# Codex Ascendant - Official Wiki (Biome MMO Update)

Last updated: 2026-03-12

Primary code-truth sources:
- `CodexAscendant/Game/Core/BiomeRouteCatalog.swift`
- `CodexAscendant/Game/Core/GameReducer.swift`
- `CodexAscendant/Game/Core/GameModels.swift`
- `CodexAscendant/Game/Core/EncounterGenerator.swift`
- `CodexAscendant/Game/Persistence/MetaProgress.swift`
- `CodexAscendant/ContentView.swift`

Base visual fallback:
![Tower Banner Scout](./wiki/assets/xcassets/TowerBannerScout.imageset/tower_banner_scout.webp)

## 0. Current System State {#0-estado-actual-del-sistema}

- Official progression: `3 -> 5 -> 10 -> 15 -> 20 -> 25`.
- Main flow: `Modules -> Tier Carousel -> Biome Carousel (3 choices) -> Start`.
- Active biomes: `18` (3 per tier).
- Active bosses: `18` with `18` unique mechanics.
- Live sets: `Tempest Regalia`, `Crimson Vow`, `Aegis Bastion`, `Pyre Dynasty`, `Astral Dominion`, `Eclipse Sovereignty`.
- `Boss Conclave` remains a separate endgame mode.
- Audio and visuals resolve per route with full legacy fallback.

## 1. Towers: official route and unlocks {#1-torres-ruta-oficial-y-desbloqueo}

| Tower | maxFloor | Mode | Available biomes | Focus reward |
|---|---:|---|---|---|
| Scout Tower | 3 | Campaign | 3 | Entry set pieces and base bridge |
| Classic Spire | 5 | Campaign | 3 | Route-aware drops (includes Crimson) |
| Rift Keep | 10 | Campaign | 3 | Entry into epic pool and boss counters |
| Abyss Citadel | 15 | Campaign | 3 | Bridge into Aegis/Crimson/Astral lanes |
| Warlord Fortress | 20 | Campaign | 3 | Elite scaling + T25 preparation |
| Endless Throne | 25 | Campaign | 3 | Route capstone and legendary chase |
| Boss Conclave | 6 | Separate endgame | n/a | Legendary endgame reward |

Endgame unlock rule: clear `Tower 25` at least once.

## 2. Biomes and MMO routes {#2-biomas-y-rutas-mmo}

| Tier | Route ID | Biome | Family | Final boss | Focus set |
|---|---|---|---|---|---|
| T3 | `t3_verdant_warrens` | Verdant Warrens | slimes/beasts | Overlord | `tempestRegalia` |
| T3 | `t3_bandit_marches` | Bandit Marches | humans/rogues | Highway Warden | `tempestRegalia` |
| T3 | `t3_ruined_chapel` | Ruined Chapel | cultists/bones | Bone Abbot | `tempestRegalia` |
| T5 | `t5_frostwatch_bastion` | Frostveil Bastion | obsidian duelists / bloodwings | Blood Regent | `crimsonVow` |
| T5 | `t5_blood_crypt` | Blood Crypt | vampires / crimson thralls | Crimson Matriarch | `crimsonVow` |
| T5 | `t5_storm_foundry` | Sanguine Foundry | blood alchemists / hemogoyles | First Nosferatu | `crimsonVow` |
| T10 | `t10_iron_siege_front` | Runebastion Front | oathbound squires / bastion halberdiers | Runic Castellan | `aegisBastion` |
| T10 | `t10_moonfang_wilds` | Moonhound Kennels | kennel wardens / auric escorts | Houndmarshal Prime | `aegisBastion` |
| T10 | `t10_arcane_reliquary` | Grand Reliquary | ashen oathguards / astral paragons | Astral Paragon | `aegisBastion` |
| T15 | `t15_sepulcher_dominion` | Sepulcher Dominion | elite undead | Lich Sovereign | `pyreDynasty` |
| T15 | `t15_fallen_cathedral` | Fallen Cathedral | fallen angels | Seraph Exile | `pyreDynasty` |
| T15 | `t15_obsidian_court` | Obsidian Court | noble vampires | Blood Regent | `pyreDynasty` |
| T20 | `t20_ashen_dragon_roost` | Ashen Dragon Roost | draconic | Void Dragon | `astralDominion` |
| T20 | `t20_titan_forge_depths` | Titan Forge Depths | titans/golems | Adamant Colossus | `astralDominion` |
| T20 | `t20_stormpeak_aerie` | Stormpeak Aerie | storm kin | Tempest Archon | `astralDominion` |
| T25 | `t25_eclipse_throne` | Eclipse Throne | void/eclipse | Eclipse Tyrant | `eclipseSovereignty` |
| T25 | `t25_celestial_rupture` | Celestial Rupture | corrupted seraph | Radiant Betrayer | `eclipseSovereignty` |
| T25 | `t25_crimson_eternum` | Crimson Eternum | ancient vampire | First Nosferatu | `eclipseSovereignty` |

