Roadmap

Validated, simulated, in progress and next, milestone by milestone

Bezgelor

Roadmap at a glance

Stages, not dates. Each column is a milestone; select one to read its checklist.

  • Validated: played through by test characters or people
  • Simulated: proven by headless group tests and encounter simulations
  • In progress
  • Untested

Content and timing subject to change.

Release candidate, final verification Levels and content · Levels 1 to 15

Levels 1 to 15

Release 1.0 means levels 1 to 15 are validated to work, to the best of our understanding, for both factions and all six classes. It is not a cap. Everything in the game is open to play; the validated level is a statement about testing.

A milestone is reached when every item above is validated. Anything that is not validated is a blocker.

  • 6 of 6 classes levelled from level 3 to 15 in both factions on the automated runs
  • 598 / 600 quests per faction on the levels 1 to 15 path (Exile / Dominion)
  • 7 races played through in the levelling runs
  • 175 published day-one levelling reports

Each accomplishment is a fact the page can show, with its evidence page. Counts are computed from the repository and the reports when the page is built.

Levels

  • Level 1 Untested New player experience. In scope for 1.0; not yet in the automated levelling runs. Evidence
  • Level 2 Untested New player experience. In scope for 1.0; not yet in the automated levelling runs. Evidence
  • Level 3 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 4 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 5 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 6 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 7 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 8 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 9 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 10 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 11 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 12 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 13 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 14 Validated Reached by every class in both factions. Played through by test characters or people. Evidence
  • Level 15 Validated Reached by every class in both factions. Played through by test characters or people. Evidence

Classes

  • Warrior Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Engineer Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Esper Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Medic Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Spellslinger Validated validated 2026-10-28 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Stalker Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence

Full playthroughs

  • Warrior Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Engineer Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Esper Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Medic Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Spellslinger Validated validated 2026-10-28 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence
  • Stalker Validated validated 2026-10-27 Exile: validated. Dominion: validated. Played through by test characters or people. Evidence

Zones

  • Northern Wilds In progress Rated 1+ (Working+): Level 1, and at least 95% of its archived quest pages and of its creatures' retail health captures agree with our data. Evidence
  • Algoroc In progress Rated 1+ (Working+): Level 1, and at least 95% of its archived quest pages and of its creatures' retail health captures agree with our data. Evidence
  • Celestion In progress Rated 1+ (Working+): Level 1, and at least 95% of its archived quest pages and of its creatures' retail health captures agree with our data. Evidence
  • Everstar Grove In progress Rated 1+ (Working+): Level 1, and at least 95% of its archived quest pages and of its creatures' retail health captures agree with our data. Evidence
  • Crimson Isle In progress Rated 1+ (Working+): Level 1, and at least 95% of its archived quest pages and of its creatures' retail health captures agree with our data. Evidence
  • Levian Bay In progress Rated 1+ (Working+): Level 1, and at least 95% of its archived quest pages and of its creatures' retail health captures agree with our data. Evidence
  • Deradune In progress Rated 1 (Working): Headless or human runs completed its quests up to the zone's top level band and finished at least 80% of the quests they took. Evidence
  • Ellevar In progress Rated 1 (Working): Headless or human runs completed its quests up to the zone's top level band and finished at least 80% of the quests they took. Evidence
  • Thayd In progress Rated 0+ (Unbuilt+): Creatures are placed, but no run has completed its quests up to the zone's top level band while finishing at least 80% of the quests it took. Evidence
  • Illium In progress Rated 0+ (Unbuilt+): Creatures are placed, but no run has completed its quests up to the zone's top level band while finishing at least 80% of the quests it took. Evidence

Dungeons, adventures and expeditions in range

  • Protogames Academy (dungeon, level 10) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • They Came from Fragment Zero! (expedition, level 6) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Outpost M-13 (expedition, level 12 and up) In progress Rated 1-2 (1-2): Partly tested so far. Evidence
  • The Hycrest Insurrection (adventure, level 15, Exile) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence

