| 0001Growth Contents 1 | — | ACTIVE | 3 FIELDS- TIER
- Character
- CONTENT TYPE
- Companion / Creature
- OBJECT TYPE
- Companion / Creature; Character; Name Preservation occurrence; Captured companion / production creature; External / Meta Growth
|
|---|
| 0002Growth Contents 2 | — | ACTIVE | 2 FIELDS- CONTENT TYPE
- Name Preservation occurrence
- OBJECT TYPE
- Name Preservation occurrence; Activity-reward draw surface; Periphery Candidate; Facility / activity surface; Linked economy mechanism; Top-level random-reward facility; Standard; Basic; Free/Daily; Growth
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|---|
| 0003Growth Contents 3Clear named silo encounter | — | CONDITIONAL | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Mode / Named Silo
- OBJECT TYPE
- Dungeon Mode / Named Silo
- ENTRY UNLOCK CONDITION
- Scenario-specific map entrance
- ENTRY COST RULE
- Detailed costs/limits not publicly disclosed
- CADENCE RESET
- Conditional by scenario/phase/difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; multiplayer optional
- REWARD OUTPUT
- Dungeon-specific equipment/mod/resource rewards
|
|---|
| 0004Growth Contents 4Starchrom · Starchrom / Starchroms | — | ACTIVE | 2 FIELDS- CONTENT TYPE
- Name Preservation occurrence
- OBJECT TYPE
- Name Preservation occurrence; Blueprint progression resource; Bridge Candidate; Blueprint and account growth currency; Meta-linked resource; Account-shared progression wallet; Secondary Currency - power/progression
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| 0005Growth Contents 5Manibus / 터치 오브 스카이 (regional label recorded in )Complete scenario tasks, exploration, and phase objectives | — | RECURRING | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Adventure Mode / Scenario
- OBJECT TYPE
- Adventure Mode / Scenario
- ENTRY UNLOCK CONDITION
- Scenario Sign-up
- ENTRY COST RULE
- No public scenario entry cost
- CADENCE RESET
- Recurring server schedule; region/server conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; co-op optional
- REWARD OUTPUT
- Scenario, task, dungeon, and event rewards
|
|---|
| 0006Growth Contents 6Learn survival/combat and progress main tasks | — | RECURRING Recommended first scenario for new players; Recurring; server opening conditional; No public scenario entry cost; Global | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Adventure Mode / Scenario
- OBJECT TYPE
- Adventure Mode / Scenario
- ENTRY UNLOCK CONDITION
- Recommended first scenario for new players
- ENTRY COST RULE
- No public scenario entry cost
- CADENCE RESET
- Recurring; server opening conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; co-op optional
- REWARD OUTPUT
- Early progression and scenario rewards
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|---|
| 0007Growth Contents 7The Way of Winter / 혹독한 겨울Survive cold-region rules and complete scenario objectives | — | RECURRING | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Adventure Mode / Scenario
- OBJECT TYPE
- Adventure Mode / Scenario
- ENTRY UNLOCK CONDITION
- Scenario Sign-up
- ENTRY COST RULE
- No public scenario entry cost
- CADENCE RESET
- Recurring; region/server conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; co-op optional
- REWARD OUTPUT
- Scenario, dungeon, and event rewards
|
|---|
| 0008Growth Contents 8Evolution's Call / 진화의 부름Progress scenario and competitive objectives | — | CONDITIONAL | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Adventure Mode / Competitive Scenario
- OBJECT TYPE
- Adventure Mode / Competitive Scenario
- ENTRY UNLOCK CONDITION
- Scenario Sign-up where regionally available
- ENTRY COST RULE
- No public scenario entry cost
- CADENCE RESET
- Recurring; region availability conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; team/competitive play
- REWARD OUTPUT
- Scenario and competitive-growth rewards
|
|---|
| 0009Growth Contents 9Prismverse's Clash / 프리즘 전쟁Progress scenario and faction objectives | — | CONDITIONAL | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Adventure Mode / Competitive Scenario
- OBJECT TYPE
- Adventure Mode / Competitive Scenario
- ENTRY UNLOCK CONDITION
- Scenario Sign-up
- ENTRY COST RULE
- No public scenario entry cost