### 2.1 Short-tower sub-scenes (immersion without a 3D engine) {#2-1-sub-escenas-en-torres-cortas}

Each route uses an internal scene sequence to avoid a flat run feel:
- `arrival`: establish the route visually and sonically.
- `pressure`: escalate the atmosphere mid-tower.
- `sanctum`: boss arena with clear mechanic signaling.

## 3. Current combat model, simplified {#3-combate-vigente-simplificado}

- Towers `<20`: non-boss encounters stay 1v1.
- Towers `>=20`: two-enemy late encounters start appearing.
- Boss floor: the boss is resolved by `routeID` with no random cross-biome roll.
- `BossMechanicState` is active per boss, with severe but recoverable punishment instead of instant wipes by default.

### 3.1 Unique boss mechanics {#3-1-mecanicas-unicas-de-boss}

| Boss | Unique mechanic | Counterplay | Severe recoverable penalty |
|---|---|---|---|
| Overlord | Dominion Roar | Block in the roar window | Heavy hit + pressure spike |
| Highway Warden | Ambush Markers | Clear markers before execution | Energy -1 for 1 turn |
| Bone Abbot | Ossuary Rites | Break ritual totems in order | Summons adds + boss Block |
| Blood Regent (Frostveil Bastion) | Crushing Protocol | Block check every cycle | Heavy strike + pressure spike |
| Crimson Matriarch | Blood Price | Cut the blood chain | HP drain + boss regen |
| First Nosferatu | Nocturne Coffin | Deal 24 damage before the coffin recovers | Hero -22% max HP, boss +8% max HP |
| Runic Castellan | Runic Bulwark | Break the runic charges | Heal + Enrage |
| Houndmarshal Prime | Pack Hunt | Focus the marked target | Accelerated multi-hit |
| Astral Paragon | Glyph Sequence | Solve the glyph sequence | Temporary card lock |
| Lich Sovereign | Massacre Recover | Recover -> fortify -> break | Seal reset + pulse |
| Seraph Exile | Vow Mirrors | Play mirrored atk/def pairs | Partial reflect + pressure spike |
| Blood Regent (Obsidian Court) | Hemomancy Tithe | Deny the blood absorb | Boss steals stats |
| Void Dragon | Elemental Carapace | Melt during gates | Energy tax + minor nuke |
| Adamant Colossus | Anchor Slam | Break the anchor before the slam | Short stun + high damage |
| Tempest Archon | Cyclone Lattice | Stabilize chain lightning | Hand scatter + Shock |
| Eclipse Tyrant | Dual Sigils | Rotate sigils by phase | Charge scaling + punishment |
| Radiant Betrayer | Judgment Split | Balance damage and mitigation by phase | Doom for 2 turns |
| First Nosferatu | Nocturne Coffin | Burst during the dawn window | Partial revive + massive bleed |

## 4. Drops, cards, and sets {#4-drops-cartas-y-sets}

- Global `Crimson` lockout is gone: gating now happens by route/biome.
- Reward, rare, and epic pools are route-aware through `route.focusSetID`.
- Pity (`rareDropPity`, `epicDropPity`) is still active with route-based resolution.
- `bridgeTargetSet` and `awardTower*Progress` now use `routeID` instead of only `maxFloor`.