Quests, combat and creatures

  • Quests (objectives and rewards) In progress Not complete: Some objective types are not handled by a general rule yet, and some reward lists differ from the archive. Played through by test characters or people. Rests on: The day-one runs complete 120 to 161 quests each; 77% of the 10,031 objective rows are handled by general rules (one per-id list); a 75-behaviour audit (38 matched, 18 fixed, 8 filed); 652 of 654 archived quest pages agree on level and 653 on experience. Missing: The objective rows not yet handled by a general rule, type 46, ignored Quest2 columns, kill credit, missing experience sources, the quests that stop and 64 reward lists that differ. Evidence
  • Quest prerequisites Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: The client's own prerequisite evaluator, run under emulation, agrees with ours on 6,000 sampled real cases (it found 6 evaluation bugs, all fixed). Missing: TrueLevel through the evaluator; then the differential extended beyond the 13 types it models, and the open types read from the client's per-type functions. Evidence
  • Paths In progress Not complete: Most mission target records are guesses, mainly the holdout wave contents. Tested by an automated client over the real protocol; no person has played it yet. Rests on: Each path's mission kinds play over the wire: a Soldier holdout won, an Explorer vista, a Scientist scan, a Settler build. 235 of the 342 mission target records are guesses (mostly holdout wave contents). Missing: Retail evidence for wave contents; path missions in the day-one runs (they try few). Evidence
  • Combat rules (every class) In progress Not complete: Some documented combat rules are not built yet. Tested by an automated client over the real protocol; no person has played it yet. Rests on: A retail audit of 68 combat behaviours: 26 matched, 20 were fixed, 9 are filed, 13 have no retail evidence. Missing: Documented rules that are missing: Reloaded secondary stats, crowd-control breakout, sprint rules, interrupt armor per row, apply prerequisites, the 13 behaviours with no evidence. Evidence
  • Creature health and level Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: One general rule (BaseHealth + 14 x Stamina, with the client's per-creature overrides) gives 8,616 of 8,734 retail captures exactly, with no special cases; 2,351 creature levels agree with archived pages and 94 do not. Missing: Still open: the 118 captures (1%) the rule does not give, and the other per-creature properties such as interrupt armor and speed. Evidence
  • Creature AI In progress Not complete: Open-world creatures use only their family's auto-attack; their archived abilities are not built yet. Tested by an automated client over the real protocol; no person has played it yet. Rests on: Creatures aggro, chase, leash, evade and respawn by rules from the combat audit. Missing: Archived ability lists for open-world creatures; aware stage, evade on timeout, regeneration; developer statements on aggro and leash. Evidence
  • Death and resurrection Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: Die, become a ghost, resurrect and pay durability, over the wire. Missing: an open issue, see the evidence linked from this item. Evidence

Items, economy and travel

  • Loot In progress Not complete: Drop pools are not yet taken from the archive for most creatures. Tested by an automated client over the real protocol; no person has played it yet. Rests on: Pinatas, vacuum, tagging and group rules work over the wire. Missing: Drop pools from the archive; creatures with no model. Evidence
  • Vendors and economy In progress Not complete: 108 merchants have no archived page, so their stock is a generated list. Tested by an automated client over the real protocol; no person has played it yet. Rests on: Buying, selling, repair and the bank work over the wire. Missing: Pages for the 108 merchants with none (the archive lacks them; a screenshot of the vendor window would settle each), and the 13 merchants the archive lists that our data does not flag as vendors. Evidence
  • Crafting and gathering Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: Learn a tradeskill, gather, fill the satchel and craft, over the wire; grid crafting, circuits, salvage, runes and work orders are built. Missing: an open issue, see the evidence linked from this item. Evidence
  • Marketplace and storefront Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: Commodity exchange, auction house, the store (2,073 offers from the client's tables, paid or free), reward tracks and daily login, over the wire. Missing: an open issue, see the evidence linked from this item. Evidence
  • Player-to-player trade Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: All 13 trade messages, an atomic exchange, over the wire. Missing: A rules audit against the retail record. Evidence
  • Travel Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: Taxi flights, bind and recall (with the cooldown kept across a relog) and teleports, over the wire. Missing: A rules audit (taxi routes and costs, recall rules) against the retail record. Evidence

