63 canonical POIs
StagePoiCatalog publishes 63 append-only points of interest: 59 entries tied to permanent discoveries/unlocks, including Expedition Compass #62, plus four repeatable run-only expeditions #58–#61.
PROTOCOL 09 // EXPLORATION
POIs, continuous RPG zones, run-temporary items, permanent discoveries, field weapon finds, identity events, and narrated story beats turn all 12 arenas into an exploration campaign around the Zero Rupture.
EXPLORE // STORY-V1 // RPG-ZONESExploration spreads points of interest across the arenas, with challenges, rewards and discoveries that change the path of each run.
StagePoiCatalog publishes 63 append-only points of interest: 59 entries tied to permanent discoveries/unlocks, including Expedition Compass #62, plus four repeatable run-only expeditions #58–#61.
ExplorationUnlockCatalog maps 59 permanent discoveries/unlocks. Completing a POI can unlock upgrades, special weapons, relics, cards, characters, character weapons, runes, evolutions, curses, modifiers, and Expedition mode.
POIs that exist only for the current run appear on compass/map surfaces from run start even without reveal. POIs that unlock permanent content still obey KNOWN/MYSTERY/PROXIMITY/SECRET so secrets and metaprogression are not spoiled.
Five permanent-tree POIs use IMMEDIATE_REVEAL_RADIUS to teach the baseline path from run start without turning every permanent secret into an early waypoint.
A POI may require guardians, zone kills, a miniboss, carrying a weapon to the boss, a sequence, an ambush, or the new wave-defense/ritual-guardian challenges.
Compass and tactical-map surfaces keep eligible waypoints visible outside the local view, including distance labels and physical-object anchoring when applicable.
On current main, the Host remains authoritative for shared POI/field-pickup state; clients present authoritative snapshots instead of advancing a competing local exploration simulation.
These encounters do not increase the permanent-discovery catalog. They return in new runs and keep personal per-player rewards in co-op.
| POI | Stage | Encounter | Reward |
|---|---|---|---|
| #58 | Forest | Watchers' Glade | HEALING |
| #59 | Cemetery | Lantern Vigil | ESSENCE ×2 |
| #60 | Swamp | Blackwater Ritual | RUNE_CHOICE |
| #61 | Cathedral | Broken Bell Siege | ESSENCE ×4 |
Expedition creates a complete seeded route, taking the run through different encounters before the final boss.
Expedition generates a deterministic route with 6 columns of 3 nodes. After the 18 route nodes, a 19th node closes the journey with a boss.
The route combines Combat, Elite, Merchant, Sanctuary, Event, POI, Treasure, and Boss. The generator covers the route pool before filling remaining nodes.
POI #62, the Expedition Compass, is found in the Forgotten Dungeon. Carrying it through the Dungeon Lord victory permanently unlocks Expedition mode.
Expedition chooses route transitions and encounter setup while reusing the existing arena, merchant, treasure, POI, elite, and boss systems instead of creating parallel runtimes.
The route accepts Ascension A0 through A14. Pressure modifiers stack cumulatively and also multiply node rewards; Elite complexity rises at its own A3–A14 thresholds. Between nodes, checkpoints preserve relative health, RPG inventory, loadout/fusions, level/XP, level-up resources, runes, curses, Transcendence/Echoes, and durable Merchant/Treasure effects. In co-op, the Host is authoritative and publishes route/build snapshots for reconnect.
Expedition injects an opening and objective target into the canonical arena; it does not create parallel merchant, chest, POI, Elite, or boss systems.
