HORDA ZERO
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PROTOCOL 04 // COMBAT

Build an answer.

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.

Horda Zero combat arenaARSENAL // BUILD-T7
23

Starting weapons

23 IN THE CATALOG
Icon for Energy ProjectileBASE

Energy Projectile

Projectiles; gains extra shots at levels 3 and 5 and piercing at level 4.

Boat Nerd; globally available from the start.
Icon for Spinning BladeBASE

Spinning Blade

Circular area around the hero; radius increases with level.

Iron Tank; challenge: survive 4 minutes with him.
Icon for Triple DartBASE

Triple Dart

Projectile fan; projectile count and spread increase with level.

Ghost Runner; challenge: reach level 8 with him.
Icon for Flame BurstBASE

Flame Burst

Burst projectiles; the Fire synergy doubles the flames.

Volcano Pyro; challenge: defeat a boss with him.
Icon for Ice ShardBASE

Ice Shard

High-damage projectile; gains homing at level 5 and applies slow on impact.

Frost Mage; challenge: survive 5 minutes with her.
Icon for Scout DartBASE

Scout Dart

Fast piercing projectile aligned with movement direction.

Scout; challenge: 2,250 kills with him.
Icon for Runic BladeBASE

Runic Blade

Wide area strike with a high damage multiplier.

Runic Blade; challenge: reach level 12 with her.
Icon for Soul OrbBASE

Soul Orb

Slow homing projectiles; gains piercing from level 4 onward.

Necromancer; challenge: defeat a boss with him.
Icon for Water BladeBASE

Water Blade

Long-range projectile with strong piercing growth by level.

Aqua Warden; challenge: open 2 chests with him.
Icon for Chain LightningBASE

Chain Lightning

Electrical attack that chains up to 8 targets depending on level and Storm synergy.

Storm Sentinel; challenge: reach combo 50 with her.
Icon for Bell of the DamnedBASE

Bell of the Damned

Bell area attack plus allied ghosts; Nox's signature weapon.

Nox; challenge: survive 6 minutes with him.
Icon for Kinetic TrailBASE

Kinetic Trail

A 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.
Icon for Patchwork SigilBASE

Patchwork Sigil

Places 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.
Icon for Crimson TetherBASE

Crimson Tether

Vesper'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.
Icon for Resonant TetherBASE

Resonant Tether

Creates 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.
Icon for Seismic CoreBASE

Seismic Core

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.
Icon for SingularityBASE

Singularity

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.
Icon for Ash RainBASE

Ash Rain

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.
Icon for Fragmentation MineBASE

Fragmentation Mine

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.
Icon for Ion CannonBASE

Ion Cannon

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.
Icon for Zero HarpoonBASE

Zero Harpoon

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.
Icon for Iron PlagueBASE

Iron Plague

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.
Icon for Eclipse BladesBASE

Eclipse Blades

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.
4

Global weapon discoveries

PERMANENT UNLOCK · TREASURE

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.

DiscoveryRecipeGlobal result
Void SeedSoul Orb T7 + Arcane Boomerang T7Singularity
Demolition CoreDart T7 + Fire Ring T7Fragmentation Mine
Ion CondenserThunder T7 + Chain Lightning T7Ion Cannon
Zero AnchorWater Blade T7 + Frost Nova T7Zero Harpoon
16

Weapon fusions

WEAPON FUSION · 0.1.19+

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.