### 4.1 Live set distribution {#4-1-distribucion-de-sets-vivos}

| Set | Status | Focus tier | Notes |
|---|---|---|---|
| Tempest Regalia | Live | T3 (3 biomes) | Entry set and lightning tempo |
| Crimson Vow | Reactivated | T5 (3 biomes) | Bleed/Execute attrition |
| Aegis Bastion | Live | T10 (3 biomes) | Block/mitigation and counterplay |
| Pyre Dynasty | Live | T15 (3 biomes) | Fire burst and legendary scaling |
| Astral Dominion | Live | T20 (3 biomes) | Astral control + boss windows |
| Eclipse Sovereignty | New | T25 (3 biomes) | Progression closer for boss windows |

Important campaign note:
- The set you farm in a tier is not always the same set you should enter that tier with.
- Practical route: `T3 enter/farm Tempest -> T5 enter with Tempest and farm Crimson -> T10 enter with Crimson and farm Aegis -> T15 enter with Aegis and farm Pyre -> T20 enter with Pyre and farm Astral -> T25 enter with Astral and chase Eclipse`.

Combo ladder by set:

| Set | Introduced in | Gates in | Real combo budget | Combo grammar |
|---|---:|---:|---:|---|
| Tempest Regalia | T3 | T5 | `3 energy` | `chain + tempo + energy-neutral lines` |
| Crimson Vow | T5 | T10 | `3 energy` | `Bleed + Marked -> execute` |
| Aegis Bastion | T10 | T15 | `4 energy` | `block threshold -> conversion` |
| Pyre Dynasty | T15 | T20 | `4 energy` | `Fire Imperil -> payoff` |
| Astral Dominion | T20 | T25 | `5 energy` | `draw + chain + control + cashout` |
| Eclipse Sovereignty | T25 | T25 | `6 energy` | `Dark Imperil + boss window control -> payoff` |

### 4.2 Visual set compendium (in-game + web) {#4-2-set-compendium-visual}

![Tempest Regalia](./wiki/assets/xcassets/HeroSetTempest.imageset/hero_set_tempest_v1.webp)
`Tempest Regalia` pairs with `Spark Draft`, `Relay Conductor`, and `Storm Harpoon`.

![Crimson Vow](./wiki/assets/xcassets/HeroSetCrimson.imageset/hero_set_crimson_v1.webp)
`Crimson Vow` pairs with `Bloodlet Cut`, `Hemostatic Break`, and `Vow Collector`.

![Aegis Bastion](./wiki/assets/xcassets/HeroSetAegis.imageset/hero_set_aegis_v1.webp)
`Aegis Bastion` pairs with `Guard Drill`, `Bastion Diagram`, and `Counterstance Matrix`.

![Pyre Dynasty](./wiki/assets/xcassets/HeroSetPyre.imageset/hero_set_pyre_v1.webp)
`Pyre Dynasty` pairs with `Thermal Breach`, `Dynasty Kiln`, and `Brand Catalyst`.

![Astral Dominion](./wiki/assets/xcassets/HeroSetAstral.imageset/hero_set_astral_v1.webp)
`Astral Dominion` pairs with `Orbit Draft`, `Chronicle Engine`, and `Astral Nova`.

![Eclipse Sovereignty](./wiki/assets/xcassets/HeroSetEclipse.imageset/hero_set_eclipse_v1.webp)
`Eclipse Sovereignty` pairs with `Void Lantern`, `Grave Vector`, and `Eclipse Crown`.