| Node | Opening | Completion condition | Stage rule |
|---|---|---|---|
| Combat | Uses the stage's standard encounter with no Expedition-specific target. | Completes through the stage's normal canonical objective. | Any arena selected by the seed. |
| Elite | Spawns a reinforced canonical Elite 340 units from the player and stores its spawnId as the node target. | Completes when that exact Elite is no longer active. | Any arena selected by the seed. |
| Merchant | Forces a merchant 220 units from the starting point. | Requires visiting the merchant, remaining in PLAYING, and also completing the stage's canonical objective. | The generator selects only stages with merchant=true. |
| Sanctuary | Spawns a SANCTUARY chest 760 units from the player. | Requires resolving the chest and completing the stage's canonical objective. | Any arena selected by the seed. |
| Event | Spawns a special runic offer 760 units away; its pool is Runic, Sanctuary, Arsenal, or Experience. | Completes when the offer is fully resolved; if Runic creates a pending selection, that second step must also finish. | Any arena selected by the seed. |
| POI | Immediately reveals a repeatable Expedition POI challenge already present in the arena. | Completes when that exact POI is marked complete. | The generator selects only stages that contain a repeatable Expedition POI. |
| Treasure | Spawns a normal collect-all, non-special chest 760 units away with ARSENAL as the preferred reward. | Requires collecting/resolving the full bundle and completing the stage's canonical objective. | Any arena selected by the seed. |
| Boss | Spawns the stage boss at the starting point and forces advancedEncounter=true, including Expedition A0. | Completes when that exact boss is no longer active. | The final node selects a deterministic stage from the Expedition seed. |
| Source | Effect | Persists? | Contract |
|---|---|---|---|
| Merchant Speed | moveSpeed ×1.12 | YES | The Speed purchase costs 90 coins and multiplies movement speed by 1.12x. The effect is encoded in the Expedition checkpoint and replayed on the next node. |
| Merchant Damage | playerDamage ×1.18 | YES | The Damage purchase costs 300 coins and multiplies player damage by 1.18x. The effect is encoded in the Expedition checkpoint and replayed on the next node. |
| Merchant Heal | heal 50% max HP | NO | The Heal purchase costs 50 coins and immediately heals 50% max HP. It is not encoded as a persistent effect event; only the resulting relative health carries through the lightweight checkpoint. |
| Sanctuary Vitality | maxHealth +30; health +30 | YES | The Sanctuary vitality reward adds +30 max health and +30 current health. The effect event is replayed between nodes. |
| Arsenal Damage Fallback | playerDamage ×1.10 | YES | When an Arsenal Chest can neither upgrade a weapon nor add an orbital, its fallback multiplies damage by 1.10x and that effect persists through Expedition. |
Every active threshold multiplies the previous ones: enemy health, damage, speed, horde density, and Expedition rewards rise together with the selected Ascension.
| Ascension | Modifier | Health | Damage | Speed | Spawn | Reward |
|---|---|---|---|---|---|---|
| A1 | Hostile Vigor | 1.10× | 1.00× | 1.00× | 1.00× | 1.05× |
| A2 | Hostile Fury | 1.00× | 1.10× | 1.00× | 1.00× | 1.05× |
| A3 | Swift Hunt | 1.00× | 1.00× | 1.07× | 1.00× | 1.08× |
| A5 | Growing Dread | 1.12× | 1.08× | 1.04× | 1.00× | 1.12× |
| A7 | Dark Resilience | 1.10× | 1.00× | 1.00× | 1.00× | 1.08× |
| A9 | Horde Wrath | 1.00× | 1.07× | 1.00× | 1.04× | 1.08× |
| A11 | Relentless Pursuit | 1.00× | 1.00× | 1.04× | 1.04× | 1.08× |
| A13 | Ascending Onslaught | 1.10× | 1.08× | 1.03× | 1.08× | 1.10× |
| A14 | Apex | 1.08× | 1.05× | 1.00× | 1.05× | 1.12× |
Expedition adds pressure on top of the normal arena snapshot when the carried build is above the expected level or the player stays stationary. Both signals add their multiplicative reinforcement before global caps.
Pressure grows with level delta and reaches full strength at +18 levels above expected: spawn 1.30×, group 1.20×, HP 1.40×, and damage 1.20× over the normal snapshot.
There is a 5 s grace period; pressure then ramps for 7 s and is full at 12 s. At maximum: spawn 1.40×, group 1.30×, HP 1.25×, damage 1.35×.
Before global caps, full carried-build + full stationary pressure can apply 1.70× spawn, 1.50× group, 1.65× HP, and 1.55× damage.
After the inter-node checkpoint is restored, the Expedition final boss receives a one-time reinforcement based on the actual carried build. Health reads weapon levels, passives, evolutions, level, and modifier sequence; damage uses the same signals at smaller weights. Explicit Elite/Boss damage also increases capstone health, capped at 1.75x, to preserve encounter duration without erasing the player's reward.
Base scale ranges from 2.0× to 9.8×; after anti-boss compensation the final cap is 12.0× and 10,000,000 HP.
