treasure chest to discover Singularity globally.Marks distant groups and covers the area with burning ash.
Cinder — The Ash Wanderer starting weapon. With Pyro, accumulate 250,000 kills and score 150,000 kills in a single run.Plants charges that burst into shrapnel against enemy lines.
Rivet — The Sapper starting weapon. Collect 75 Arcane Dust across the profile; then, with Scout, defeat a boss with a 300+ combo, taking no damage and opening no chests. To unlock it in the global pool for other heroes: Bring Dart T7 and Fire Ring T7 to a treasure chest to discover Fragmentation Mine globally.High-energy shots pierce lanes of enemies.
Volt — The Ion Gunner starting weapon. With Storm Sentinel, defeat 25 bosses total; then defeat 3 bosses and reach a 500+ combo in the same run. To unlock it in the global pool for other heroes: Bring Thunder T7 and Chain Lightning T7 to a treasure chest to discover Ion Cannon globally.Hooks priority targets, pulls prey and chains the hunt.
Mako — The Zero Harpooner starting weapon. Make Aqua Warden Transcendent; reach level 150, defeat 3 bosses, and take at most 5 hits in the same run. To unlock it in the global pool for other heroes: Bring Water Blade T7 and Frost Nova T7 to a treasure chest to discover Zero Harpoon globally.Spreads metallic infection and turns deaths into fresh explosions.
Ferrum — The Plague Bearer starting weapon. With Necromancer, accumulate 350,000 kills and defeat 3 bosses in one run without receiving healing.Keeps orbital blades in constant motion around the hero.
Nyra — The Eclipse Dancer starting weapon. Discover 8 different fusions; then win a run with Neon Wraith while reaching a 500+ combo.These are permanent unlocks for the global character-weapon pool, not the 16 run-build fusions below. Each recipe requires both ingredients at T7. On a successful Treasure fusion roll, an eligible locked discovery is resolved before a normal build fusion.
| Discovery | Recipe | Global result |
|---|---|---|
| Void Seed | Soul Orb T7 + Arcane Boomerang T7 | Singularity |
| Demolition Core | Dart T7 + Fire Ring T7 | Fragmentation Mine |
| Ion Condenser | Thunder T7 + Chain Lightning T7 | Ion Cannon |
| Zero Anchor | Water Blade T7 + Frost Nova T7 | Zero Harpoon |
These 16 recipes transform the current run build and consume/merge slots according to the catalog. The primary weapon must be Lv7; the secondary ingredient follows the recipe. Treasure uses a 35% base fusion roll, modified by current run luck.
| Fusion | Recipe | Effect |
|---|---|---|
| Tectonic Collapse | SEISMIC_CORE Lv7 + SINGULARITY Lv7 | Seismic waves feed the Singularity and its collapse returns an outer rupture. |
| Shrapnel Storm | ASH_RAIN Lv7 + FRAGMENTATION_MINE Lv7 | Ash detonates mines in sequence and every charge scatters additional shrapnel. |
| Plasma Hunt | ION_CANNON Lv7 + ZERO_HARPOON Lv7 | Zero Harpoon conducts ion energy between prey while the Cannon opens multiple lanes. |
| Rusted Eclipse | IRON_PLAGUE Lv7 + ECLIPSE_BLADES Lv7 | Iron Plague infects the orbital ring and deaths launch infected blades. |
| Fractal Barrage | PROJECTILE Lv7 + TRI_SHOT Lv7 | Energy Shot and Tri Shot multiply into a dense piercing barrage. |
| Cyclone Fortress | WHIRLWIND Lv7 + RUNIC_CARAPACE Lv5 | Whirlwind uses Runic Carapace to become a moving fortress of successive waves. |
| Thermal Shock | FLAME Lv7 + ICE_SHARD Lv7 | Fire and ice collide: bursts grow while shards start hunting and piercing targets. |
| Terminal Needle | DART Lv7 + POWER_GLOVE Lv5 | Dart absorbs Power Glove and gains extra copies with extreme piercing. |
| Runic Requiem | RUNE_BLADE Lv7 + BELL Lv7 | Rune Blade reverberates with the Bell, creating impacts and concentric waves. |
| Soul Pact | SOUL_ORB Lv7 + LIFE_DRAIN Lv7 | Soul Orbs feed Life Drain, combining pursuit, piercing and sustain. |
| Wandering Tide | WATER_BLADE Lv7 + WIND_STEPS Lv5 | Wind Steps turn Water Blade into multiplied moving currents. |
| Chronostorm | THUNDER Lv7 + ARCANE_CLOCK Lv5 | Arcane Clock forces Thunder to chain faster, farther and with greater impact. |
| Kinetic Overdrive | KINETIC_TRAIL Lv7 + ARCANE_FOCUS Lv5 | Arcane Focus expands Kinetic Trail into a wider and more destructive overdrive. |
| Sage Mandala | PATCHWORK_SIGIL Lv7 + SAGE_CROWN Lv5 | Sage Crown turns Patchwork Sigils into larger, more violent mandalas. |
| Blade Crown | ORBITAL_BLADES Lv7 + DUPLICATOR Lv2 | Duplicator compresses more blades into a wide aggressive crown. |
| Gravity Network | RESONANT_TETHER Lv7 + SOUL_MAGNET Lv5 | Soul Magnet bends Resonant Tether, increasing width, reach and connection damage. |
0.1.19 added Gaia, Nadir, Cinder, Rivet, Volt, Mako, Ferrum, and Nyra with Seismic Core, Singularity, Ash Rain, Fragmentation Mine, Ion Cannon, Zero Harpoon, Iron Plague, and Eclipse Blades.