FusionRecipeEffect
Tectonic CollapseSEISMIC_CORE Lv7 + SINGULARITY Lv7Seismic waves feed the Singularity and its collapse returns an outer rupture.
Shrapnel StormASH_RAIN Lv7 + FRAGMENTATION_MINE Lv7Ash detonates mines in sequence and every charge scatters additional shrapnel.
Plasma HuntION_CANNON Lv7 + ZERO_HARPOON Lv7Zero Harpoon conducts ion energy between prey while the Cannon opens multiple lanes.
Rusted EclipseIRON_PLAGUE Lv7 + ECLIPSE_BLADES Lv7Iron Plague infects the orbital ring and deaths launch infected blades.
Fractal BarragePROJECTILE Lv7 + TRI_SHOT Lv7Energy Shot and Tri Shot multiply into a dense piercing barrage.
Cyclone FortressWHIRLWIND Lv7 + RUNIC_CARAPACE Lv5Whirlwind uses Runic Carapace to become a moving fortress of successive waves.
Thermal ShockFLAME Lv7 + ICE_SHARD Lv7Fire and ice collide: bursts grow while shards start hunting and piercing targets.
Terminal NeedleDART Lv7 + POWER_GLOVE Lv5Dart absorbs Power Glove and gains extra copies with extreme piercing.
Runic RequiemRUNE_BLADE Lv7 + BELL Lv7Rune Blade reverberates with the Bell, creating impacts and concentric waves.
Soul PactSOUL_ORB Lv7 + LIFE_DRAIN Lv7Soul Orbs feed Life Drain, combining pursuit, piercing and sustain.
Wandering TideWATER_BLADE Lv7 + WIND_STEPS Lv5Wind Steps turn Water Blade into multiplied moving currents.
ChronostormTHUNDER Lv7 + ARCANE_CLOCK Lv5Arcane Clock forces Thunder to chain faster, farther and with greater impact.
Kinetic OverdriveKINETIC_TRAIL Lv7 + ARCANE_FOCUS Lv5Arcane Focus expands Kinetic Trail into a wider and more destructive overdrive.
Sage MandalaPATCHWORK_SIGIL Lv7 + SAGE_CROWN Lv5Sage Crown turns Patchwork Sigils into larger, more violent mandalas.
Blade CrownORBITAL_BLADES Lv7 + DUPLICATOR Lv2Duplicator compresses more blades into a wide aggressive crown.
Gravity NetworkRESONANT_TETHER Lv7 + SOUL_MAGNET Lv5Soul Magnet bends Resonant Tether, increasing width, reach and connection damage.

Eight new heroes and normal weapons

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.

4 global weapon discoveries

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.

16 weapon fusions

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.

Breakable loot objects

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.

Arena RPG and co-op on protocol v24

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.

Android 16 LAN

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.

SHARED

Character weapons can become shared weapons.

LOADOUT ≠ ORIGINAL HERO

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.

Hero and weapon unlocks are separate

The Stage 9 secret unlocks Neon Wraith. Separately, surviving 5 minutes with that hero unlocks Kinetic Trail for the global pool.

Kinetic Trail has its own cadence

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.

Momentum and Overdrive

Movement builds Momentum and standing still drains it. Maximum Momentum activates Overdrive and reinforces speed and Trail damage.

A truly shared weapon

The system reads the equipped loadout level rather than hero identity; damage remains attributed to Kinetic Trail in run breakdowns.

Global discoveries do not require an owner hero

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.

KINETIC TRAIL. The Stage 9 secret unlocks Neon Wraith; Kinetic Trail has a separate global challenge: survive 5 minutes with Neon Wraith.
SUSTAIN

Healing is an explicit resource.

NO HIDDEN PASSIVE REGEN

Level-up no longer grants automatic HP

Leveling up no longer adds +5 max health. Run health progression comes from explicit choices, especially Vital Heart/Vitality and other declared sources.

There is no hidden regeneration

Time, completing a wave, leveling up or killing common enemies do not restore HP by themselves.

Bloodthirsty remains removed

The current catalog keeps 7 permanent relics and healPerKill is zero for all of them.

Healing requires an explicit source

Valid sources include health pickups, active relic/potion, Crimson Tether, merchant, Paragon, Sanctuary and revive.

Crimson Tether has a per-pulse cap

Drain uses 10% of effective damage and healing is capped at 5% max health per pulse and by missing health.

COINS

Per-kill coin economy

FRACTIONAL BASE + BONUS DROP
EnemyBase coins / kill
SWARM0.10
GRUNT0.20
RUNNER0.25
BRINE_STALKER0.30
GOBLIN0.40
RANGED0.50
SUMMONER0.50
INK_WRAITH0.50
TANK0.80
CORAL_BULWARK0.80
ELITE2.00
BOSS15.00
BONUS DROP. Guaranteed fractional kill rewards are separate from physical drops. Every non-boss kill independently rolls 6% for a physical 3-coin pickup; bosses use 75% for the same value. Elites follow the non-boss rule for this roll. Coin Rain uses 3 per pickup.
Merchant offerCostEffect
Speed90+12% movement speed for the run
Heal50heals 50% max health through the explicit pipeline
Damage300+18% player damage for the run
MERCHANT EXIT. The three offers are unique per run. Merchant balance combines session and persistent profile coins, spends the run wallet first and uses persistent coins only for the shortfall. After all three offers are bought, the shop no longer reopens during that run.
MOB SEPARATION. EnemySpatialIndex remains shared by movement and local queries. The arena separates a 300-slot physical pool, 180 common-enemy baseline, stepped headroom up to 280 and 4 boss-reserved slots.
THREATS

Ranged enemies own telegraphs and projectiles.

WARNING TIME IS NEVER SHORTENED

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.