Final range 1.15×–1.90×.
| Type | Base formula | At A14 |
|---|---|---|
| Combat | 24 + column×8 | ×2.070 |
| Elite | 48 + column×12 | ×2.070 |
| Merchant | no direct coin reward | — |
| Sanctuary | no direct coin reward | — |
| Event | no direct coin reward | — |
| POI | 32 + column×9 | ×2.070 |
| Treasure | 60 + column×15 | ×2.070 |
| Boss | 120 + column×30 | ×2.070 |
The node column acts as the formula's act index. A14 uses a 2.070× reward multiplier from all nine active reward bonuses; the final coin value is rounded to the nearest integer.
| From | Band | Budget | Affixes | Bonus chance |
|---|---|---|---|---|
| A0 | Normal Elites | 0 | 0–0 | — |
| A3 | 1 simple affix | 2 | 1–1 | — |
| A6 | 1 full affix | 3 | 1–1 | — |
| A9 | 1–2 affixes | 4 | 1–2 | 45% |
| A12 | 2 affixes | 5 | 2–2 | — |
| A14 | 2–3 affixes | 7 | 2–3 | 45% |
| Affix | Budget | Effect |
|---|---|---|
| Vampiric | 2 | ×1.08 health, ×1.05 damage; heals 30% of effective contact damage. |
| Explosive | 2 | ×1.12 damage; on death creates a radius-154 fire zone with 0.85 s warning, 0.30 s duration, and 28 base damage. |
| Frenzied | 1 | ×1.10 damage and ×1.18 speed. |
| Armored | 2 | ×1.35 health and ×0.88 speed. |
| Summoner | 3 | ×1.10 health, ×1.03 damage; after 2.5 s it summons 2 reinforcements every 5.5 s. |
| Tempestuous | 3 | ×1.06 health, ×1.10 damage, ×1.04 speed; every 5.25 s it marks a target within 520 units and creates a radius-72 storm zone after 1 s. |
| Contract | Current values |
|---|---|
| Types | WEAPON_PEDESTAL · RUNE_MONOLITH · LOST_RELIC · CURSED_ALTAR · SANCTUARY · ESSENCE_VEIN · LOST_TOME · CORRUPTED_PORTAL · SEALED_WEAPON |
| Reveal | KNOWN · MYSTERY · PROXIMITY · SECRET |
| Challenges | NONE · KILL_GUARDIANS · KILL_IN_ZONE · DEFEAT_MINIBOSS · CARRY_TO_BOSS · ACTIVATE_SEQUENCE · SURVIVE_AMBUSH · DEFEND_WAVES · RITUAL_GUARDIAN |
| Rewards | RUN_WEAPON · RUNE_CHOICE · PERMANENT_DISCOVERY · RUN_BUFF · HEALING · ESSENCE · LORE · SPECIAL_WEAPON_TRIAL |
These five POIs are permanent content but explicitly revealed at run start. They do not depend on the run-only waypoint rule.
| Stage | POI | Location | Permanent upgrade |
|---|---|---|---|
| S1 | #51 | Twin Mirror | Arsenal |
| S2 | #48 | Wind Passage | Swiftness |
| S3 | #49 | Arcane Observatory | Arcane Amplitude |
| S4 | #50 | Rift Carapace | Armor |
| S5 | #52 | Sage Archive | Magnetism |
FieldPickupCatalog distributes 13 weapons across specific stages. Some arenas intentionally have no free weapon find, and each run keeps at most 2 active field pickups.
Weapon finds are stage exploration objectives: COMPASS_REVEAL_RANGE is infinite, so the icon stays available from run start regardless of distance.
Once a field pickup enters the local camera view, its waypoint leaves the screen edge and follows the item itself just above it. The peripheral marker remains only while the weapon is outside local view.
With the waypoint persistent for the run, weapon finds now occupy routes of roughly 3,200 to 10,800 units depending on stage and weapon.
Collection happens at 74 units. A find may equip the weapon, raise its level, apply a temporary overload, or open a replacement decision when the build is full.
Overload lasts 60 s and uses a 1.20× damage multiplier for the affected weapon; it is run-only and does not change permanent unlock state.
The decision can replace an existing weapon or recycle the find for XP + 10% healing. Field pickups remain outside the Archive and permanent tree.
A zone gives spatial identity to the area around a POI; challenge, interaction, and reward still belong to the POI. Completing the objective does not remove the scenery.
| Zone | Identity |
|---|---|
| Forgotten Ruins | ruins, columns, stonework, and old arsenal |
| Corrupted Grove | dead trees, roots, mist, and corruption |
| Runic Circle | runic stones, inscriptions, and an arcane circle |
| Arcane Sanctuary | ritual architecture and controlled energy |
| Guardian Arena | combat space for guardians/minibosses |
| Abandoned Camp | survivors, supplies, and records |
| Essence Grove | crystalline growth and condensed energy |
| Portal Scar | dimensional rupture and unstable matter |
ArenaZoneSystem anchors each important zone to an active POI. The objective still owns challenge/interaction/reward; the zone provides spatial identity and remains in the scenery after completion.
