HORDA ZERO
← archive index

PROTOCOL 05 // PROGRESSION

The run ends. The account does not.

Permanent progression combines per-arena Kill Contracts, run level, coins, Essence, Ascension Cores, per-character Mastery, Character Signatures, Transcendence, and Infinity mastery. Each layer has its own persistence and purpose.

Horda Zero arena for the progression sectionASCENSION // TIER-007
SYNC

Canonical revision

f7d2644

Wiki synchronized with main f7d2644; the published release remains Horda Zero 0.1.21 / Android code 22 at 11a9226. Current state includes 23 heroes, eight new normal weapons, four global discoveries, 16 build fusions, breakables, Arena RPG with 20 items / 6 relics, Expedition build checkpoints, co-op v24, the Android 16 LAN gate, and post-release R8 Host hardening without reflection.

CONTRACTS

Seven permanent contracts in every arena.

12 STAGES · T1 → T7 SUPREME

Progress is saved per stage. T1 replaces the old kill mission; each later contract only raises the number required in the same run. The first T7 completion grants 1 Core and permanently removes the directive from that arena.

T1 replaces the legacy mission

Each arena's canonical kill goal is now its T1 contract. Completing it for the first time marks the stage mission and still unlocks the next arena as before.

T1 → T7 raises the goal, not the horde

Each tier requires 1×, 2×, 3×, 4×, 5×, 6×, or 7× the stage base goal. The contract itself never increases spawn, density, HP, or enemy damage.

One run can skip several tiers

Kills are measured within the same run. If the run reaches several new contract thresholds, every newly reached tier is consolidated and paid once for that arena.

Defeat and abandon can still advance

Finalization evaluates contracts from the run's actual kill count even without victory. Infinity is separate and does not advance T1–T7 contracts.

T7 Supreme retires the directive

The first T7 completion grants 1 Core, records Supreme, and permanently removes the directive from that stage. During the same run it disappears as soon as the T7 target is reached.

ArenaT1T2T3T4T5T6T7
Dark Forest7501,5002,2503,0003,7504,5005,250
Profaned Cemetery9001,8002,7003,6004,5005,4006,300
Forgotten Dungeon1,1252,2503,3754,5005,6256,7507,875
Crimson Volcano1,2752,5503,8255,1006,3757,6508,925
Glacial Peak1,8003,6005,4007,2009,00010,80012,600
Shadow Swamp1,9003,8005,7007,6009,50011,40013,300
Windblown Desert2,0004,0006,0008,00010,00012,00014,000
Empty Cathedral2,6255,2507,87510,50013,12515,75018,375
Cove of the Forgotten2,7505,5008,25011,00013,75016,50019,250
Abyss of the Starved3,4506,90010,35013,80017,25020,70024,150
Unstable Rift3,6007,20010,80014,40018,00021,60025,200
Void Citadel3,7507,50011,25015,00018,75022,50026,250
TierCoinsEssenceCoreNotes
T11× stage reward5 + 2× stage index0If normal victory already paid the stage reward, T1 does not duplicate that payment.
T21× stage reward00One-time reward per arena.
T31× stage reward00One-time reward per arena.
T41.5× stage reward00One-time reward per arena.
T52× stage reward+10Economy reinforcement.
T62.5× stage reward+10Penultimate contract.
T7 SUPREME3× stage reward+21Retires contracts for that arena.
COMPLETING ALL 12 ARENAS. T1–T7 contracts distribute 240 Essence in total and 12 Cores through T7 (1 per arena). Total coins depend on each stage's base reward and whether T1 was absorbed by the normal victory reward on its first completion.
07

Character tiers

AWAKENED → TRANSCENDENT
TierNameNormal capRequired rankEssenceCoresRun levelNotes
0Awakened20—00—Initial state; Mastery does not gate tiers.
1Adept30—25020Run level 20 + 25 Essence.
2Veteran40—50030Run level 30 + 50 Essence.
3Ascendant50—80140Level 40 + 80 Essence + 1 Core.
4Exalted75—120250Level 50 + 120 Essence + 2 Cores.
5Legendary100—180365Level 65 + 180 Essence + 3 Cores; can complete the transcendence trial.
6Transcendent∞—2505100Level 100 + 250 Essence + 5 Cores + trial; Transcendence continues.
MASTERY ≠ ASCENSION. All published tiers require Mastery rank 0. The full path to Transcendent still costs 705 Essence + 11 Cores, plus run-level requirements and the final trial defined by the catalog.
SIGNATURE

Ascension also evolves the Signature.