- CADENCE RESET
- Recurring; server opening conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; faction/team competition
- REWARD OUTPUT
- Scenario and competitive-growth rewards
|
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| 0010Growth Contents 10Endless Dream / 무한한 꿈Explore Dream Zones and complete scenario objectives | — | RECURRING Scenario Sign-up; Recurring; server opening conditional; No public scenario entry cost; In Scope; Scenario Sign-up interface; server available in region; scenario phases / server schedule | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Adventure Mode / PvE Scenario
- OBJECT TYPE
- Adventure Mode / PvE Scenario
- ENTRY UNLOCK CONDITION
- Scenario Sign-up
- ENTRY COST RULE
- No public scenario entry cost
- CADENCE RESET
- Recurring; server opening conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; solo/co-op
- REWARD OUTPUT
- Scenario, task, and dungeon rewards
|
|---|
| 0011Growth Contents 11Capture, cultivate, fuse, and use Deviations within scenario objectives | — | RECURRING | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Adventure Mode / PvE Scenario
- OBJECT TYPE
- Adventure Mode / PvE Scenario
- ENTRY UNLOCK CONDITION
- Scenario Sign-up
- ENTRY COST RULE
- No public scenario entry cost
- CADENCE RESET
- Recurring; new/permanent server conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; collection and combat
- REWARD OUTPUT
- Deviation, scenario, and settlement-linked rewards
|
|---|
| 0012Growth Contents 12Complete phase objectives and newly opened activities | — | CONDITIONAL | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Scenario Phase
- OBJECT TYPE
- Scenario Phase
- ENTRY UNLOCK CONDITION
- Manibus progression
- ENTRY COST RULE
- No separate public cost
- CADENCE RESET
- Conditional on Manibus phase progression
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Phase-access and task rewards
|
|---|
| 0013Growth Contents 13Complete phase objectives and unlocked challenge content | — | CONDITIONAL | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Scenario Phase
- OBJECT TYPE
- Scenario Phase
- ENTRY UNLOCK CONDITION
- Manibus progression
- ENTRY COST RULE
- No separate public cost
- CADENCE RESET
- Conditional on Manibus phase progression
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Phase-access and task rewards
|
|---|
| 0014Growth Contents 14Close the scenario progression and prepare post-scenario choice | — | CONDITIONAL | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Scenario Phase / Settlement approach
- OBJECT TYPE
- Scenario Phase / Settlement approach
- ENTRY UNLOCK CONDITION
- Late Manibus progression
- ENTRY COST RULE
- No separate public cost
- CADENCE RESET
- Conditional on scenario completion
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Late-scenario and settlement-linked rewards
|
|---|
| 0015Growth Contents 15Complete listed journey objectives | — | ACTIVE Journey interface; Active; scenario/content conditional; No public entry cost | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Basic Farming / Task Set
- OBJECT TYPE
- Basic Farming / Task Set
- ENTRY UNLOCK CONDITION
- Journey interface
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Active; scenario/content conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Task rewards
|
|---|
| 0016Growth Contents 16Complete commission objectives | — | RECURRING Journey interface; Recurring; scenario-dependent; No public entry cost | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Basic Farming / Recurring Task
- OBJECT TYPE
- Basic Farming / Recurring Task
- ENTRY UNLOCK CONDITION
- Journey interface
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Recurring; scenario-dependent
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Task rewards
|
|---|
| 0017Growth Contents 17Complete high-difficulty scenario objectives | — | CONDITIONAL Journey interface; progression-gated; Conditional by scenario progression; No public entry cost | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Advanced Challenge / Task Set
- OBJECT TYPE
- Advanced Challenge / Task Set
- ENTRY UNLOCK CONDITION
- Journey interface; progression-gated
