| 0001Growth Systems 1 | — | ACTIVE | 9 FIELDS- GROWTH LAYER
- External / Meta Growth
- GROWTH ROLE
- Strategic / Expansion
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Early–Late
- TARGET NAME TYPE
- Captured companion / production creature
- GROWTH STAGE LEVEL TIER
- Entity-specific; no universal public cap table
- CAP LIMIT
- Entity-specific; no universal public cap table
- MECHANIC
- Capture, assignment, trait and partner development
- SUCCESS FAILURE RESET
- Entity-specific; Transferred to Eternaland at regular scenario end; subject to scenario import rules
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| 0002Growth Systems 2 | — | ACTIVE | 9 FIELDS- GROWTH LAYER
- Internal / Meta-linked Growth
- GROWTH ROLE
- Supportive / Strategic
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid
- TARGET NAME TYPE
- Chef class facilities and rewards
- GROWTH STAGE LEVEL TIER
- Character/item limits and daily redemption limits exist for selected outputs
- CAP LIMIT
- Character/item limits and daily redemption limits exist for selected outputs
- MECHANIC
- Chef order completion earns class resource used for upgrades and redemption
- SUCCESS FAILURE RESET
- Deterministic redemption when requirements are met; Character-limited rewards and daily ingredient limits apply
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| 0003Growth Systems 3Portable Fridge · Portable Refrigerator | — | ACTIVE Global / non-RaidZone | 1 FIELDS- GROWTH LAYER
- Character
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| 0004Growth Systems 4 | — | ACTIVE Global / non-RaidZone | — |
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| 0005Growth Systems 5 | — | ACTIVE | 9 FIELDS- GROWTH LAYER
- Meta Growth
- GROWTH ROLE
- Supportive / Identity
- ACQUISITION HOW
- In-game
- TIMING WHEN
- All
- TARGET NAME TYPE
- Persistent account space and storage
- GROWTH STAGE LEVEL TIER
- Import limits and costs vary by item/scenario
- CAP LIMIT
- Import limits and costs vary by item/scenario
- MECHANIC
- Receives selected regular scenario assets and hosts Account Depot
- SUCCESS FAILURE RESET
- Deterministic settlement transfer; Persistent; scenario re-entry uses Supply Points and rules
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| 0006Growth Systems 6 | — | ACTIVE | 9 FIELDS- GROWTH LAYER
- Meta-linked resource
- GROWTH ROLE
- Fundamental / Expansion
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Blueprint and account growth currency
- GROWTH STAGE LEVEL TIER
- Monthly cap exists for covered sources; exclusions are source-stated
- CAP LIMIT
- Monthly cap exists for covered sources; exclusions are source-stated
- MECHANIC
- Consumed to activate and upgrade eligible blueprints
- SUCCESS FAILURE RESET
- Deterministic spend; Shared under cross-character rules; retained according to scenario/account rules
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| 0007Growth Systems 7 | — | ACTIVE 적격 시나리오 action에 참여; Scenario cycle; cycle reward·settlement; Scenario participation and rating; Cycle reset and scenario settlement rules apply; Eligible scenarios; Eligible scenarios; post-Version 2.3.5 | 9 FIELDS- GROWTH LAYER
- Meta Growth
- GROWTH ROLE
- Expansion / Identity
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Late
- TARGET NAME TYPE
- Scenario account/character achievement
- GROWTH STAGE LEVEL TIER
- Cycle and eligibility rules disclosed; full reward table not captured
- CAP LIMIT
- Cycle and eligibility rules disclosed; full reward table not captured
- MECHANIC
- Scenario Rating and Honor Rank progression with settlement rewards
- SUCCESS FAILURE RESET
- Deterministic by recorded rating/rank; Cycle reset and scenario settlement rules apply
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| 0008Growth Systems 8In Scope | — | ACTIVE | 9 FIELDS- GROWTH LAYER
- Meta Growth
- GROWTH ROLE
- Supportive / Identity
- ACQUISITION HOW
- System / In-game
- TIMING WHEN
- All
- TARGET NAME TYPE
- Account growth assets
- GROWTH STAGE LEVEL TIER
- Asset-specific rules; compensation table captured in Annex
- CAP LIMIT
- Asset-specific rules; compensation table captured in Annex
- MECHANIC
- Applies selected highest-character data and manually consolidates other assets
- SUCCESS FAILURE RESET
- Deterministic after activation and manual login where required; Same account; some assets require manual login and Account Depot