11 NORMAL HEROES

A Signature exists from Awakened onward and is not purchased. Runtime reads the hero's current Tier: T3 opens the secondary effect, T5 enables the legendary layer, and T6/Transcendent reveals the Supreme form.

T0–T2

Base Signature

The hero-specific mechanic exists from Awakened onward and scales with the hero's current Tier.

T3

Secondary effect

Tier 3 unlocks the Signature's first secondary layer.

T5

Legendary reinforcement

Tier 5 enables the legendary layer and lowers goals or strengthens procs depending on the hero.

T6

Supreme

At Transcendent Tier the Signature becomes its Supreme form, with its own name, description, assets, and rules.

TWO DIFFERENT SUPREMES. T7 Supreme is the end of an arena's Kill Contract directive. A hero Supreme is unlocked at T6/Transcendent Ascension. They are separate systems.
XP

Mastery per character

PARALLEL TRACK · RANK 0–6

Mastery XP remains individual per character and represents proficiency and cumulative bonuses. Thresholds are 500, 1,500, 3,000, 5,000, 7,500 and 10,000 XP.

RANK 00 XP

No bonus

RANK 1500 XP

+2% damage

RANK 21,500 XP

+10 max health

RANK 33,000 XP

+3% move speed

RANK 45,000 XP

+4% area

RANK 57,500 XP

−3% cooldown

RANK 610,000 XP

+8% elite/boss damage

ESSENCE

Permanent Essence shop

13,900 ESSENCE FOR ACTIVE TRACKS
◇

Starting Damage

+4% starting damage per level

200 → 350 → 600 → 950 → 1,400 · active
◇

Starting Cooldown

−3% starting cooldown per level

250 → 450 → 750 → 1,200 → 1,800 · active
◇

Starting Magnetism

+10% of base radius per level from run start

175 → 300 → 500 → 800 → 1,200 · active · base radius 96 · cap 240
◇

Starting Vitality

+8 maximum health per level

175 → 300 → 500 → 800 → 1,200 · active
◇

Extra Reroll

+1 reroll per level

300 → 500 → 800 → 1,200 → 1,800 · temporarily locked
◇

Extra Banish

+1 banish per level

350 → 600 → 950 → 1,450 → 2,200 · temporarily locked
Canonical Soul Magnet iconCURRENT MAGNETISM. Base radius 96, cap 240. Permanent Shop adds +15% of base radius per level, Essence adds +10% per level, Soul Magnet uses +15/+30/+50/+75/+100% run milestones, and Magnetism Transcendence adds +5% per level. Shop +15% of base radius per level, Essence +10% of base radius per level, run milestones +15/+30/+50/+75/+100%, and Transcendence +5% (Transcendence).
TRANSCENDENCE

Post-build progression still does not exceed weapon Lv7.

5 FINITE TRACKS · PARAGON_* IDs ARE LEGACY

The current player-facing name is Transcendence. Internal `PARAGON_*` identifiers are preserved for compatibility, but `PARAGON_WEAPON` and `PARAGON_HEAL` start capped in the finite pool: healing now appears as the Regeneration Echo after the five tracks below are complete.

ChoiceStepCap
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
WHEN THE MATRIX CLOSES. Echoes enter the pool only after Damage 15, Area 15, Cooldown 30, Magnetism 5, and Vitality 10 are complete. PARAGON_HEAL is no longer a finite Transcendence choice and represents Regeneration when offered as an Echo.
ECHO

Transcendent Echoes keep progression infinite.

10 MINOR → 1 GREATER
Minor EchoEffect
Ruin+0.5% total damage
Expansion+0.5% area and reach
Vitality+5 max health and heal 5
RegenerationRestore 25% of maximum health immediately
Impact+2% hitback strength, up to +100%
Hunt+1% experience gained
Greater EchoEffect
Greater Ruin+3% total damage
Greater Expansion+3% area and reach
Greater Life+30 max health and heal 30
Greater Hunter+5% experience gained
Greater Colossus+10% hitback and -2% contact damage; cap 15, maximum contact resistance 30%
COINS

Permanent coin shop

CURRENT CURVE · LOADOUT V3

Purchased level remains canonical while enabled state can be toggled independently. Selling one or more levels refunds 100% of the removed tiers. Fury requires Power I to remain enabled.