Groups, mounts and progression

  • Social, groups and guilds In progress Not complete: The Report Player window is not built yet. Tested by an automated client over the real protocol; no person has played it yet. Rests on: Friends, ignore, whispers, channels, /who, groups, guilds, circles and the guild bank, over the wire. Missing: The Report Player window; a rules audit. Evidence
  • Group finder Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: A group and two solo players are matched into one Evil from the Ether, play a phase and leave, over the wire; every MatchingGame message is built. Missing: A rules audit (role checks, penalties, queue rules) against the retail record. Evidence
  • Mounts Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: Unlock, summon from the ability slot, ride and dismount, over the wire. Missing: A general rule for riding spells. Evidence
  • Achievements In progress Not complete: The tradeskill achievement types are not built yet. Tested by an automated client over the real protocol; no person has played it yet. Rests on: Reaching level 10 earns its achievement and title, kept across a relog, over the wire. Missing: Tradeskill achievement types; a rules audit. Evidence
  • Reputation In progress Not complete: Reputation requirements in the quest log are not built yet. Tested by an automated client over the real protocol; no person has played it yet. Rests on: Reputation is earned and kept over the wire; quest thresholds follow standing. Missing: Reputation requirements in the quest log; a rules audit. Evidence
  • Challenges In progress Not complete: The instance challenges are not built yet. Tested by an automated client over the real protocol; no person has played it yet. Rests on: Challenges unlock, start from the client and pay bronze, silver and gold, over the wire, from the client's 643 challenge rows. Missing: A rules audit against the retail record, as for quests and combat; the instance challenges still unbuilt (see each instance). Evidence
  • Public events In progress Not complete: The machinery works over the wire, but the server runs 18 of the 115 open-world events the client places in these zones. Tested by an automated client over the real protocol; no person has played it yet. Rests on: The events the server runs can be joined, completed and rewarded over the wire. Missing: The other open-world events; objective types without a rule; ids in scripts. Evidence
  • Mail Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: Two players mail items, credits and a cash-on-delivery, then return and delete, with atomic transfers, over the wire. Missing: A rules audit (postage, expiry, limits) against the retail record. Evidence
  • Housing In progress Not complete: Community plots, challenge plots and mannequins are not built yet. Tested by an automated client over the real protocol; no person has played it yet. Rests on: The main house placed, decor moved, a neighbour invited who visits, a harvest plug gathered and decor buffs, over the wire. Missing: Community plots and warplot plugs, challenge and expedition plugs, mannequins. Evidence
  • Pets and costumes Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: Costumes, dyes, vanity pets, flair and account items, over the wire. Missing: A rules audit against the retail record; mannequins. Evidence

New player experience and tools

  • New player experience (Exile) In progress The server-driven tutorial and the Exile arkship play over the wire. The Dominion tutorial is not yet recorded on the fidelity map. Evidence
  • In-game bug reporter (/c bug and the Field Kit) Validated Players can report a problem with the captured game context. Evidence
  • Levelling drills (single transitions and packs) Validated Drills run one level transition, or several classes at once, for focused checks. Evidence
  • Linux client (Proton) In progress Tested on Arch Linux with Intel graphics; more reports wanted. Evidence
  • Steam Deck client Untested Not yet run. Evidence
  • macOS client Untested Not yet run. Evidence
  • Portal and Workshop docs Validated The community pages, the test reports and this roadmap are published from the repository. Evidence
  • Published test reports Validated Each run has a report with the command that reproduces it. Evidence

Challenges

  • Some quests cannot be finished by the automated player. The bug budget is on the coverage matrix.
  • Levels 1 and 2 are not yet in the automated runs.
  • The Steam Deck and macOS clients have not been run.

What it covers and how it is tested

Covers. Both factions and all six classes, the New Player Experience (levels 1 and 2), the start and levelling zones, the two capitals, the dungeons, adventures and expeditions of levels 1 to 15, and the core game systems.