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| 0009Growth Systems 9 | — | ACTIVE converted scenario server; scenario reaches settlement and conversion completes; indefinite settlement; Eligible converted scenario server; Indefinite server; content-update exceptions apply | 9 FIELDS- GROWTH LAYER
- Meta Growth
- GROWTH ROLE
- Supportive / Identity
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Late
- TARGET NAME TYPE
- Character and scenario continuity
- GROWTH STAGE LEVEL TIER
- Scenario coverage expands over time
- CAP LIMIT
- Scenario coverage expands over time
- MECHANIC
- Remain in converted settlement-phase server without regular scenario end
- SUCCESS FAILURE RESET
- Deterministic if server converted and player stays; Indefinite server; content-update exceptions apply
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| 0010Growth Systems 10 | — | ACTIVE Peak Duel missions/results; specified rank reached; season / settlement; Scenario-specific performance; Account-level reward sharing | 9 FIELDS- GROWTH LAYER
- Meta Growth
- GROWTH ROLE
- Expansion
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Late
- TARGET NAME TYPE
- Scenario progression score
- GROWTH STAGE LEVEL TIER
- Thresholds vary by scenario; only selected examples disclosed
- CAP LIMIT
- Thresholds vary by scenario; only selected examples disclosed
- MECHANIC
- Reach scenario-specific thresholds for account-level Mod rewards
- SUCCESS FAILURE RESET
- Deterministic threshold claim; Account-level reward sharing
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| 0011Growth Systems 11In Scope | — | ACTIVE Starchrom; Retained across regular scenario reset; shared across characters; In Scope | 9 FIELDS- GROWTH LAYER
- External / Meta Growth
- GROWTH ROLE
- Fundamental / Strategic
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Weapon / Armor blueprint
- GROWTH STAGE LEVEL TIER
- Type-specific costs; public complete cost table not captured
- CAP LIMIT
- Type-specific costs; public complete cost table not captured
- MECHANIC
- Direct activation and development on Blueprint screen
- SUCCESS FAILURE RESET
- Deterministic when cost is met; Retained across regular scenario reset; shared across characters
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| 0012Growth Systems 12 | — | ACTIVE | 9 FIELDS- GROWTH LAYER
- Internal / External Growth
- GROWTH ROLE
- Strategic / Supportive
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Early–Late
- TARGET NAME TYPE
- Meta-Human ability framework
- GROWTH STAGE LEVEL TIER
- Node structure changed by updates; full current node table not public
- CAP LIMIT
- Node structure changed by updates; full current node table not public
- MECHANIC
- Cradle nodes and Overrides modify build capabilities
- SUCCESS FAILURE RESET
- Deterministic unlock/configuration where eligible; Scenario-linked; specific retained/reset rules require client confirmation
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| 0013Growth Systems 13In Scope | — | ACTIVE Character EXP; Reset under regular scenario rules; permanent scenario alternative exists; In Scope | 9 FIELDS- GROWTH LAYER
- Internal Growth
- GROWTH ROLE
- Fundamental
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Early–Mid
- TARGET NAME TYPE
- Player character
- GROWTH STAGE LEVEL TIER
- Current complete EXP and cap table not publicly captured
- CAP LIMIT
- Current complete EXP and cap table not publicly captured
- MECHANIC
- Character EXP raises level within scenario progression
- SUCCESS FAILURE RESET
- Deterministic EXP accumulation; Reset under regular scenario rules; permanent scenario alternative exists
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| 0014Growth Systems 14In Scope | — | ACTIVE Starchrom; Blueprint development retained and account-shared; In Scope; Eligible weapon/armor Blueprints; Version 2.3.5+ | 9 FIELDS- GROWTH LAYER
- External / Meta Growth
- GROWTH ROLE
- Fundamental / Expansion
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Weapon / Armor blueprint
- GROWTH STAGE LEVEL TIER
- Type-specific cost; complete schedule not public in cited text
- CAP LIMIT
- Type-specific cost; complete schedule not public in cited text
- MECHANIC
- Direct Starchrom expenditure increases blueprint development
- SUCCESS FAILURE RESET
- Deterministic when cost is met; Blueprint development retained and account-shared
