Route planning
Which nodes can answer the next fight without spending the recovery you still need?
Open the page ->Decision lab / run state matters
This page is a hub rather than a second answer. Each question below is worked out on the page that owns it, so nothing here can drift away from the version boundary that page carries.

Read the layout without planning on a guess.
02 / EventsWeigh Act, health, gold, deck, and party.
03 / MultiplayerScaling rules and the beta boundary.
04 / PatchesTrace a patch note to a run choice.
Decision cards
Which nodes can answer the next fight without spending the recovery you still need?
Open the page ->What has to be true before this event is worth taking at all?
Open the page ->Which encounter does the version you run actually put in front of you?
Open the page ->What is shared, what is personal, and what is still branch-only?
Open the page ->Which of your rules did a dated update actually change?
Open the page ->Does the note you are reading name a build, or just a number?
Open the page ->Input model
| Question area | Inputs to inspect | Useful output |
|---|---|---|
| Map | Boss icon, node mix, route length, rest access | Choose a route that can answer the next fight without spending all future recovery. |
| Event | Act, HP, gold, deck gap, party state | Compare the reward with the immediate risk rather than the label of the event alone. |
| Boss | Current roster, attack pattern, deck scaling | Reserve a turn plan for the encounter rather than a generic build slogan. |
| Patch | Version, changed systems, affected content | Rewrite the practical rule only where the change alters player behavior. |
Scope
You are choosing between options the game has already put in front of you: which node to take after seeing the map, whether an event offer is worth its price this run, what the boss on the current roster actually demands, or how a dated patch note changes a rule you had been following. In each case the page that owns the question works from visible inputs, and the table above lists those inputs so you can check your own run state before reading the answer.
This project does not produce unconditional tier claims, win-rate percentages, or a single best route that ignores run state. If the question needs a statistic the store data and the game cannot confirm, the honest answer is that the number is unresolved, and you will not find a substitute invented here. Advice written for the beta branch is also a poor fit for a default-branch run until it moves branches.
Reading the conclusions matters as much as finding them. Every conclusion here is a conditional statement: given these inputs, this choice tends to work out. If your run state differs from the listed inputs, the conclusion can differ too, and the correct move is to check which condition failed rather than to discard the page. Where a conclusion depends on a build, the page names the build, and the site-wide boundary is Beta Patch v0.111.0 (August 14, 2026).
This project will prefer a bounded answer over a confident guess. If a mechanic is branch-specific, the page will say so. If a statistic is a live observation, the page will timestamp it.
| Do | Do not |
|---|---|
| Explain conditions and trade-offs | Publish an unconditional tier claim |
| Label beta and historical details | Blend them into current rules |
| Show the player action | Repeat a catalog description |
Last updated: September 7, 2026 · Version boundary: Beta Patch v0.111.0 (August 14, 2026)