How it is tested. Automated levelling runs: a scripted character for each class and faction runs from level 3 to 15, takes quests, fights, loots and equips upgrades, and every quest it cannot finish is recorded. Full playthroughs of each class and faction within an eight-hour budget. Headless group tests of the dungeons and expeditions in range. Races are covered in levels 1 to 15 by the race lanes. Manual play in the real client checks what automation cannot.

In progress Levels and content · Levels 16 to 30

Levels 16 to 30

The next milestone, and the first with no validated levels yet. Each level is checked off as the six classes validate it in both factions, and each zone, dungeon and expedition of the band as it is tested.

A milestone is reached when every item above is validated. Anything that is not validated is a blocker.

Levels

  • Level 16 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 17 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 18 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 19 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 20 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 21 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 22 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 23 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 24 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 25 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 26 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 27 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 28 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 29 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 30 Untested No class has reached this level yet. Not tested yet. Evidence

Classes

  • Warrior Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Engineer Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Esper Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Medic Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Spellslinger Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Stalker Untested Exile: untested. Dominion: untested. Not tested yet. Evidence

Zones

  • Galeras In progress Rated 0+ (Unbuilt+): Creatures are placed, but no run has completed its quests up to the zone's top level band while finishing at least 80% of the quests it took. Evidence
  • Auroria In progress Rated 0+ (Unbuilt+): Creatures are placed, but no run has completed its quests up to the zone's top level band while finishing at least 80% of the quests it took. Evidence
  • Whitevale In progress Rated 0+ (Unbuilt+): Creatures are placed, but no run has completed its quests up to the zone's top level band while finishing at least 80% of the quests it took. Evidence

Dungeons and adventures

  • Stormtalon's Lair (dungeon, level 20) Simulated Rated 3 (Checked): Tuned: the encounter simulator matches the guides and archived boss numbers (timings, health, damage), and headless groups run it end to end. Proven by headless group tests and encounter simulations. Evidence
  • Ruins of Kel Voreth (dungeon, level 25) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • War of the Wilds (adventure, level 25) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • The Siege of Tempest Refuge (adventure, level 30) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence

Expeditions

  • Infestation (expedition, level 19) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Evil from the Ether (expedition, level 20 to 26) In progress Rated 1-2 (1-2): Partly tested so far. Evidence
  • Rage Logic (expedition, level 27) In progress Rated 1 (Working): Runs start to finish: spawns and trash, bosses with their real abilities, phases, an enrage where there is one, loot, entry and exit, lockouts. Partly tested so far. Evidence

Classes and gear

  • Class abilities for levels 16 to 30 Untested Abilities past level 15 are not yet built.
  • Quest and gear audit, levels 16 to 20 Untested Not yet done.

Challenges

  • Class abilities past level 15 are not yet built.
  • Quest and gear audits for levels 16 to 20 are not done.
  • Dungeon entry follows the client's level ranges, so a character must level into each instance.
  • Galeras has been partly played; most of the band is untested.

What it covers and how it is tested

Covers. Levels 16 to 30 for all six classes in both factions. Race is not varied above level 15: the classes and factions vary. The zones Galeras, Auroria and Whitevale, the dungeons and adventures of the band (Stormtalon's Lair among them) and its expeditions.

How it is tested. Levelling runs from level 15 through the band, one run per class and faction. Dungeons and adventures by headless group tests and encounter simulator reports. A group of five characters enters and clears Stormtalon's Lair over the wire.

Next Levels and content · Levels 31 to 50

Levels 31 to 50

Validated in steps after the band before it. This is the largest part of the content, and nothing in it is validated yet.

A milestone is reached when every item above is validated. Anything that is not validated is a blocker.