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Conditional by scenario progression
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Challenge rewards; current reward mix version-dependent
|
|---|
| 0018Growth Contents 18Clear instanced dungeon and optional hidden challenge | — | CONDITIONAL Scenario map and phase-gated dungeon access; Conditional by scenario, phase, and difficulty; Detailed limits in RP Annex; In Scope; scenario dungeon access; scenario phase and difficulty availability; weekly constraints vary by scenario | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Mode / Advanced Challenge
- OBJECT TYPE
- Dungeon Mode / Advanced Challenge
- ENTRY UNLOCK CONDITION
- Scenario map and phase-gated dungeon access
- ENTRY COST RULE
- Detailed limits in RP Annex
- CADENCE RESET
- Conditional by scenario, phase, and difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; multiplayer optional; sweep not verified
- REWARD OUTPUT
- Mods, weapons, Energy Links, Stardust Source, and difficulty rewards
|
|---|
| 0019Growth Contents 19Clear named silo encounter | — | CONDITIONAL Scenario-specific map entrance; Conditional by scenario/phase/difficulty; Detailed costs/limits not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Mode / Named Silo
- OBJECT TYPE
- Dungeon Mode / Named Silo
- ENTRY UNLOCK CONDITION
- Scenario-specific map entrance
- ENTRY COST RULE
- Detailed costs/limits not publicly disclosed
- CADENCE RESET
- Conditional by scenario/phase/difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; multiplayer optional
- REWARD OUTPUT
- Dungeon-specific equipment/mod/resource rewards
|
|---|
| 0020Growth Contents 20Clear named silo encounter | — | CONDITIONAL Scenario-specific map entrance; Conditional by scenario/phase/difficulty; Detailed costs/limits not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Mode / Named Silo
- OBJECT TYPE
- Dungeon Mode / Named Silo
- ENTRY UNLOCK CONDITION
- Scenario-specific map entrance
- ENTRY COST RULE
- Detailed costs/limits not publicly disclosed
- CADENCE RESET
- Conditional by scenario/phase/difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; multiplayer optional
- REWARD OUTPUT
- Dungeon-specific equipment/mod/resource rewards
|
|---|
| 0021Growth Contents 21Clear named silo encounter | — | CONDITIONAL Scenario-specific map entrance; Conditional by scenario/phase/difficulty; Detailed costs/limits not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Mode / Named Silo
- OBJECT TYPE
- Dungeon Mode / Named Silo
- ENTRY UNLOCK CONDITION
- Scenario-specific map entrance
- ENTRY COST RULE
- Detailed costs/limits not publicly disclosed
- CADENCE RESET
- Conditional by scenario/phase/difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; multiplayer optional
- REWARD OUTPUT
- Dungeon-specific equipment/mod/resource rewards
|
|---|
| 0022Growth Contents 22Clear named silo encounter | — | CONDITIONAL Scenario-specific map entrance; Conditional by scenario/phase/difficulty; Detailed costs/limits not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Mode / Named Silo
- OBJECT TYPE
- Dungeon Mode / Named Silo
- ENTRY UNLOCK CONDITION
- Scenario-specific map entrance
- ENTRY COST RULE
- Detailed costs/limits not publicly disclosed
- CADENCE RESET
- Conditional by scenario/phase/difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; multiplayer optional
- REWARD OUTPUT
- Dungeon-specific equipment/mod/resource rewards
|
|---|
| 0023Growth Contents 23Clear named silo encounter | — | CONDITIONAL Scenario-specific map entrance; Conditional by scenario/phase/difficulty; Detailed costs/limits not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Mode / Named Silo
- OBJECT TYPE
- Dungeon Mode / Named Silo
- ENTRY UNLOCK CONDITION
- Scenario-specific map entrance
- ENTRY COST RULE
- Detailed costs/limits not publicly disclosed
- CADENCE RESET
- Conditional by scenario/phase/difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; multiplayer optional
- REWARD OUTPUT
- Dungeon-specific equipment/mod/resource rewards
|
|---|
| 0024Growth Contents 24Clear named silo encounter | — | CONDITIONAL Scenario-specific map entrance; Conditional by scenario/phase/difficulty; Detailed costs/limits not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Mode / Named Silo