ArchetypeTelegraphCooldownRangeProjectile speedDamage
RANGED0.55 s2.60 s175–460285 u/s0.85× enemy damage
INK_WRAITH0.70 s3.20 s190–500235 u/s1.05× enemy damage
04

Special weapons

4 SPECIALS · LV7 CAP
Icon for Arcane BoomerangSPECIAL

Arcane Boomerang

Projectile that pierces and returns to the hero.

180merchant coins7max level
Starting special weapon: the default save already unlocks Arcane Boomerang.
Icon for Chain LightningSPECIAL

Chain Lightning

Lightning that jumps between nearby enemies.

280merchant coins7max level
Permanent exploration: investigate the Root Reliquary in the Dark Forest. Completing the POI applies the Chain Lightning discovery in the current runtime.
Icon for Fire RingSPECIAL

Fire Ring

Area fire pulse around the hero.

220merchant coins7max level
Permanent exploration: as the Necromancer, cross the Voiceless Procession. Completing the POI applies the Fire Ring discovery in the current runtime.
Icon for Frost NovaSPECIAL

Frost Nova

Ice blast that reduces enemy speed.

240merchant coins7max level
Permanent exploration: as Vesper, recover the Crimson Memory. Completing the POI applies the Frost Nova discovery in the current runtime.
CURRENT MATRIX. Arcane Boomerang 180 · Chain Lightning 280 · Fire Ring 220 · Frost Nova 240. All four reach Lv7.
WeaponBase cooldownReduction per levelMinimum
Arcane Boomerang1.65 s−0.12 s/level0.75 s
Chain Lightning2.15 s−0.16 s/level1.00 s
Fire Ring1.15 s−0.07 s/level0.72 s
Frost Nova4.25 s−0.20 s/level2.75 s
RUNES AND COOLDOWN. Rune cooldown reduction scales live cadence time: choosing Ice/Storm already speeds up a special weapon that was charging.
09

Run passives

9 FAMILIES · CAPS 5/2
Icon for Power GlovePASSIVE

Power Glove

+8% total damage per level, up to +40%.

Catalog cap: 5 · appears in the normal level-up pool.
Icon for Arcane ClockPASSIVE

Arcane Clock

-3% cooldown per level, reaching exactly -15%.

Catalog cap: 5 · appears in the normal level-up pool.
Icon for Soul MagnetPASSIVE

Soul Magnet

Pickup-radius milestones: +15% / +30% / +50% / +75% / +100%.

Catalog cap: 5 · appears in the normal level-up pool.
Icon for Vital HeartPASSIVE

Vital Heart

+10 max health per level, up to +50.

Catalog cap: 5 · appears in the normal level-up pool.
◇PASSIVE

Wind Steps

+8% movement speed per level, up to +40%.

Catalog cap: 5 · appears in the normal level-up pool.
◇PASSIVE

Arcane Focus

+12% area per level, up to +60%.

Catalog cap: 5 · appears in the normal level-up pool.
◇PASSIVE

Runic Carapace

-6% incoming damage per level, up to -30%, with no outgoing-damage penalty.

Catalog cap: 5 · appears in the normal level-up pool.
◇PASSIVE

Duplicator

+1 projectile per level, maximum +2.

Catalog cap: 2 · appears in the normal level-up pool.
◇PASSIVE

Sage Crown

+8% collected XP per level, up to +40%.

Catalog cap: 5 · appears in the normal level-up pool.
SOUL MAGNET. It no longer uses linear +12% steps. Its five milestones are +15% / +30% / +50% / +75% / +100%.
T7

The build matrix ends at Lv7.

NO WEAPON OVERCAP
✓Character weapons have an absolute Lv7 cap. High-level attack plans add weapon-specific properties such as extra projectiles, pierce, area, chains, or damage reinforcement.
✓Special weapons also cap at Lv7. Evolution requires special weapon Lv7 + its matching passive Lv3.
✓The Rupture still adds +5 to the character's normal level cap, but the current runtime no longer raises weapon caps.
✓Transcendence no longer offers weapon overcap; the legacy PARAGON_WEAPON ID remains for compatibility and is already capped.
TranscendenceStepCap
Damage×1.02 damage per choice15
Area+2% area and reach per choice15
Cooldown×0.99 cooldown per choice30
Magnetism+5% base pickup radius per choice5
Vitality+20 max health and heal 20 per choice10
LEGACY ID. Internal `PARAGON_*` identifiers remain for save/code compatibility, but the current player-facing name is Transcendence. Heal is no longer a finite choice: once all five tracks are complete, the 6 minor Echoes enter the pool; every 10 minor Echoes opens a choice among 5 Greater Echoes.
UPGRADES