### 4.3 Content inventory in this phase {#4-3-inventario-de-contenido}

- New simple enemies: `18`
- New elite enemies: `6`
- New bosses: `12` (plus `6` live legacy bosses)
- Total live cards in the web catalog: `79`
- New cards in this initiative: `30` (`18 rare`, `9 epic`, `3 legendary`)

## 5. Current cards and archetypes {#5-cartas-y-arquetipos-vigentes}

Guide archetypes after the biome update:
- `Lightning Chain (Tempest)`
- `Bleed Execute (Crimson)`
- `Fortress Block (Aegis)`
- `Fire Burst (Pyre)`
- `Astral Control (Astral Dominion)`
- `Boss Window Control (Eclipse Sovereignty)`

Recommended farming routes by archetype:
- Lightning Chain: `t3_verdant_warrens`, `t3_bandit_marches`
- Bleed Execute: `t5_blood_crypt`, `t5_storm_foundry`
- Fortress Block: `t10_arcane_reliquary`, `t10_iron_siege_front`
- Fire Burst: `t15_sepulcher_dominion`, `t15_fallen_cathedral`
- Astral Control: `t20_ashen_dragon_roost`, `t20_stormpeak_aerie`
- Boss Window Control: `t25_eclipse_throne`, `t25_celestial_rupture`
- Boss Window Control line: `Void Lantern -> Sigil Harrier or Rift Pulse -> Grave Vector / Dominion Mirror / Eclipse Crown`

### 5.1 Biome-by-biome progression guide {#5-1-guia-de-progreso-por-bioma}

This is the most useful player-facing reading:
- enter each tier with the correct entry set;
- use a short card package that always does something on turns 1 to 3;
- farm the next tier's set without breaking deck consistency.

| Tier | Enter with | Farm for the next jump | Recommended core |
|---|---|---|---|
| T3 | `Tempest starter core` | learn `Tempest` and prepare T5 | `Spark Draft` + `Relay Conductor` + `Storm Relay` + `Static Jab` |
| T5 | `Tempest 4p` | start `Crimson` | `Spark Draft` + `Chain Lightning` + `Storm Harpoon` |
| T10 | `Crimson 4p` | start `Aegis` | `Bloodlet Cut` + `Marked Prey` + `Hemostatic Break` + `Execution Step` |
| T15 | `Aegis 4p` | start `Pyre` | `Guard Drill` + `Bastion Diagram` + `Counterstance Matrix` |
| T20 | `Pyre 4p` | start `Astral` | `Thermal Breach` + `Dynasty Kiln` + `Brand Catalyst` |
| T25 | `Astral 4p` | chase `Eclipse` | `Astral Nova` + `Chronicle Engine` + `Infinite Archive` -> `Void Lantern` + `Grave Vector` + `Eclipse Crown` |

#### T3: biomes for learning the first combo grammar {#tier-3-routes}

##### Verdant Warrens {#bioma-t3_verdant_warrens}
- The `setup -> glue -> payoff` route.
- The baseline `Tempest` line here is `Relay Conductor -> Storm Relay -> Static Jab`; once `Pyre` appears, the secondary line is `Thermal Breach -> Ember Needle -> Brand Catalyst`.
- Practical mulligan: keep one enabler, one tempo connector, and one short payoff; do not pad the hand with filler just because the raw damage is higher.

##### Bandit Marches {#bioma-t3_bandit_marches}
- Economy-and-cheap-sequencing route.
- It teaches that `Tempest` wins more by not wasting energy than by hoarding cards for a later dream turn: establish flow first, finish second.
- If the opening hand has no chain or draw, prioritize defense/tempo and retry the mechanic window on the next cycle.

##### Ruined Chapel {#bioma-t3_ruined_chapel}
- The mechanic-resolution plus survival-conversion route.
- The cleanest baseline is `Spark Draft` + `Capacitor Guard` + `Chain Lightning` or `Static Jab`: survive first, respect the window, then convert.
- If you break the chain with off-plan cards or spend the whole turn on damage, the route becomes much more volatile.

#### T5: enter with Tempest, leave with Crimson pieces {#tier-5-routes}

![Full Tempest set](./wiki/assets/xcassets/HeroSetTempestFull.imageset/hero_set_tempest_full_v1.webp)

T5 is explained and beaten with `Tempest 4p`, not with `Crimson`.
`Crimson` is the tier drop set and the post-clear farm goal, but the first stable clear comes from arriving with a clean Tempest deck, a balanced line, and discipline to refuse rewards that only add noise.

