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.
PROTOCOL 05 // PROGRESSION
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.
ASCENSION // TIER-007Wiki 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.
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.
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.
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.
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.
Finalization evaluates contracts from the run's actual kill count even without victory. Infinity is separate and does not advance T1–T7 contracts.
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.
| Arena | T1 | T2 | T3 | T4 | T5 | T6 | T7 |
|---|---|---|---|---|---|---|---|
| Dark Forest | 750 | 1,500 | 2,250 | 3,000 | 3,750 | 4,500 | 5,250 |
| Profaned Cemetery | 900 | 1,800 | 2,700 | 3,600 | 4,500 | 5,400 | 6,300 |
| Forgotten Dungeon | 1,125 | 2,250 | 3,375 | 4,500 | 5,625 | 6,750 | 7,875 |
| Crimson Volcano | 1,275 | 2,550 | 3,825 | 5,100 | 6,375 | 7,650 | 8,925 |
| Glacial Peak | 1,800 | 3,600 | 5,400 | 7,200 | 9,000 | 10,800 | 12,600 |
| Shadow Swamp | 1,900 | 3,800 | 5,700 | 7,600 | 9,500 | 11,400 | 13,300 |
| Windblown Desert | 2,000 | 4,000 | 6,000 | 8,000 | 10,000 | 12,000 | 14,000 |
| Empty Cathedral | 2,625 | 5,250 | 7,875 | 10,500 | 13,125 | 15,750 | 18,375 |
| Cove of the Forgotten | 2,750 | 5,500 | 8,250 | 11,000 | 13,750 | 16,500 | 19,250 |
| Abyss of the Starved | 3,450 | 6,900 | 10,350 | 13,800 | 17,250 | 20,700 | 24,150 |
| Unstable Rift | 3,600 | 7,200 | 10,800 | 14,400 | 18,000 | 21,600 | 25,200 |
| Void Citadel | 3,750 | 7,500 | 11,250 | 15,000 | 18,750 | 22,500 | 26,250 |
| Tier | Coins | Essence | Core | Notes |
|---|---|---|---|---|
| T1 | 1× stage reward | 5 + 2× stage index | 0 | If normal victory already paid the stage reward, T1 does not duplicate that payment. |
| T2 | 1× stage reward | 0 | 0 | One-time reward per arena. |
| T3 | 1× stage reward | 0 | 0 | One-time reward per arena. |
| T4 | 1.5× stage reward | 0 | 0 | One-time reward per arena. |
| T5 | 2× stage reward | +1 | 0 | Economy reinforcement. |
| T6 | 2.5× stage reward | +1 | 0 | Penultimate contract. |
| T7 SUPREME | 3× stage reward | +2 | 1 | Retires contracts for that arena. |
| Tier | Name | Normal cap | Required rank | Essence | Cores | Run level | Notes |
|---|---|---|---|---|---|---|---|
| 0 | Awakened | 20 | — | 0 | 0 | — | Initial state; Mastery does not gate tiers. |
| 1 | Adept | 30 | — | 25 | 0 | 20 | Run level 20 + 25 Essence. |
| 2 | Veteran | 40 | — | 50 | 0 | 30 | Run level 30 + 50 Essence. |
| 3 | Ascendant | 50 | — | 80 | 1 | 40 | Level 40 + 80 Essence + 1 Core. |
| 4 | Exalted | 75 | — | 120 | 2 | 50 | Level 50 + 120 Essence + 2 Cores. |
| 5 | Legendary | 100 | — | 180 | 3 | 65 | Level 65 + 180 Essence + 3 Cores; can complete the transcendence trial. |
| 6 | Transcendent | ∞ | — | 250 | 5 | 100 | Level 100 + 250 Essence + 5 Cores + trial; Transcendence continues. |
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.
The hero-specific mechanic exists from Awakened onward and scales with the hero's current Tier.
Tier 3 unlocks the Signature's first secondary layer.
Tier 5 enables the legendary layer and lowers goals or strengthens procs depending on the hero.
At Transcendent Tier the Signature becomes its Supreme form, with its own name, description, assets, and rules.
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.
+4% starting damage per level
200 → 350 → 600 → 950 → 1,400 · active−3% starting cooldown per level
250 → 450 → 750 → 1,200 → 1,800 · active+10% of base radius per level from run start
175 → 300 → 500 → 800 → 1,200 · active · base radius 96 · cap 240+8 maximum health per level
175 → 300 → 500 → 800 → 1,200 · active+1 reroll per level
300 → 500 → 800 → 1,200 → 1,800 · temporarily locked+1 banish per level
350 → 600 → 950 → 1,450 → 2,200 · temporarily locked
CURRENT 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).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.
| Choice | 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 |
| Minor Echo | Effect |
|---|---|
| Ruin | +0.5% total damage |
| Expansion | +0.5% area and reach |
| Vitality | +5 max health and heal 5 |
| Regeneration | Restore 25% of maximum health immediately |
| Impact | +2% hitback strength, up to +100% |
| Hunt | +1% experience gained |
| Greater Echo | Effect |
|---|---|
| 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% |
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.
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.
34,500 coins to complete all five levels of one special track.
25,500 coins to complete all five levels of one passive track.
Enter the run at the purchased permanent level, up to Lv5; Lv6 and Lv7 remain available during the run.
+1 permanent projectile per level, with a hard Lv2 cap (+2). This stacks with Duplicator without using a passive slot.
+15% area per permanent level, up to +75% at Lv5.
−4% incoming damage per permanent level, up to −20% at Lv5, with no outgoing-damage penalty.
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.
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.
Each unlocked special starts the run at its purchased level, up to Lv5, and can keep progressing to the Lv7 ceiling.
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.
| Milestone | Type | Goal | Bonus |
|---|---|---|---|
| Mastery Rank 1 | Character bonus | 500 Mastery XP | +2% damage |
| Mastery Rank 2 | Character bonus | 1,500 Mastery XP | +10 max health |
| Mastery Rank 3 | Character bonus | 3,000 Mastery XP | +3% move speed |
| Mastery Rank 4 | Character bonus | 5,000 Mastery XP | +4% area |
| Mastery Rank 5 | Character bonus | 7,500 Mastery XP | −3% cooldown |
| Mastery Rank 6 | Character bonus | 10,000 Mastery XP | +8% elite/boss damage |
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.
The account's first Infinity farm completion grants one global one-time Ascension Core.
+1 Ascension Core in that arena.
+1 Ascension Core in that arena.
+1 Ascension Core in that arena.
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.