- OBJECT TYPE
- Dungeon Mode / Named Silo
- ENTRY UNLOCK CONDITION
- Scenario-specific map entrance
- ENTRY COST RULE
- Detailed costs/limits not publicly disclosed
- CADENCE RESET
- Conditional by scenario/phase/difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; multiplayer optional
- REWARD OUTPUT
- Dungeon-specific equipment/mod/resource rewards
|
|---|
| 0025Growth Contents 25Clear named silo encounter | — | CONDITIONAL Scenario-specific map entrance; Conditional by scenario/phase/difficulty; Detailed costs/limits not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Mode / Named Silo
- OBJECT TYPE
- Dungeon Mode / Named Silo
- ENTRY UNLOCK CONDITION
- Scenario-specific map entrance
- ENTRY COST RULE
- Detailed costs/limits not publicly disclosed
- CADENCE RESET
- Conditional by scenario/phase/difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; multiplayer optional
- REWARD OUTPUT
- Dungeon-specific equipment/mod/resource rewards
|
|---|
| 0026Growth Contents 26Clear variant rules and enemies | — | CONDITIONAL Endless Dream variant entrance; Scenario conditional; Detailed limits not publicly disclosed; Endless Dream variant; Version 2.3.8 | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Variant
- OBJECT TYPE
- Dungeon Variant
- ENTRY UNLOCK CONDITION
- Endless Dream variant entrance
- ENTRY COST RULE
- Detailed limits not publicly disclosed
- CADENCE RESET
- Scenario conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Scenario-variant dungeon rewards
|
|---|
| 0027Growth Contents 27Clear variant rules and enemies | — | CONDITIONAL Endless Dream variant entrance; Scenario conditional; Detailed limits not publicly disclosed; Endless Dream variant; Version 2.3.8 baseline-effective naming | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Dungeon Variant
- OBJECT TYPE
- Dungeon Variant
- ENTRY UNLOCK CONDITION
- Endless Dream variant entrance
- ENTRY COST RULE
- Detailed limits not publicly disclosed
- CADENCE RESET
- Scenario conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Scenario-variant dungeon rewards
|
|---|
| 0028Growth Contents 28Securement Silos — Nightmare difficultyClear higher-difficulty Silo rules | — | CONDITIONAL Select Nightmare in an existing Silo after scenario-phase unlock; Conditional by scenario and phase; Weekly-limit details in RP Annex | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Hard Mode Dungeon
- OBJECT TYPE
- Hard Mode Dungeon
- ENTRY UNLOCK CONDITION
- Select Nightmare in an existing Silo after scenario-phase unlock
- ENTRY COST RULE
- Weekly-limit details in RP Annex
- CADENCE RESET
- Conditional by scenario and phase
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Higher-rarity mod and first-clear bonus paths
|
|---|
| 0029Growth Contents 29Clear research-lab encounters and boss sequence | — | CONDITIONAL Scenario dungeon access; Conditional by scenario/server; Current exact limit not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Boss Challenge / Research Lab
- OBJECT TYPE
- Boss Challenge / Research Lab
- ENTRY UNLOCK CONDITION
- Scenario dungeon access
- ENTRY COST RULE
- Current exact limit not publicly disclosed
- CADENCE RESET
- Conditional by scenario/server
- TIME MODE
- RT
- CONTROL MODE
- Manual; co-op supported
- REWARD OUTPUT
- High-tier dungeon rewards
|
|---|
| 0030Growth Contents 30Defeat named Monolith encounter | — | CONDITIONAL Scenario map and boss-dungeon access; Conditional by scenario/server; Current exact limit not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Boss Challenge / Monolith
- OBJECT TYPE
- Boss Challenge / Monolith
- ENTRY UNLOCK CONDITION
- Scenario map and boss-dungeon access
- ENTRY COST RULE
- Current exact limit not publicly disclosed
- CADENCE RESET
- Conditional by scenario/server
- TIME MODE
- RT
- CONTROL MODE
- Manual; co-op supported
- REWARD OUTPUT
- Boss-dungeon rewards
|
|---|
| 0031Growth Contents 31Defeat named Monolith encounter | — | CONDITIONAL Scenario map and boss-dungeon access; Conditional by scenario/server; Current exact limit not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Boss Challenge / Monolith
- OBJECT TYPE
- Boss Challenge / Monolith