Practical checklist before entering:
- Bring `Tempest 4p` as your real progression base.
- Use `EQ_BAL` as the main reference and `EQ_HYB` as the healthy variant if your list already turns well.
- Do not enter with `Tempest 2p` expecting consistency; today it is not a stable T5 clear line.
- If a reward does not sustain the plan, skip it. The deck wins more from consistency than volume.
- Reach the boss with resources for the actual window, not only with HP.

Recommended short package:
- `Spark Draft`
- `Storm Relay`
- `Arc Coil`
- `Glacial Guard`

Visual references for the package:
![Storm Relay](./wiki/assets/xcassets/CardActionStormRelay.imageset/card_action_storm_relay_v2.webp)
![Arc Coil](./wiki/assets/xcassets/CardActionArcCoil.imageset/card_action_arc_coil_v2.webp)
![Glacial Guard](./wiki/assets/xcassets/CardActionGlacialGuard.imageset/card_action_glacial_guard_v2.webp)

How to play T5 in general:
- Early fights: stabilize the Tempest core and avoid picks that only add cards without conversion.
- Mid-route: prioritize tempo, useful defense, and hands that do not collapse when the boss mechanic lands.
- Pre-boss: enter with a hand or curve that can convert setup into real progress.
- If a fight invites endless turtling, be suspicious: T5 rewards consistency and punishes infinite passivity.

##### Blood Crypt {#bioma-t5_blood_crypt}

![Blood Crypt](./wiki/assets/xcassets/RouteBanner_t5_blood_crypt.imageset/route_banner_t5_blood_crypt.webp)
![Crimson Matriarch](./wiki/assets/xcassets/RouteBossIntro_t5_blood_crypt.imageset/route_boss_intro_t5_blood_crypt.webp)
![Blood Price](./wiki/assets/xcassets/RouteMechanicSigil_t5_blood_crypt.imageset/route_mechanic_sigil_t5_blood_crypt.webp)

- Cleanest route for a serious first T5 clear and the best first candidate if you only farm one biome.
- Enter with `Tempest 4p` and use `EQ_BAL` as the current reference. `EQ_HYB` works, but the canonical winner right now is balanced.
- `Blood Price` is not beaten by turtling. If you only defend, the Matriarch drains HP and turns your "safe" turn into a slower defeat.
- Route plan:
- `arrival`: clean quickly and avoid slow rewards.
- `pressure`: do not spend the whole hand blocking; every cycle must create real progress.
- `sanctum`: enter with damage, block, and conversion. If a hand keeps you alive but does not advance the window, you are usually losing.
- Common mistake: panic-defense into free boss windows.

##### Frostveil Bastion {#bioma-t5_frostwatch_bastion}

![Frostveil Bastion](./wiki/assets/xcassets/RouteBanner_t5_frostwatch_bastion.imageset/route_banner_t5_frostwatch_bastion.webp)
![Frostveil Bastion boss intro](./wiki/assets/xcassets/RouteBossIntro_t5_frostwatch_bastion.imageset/route_boss_intro_t5_frostwatch_bastion.webp)
![Crushing Protocol](./wiki/assets/xcassets/RouteMechanicSigil_t5_frostwatch_bastion.imageset/route_mechanic_sigil_t5_frostwatch_bastion.webp)

- The aristocratic entrance to the Crimson Dominion: winter stone, old nobility, obsidian duelists, and bloodwings keep the route inside the vampire fantasy while preserving the defensive gate.
- Keep `Tempest 4p`, but value hands with early defense or sustain more than hands that only promise damage.
- `Crushing Protocol` demands that you arrive healthy to the check; do not spend your defense one turn early for marginal pressure.
- Route plan:
- `arrival`: stabilize the turn first.
- `pressure`: save real block for the boss cycle.
- `sanctum`: count rotations; if the protocol is close, solve the window before dreaming about a kill.
- Common mistake: confusing a slow fight with a free fight and reaching the regent empty.