Levels

  • Level 31 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 32 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 33 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 34 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 35 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 36 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 37 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 38 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 39 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 40 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 41 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 42 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 43 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 44 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 45 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 46 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 47 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 48 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 49 Untested No class has reached this level yet. Not tested yet. Evidence
  • Level 50 Untested No class has reached this level yet. Not tested yet. Evidence

Classes

  • Warrior Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Engineer Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Esper Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Medic Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Spellslinger Untested Exile: untested. Dominion: untested. Not tested yet. Evidence
  • Stalker Untested Exile: untested. Dominion: untested. Not tested yet. Evidence

Zones

  • Wilderrun In progress Rated 0+ (Unbuilt+): Creatures are placed, but no run has completed its quests up to the zone's top level band while finishing at least 80% of the quests it took. Evidence
  • Malgrave In progress Rated 0+ (Unbuilt+): Creatures are placed, but no run has completed its quests up to the zone's top level band while finishing at least 80% of the quests it took. Evidence
  • Grimvault In progress Rated 0+ (Unbuilt+): Creatures are placed, but no run has completed its quests up to the zone's top level band while finishing at least 80% of the quests it took. Evidence
  • Farside Untested Rated 0 (Unbuilt): No creature spawns. Evidence

Dungeons, adventures and expeditions

  • Space Madness (expedition, level 31) In progress Rated 1+ (Working+): Level 1, and some of the documented mechanics are in. Partly tested so far. Evidence
  • Deep Space Exploration (expedition, level 33) In progress Rated 1 (Working): Runs start to finish: spawns and trash, bosses with their real abilities, phases, an enrage where there is one, loot, entry and exit, lockouts. Partly tested so far. Evidence
  • The Gauntlet (expedition, level 41) In progress Rated 1 (Working): Runs start to finish: spawns and trash, bosses with their real abilities, phases, an enrage where there is one, loot, entry and exit, lockouts. Partly tested so far. Evidence
  • Skullcano (dungeon, level 35) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Sanctuary of the Swordmaiden (dungeon, level 40) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Crimelords of Whitevale (adventure, level 40) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • The Malgrave Trail (adventure, level 45) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence

Classes and gear

  • Class abilities, AMP and tier caps, levels 31 to 50 Untested Still to be done.

Challenges

  • The level bands of Wilderrun, Malgrave, Grimvault and Farside are not yet confirmed from the game data.
  • Farside has no spawn data yet.
  • Class abilities, AMP and tier caps for levels 31 to 50 are still to be done.

What it covers and how it is tested

Covers. Levels 31 to 50 for all six classes in both factions, the zones Wilderrun, Malgrave, Grimvault and Farside, and the dungeons, adventures and expeditions of the band.

How it is tested. The same levelling runs, extended band by band, and headless group tests and simulator reports for each dungeon and adventure.

Later Levels and content · Level 50

Endgame content

The raids, world bosses and dungeons of the top level, and the level 50 zones. Most of these instances already reach fidelity level 2 in headless tests; the level 50 characters, gear and attunement still need validating.

A milestone is reached when every item above is validated. Anything that is not validated is a blocker.

Zones

  • Northern Wastes Untested Rated 0 (Unbuilt): No creature spawns. Evidence
  • Crimson Badlands Untested Rated 0 (Unbuilt): No creature spawns. Evidence
  • Star-Comm Basin Untested Rated 0 (Unbuilt): No creature spawns. Evidence
  • Arcterra Untested Rated 0 (Unbuilt): No creature spawns. Evidence

Dungeons and adventures

  • Ultimate Protogames (dungeon, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • The Bay of Betrayal (adventure, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence

Raids

  • Datascape (raid, level 50, 20 players) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Genetic Archives (raid, level 50, 20 players) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Redmoon Terror (raid, level 50, 20 players) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Initialization Core Y-83 (raid, level 50, 20 players) Simulated Rated 3 (Checked): Tuned: the encounter simulator matches the guides and archived boss numbers (timings, health, damage), and headless groups run it end to end. Proven by headless group tests and encounter simulations. Evidence

World bosses

  • Metal Maw (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Metal Maw Prime (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Scorchwing (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Dreamspore (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Gargantua (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Grendelus the Guardian (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • King Honeygrave (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Mechathorn (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • King Plush (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Zoetic (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Tower-Engineer Renhakul (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Sulak the Xenophage (world boss, level 50) Simulated Rated 2 (Complete): Every documented mechanic is in: telegraphs, interrupt armor, add waves, medals, adventure branches, with timers taken from guides. Proven by headless group tests and encounter simulations. Evidence
  • Kraggar the Earth-Render (world boss, level 50) Simulated Rated 3 (Checked): Tuned: the encounter simulator matches the guides and archived boss numbers (timings, health, damage), and headless groups run it end to end. Proven by headless group tests and encounter simulations. Evidence

Classes and gear

  • Level 50 gear and attunement Untested Not yet validated.