- ENTRY UNLOCK CONDITION
- Scenario map and boss-dungeon access
- ENTRY COST RULE
- Current exact limit not publicly disclosed
- CADENCE RESET
- Conditional by scenario/server
- TIME MODE
- RT
- CONTROL MODE
- Manual; co-op supported
- REWARD OUTPUT
- Boss-dungeon rewards
|
|---|
| 0032Growth Contents 32Defeat named Monolith encounter | — | CONDITIONAL Scenario map and boss-dungeon access; Conditional by scenario/server; Current exact limit not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Boss Challenge / Monolith
- OBJECT TYPE
- Boss Challenge / Monolith
- ENTRY UNLOCK CONDITION
- Scenario map and boss-dungeon access
- ENTRY COST RULE
- Current exact limit not publicly disclosed
- CADENCE RESET
- Conditional by scenario/server
- TIME MODE
- RT
- CONTROL MODE
- Manual; co-op supported
- REWARD OUTPUT
- Boss-dungeon rewards
|
|---|
| 0033Growth Contents 33Defeat named Monolith encounter | — | CONDITIONAL Scenario map and boss-dungeon access; Conditional by scenario/server; Current exact limit not publicly disclosed | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Boss Challenge / Monolith
- OBJECT TYPE
- Boss Challenge / Monolith
- ENTRY UNLOCK CONDITION
- Scenario map and boss-dungeon access
- ENTRY COST RULE
- Current exact limit not publicly disclosed
- CADENCE RESET
- Conditional by scenario/server
- TIME MODE
- RT
- CONTROL MODE
- Manual; co-op supported
- REWARD OUTPUT
- Boss-dungeon rewards
|
|---|
| 0034Growth Contents 34Defend Staroid Restrainer and defeat Prime War threats | — | CONDITIONAL | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Boss Challenge / Raid
- OBJECT TYPE
- Boss Challenge / Raid
- ENTRY UNLOCK CONDITION
- Manibus scenario; phase and zone gated
- ENTRY COST RULE
- Detailed weekly-limit rules in RP Annex
- CADENCE RESET
- Conditional by scenario, phase, zone, and difficulty
- TIME MODE
- RT
- CONTROL MODE
- Manual; large-scale cooperation
- REWARD OUTPUT
- Difficulty-tier and first-clear rewards
|
|---|
| 0035Growth Contents 35The Prime War — Apocalyptic difficultyClear Apocalyptic-difficulty Prime War | — | CONDITIONAL Existing Nightmare zones after scenario-phase unlock; Conditional by Manibus phase and zone; Shared-limit details in RP Annex | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Boss Challenge / Highest Difficulty
- OBJECT TYPE
- Boss Challenge / Highest Difficulty
- ENTRY UNLOCK CONDITION
- Existing Nightmare zones after scenario-phase unlock
- ENTRY COST RULE
- Shared-limit details in RP Annex
- CADENCE RESET
- Conditional by Manibus phase and zone
- TIME MODE
- RT
- CONTROL MODE
- Manual; large-scale cooperation
- REWARD OUTPUT
- Higher-rarity and first-clear reward path
|
|---|
| 0036Growth Contents 36Join named crisis event and complete objectives | — | RECURRING Wilderness event refresh and map/event entry; Recurring; scenario and phase conditional; Reward cooldown may apply; exact values vary; Standard scenarios; RaidZone FAQ states these events are excluded from RaidZone; Recurring / event-specific | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Field Events
- OBJECT TYPE
- Field Events
- ENTRY UNLOCK CONDITION
- Wilderness event refresh and map/event entry
- ENTRY COST RULE
- Reward cooldown may apply; exact values vary
- CADENCE RESET
- Recurring; scenario and phase conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; shared-field participation
- REWARD OUTPUT
- Event reward previews and named resource/mod rewards
|
|---|
| 0037Growth Contents 37Defeat stronger event enemies and complete upgraded objective | — | CONDITIONAL Public Crisis Event refresh under eligible scenario/phase; Conditional by scenario and phase; No separate public entry cost | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Field Events / Advanced Variant
- OBJECT TYPE
- Field Events / Advanced Variant
- ENTRY UNLOCK CONDITION
- Public Crisis Event refresh under eligible scenario/phase
- ENTRY COST RULE
- No separate public entry cost
- CADENCE RESET
- Conditional by scenario and phase
- TIME MODE
- RT
- CONTROL MODE
- Manual; shared-field participation
- REWARD OUTPUT
- Greater completion rewards than regular variant
|
|---|