##### Sanguine Foundry {#bioma-t5_storm_foundry}

![Sanguine Foundry](./wiki/assets/xcassets/RouteBanner_t5_storm_foundry.imageset/route_banner_t5_storm_foundry.webp)
![Sanguine Foundry boss intro](./wiki/assets/xcassets/RouteBossIntro_t5_storm_foundry.imageset/route_boss_intro_t5_storm_foundry.webp)
![Nocturne Coffin](./wiki/assets/xcassets/RouteMechanicSigil_t5_storm_foundry.imageset/route_mechanic_sigil_t5_storm_foundry.webp)

- The alchemical wing of the Crimson Dominion: refined blood, hemogoyles, and ritual lab imagery push the route toward nocturnal monstrosity.
- `Tempest 4p` is still the base, but the best list is the one that holds real damage for the coffin window.
- In T5, `Nocturne Coffin` is explicit: deal `24` damage to `First Nosferatu` before the coffin recovers. `Block` does not advance the mechanic.
- On failure, the punishment is softer than T25: hero `-22%` max HP and boss `+8%` max HP.
- Route plan:
- `arrival`: consolidate cards that preserve real damage.
- `pressure`: do not turn all energy into chip damage or pure block.
- `sanctum`: break the coffin first, then convert the closeout.
- Common mistake: surviving cleanly but failing to assemble `24` damage inside the window.

##### Blood Price: quick rule so you do not donate the boss {#blood-price-quick-rule}

- Before the window, hold resources for a turn that truly advances the fight.
- During the window, prioritize damage and conversion before reflex defense.
- If you cannot close, at least avoid a dead turn: block just enough and leave real progress behind.
- If you chain two windows with no progress, that is not bad luck; the deck or route plan is off.

#### T10: the Arcane Order opens the road into Aegis {#tier-10-routes}

##### Runebastion Front {#bioma-t10_iron_siege_front}
- Outer wall of the Arcane Order and the new anchor route for T10.
- This is where players learn the clearest `Aegis Bastion` line: disciplined block, intent reading, and safe conversion.
- `Runic Castellan` locks the tower fantasy in place: break the runic charges, survive the protocol, then convert the close.
- The native family no longer depends on a single visual batch: beyond the core `Oathbound Squire`, `Bastion Halberdier`, `Aegis Lancer`, `Aegis Colossus`, and `Shield Marshal`, T10 now fields `Dusk Squire`, `Midnight Halberdier`, `Azure Lancer`, and `Night Marshal` so the front no longer repeats one read.

##### Moonhound Kennels {#bioma-t10_moonfang_wilds}
- The beasts no longer read like a separate tower: they are now the war hounds of the same order.
- The classic mistake here is giving away dead turns; the kennels punish you when you spend too early or lose tempo against the `Kennel Marshal`.
- `Houndmarshal Prime` completes that read: the kennel no longer closes on a beast silhouette, but on a hunt knight who marks prey and commands the multi-hit cadence.
- `Ironmaw Hound` and `Shadowmaw Hound` punish soft block, while `Kennel Warden`, `Auric Spellblade`, and `Astral Paragon` keep the lane tied back into the knight line so the route still reads Arcane Order instead of a separate beast tower.
- Strong route for players who already understand active defense and need to keep tactical order while the pack speeds up.

##### Grand Reliquary {#bioma-t10_arcane_reliquary}
- Archive and sanctum of the Arcane Order; this is the most technical T10 route.
- `Astral Paragon` closes the reliquary as a true knight boss: the lane keeps its technical read, but now does it from a fully armored champion silhouette.
- If you want a clean first clear, start in `Runebastion Front` and leave this reliquary for your second or third route.

#### T15: Aegis bridge first, Pyre picks after {#tier-15-routes}

##### Fallen Cathedral {#bioma-t15_fallen_cathedral}
- Most stable route for entering T15.
- `Guard Drill` + `Bastion Diagram` + `Counterstance Matrix` give the base needed to keep tempo before `Pyre` cards start landing.
- Once `Pyre` picks appear, prioritize pieces that convert defense into a close, not isolated damage.

##### Obsidian Court {#bioma-t15_obsidian_court}
- Very close to `Fallen Cathedral`, but punishes dead turns harder.
- If the opening hand does nothing on turn 1, mulligan more aggressively.
- The hybrid line remains the safest option.