In eligible Runic Circles, 3 inscriptions can be activated by proximity in any order. Progress survives leaving/re-entering and does not compete with POIs that already use ACTIVATE_SEQUENCE.
There are 20 items: 8 materials (stack 99), 4 consumables (stack 9), 6 unique RPG relics, and 2 unique quest items. Inventory quantities reset between runs; separately, every acquisition increments a per-item lifetime counter in SaveProgress used by progression such as Rivet's unlock.
On Android/mobile, a short release on the single button uses the selected consumable. Holding for 320 ms opens the wheel; drag and release over Health, Vigor, Ward, or XP changes the slot without consuming. Center/outside cancels the change; a new run resets to Health and pause/map/screen/layout changes cancel the gesture.
Exact Revive, Shop, RankHistory, Treasure, Essence Shop, and notification contracts are centralized in data/current-release-v4.ts through currentMobileUiContracts and currentReleaseLayoutGates. Machine-readable consumers must use those current contracts instead of retaining the obsolete 0.25dp Essence Shop epsilon.
The Runic Key does not reveal secrets at long range. It enables one SECRET POI only when the player enters the physical 360-unit seal radius and is consumed when the route opens.
Each run adds 4 deterministic RPG offers: 3 distinct consumables and 1 of the 5 RPG relics in the Merchant pool; Fortune Talisman is not part of that pool. They complement rather than replace the historical offers.
Arena RPG does not add its own hero; the current roster has 23 heroes including Iris/Gemini and the eight veteran-unlock heroes. Zones and POIs may recognize the current roster through events/Storytelling; the lightweight-NPC phase remains roadmap rather than current runtime.
All 8 zones have an ambient loop plus entry stinger and the runic event has 2 SFX. The first visual kit uses 16 modular PNGs and all 20 items have canonical assets; all 4 consumables have dedicated final icons. Asset presence/automated validation does not replace the manual device gate for touch, final mix, and visual readability.
| Zone | Initial reward |
|---|---|
| Forgotten Ruins | 1× Ancient Bone |
| Corrupted Grove | 1× Corrupted Root; a Cursed Altar grants 1× Cursed Ember |
| Runic Circle | 1× Arcane Dust + 1× Runic Key if no key is already held |
| Arcane Sanctuary | 1× Sanctuary Bloom |
| Guardian Arena | 1× Guardian Sigil |
| Abandoned Camp | 1× Camp Journal; if already held, 1× Vigor Tonic |
| Essence Grove | 2× Essence Shard |
| Portal Scar | 1× Portal Shard |
This is a lightweight temporary inventory. It does not replace weapons, passives, Active Relics, permanent relics, or the main loadout.
| Material | Rarity | Description | Stack |
|---|---|---|---|
| Essence Shard | COMMON | Condensed crystal used in upgrades and rituals. | 99 |
| Corrupted Root | UNCOMMON | A root infected by energy from a corrupted region. | 99 |
| Arcane Dust | UNCOMMON | Refined residue from inscriptions and runic structures. | 99 |
| Ancient Bone | COMMON | A remnant preserved among ruins of forgotten battles. | 99 |
| Guardian Sigil | RARE | A mark left behind by a defeated guardian. | 99 |
| Portal Shard | RARE | An unstable shard torn from a dimensional rupture. | 99 |
| Cursed Ember | RARE | An ember that still holds the energy of a curse. | 99 |
| Sanctuary Bloom | UNCOMMON | A rare plant associated with healing and purification. | 99 |
| Slot | Consumable | Effect | Desktop |
|---|---|---|---|
| 1 | Minor Healing Vial | Heals 35% max health; it is not spent when health is already full. | 4 |
| 2 | Vigor Tonic | 40 s: +15% movement speed and +10% damage. | 5 |
| 3 | Ward Scroll | 30 s: incoming damage ×0.65. | 6 |
| 4 | Experience Tome | Grants 25% of the XP remaining to the next level, minimum 40 raw XP. | 7 |
| RPG relic | Current effect |
|---|---|
| Crimson Amulet | +8% damage; heals 1.5% max health on guardian/boss defeat. |
| Watcher Ring | Incoming damage ×0.90. |
| Shadow Traveler Boots | +10% movement speed. |
| Explorer Lantern | +35% proximity discovery/secret-detection range. |