Challenges

  • Level 50 characters, gear and attunement are not validated.
  • The level 50 zones have no spawn data in the game data.
  • No retail timing footage is available to the project, so encounter timings are not compared with retail.

What it covers and how it is tested

Covers. The level 50 zones, two dungeon-type instances, four raids of 20 players and thirteen world bosses.

How it is tested. Encounter simulator reports with mixed classes at raid sizes, headless group tests with smaller groups, and no balance claim beyond kills in a sane range.

In parallel PvP, in parallel · PvP, in parallel

PvP: matches

PvP runs alongside the levelling work. The matches and queues are built and played over the wire; balance is not checked by automated tests.

A milestone is reached when every item above is validated. Anything that is not validated is a blocker.

Matches

  • Duels Validated Tested by an automated client over the real protocol; no person has played it yet. Rests on: Challenge, accept, fight to 1 health, forfeit by leaving, and refusals, over the wire, with rules read from the client. Missing: A rules audit against the retail record. Evidence
  • Battlegrounds In progress Not complete: Rated play is not built, and 22 of the 45 battleground values are guesses. Tested by an automated client over the real protocol; no person has played it yet. Rests on: A GM-started one-against-one match of Walatiki Temple and of Halls of the Bloodsworn plays from preparation to result and reward over the wire; full teams through the queue have not been run headless. 22 of their 45 chosen values are guesses. Missing: Values to confirm, Walatiki details, Halls positions and ejectors, rated play. Evidence
  • Arenas In progress Not complete: The second arena and rated arena teams are not built yet. Tested by an automated client over the real protocol; no person has played it yet. Rests on: The Slaughterdome plays as the final client's team deathmatch over the wire, from the queue through respawns and elimination to the result. Missing: The Cryo-Plex, arena teams and ratings, to. Evidence

Open items

  • Full teams through the queue, headless Untested Not yet run.
  • Balance, class matchups and feel Untested Cannot be checked by automated tests.

Challenges

  • Full teams through the queue have not been run headless.
  • Battleground values are partly guesses and are labelled as such.
  • Balance, class matchups and feel cannot be checked by automated tests.

What it covers and how it is tested

Covers. Duels, the Walatiki Temple and Halls of the Bloodsworn battlegrounds, and the Slaughterdome arena.

How it is tested. Headless matches over the wire, with the rules read from the client. Full teams through the queue are the next test.

Later PvP, in parallel · PvP, later

PvP: ratings and seasons

Rated play: arena teams, ratings and seasons. Not built yet.

A milestone is reached when every item above is validated. Anything that is not validated is a blocker.

Rated play

  • Arena teams and ratings Untested Not built (fidelity map: Arenas).
  • The second arena Untested Not built.
  • Seasons Untested Not built.

Challenges

  • Arena teams and rated play are not built.

What it covers and how it is tested

Covers. Arena teams, rating rules, seasons and the second arena.

How it is tested. Property tests of the rating math (zero-sum within a match, bounds, decay) are planned with the work.

Later PvP, in parallel · PvP, later

PvP: warplots

Warplots are not built. Only a hand-written list of plugs exists.

A milestone is reached when every item above is validated. Anything that is not validated is a blocker.

Warplots

  • Warplots Untested Not tested yet. Rests on: Not built; only a hand-written plug list exists. Missing: Built after the levelling and group content (master plan, Tier 5). Evidence

Challenges

  • Warplots are not built.

What it covers and how it is tested

Covers. The warplot system.

How it is tested. Not yet tested.

Production updates are applied in announced maintenance windows. The testing server is updated whenever convenient. How the results are produced is on How we test.