| 0038Growth Contents 38Complete named event mechanics | — | RECURRING Public Crisis Event appearance and map/event entry; Recurring or scenario-conditional; No public entry cost | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Named Field Event
- OBJECT TYPE
- Named Field Event
- ENTRY UNLOCK CONDITION
- Public Crisis Event appearance and map/event entry
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Recurring or scenario-conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; shared-field participation
- REWARD OUTPUT
- Event-specific rewards
|
|---|
| 0039Growth Contents 39Complete named event mechanics | — | RECURRING Public Crisis Event appearance and map/event entry; Recurring or scenario-conditional; No public entry cost | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Named Field Event
- OBJECT TYPE
- Named Field Event
- ENTRY UNLOCK CONDITION
- Public Crisis Event appearance and map/event entry
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Recurring or scenario-conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; shared-field participation
- REWARD OUTPUT
- Event-specific rewards
|
|---|
| 0040Growth Contents 40Complete named event mechanics | — | RECURRING Public Crisis Event appearance and map/event entry; Recurring or scenario-conditional; No public entry cost | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Named Field Event
- OBJECT TYPE
- Named Field Event
- ENTRY UNLOCK CONDITION
- Public Crisis Event appearance and map/event entry
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Recurring or scenario-conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; shared-field participation
- REWARD OUTPUT
- Event-specific rewards
|
|---|
| 0041Growth Contents 41Complete named event mechanics | — | RECURRING Public Crisis Event appearance and map/event entry; Recurring or scenario-conditional; No public entry cost | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Named Field Event
- OBJECT TYPE
- Named Field Event
- ENTRY UNLOCK CONDITION
- Public Crisis Event appearance and map/event entry
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Recurring or scenario-conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; shared-field participation
- REWARD OUTPUT
- Event-specific rewards
|
|---|
| 0042Growth Contents 42Complete named event mechanics | — | RECURRING Public Crisis Event appearance and map/event entry; Recurring or scenario-conditional; No public entry cost | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Named Field Event
- OBJECT TYPE
- Named Field Event
- ENTRY UNLOCK CONDITION
- Public Crisis Event appearance and map/event entry
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Recurring or scenario-conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual; shared-field participation
- REWARD OUTPUT
- Event-specific rewards
|
|---|
| 0043Growth Contents 43Power facility, defend operation, extract specified ore | — | CONDITIONAL Wilderness map marker; excluded modes apply; Active where eligible; output continues while powered; Consumes common fuel; detailed quantity in RP Annex | 9 FIELDS- TIER
- Core
- CONTENT TYPE
- Open-World Farming / Resource Activity
- OBJECT TYPE
- Open-World Farming / Resource Activity
- ENTRY UNLOCK CONDITION
- Wilderness map marker; excluded modes apply
- ENTRY COST RULE
- Consumes common fuel; detailed quantity in RP Annex
- CADENCE RESET
- Active where eligible; output continues while powered
- TIME MODE
- RT / timed extraction
- CONTROL MODE
- Manual initiation; continuous system output
- REWARD OUTPUT
- Mineral resources and additional boss rewards
|
|---|
| 0044Growth Contents 44Play scenario under rotating Vision rules | — | RECURRING | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Recurring Scenario Overlay
- OBJECT TYPE
- Recurring Scenario Overlay
- ENTRY UNLOCK CONDITION
- Scenario sign-up / Visional-tagged server
- ENTRY COST RULE
- No public overlay entry cost
- CADENCE RESET
- Recurring wheel cycles; server-tag conditional
- TIME MODE
- RT overlay
- CONTROL MODE
- Manual participation in affected modes
- REWARD OUTPUT
- Vision-specific items and rewards
|
|---|