COMBAT

750 → 1,500 → 3,000 → 5,500 → 9,000

19,750 coins to complete a normal five-level combat track. Arsenal is the exception: it uses only the first two tiers, totaling 2,250 and stopping at Lv2/+2 projectiles.

SPECIAL

1,500 → 3,000 → 5,500 → 9,500 → 15,000

34,500 coins to complete all five levels of one special track.

PASSIVE

1,100 → 2,200 → 4,200 → 7,000 → 11,000

25,500 coins to complete all five levels of one passive track.

CURRENT COMPLETE TREE. 9 full combat tracks + Arsenal Lv2 + 4 special tracks + 4 passive tracks + Ally Revive Lv1 (3,000) = 423,000 coins. The 7 permanent relics are a separate 77,000-coin purchase set; all current permanent coin purchases total 500,000.
ORBITAL

Orbital Blades

Enter the run at the purchased permanent level, up to Lv5; Lv6 and Lv7 remain available during the run.

MULTISHOT

Arsenal

+1 permanent projectile per level, with a hard Lv2 cap (+2). This stacks with Duplicator without using a passive slot.

ARCANE_AMPLITUDE

Arcane Amplitude

+15% area per permanent level, up to +75% at Lv5.

ARMOR

Armor

−4% incoming damage per permanent level, up to −20% at Lv5, with no outgoing-damage penalty.

FURY

Fury

When purchased and enabled, it activates enhanced RAGE with an 8 s cooldown and 6 s base duration; each level adds +15% duration. Fury requires Power I to stay enabled.

COOP_ALLY_REVIVE

Ally Revive

Single 3,000-coin purchase, Lv1 cap. When enabled, grants exactly 1 personal charge per co-op run to revive a downed ally; it never enters the run level-up pool.

SPECIALS

Permanent special weapons

Each unlocked special starts the run at its purchased level, up to Lv5, and can keep progressing to the Lv7 ceiling.

PASSIVES

Permanent passives

Power Glove, Arcane Clock, Soul Magnet, and Vitality Heart enter as real levels of the current passives and can keep progressing to their own cap.

MASTERY

Cumulative proficiency bonuses

RANK 1 → 6
MilestoneTypeGoalBonus
Mastery Rank 1Character bonus500 Mastery XP+2% damage
Mastery Rank 2Character bonus1,500 Mastery XP+10 max health
Mastery Rank 3Character bonus3,000 Mastery XP+3% move speed
Mastery Rank 4Character bonus5,000 Mastery XP+4% area
Mastery Rank 5Character bonus7,500 Mastery XP−3% cooldown
Mastery Rank 6Character bonus10,000 Mastery XP+8% elite/boss damage
INFINITY

Every arena has its own Infinity mastery.

DOES NOT PROGRESS T1–T7

Infinity is a separate layer and grants no Kill Contract progress. Each arena advances independently through 7,500 → 12,500 → 20,000 → 32,500 → 50,000 → 75,000 → 100,000 → 125,000 → 150,000 → 175,000, then +25,000 kills per additional farm.

FIRST ELIGIBLE COMPLETION

1 global Core

The account's first Infinity farm completion grants one global one-time Ascension Core.

FARM 6

75,000 kills

+1 Ascension Core in that arena.

FARM 8

125,000 kills

+1 Ascension Core in that arena.

FARM 10

175,000 kills

+1 Ascension Core in that arena.

RUPTURE

+5 to the character cap, not the weapon cap.

The Rupture still adds +5 to the character's normal level cap. CardCatalog's legacy copy still mentions weapons beyond max, but ArenaLoadoutState fixes the canonical character-weapon cap at Lv7 and configureRuptureWeapons no longer expands it.

At Transcendent Tier, the character cap becomes infinite. Later progression uses Transcendence choices.

Infinity, Kill Contracts, Ascension, and Transcendence are distinct layers.