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| 0015Growth Systems 15In Scope / Historical | — | REMOVED Legacy calibration resources; Historical function ended; retained outcomes remain; In Scope / Historical; Global weapon crafting; post-January 2026 change | 9 FIELDS- GROWTH LAYER
- External Growth
- GROWTH ROLE
- Strategic / Supportive
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Historical
- TARGET NAME TYPE
- Crafted weapon
- GROWTH STAGE LEVEL TIER
- Removed after January 21, 2026 update
- CAP LIMIT
- Removed after January 21, 2026 update
- MECHANIC
- Legacy post-craft calibration was removed; prior calibrated stats remain
- SUCCESS FAILURE RESET
- Not applicable after removal; Historical function ended; retained outcomes remain
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| 0016Growth Systems 16In Scope | — | ACTIVE Calibration Blueprint and crafting materials; Old blueprints can be converted by ordinary Disassembly Bench; Eternaland exception applies; In Scope | 9 FIELDS- GROWTH LAYER
- External Growth
- GROWTH ROLE
- Strategic
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Crafted weapon
- GROWTH STAGE LEVEL TIER
- Rarity-dependent ranges; selected official examples disclosed
- CAP LIMIT
- Rarity-dependent ranges; selected official examples disclosed
- MECHANIC
- Add blueprint during weapon crafting to activate style and random attribute effects
- SUCCESS FAILURE RESET
- Random attributes within source-stated ranges; Old blueprints can be converted by ordinary Disassembly Bench; Eternaland exception applies
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| 0017Growth Systems 17In Scope | — | ACTIVE Fur plus armor crafting materials; Crafted result follows scenario item-transfer rules; In Scope | 9 FIELDS- GROWTH LAYER
- External Growth
- GROWTH ROLE
- Strategic
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Crafted armor
- GROWTH STAGE LEVEL TIER
- Rarity-dependent; only selected example captured
- CAP LIMIT
- Rarity-dependent; only selected example captured
- MECHANIC
- Add fur during armor crafting for rarity-dependent bonuses
- SUCCESS FAILURE RESET
- Deterministic when specified fur is added; Crafted result follows scenario item-transfer rules
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| 0018Growth Systems 18Legendary-quality refined blueprintIn Scope / Historical | — | ENDED Eligibility at update time; One-time mail; historical lineage; In Scope / Historical | 9 FIELDS- GROWTH LAYER
- External Growth / Recovery
- GROWTH ROLE
- Supportive
- ACQUISITION HOW
- System grant
- TIMING WHEN
- Historical
- TARGET NAME TYPE
- Eligible player compensation
- GROWTH STAGE LEVEL TIER
- Level and scenario exclusions were source-stated
- CAP LIMIT
- Level and scenario exclusions were source-stated
- MECHANIC
- One-time compensation after Calibration overhaul
- SUCCESS FAILURE RESET
- Deterministic mail grant if eligible; One-time mail; historical lineage
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| 0019Growth Systems 19In Scope | — | ACTIVE Tech Points, artifacts, invention materials; Tech and points reset at scenario end; specific permanent-server rules vary | 9 FIELDS- GROWTH LAYER
- Internal / Meta Growth
- GROWTH ROLE
- Fundamental / Strategic
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Early–Late
- TARGET NAME TYPE
- Character and facility capabilities
- GROWTH STAGE LEVEL TIER
- Four named branches; full tree not published
- CAP LIMIT
- Four named branches; full tree not published
- MECHANIC
- Exploration-driven Tech tree progression
- SUCCESS FAILURE RESET
- Mixed: deterministic allocation, invention success/failure; Tech and points reset at scenario end; specific permanent-server rules vary
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| 0020Growth Systems 20In Scope | — | ACTIVE Tech Points or direct discovery; Scenario reset applies | 7 FIELDS- GROWTH LAYER
- Internal / Meta Growth
- GROWTH ROLE
- Fundamental / Strategic
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Early–Late
- TARGET NAME TYPE
- Tech nodes and recipes
- MECHANIC
- Branch-based node unlock and enhancement
- SUCCESS FAILURE RESET
- Deterministic for allocation; discovery/invention paths vary; Scenario reset applies
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| 0021Growth Systems 21In Scope | — | ACTIVE Eligible facility or item; Scenario reset applies to Tech state | 9 FIELDS- GROWTH LAYER