| 0045Growth Contents 45Gravity AbyssExplore Gravity Imbalance regions and participate in linked modes | — | ACTIVE Visional-tagged eligible scenarios; Active at baseline; end not announced in source; No public overlay entry cost; Visional World / Event interface; eligible scenario with Visional access; version rotation; end not disclosed; In Scope; 글로벌 / PC, iOS, Android / Visional World / Version 2.4.1-3.0.2; 2026-05-27 점검 후; 종료 시각 미공개; 시즌형 Visional Wheel | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Field Event / Recurring Overlay
- OBJECT TYPE
- Field Event / Recurring Overlay
- ENTRY UNLOCK CONDITION
- Visional-tagged eligible scenarios
- ENTRY COST RULE
- No public overlay entry cost
- CADENCE RESET
- Active at baseline; end not announced in source
- TIME MODE
- RT overlay
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Mods, Gravity Crystals, Abyssal Cores, and related rewards
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| 0046Growth Contents 46Enter airship platform and defeat Riftwalker forms | — | ACTIVE Gravity Abyss Vision active; map pins/portal; Recurring within active Gravity Abyss; No public entry cost; 글로벌 / PC, iOS, Android / 적격 Visional 시나리오; Gravity Abyss 운영 중; Gravity Abyss 운영 기간; Vision 내부 시간대 반복 | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Field Event / Boss Challenge
- OBJECT TYPE
- Field Event / Boss Challenge
- ENTRY UNLOCK CONDITION
- Gravity Abyss Vision active; map pins/portal
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Recurring within active Gravity Abyss
- TIME MODE
- RT
- CONTROL MODE
- Manual; coordination required
- REWARD OUTPUT
- Rare Gravity Abyss rewards
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| 0047Growth Contents 47Raise the Gravity Integrator and fight escalating challenge | — | ACTIVE | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Advanced Challenge / Field-Linked Mode
- OBJECT TYPE
- Advanced Challenge / Field-Linked Mode
- ENTRY UNLOCK CONDITION
- Obtain Gravity Integrator Formula in Gravity Abyss
- ENTRY COST RULE
- No public entry cost beyond mode prerequisites
- CADENCE RESET
- Active while Gravity Abyss is active
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Increasing reward tier with ascent
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| 0048Growth Contents 48Advance competitive rank and complete related missions | — | CONDITIONAL Deviation scenario; scenario-phase and server-version gated; Conditional; cycle follows scenario/permanent-server schedule; No public entry cost; 2.3.1 이후 신규 Deviation scenario server; Phase 3에서 입구 해금; 2.3.2부터 permanent server; Scenario Rest Period; permanent server 월간 reset; In Scope; Deviation scenario battle entrance; scenario reaches required phase; weekly and settlement cadence; Deviation scenario / permanent server | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Event Competition / Seasonal Ranking
- OBJECT TYPE
- Event Competition / Seasonal Ranking
- ENTRY UNLOCK CONDITION
- Deviation scenario; scenario-phase and server-version gated
- ENTRY COST RULE
- No public entry cost
- CADENCE RESET
- Conditional; cycle follows scenario/permanent-server schedule
- TIME MODE
- RT
- CONTROL MODE
- Manual; ranked competition
- REWARD OUTPUT
- Weekly participation, ranking, rating, and settlement-linked rewards
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| 0049Growth Contents 49Run host-configured existing dungeon with modified rules/drops | — | CONDITIONAL Custom Server plugin or Custom Dungeon tag; Active at baseline; host/server conditional; Host-defined access method; event task rules in RP Annex | 9 FIELDS- TIER
- Supplementary
- CONTENT TYPE
- Dungeon Mode / Custom Variant
- OBJECT TYPE
- Dungeon Mode / Custom Variant
- ENTRY UNLOCK CONDITION
- Custom Server plugin or Custom Dungeon tag
- ENTRY COST RULE
- Host-defined access method; event task rules in RP Annex
- CADENCE RESET
- Active at baseline; host/server conditional
- TIME MODE
- RT
- CONTROL MODE
- Manual
- REWARD OUTPUT
- Host-defined drops; baseline event challenge rewards
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| 0050Growth Contents 50 | — | UNKNOWN | 2 FIELDS- CONTENT TYPE
- Name Preservation occurrence
- OBJECT TYPE
- Name Preservation occurrence; Historical scenario-exit exchange resource; Unresolved
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