Singularity, Fragmentation Mine, Ion Cannon, and Zero Harpoon may be starting weapons for their heroes, but enter the global pool for other characters through four permanent recipes: normal weapon T7 + special weapon T7 at a treasure chest.
WeaponFusionCatalog defines 16 build transformations. The primary weapon must reach Lv7; the secondary ingredient may be another weapon or a passive depending on the recipe. Treasure uses one roll: 35% base +7 pp from Fortune Talisman +2 pp per Arcane Dust up to 5 units (+10 pp), reaching 52% with current bonuses. If it passes, an eligible still-locked global discovery takes priority over a build fusion.
Each run places 4–7 arena-themed breakables. They do not count as kills, do not consume the horde cap, and pay at most one reward: 60% coins, 25% health, 10% Soul Magnet, and 5% RPG Chest.
The RPG catalog now has 20 items and 6 relics. P2–P4 inventory and quick-use are Host-authoritative; each player gets a personal RPG Chest roll and personal build/Transcendence persists through Expedition.
0.1.20 declares NEARBY_WIFI_DEVICES with neverForLocation and requests it when entering co-op on Android 16/API 36. ACCESS_LOCAL_NETWORK becomes the expected gate only when moving to target SDK 37/Android 17.
Once a weapon is globally unlocked, it can enter another eligible hero's level-up pool. The four discovery weapons depend only on their permanent discovery; after that, they can also occupy a normal slot in other builds.
The Stage 9 secret unlocks Neon Wraith. Separately, surviving 5 minutes with that hero unlocks Kinetic Trail for the global pool.
Its nominal tick is 0.50 s; fast cooldowns can speed it up to the clamp, while slow hero cooldowns cannot make it slower than nominal.
Movement builds Momentum and standing still drains it. Maximum Momentum activates Overdrive and reinforces speed and Trail damage.
The system reads the equipped loadout level rather than hero identity; damage remains attributed to Kinetic Trail in run breakdowns.
Singularity, Fragmentation Mine, Ion Cannon, and Zero Harpoon use ownerCharacter = -1 in the global catalog. Once the T7 + T7 recipe is discovered and persisted, they can enter other heroes' pools without requiring Nadir, Rivet, Volt, or Mako to be unlocked.
Leveling up no longer adds +5 max health. Run health progression comes from explicit choices, especially Vital Heart/Vitality and other declared sources.
Time, completing a wave, leveling up or killing common enemies do not restore HP by themselves.
The current catalog keeps 7 permanent relics and healPerKill is zero for all of them.
Valid sources include health pickups, active relic/potion, Crimson Tether, merchant, Paragon, Sanctuary and revive.