- Internal / Meta Growth
- GROWTH ROLE
- Strategic
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Early–Late
- TARGET NAME TYPE
- Tech unlock / Tech Points
- GROWTH STAGE LEVEL TIER
- Object-specific; no full table
- CAP LIMIT
- Object-specific; no full table
- MECHANIC
- Research cultural artifacts at Synthesis Bench
- SUCCESS FAILURE RESET
- Direct unlock or Tech Point grant; Scenario reset applies to Tech state
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| 0022Growth Systems 22In Scope | — | ACTIVE Source-stated materials; Scenario reset applies to Tech state | 9 FIELDS- GROWTH LAYER
- Internal / External Growth
- GROWTH ROLE
- Strategic / Expansion
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Tech formula and finished item
- GROWTH STAGE LEVEL TIER
- Recipe-specific; full table unavailable
- CAP LIMIT
- Recipe-specific; full table unavailable
- MECHANIC
- Combine materials at Synthesis Bench for invention experiment
- SUCCESS FAILURE RESET
- Success grants formula and item; failure returns part of materials; Scenario reset applies to Tech state
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| 0023Growth Systems 23In Scope | — | ACTIVE Tech Points; Scenario reset applies | 7 FIELDS- GROWTH LAYER
- Internal / Meta Growth
- GROWTH ROLE
- Fundamental / Strategic
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Early–Late
- TARGET NAME TYPE
- Tech node
- MECHANIC
- Spend Tech Points to unlock selected Tech
- SUCCESS FAILURE RESET
- Deterministic; Scenario reset applies
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| 0024Growth Systems 24 | — | ACTIVE Tech Points; Tech system and points cleared at scenario end | 9 FIELDS- GROWTH LAYER
- Internal / Meta Growth
- GROWTH ROLE
- Expansion
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Tech enhancement
- GROWTH STAGE LEVEL TIER
- Exchange ratio disclosed in RP Annex; no per-scenario exchange limit
- CAP LIMIT
- Exchange ratio disclosed in RP Annex; no per-scenario exchange limit
- MECHANIC
- Exchange Tech Points and apply fixed enhancements
- SUCCESS FAILURE RESET
- Deterministic; Tech system and points cleared at scenario end
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| 0025Growth Systems 25In Scope | — | ACTIVE Eligible source and target blueprints; conversion attempt; Account-shared lineage | 9 FIELDS- GROWTH LAYER
- External / Meta Growth
- GROWTH ROLE
- Supportive / Strategic
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Blueprint star level
- GROWTH STAGE LEVEL TIER
- Current limit and recovery lineage disclosed; exact current client value needs check
- CAP LIMIT
- Current limit and recovery lineage disclosed; exact current client value needs check
- MECHANIC
- Transfer star levels between blueprints of the same rarity
- SUCCESS FAILURE RESET
- Deterministic when eligibility is met; Account-shared lineage
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| 0026Growth Systems 26In Scope | — | ACTIVE Blueprint unlock and upgrade activity; Shared across account under cross-character rules | 9 FIELDS- GROWTH LAYER
- Meta Growth
- GROWTH ROLE
- Expansion / Identity
- ACQUISITION HOW
- In-game
- TIMING WHEN
- All
- TARGET NAME TYPE
- Account blueprint collection
- GROWTH STAGE LEVEL TIER
- Reward ladder not fully captured
- CAP LIMIT
- Reward ladder not fully captured
- MECHANIC
- Unlocking and upgrading blueprints grants Collection EXP
- SUCCESS FAILURE RESET
- Deterministic Collection EXP; Shared across account under cross-character rules
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| 0027Growth Systems 27In Scope | — | ACTIVE Eligible item and Supply Points; Scenario settlement and account-sharing rules apply | 9 FIELDS- GROWTH LAYER
- Meta Growth
- GROWTH ROLE
- Supportive
- ACQUISITION HOW
- In-game
- TIMING WHEN
- All
- TARGET NAME TYPE
- Cross-character item transfer
- GROWTH STAGE LEVEL TIER
- Item-specific cost not fully public
- CAP LIMIT
- Item-specific cost not fully public
- MECHANIC
- Transfer eligible items from Eternaland into scenario using Supply Points
- SUCCESS FAILURE RESET
- Deterministic if eligible; Scenario settlement and account-sharing rules apply
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| 0028Growth Systems 28In Scope | — | ACTIVE Mods, Mod Dust, Energy Links; Old Mods remain usable; new progression retained under scenario rules | 9 FIELDS- GROWTH LAYER