General run upgrades

TEMPORARY CHOICES
+
UPGRADE 01

Might

+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
+
UPGRADE 02

Haste

−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
+
UPGRADE 03

Vitality

+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
Icon for Swiftness
UPGRADE 04

Swiftness

+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
Icon for Magnetism
UPGRADE 05

Magnetism

+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 permanent
Icon for Orbital Blades
UPGRADE 06

Orbital Blades

Enter 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
Icon for Arsenal
UPGRADE 07

Arsenal

+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)
Icon for Arcane Amplitude
UPGRADE 08

Arcane Amplitude

+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
Icon for Armor
UPGRADE 09

Armor

−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 permanent
Icon for Fury
UPGRADE 10

Fury

When 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 permanent

MIGHT // +3% LINE

Five levels, one attribute.

Might no longer uses the former mixed milestones. Every level adds +3% total damage linearly, up to +15% at Lv5.

LV 1+3% total damage (+3% cumulative)
LV 2+3% total damage (+6% cumulative)
LV 3+3% total damage (+9% cumulative)
LV 4+3% total damage (+12% cumulative)
LV 5+3% total damage (+15% cumulative)

Fallback respects eligibility

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.

Magician keeps two recognizable slots

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.

Curse does not replace Magician fixed offers

The Magician special offer preserves its two fixed slots and does not let the curse roll replace those cards.

Rupture still does not create T8

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

Explicit choice and combinations

UP TO 3 ACTIVE · NO WORLD DROP

Runes enter through the Runic Chest choice. Each rune is applied immediately and cannot repeat in the same run.

◇

Fire Rune

+25% damage
◇

Ice Rune

cooldown ×0.80
◇

Storm Rune

cooldown ×0.75
◇

Shadow Rune

+15% damage and heal 30 when collected
◇

Fortune Rune

coins ×2
◇

Vitality Rune

+50 max health; does not duplicate a +50 heal
ComboRecipeEffect
STEAMFire + Ice+20% damage and cooldown ×0.90
PLASMAFire + Storm+15% damage and cooldown ×0.85
CRYOSPHEREIce + Shadow+25% damage
BLACKOUTStorm + Shadowcooldown ×0.80
BUILD

Current build refinements

CURRENT RULES

Permanent Shop seeds the real build

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, Amplitude, and Armor have explicit runtime rules

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.

Permanent Shop separates ownership from activation

The purchased level stays in SaveProgress while PermanentShopLoadout enables or disables owned items. Selling reduces the canonical level and refunds 100% of removed tiers.

Permanent tree closes at 423,000 coins

The previous set totals 420,000 coins; the single-purchase Ally Revive adds 3,000, bringing the current Permanent Shop to 423,000 coins.

Ally Revive is shop-only and co-op-only

The single purchase grants 1 personal charge per co-op run when enabled and is explicitly excluded from the level-up pool.

Permanent Fury affects cooldown and duration

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.

Pickups use four independent physical pools

XP 260, Health 256, Special 64, and Transient 128. Saturating one pool never consumes another type; Health and Soul Magnet persist offscreen.

Soul Magnet rolls independently

The special drop is evaluated per eligible kill and has no cooldown, pity, threshold, or active exclusivity.

Runes now come from the Runic Chest

World rune drops were removed. The rune is chosen explicitly from the special chest and applied immediately.

Runes affect already-charging specials

Special-weapon cadence scales delta by the rune cooldown multiplier; a newly selected rune already affects a cast that was in cooldown.

Fury stays useful with an equipped relic

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.

Arena objective uses canonical T1

KillGoalCatalog.stageMissionGoal resolves missionKills through StageKillContractCatalog. HUD, climax, and telemetry no longer depend on historical 60/80/750 kill goals.

Results attribute special-weapon damage

Projectiles and timed effects from special weapons feed RunStatistics so the final breakdown does not omit real damage.

POI assets do not mean gameplay is complete

Main already contains POI PNGs, but a point should only be treated as functional when matching runtime wiring and test/QA exist.

EVOLUTIONS

When the build clicks.

WEAPON LV7 + PASSIVE LV3
EVOLUTION

Arcane Spiral

Arcane Boomerang + Power Glove

Pierces more targets and returns with increasing damage. Effective multiplier: 1.35×.
EVOLUTION

Infinite Storm

Chain Lightning + Arcane Clock

Jumps through the horde and can hit eight enemies. Effective multiplier: 1.35×.
EVOLUTION

Solar Crown

Fire Ring + Vital Heart

Leaves a residual fire zone around the hero. Effective multiplier: 1.35×.
EVOLUTION

Absolute Winter

Frost Nova + Soul Magnet

Freezes a larger area for longer. Effective multiplier: 1.35×.