Drain uses 10% of effective damage and healing is capped at 5% max health per pulse and by missing health.
| Enemy | Base coins / kill |
|---|---|
| SWARM | 0.10 |
| GRUNT | 0.20 |
| RUNNER | 0.25 |
| BRINE_STALKER | 0.30 |
| GOBLIN | 0.40 |
| RANGED | 0.50 |
| SUMMONER | 0.50 |
| INK_WRAITH | 0.50 |
| TANK | 0.80 |
| CORAL_BULWARK | 0.80 |
| ELITE | 2.00 |
| BOSS | 15.00 |
| Merchant offer | Cost | Effect |
|---|---|---|
| Speed | 90 | +12% movement speed for the run |
| Heal | 50 | heals 50% max health through the explicit pipeline |
| Damage | 300 | +18% player damage for the run |
RANGED and INK_WRAITH lock the target when the visual warning begins and only fire when the telegraph ends. Climax pressure can reduce attack intervals, but not the visual reaction window.
| Archetype | Telegraph | Cooldown | Range | Projectile speed | Damage |
|---|---|---|---|---|---|
| RANGED | 0.55 s | 2.60 s | 175–460 | 285 u/s | 0.85× enemy damage |
| INK_WRAITH | 0.70 s | 3.20 s | 190–500 | 235 u/s | 1.05× enemy damage |
SPECIALProjectile that pierces and returns to the hero.
Starting special weapon: the default save already unlocks Arcane Boomerang.
SPECIALLightning that jumps between nearby enemies.
Permanent exploration: investigate the Root Reliquary in the Dark Forest. Completing the POI applies the Chain Lightning discovery in the current runtime.
SPECIALArea fire pulse around the hero.
Permanent exploration: as the Necromancer, cross the Voiceless Procession. Completing the POI applies the Fire Ring discovery in the current runtime.
SPECIALIce blast that reduces enemy speed.
Permanent exploration: as Vesper, recover the Crimson Memory. Completing the POI applies the Frost Nova discovery in the current runtime.| Weapon | Base cooldown | Reduction per level | Minimum |
|---|---|---|---|
| Arcane Boomerang | 1.65 s | −0.12 s/level | 0.75 s |
| Chain Lightning | 2.15 s | −0.16 s/level | 1.00 s |
| Fire Ring | 1.15 s | −0.07 s/level | 0.72 s |
| Frost Nova | 4.25 s | −0.20 s/level | 2.75 s |
PASSIVE+8% total damage per level, up to +40%.
Catalog cap: 5 · appears in the normal level-up pool.
PASSIVE-3% cooldown per level, reaching exactly -15%.
Catalog cap: 5 · appears in the normal level-up pool.
PASSIVEPickup-radius milestones: +15% / +30% / +50% / +75% / +100%.
Catalog cap: 5 · appears in the normal level-up pool.
PASSIVE+10 max health per level, up to +50.
Catalog cap: 5 · appears in the normal level-up pool.+8% movement speed per level, up to +40%.
Catalog cap: 5 · appears in the normal level-up pool.+12% area per level, up to +60%.
Catalog cap: 5 · appears in the normal level-up pool.-6% incoming damage per level, up to -30%, with no outgoing-damage penalty.
Catalog cap: 5 · appears in the normal level-up pool.+1 projectile per level, maximum +2.
Catalog cap: 2 · appears in the normal level-up pool.+8% collected XP per level, up to +40%.
Catalog cap: 5 · appears in the normal level-up pool.| Transcendence | Step | Cap |
|---|---|---|
| Damage | ×1.02 damage per choice | 15 |
| Area | +2% area and reach per choice | 15 |
| Cooldown | ×0.99 cooldown per choice | 30 |
| Magnetism | +5% base pickup radius per choice | 5 |
| Vitality | +20 max health and heal 20 per choice | 10 |
+3% total damage per level, up to +15% at Lv5. This generic ID is not offered in the current normal level-up pool.
Cap / rule: Lv5 permanent−9% cooldown multiplier per permanent level, reaching 0.55× at Lv5. This generic ID is not offered in the current normal level-up pool.
Cap / rule: Lv5 permanent+25 maximum health per permanent level, up to +125 at Lv5. This generic ID is not offered in the current normal level-up pool.
Cap / rule: Lv5 permanent+12% movement speed per permanent level, up to +60% at Lv5. This generic ID is not offered in the current normal level-up pool.
Cap / rule: Lv5 permanent+15% of base collection radius per permanent level, up to +75% at Lv5; total effective radius remains capped at 240. This generic ID is not offered in the current normal level-up pool.
Cap / rule: Lv5 permanentEnter the run at the purchased permanent level up to Lv5; Lv6 and Lv7 remain available during the run. This generic ID is not offered in the current normal level-up pool.