##### Sepulcher Dominion {#bioma-t15_sepulcher_dominion}
- Sustain-and-fortress showcase boss for `Aegis`.
- The right line is almost ritualistic: `recover first`, `fortify second`, `break last`.
- `Seal I (Recover)`: stabilize HP and do not force raw damage; the boss wants real sustain.
- `Seal II (Fortify)`: stack `Block`, sort the hand, and prep the conversion turn.
- `Seal III (Break)`: only here do you turn bastion into closure with cards like `Citadel Riposte`.
- If you enter with a dirty deck or situational cards without the defensive bridge, this route gets much worse.

#### T20: enter with Pyre, close with Astral {#tier-20-routes}

##### Stormpeak Aerie {#bioma-t20_stormpeak_aerie}
- Technical route, very rewarding when you activate synergies before the burst.
- `Thermal Breach` + `Dynasty Kiln` + `Brand Catalyst` are a strong base, but do not detonate before the target is properly lit.

##### Titan Forge Depths {#bioma-t20_titan_forge_depths}
- Recommended route for learning `Pyre` as a true window set in T20.
- Correct line: `ignite -> charge -> detonate`.
- `Thermal Breach` and `Cauterize Field` light the fuse, `Dynasty Kiln` fixes the hand and mana, and `Brand Catalyst` or `Furnace Step` turn the window into a real close.
- If T20 is still giving you trouble, start here before `Ashen Dragon Roost`.

##### Ashen Dragon Roost {#bioma-t20_ashen_dragon_roost}
- Heavy punishment route if you enter without a plan.
- Keep a conservative opening plan and accelerate only once the mechanic is under control; do not all-in before the window is open.

#### T25: enter with Astral, chase Eclipse {#tier-25-routes}

- Real first-clear baseline: `Astral 4p balanced`.
- `EQ_HYB` works as a high-risk variant; it is not the learning baseline for the tower.
- If your list still depends on early high-roll or linear damage without a real window, you are still short for T25.

##### Eclipse Throne {#bioma-t25_eclipse_throne}
- Reference route for learning the T25 close.
- Enter with a stable `Astral` core and use `Astral Nova`, `Chronicle Engine`, `Temporal Surge`, and `Infinite Archive` to open windows without dead hands.
- `Dual Sigils` demands phase order: if you accelerate damage without reading the pattern, the Tyrant turns it back on you with stacking punishment.

##### Celestial Rupture {#bioma-t25_celestial_rupture}
- More technical and more punishing route for lists that still do not dominate mitigation by phase.
- The correct line mixes offense and defense in the same turn; if your whole turn is damage, `Judgment Split` cashes that excess immediately.
- Good second T25 route, not the best first clear.

##### Crimson Eternum {#bioma-t25_crimson_eternum}
- Heavy attrition route with a clear dawn window to close.
- Save real burst for the correct cycle; if you spread it too early, `Nocturne Coffin` stretches the fight, the boss regains value, and your close loses shape.
- If T20 is not yet stable, rushing T25 is not worth it.

##### Quick T25 checklist
- Enter only when `Astral 4p` is already your natural set, not an improvised pivot.
- Your first clear should feel orderly, not heroic.
- If you resolve mechanics but still fail to close, you are missing set cadence, not raw damage.
- `PWR_OVR` can feel broken in T25; the actual balance baseline is still `EQ_BAL`.

## 6. Boss Hunt (18 routes) {#boss-hunt-routes}

- `BossHuntSnapshot` now contains `routeID`, `biomeName`, and `tier`.
- Boss Hunt is organized by biome routes, not only by legacy tower.
- `newDirectBossRun` can start boss runs by explicit `routeID`.
- Progression per lane:
- `Biome 1`: `chest + legs`
- `Biome 2`: `weapon + accessory` (requires lane 1 complete)
- `Biome 3`: `head` (requires 4/5 pieces)
- Shared tower-set materials: `+1` every `10` aggregated kills in that tier.
- Non-head crafting: `3` materials; helmet remains non-craftable.
