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Stages and endless mode

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Endless attack cells; real PRE stage-jump illustration, not a natural-clear result

Four-stage campaign

Each encounter has its own clock and boss, with no time limit. Sanctuary freezes stage time. Defeat the boss and all minions, then pick one of two trainings and one augment. Stages 1–3 cleanse and restore up to 35 HP, retaining build, shield and score. Stage four offers its reward before victory and optional endless continuation.

Stage Boss Boss HP Boss arrival Routine budget Active cap Escorts/batch
1. Grail Courtyard Runaway Grail · Vessel of Empty Wishes 2000 52s 40 14 4
2. Prism Gallery Refraction Bishop · Thousand-Faced Prism 8600 48s 60 18 6
3. Starforge Starforge Heart · Eternal Ember 16000 46s 90 21 9
4. Final Wish Core Final Wish · Fate Zero 32000 48s 135 25 14
Stage Minion HP multiplier Speed multiplier Ordinary damage multiplier Attack timing multiplier Boss fan Boss interval Charge duration Interrupt damage Base charged-shot damage
1 0.6 1 0.55 1.2 3 3.24s 2s 90 26
2 3 1.1 1.1 1 5 2.7s 2.1s 260 28
3 4.5 1.5 1.3 0.85 3 1.836s 1.9s 650 30
4 9 1.65 1.5 0.75 5 1.62s 1.8s 1800 34
Endless layer Minion budget Boss HP Escorts/batch Slam HP loss
1 230 195039 12 90
2 360 580702 12 98
3 360 1858523 12 105
4 360 5693467 12 113

The first two tables cover campaign encounters; the last table gives the first four endless layers. Values use the four-lane mobile baseline.

Campaign minion HP uses the independently calibrated multiplier shown for each encounter; routine budgets retain 50% growth per stage. Wave HP adds ×(1 + (wave−1) ×0.12). Waves advance every 11s up to wave 5, including escorts at spawn time. Attack timing multiplies ordinary intervals and initial preparation. The boss interval shown already includes the boss base interval, stage boss interval multiplier and attack timing multiplier; charge duration uses its separate table value. Below half HP, campaign bosses multiply ordinary interval by 0.8, shorten charge by 0.3s, round interruption threshold ×4/3, and add 4 base charged-shot damage before the stage damage multiplier.

Endless scaling

Let d=1 mean the first endless stage after the finale, with growth G = min(1.7^d, exp(200)). Endless uses the original finale template and current endless settings; individual campaign calibrations do not replace this baseline:

  • Minion HP multiplier: 3.375 × G × P, then wave, stars and enhanced-summon multipliers.
  • Boss HP takes the greater of original growth 11000 × G and 1.25× the strongest same-stage tank HP, rounds it, then multiplies by the boss base-HP adjustment 1. The tank reference uses wave 5, enhanced summon and three-star fusion.
  • Routine budget N = min(360, ceil(135 × G)).
  • Escort batch S = min(12, ceil(14 × G)), attempted every 2s.
  • Compression P = 1 + (ceil(135 × G)/N - 1) + (ceil(14 × G)/S - 1). Excess counts become minion HP ×P and ordinary damage ×√P; poison ignores it.
  • Ordinary damage multiplier: 1.5 × min(8, 1.35 × 1.06^min(d,100)). Minion speed stays ×1.15.
  • Boss appears at 48s; themes repeat while stats grow, without a timeout.
  • Ordinary attacks and slam share damage multiplier 1.5. Ordinary attacks/preparation multiply timing by max(0.35, 0.8 × 0.98^(d-1)); slow and below-half boss timing still apply. Poison starts independently at 10 damage per second.
  • Slam directly removes round(90 + 7.5 × (d - 1)) player HP, ignoring shield/invulnerability and unrelated stage/arrival damage multipliers.

Arena, capacity and attack cells

Mobile uses a 450×800 world with four side lanes, six rows per lane: 24 minions plus one boss. Desktop selects width 800–2400 at height 800; 1920×1080 gives roughly 1505×800 and six lanes, 36 minions plus a boss. Center corridor 136 units, row spacing 84. Routine budgets, escort batches and numeric caps scale by lane count / 4. Actual encounter admission never exceeds physical capacity.

Geometry is previewed at page entry and recalculated from the current viewport on a new start or restart. Resize, pause, stage transitions and Endless continuation preserve the current run's lanes and attack cells. A 68×84 logical formation cell maps to screen pixels through the actual canvas CSS scale; DPR never changes combat. Area effects and fusion scale with lane spacing; initial damage scales with lane population and friendly shot speed with √(world-width ratio). Bodies/vertical spacing do not stretch. When no vacancy exists, spawns wait; death/fusion allows forward compaction. Skill summons queue at most 18 slots and cancel on boss death.

The enemy area contains lane count ×7 cells, excluding the player row. Initially the bottom two enemy rows are open. Each endless clearance uniformly adds two distinct inactive cells, preserving them for the run; open all remaining cells if fewer than two, and stop at full coverage. Blue/gold star positions, corner marks and faint connecting lines show each open cell's actual bounds; HUD shows open/total. Melee can prepare and deal damage inside open cells before final arrival; arrival permission also remains. Ranged/boss policies persist. Pause, rewards and resize do not reroll cells; restart restores initial coverage.

Endless boss skills

First reaching 70%, 40% and 10% HP independently rolls one of three equally likely skills; repeats are allowed.

Skill Effect
Damage ward 90% reduction against all damage for 3s; repeating refreshes it
Enhanced summon 6 extra balanced minions, HP/damage ×1.5, preserving existing escorts; wait for vacancies, at most 18 pending slots
Slam Directly remove round(90 + 7.5 × (d - 1)) HP; can kill through shield and hit invulnerability

A nonlethal hit crossing several thresholds resolves each in order; a dead boss casts nothing. Slow/stun cannot stop these skills; Sanctuary defers them and a kill during it cancels pending casts. Ordinary shots emitted after arrival deal double damage; existing shots retain their captured damage.

Endless rewards

3 direct choose-one-of-three supplies are scheduled randomly between 3s and five seconds before the boss. After full cleanup, one mixed boss reward brings the total to 4 choices per stage. Every 5,000 cumulative points separately grants automatic training. Early clearance settles missing supplies before the boss reward, recalculating eligibility each time. Endless has no reward chests. Pause/selection does not spend supply time.

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