Cap / rule: Lv5 permanent / Lv7 run+1 permanent projectile per level, with a hard Lv2 cap (+2). The bonus stacks with Duplicator without using a passive slot. This generic ID is not offered in the current normal level-up pool.
Cap / rule: Lv2 permanent (+2)+15% area per permanent level, up to +75% at Lv5. This generic ID is not offered in the current normal level-up pool.
Cap / rule: Lv5 permanent−4% incoming damage per permanent level, up to −20% at Lv5, with no outgoing-damage penalty. This generic ID is not offered in the current normal level-up pool.
Cap / rule: Lv5 permanentWhen purchased and enabled, activates enhanced RAGE with an 8 s cooldown and 6 s base duration; each level adds +15% duration. Fury requires Power I to remain enabled. It can also appear as a temporary level-up decision when eligible; the cap shown here is the permanent-progression cap.
Cap / rule: Lv5 permanentMIGHT // +3% LINE
Might no longer uses the former mixed milestones. Every level adds +3% total damage linearly, up to +15% at Lv5.
When the weighted pool has fewer than three options, level-up repeats an already valid choice or finds another option accepted by Eligibility. The fallback no longer injects a forbidden upgrade just to fill a card.
On Magician special level-ups, Power Glove and Vitality Heart occupy the two fixed slots when eligible. If either is unavailable, deterministic fallbacks are used; the third slot still comes from the eligible pool.
The Magician special offer preserves its two fixed slots and does not let the curse roll replace those cards.
The system has a defensive branch that could reopen weapons if a live maxLevel exceeded the normal cap, but ArenaLoadoutState and RunLoadoutSystem still return Lv7 as the maximum. In current main, Rupture does not create weapon overcap.
Runes enter through the Runic Chest choice. Each rune is applied immediately and cannot repeat in the same run.
| Combo | Recipe | Effect |
|---|---|---|
| STEAM | Fire + Ice | +20% damage and cooldown ×0.90 |
| PLASMA | Fire + Storm | +15% damage and cooldown ×0.85 |
| CRYOSPHERE | Ice + Shadow | +25% damage |
| BLACKOUT | Storm + Shadow | cooldown ×0.80 |
Orbital, specials, and the four permanent passives enter the run at the level already purchased. Specials and Orbital bought up to Lv5 can continue to Lv7 during the run.
Arsenal adds +1 projectile per level and stops at Lv2; Arcane Amplitude adds +15% area per level and Armor reduces incoming damage by 4% per level, both up to Lv5.
The purchased level stays in SaveProgress while PermanentShopLoadout enables or disables owned items. Selling reduces the canonical level and refunds 100% of removed tiers.
The previous set totals 420,000 coins; the single-purchase Ally Revive adds 3,000, bringing the current Permanent Shop to 423,000 coins.
The single purchase grants 1 personal charge per co-op run when enabled and is explicitly excluded from the level-up pool.
Enabled Fury uses an 8 s cooldown and 6 s base duration; each permanent level adds +15% duration. It requires Power I to remain enabled.
XP 260, Health 256, Special 64, and Transient 128. Saturating one pool never consumes another type; Health and Soul Magnet persist offscreen.
The special drop is evaluated per eligible kill and has no cooldown, pity, threshold, or active exclusivity.
World rune drops were removed. The rune is chosen explicitly from the special chest and applied immediately.
Special-weapon cadence scales delta by the rune cooldown multiplier; a newly selected rune already affects a cast that was in cooldown.
If an active relic occupies the action button and Fury is enabled by the run or Permanent Shop, the same activation triggers the relic and also attempts to fire the RAGE/Fury state on its own cooldown.
KillGoalCatalog.stageMissionGoal resolves missionKills through StageKillContractCatalog. HUD, climax, and telemetry no longer depend on historical 60/80/750 kill goals.
Projectiles and timed effects from special weapons feed RunStatistics so the final breakdown does not omit real damage.
Main already contains POI PNGs, but a point should only be treated as functional when matching runtime wiring and test/QA exist.
Arcane Boomerang + Power Glove
Pierces more targets and returns with increasing damage. Effective multiplier: 1.35×.Chain Lightning + Arcane Clock
Jumps through the horde and can hit eight enemies. Effective multiplier: 1.35×.Fire Ring + Vital Heart
Leaves a residual fire zone around the hero. Effective multiplier: 1.35×.Frost Nova + Soul Magnet
Freezes a larger area for longer. Effective multiplier: 1.35×.