- External / Meta Growth
- GROWTH ROLE
- Strategic / Expansion
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Weapon / armor build modifiers
- GROWTH STAGE LEVEL TIER
- Public Mod Level series captured in Annex
- CAP LIMIT
- Public Mod Level series captured in Annex
- MECHANIC
- Acquire Mods, retain highest-level copy per type and develop collection
- SUCCESS FAILURE RESET
- Random drop; deterministic collection and duplicate conversion rules; Old Mods remain usable; new progression retained under scenario rules
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| 0029Growth Systems 29In Scope | — | ACTIVE Mod acquisition; Collection persists; reward tabs do not reset where stated | 9 FIELDS- GROWTH LAYER
- Meta Growth
- GROWTH ROLE
- Supportive / Identity
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Mod collection and guidance
- GROWTH STAGE LEVEL TIER
- Series-specific; planned periodic additions
- CAP LIMIT
- Series-specific; planned periodic additions
- MECHANIC
- Displays highest level per Mod type and planned series updates
- SUCCESS FAILURE RESET
- Deterministic display of highest level; Collection persists; reward tabs do not reset where stated
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| 0030Growth Systems 30In Scope | — | ACTIVE Lv.17 Mods, rating or collection milestones; Account-level reward sharing for Scenario Rating path | 9 FIELDS- GROWTH LAYER
- External / Meta Growth
- GROWTH ROLE
- Expansion / Identity
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Late
- TARGET NAME TYPE
- Endgame Mod variant and display asset
- GROWTH STAGE LEVEL TIER
- Transformation probability not disclosed
- CAP LIMIT
- Transformation probability not disclosed
- MECHANIC
- Probabilistic duplicate transformation plus Scenario Rating and Collection Progress paths
- SUCCESS FAILURE RESET
- Random transformation; deterministic milestone claims; Account-level reward sharing for Scenario Rating path
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| 0031Growth Systems 31 | — | ACTIVE Crafted feed item; No refund or transfer rule stated | 9 FIELDS- GROWTH LAYER
- External Growth
- GROWTH ROLE
- Supportive / Expansion
- ACQUISITION HOW
- In-game
- TIMING WHEN
- Mid–Late
- TARGET NAME TYPE
- Animal / Beast Partner
- GROWTH STAGE LEVEL TIER
- Target result disclosed; recipe cost not captured
- CAP LIMIT
- Target result disclosed; recipe cost not captured
- MECHANIC
- Feed item to an animal for immediate level increase
- SUCCESS FAILURE RESET
- Deterministic; No refund or transfer rule stated
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| 0032Growth Systems 32 | — | CONDITIONAL | — |
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| 0033Growth Systems 33 | — | ACTIVE Spacetime Backpack → new Scenario Backpack; scenario restrictions apply | 1 FIELDS- GROWTH LAYER
- High-tier Resource / access quota
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| 0034Growth Systems 34Stardust Resonant Filter · Stardust Resonator | — | CONDITIONAL | 1 FIELDS- GROWTH LAYER
- Faucet mechanism
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| 0035Growth Systems 35§2 Key Components / §3 Current Implementation — named system absent | — | ACTIVE Version 2.4.3+; existing progress retained | — |
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| 0036Growth Systems 36§2 Key Components / §3 Current Implementation — named system absent | — | ACTIVE Version 2.4.3+ Collection optimization | — |
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| 0037Growth Systems 37§2 Key Components / §3 Current Implementation — material absent; §2.2 Verified Named Item Registry — missing | — | ACTIVE Version 2.4.3+; accessory quality-specific | — |
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| 0038Growth Systems 38 | — | ACTIVE Global | — |
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| 0039Growth Systems 39 | — | REMOVED Global | — |
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| 0040Growth Systems 40 | — | ACTIVE Global | — |
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| 0041Growth Systems 41 | — | ACTIVE non-RaidZone | — |
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| 0042Growth Systems 42 | — | REMOVED non-RaidZone / 2.3.5 전환 1회 | — |
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