| Runic Compass | +15% secret-seal range. The ×1.50 orientation bonus exists in domain/telemetry but still has no real map consumer and is not treated as a player-facing benefit. |
| Fortune Talisman | +12% treasure coins; +15 pp extra-build chance; +15 pp RPG Chest relic chance; +30 pp extra-stack chance; +7 pp fusion chance. |
| Quest item | Rarity | Current function |
|---|---|---|
| Runic Key | RARE | A ritual key tied to ancient mechanisms and seals; reveals one SECRET only inside the eligible physical radius and is consumed when the route opens. |
| Camp Journal | RARE | A record left by survivors who crossed the region; it is unique within the run. |
| Material | Effect during the run | Useful units |
|---|---|---|
| Essence Shard | +5 pp extra-stack chance per unit, up to +15 pp. | 3 |
| Corrupted Root | +2 s Vigor Tonic duration per unit, up to +10 s. | 5 |
| Arcane Dust | +2 pp fusion chance per unit, up to +10 pp. | 5 |
| Ancient Bone | +2% treasure-chest coins per unit, up to +10%. | 5 |
| Guardian Sigil | +5 pp normal-chest second-upgrade chance per unit, up to +10 pp. | 2 |
| Portal Shard | +4 pp RPG Chest rare chance per unit, up to +12 pp. | 3 |
| Cursed Ember | +3 pp RPG Chest rare chance per unit, up to +9 pp. | 3 |
| Sanctuary Bloom | +3% max-health healing on Minor Healing Vial per unit, up to +15%. | 5 |
The first slot tries to improve an item already present in the build; the second always grants coins; the third tries a second upgrade and falls back to coins when needed. Everything revealed is collected together.
85–120 in the guaranteed slot; fallback ranges are 70–100 and 35–65 before multipliers.
50% base, up to 85% with Fortune/Guardian Sigil.
35% base + Fortune + Arcane Dust; current reachable maximum is 52% (95% hard cap). An eligible still-locked global discovery resolves before a build fusion.
The bundle never contains quest items, weapons, special weapons, or main-build passives. The third slot tries an unowned relic and falls back to a rare material when needed. In co-op, every player gets a personal roll from their own inventory and Fortune state.
18% base; Fortune +15 pp; Portal Shards up to +12 pp; Embers up to +9 pp. Current maximum: 54%.
The effective chance starts at 10% and receives half of the available stack bonus.
| Channel | Composition |
|---|---|
| Movement | Vigor × Botas do Viajante Sombrio |
| Outgoing damage | Vigor × Amuleto Carmesim |
| Incoming damage | Ward × Anel da Vigília |
ArenaRpgRunModifiers centralizes composition. While an item/buff is absent from the run, its multiplier remains neutral.
Current RPG does not add a new playable character. It lets zones and POIs recognize existing heroes through events and Storytelling.
The current roster contains 23 IDs, including Iris/Gemini and the eight veteran unlocks. Arena RPG Zones does not add an extra hero of its own.
Events, dialogue, routes, and themed rewards reuse CharacterStageEventCatalog + Storytelling.
Wandering merchant, survivor, smith, chronicler, and hunter are Phase C direction, not functional NPCs in current main.
Collection now includes the Discovery Archive/Codex as its sixth tab, organized by arena.
Before discovery, the entry appears as ??? with a hint; afterward, the card opens the expanded record.
The record shows arena, character, event/challenge, lore, reward, and effect, with Previous/Next navigation inside the arena.
CollectionArchiveDetailLayout keeps dedicated composition for landscape, phone portrait, and Fold/tablet.
Forest, Cemetery, Dungeon, and Volcano prove that the Horde uses old Threshold Conclave infrastructure and that arena bosses are not the source of the network.
Peak, Swamp, Desert, and Cathedral reveal that fire, ice, water, and storm belonged to one network and that THRESHOLD-13 was opened deliberately.
Cove, Abyss, and Rift connect micro-rifts, identity records, and the H-0 header to a self-replicating matrix received from the other side.
The Citadel closes the base campaign: Malrec Voss authorized THRESHOLD-13; Vesper carries the C-13 biological credential; Nox, Runic Blade, and Runic Mime each complete a different part of the closing protocol.
Winning the Citadel prevents the second Rupture; it does not erase the Void or H-0 fragments.