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Statues of The Seven

Each region's statues stand for its Archon, and they are the game's anchor for exploring it: a statue fills in its area of the map (map unlocking) and is a jump. The level rules, the maximum stamina they raise and the pool's heal are built and tested as rules, on the Statues of The Seven page. What is left is the Oculi, the screen, the world's state those rules read, and the Traveler's element.

Decisions

  • Oculi are found once. Each region's Oculi, Anemoculi in Mondstadt, Geoculi in Liyue and so on, stand where the spawned places fit them, since the game's servers spawn them. They are collected by touching them and never come back. Each gives one of its kind and Adventure EXP. Within a short distance one shows on the minimap with a sound, as the game signals it.
  • A found Oculus is offered at once. It joins its region's held count as it is found, and the levels it completes are reached there and then, so no held stack shows in the bag. The levels a region reaches are paid in the order the offer reaches them.
  • A region starts at its first resonance. Resonating with a statue starts its region at level 1 and pays level 1's row once, which takes no Oculi. An Oculus found in a region not yet started is held until that first resonance starts it.
  • Levels pay the game's rewards by region. Adventure EXP, Primogems and Sigils everywhere, and each later region's own items, Liyue's Stones of Remembrance, the Shrine of Depths keys and the Traveler's Memories of Inazuma, Sumeru, Fontaine and Snezhnaya, and Natlan's Acquaint Fates, as the wiki lists them, each joining with that region's page.
  • The Traveler resonates with its element. Interacting with a statue as the Traveler changes their element to the statue's region's, Natlan's after the quest step the wiki names, and the Traveler's constellations for that element come with its levels.
  • F on a resonated statue opens the Statue's Blessing. Its screen holds the pool, the party's portraits and the auto-recover's switch and threshold. This entry is an assumption about the game's menu, provisional until the screen is recorded.
  • The threshold's steps are the game's. Auto-recover's threshold is set on the screen in steps the game offers, which no source here lists, so the steps are provisional until a recording shows them.
  • The statues' state is a slice of the save. Each region's level and held count, and the ids of the Oculi found, are kept in the world's save as every slice after the wallet is: its schema carries no default, the stored saves are backfilled to it, and a new player's save holds no region started and no Oculus found. A merge keeps the union of the found ids, and each region's progress is the union's Oculi in that region, so no found Oculus is left unoffered: a region neither copy started holds them as its held count, and a region either copy started takes them offered from level 1 through offerItems. The levels the merge reaches pay nothing, since a merge keeps the account's wallet and bag.
  • The Oculi's places are the generated ones. generated/oculi/<region>.json already holds each region's Oculi from the official map's fit, 66 Anemoculi in Mondstadt, each with its id, kind and ground place, so an Oculus is named by that id and no new data is written.
  • Auto-recover near a statue. With it on and a threshold set, standing by a statue's base for two seconds revives the fallen and heals the members under the threshold from the pool, as the built rule does. The two seconds are the wiki's.

How it works

flowchart TD
  OCULUS["An Oculus touched"] --> HELD["Offered to its region at once, Adventure EXP given"]
  HELD --> OFFER{"Enough for the region's next level?"}
  OFFER -->|"yes"| LEVEL["Region's statues level together, the level's rewards paid"]
  STATUE["First resonance with a statue"] --> START["Region starts at level 1, its row paid"]
  NEAR["Near a statue two seconds, auto-recover on"] --> REVIVE["The fallen revived at 35%"]
  NEAR --> HEAL{"Pool holds enough?"}
  HEAL -->|"yes"| FULL["Every member under the threshold healed to it"]
  HEAL -->|"no"| PART["The first slots healed first"]

Scope and order

Today: the levels, the stamina maximum and the pool's heal and auto-recover are built as rules and tested. No screen or world state calls them, and every statue is a jump at the start stamina.

This still adds, in order:

packages/genshin-world/src/models/statue/StatueProgressSave.ts
  1. The statues' state in the save, and an Oculus found. StatueProgressSave.ts holds each region's { heldCount, level } by region id and foundOculusIds, its schema carrying no default, with the stored saves backfilled to it when it lands, and models/save/GenshinSave.ts gains it as statues, with services/save/toGenshinSave.ts, readGenshinSave.ts and mergeGenshinSave.ts carrying it as they carry reputation. services/statue/findOculus.ts is pure: an Oculus id not yet found joins the found ids; in a region already started (level 1 or more) it is offered at once through offerItems, returning the levels gained for the caller to pay; in a region not started it raises the held count alone, since offerItems on level 0 would start the region, which only a resonance does. A found id gives nothing a second time. The proof is findOculus.test.ts for those three cases and mergeGenshinSave.test.ts cases for the union, an unstarted region's held count read from it, and a started region's level reached by it.
  2. Oculi in the world: each region's Oculi from generated/oculi/<region>.json, imported as the region's existing chunk, drawn as a stand-in where none has been found, found by touch within a provisional OCULUS_TOUCH_RADIUS, paying its Adventure EXP and the levels findOculus returns, and marked on the minimap within the provisional distance the owed oculus-minimap.mkv re-measures.
  3. A first resonance starts its region and feeds the stamina: resonating with a statue starts its region at level 1 and pays level 1's row once, and computeMaximumStamina over the saved levels is the character's staminaMaximum.
  4. The Statue's Blessing screen, built from a public clip: pnpm -C scripts genshin:parity clip https://www.youtube.com/watch?v=b6YZXYBegKA --from 0 --to 125 --name statue-blessing-public (1080p60, a statue's healing shown), its frames read for the screen's pool, portraits and auto-recover switch. Its threshold's steps stay provisional until statue-blessing.mkv shows them, and auto-recover's two-second dwell comes with it.
  5. The Traveler's resonance, once the Traveler's kit follows its element, which the character kits unit the other machine holds is building.
  6. Each later region's Oculi and levels, with that region.

Data and measures

  • Read from the game's tables: CityLevelupConfigData and RewardExcelConfigData for the levels, their Oculi, rewards and stamina actions, which are built for Mondstadt. The Oculi's places come from the spawned places' fit.
  • Measured: how near an Oculus shows on the minimap, read off a recording of one being found, and the Blessing's threshold steps, read off a recording of the screen. Both are listed on the roadmap.

Key files

FileRole after the change
packages/genshin-world/src/models/world/StatueLandmark.tsA statue, its region's level read from the progress
scripts/src/services/genshinAssets/fit/fitRegionLandmarks.tsFits the Oculi from the official map's points
packages/genshin-world/src/components/Hud/Minimap/Index.vueMarks a near Oculus
packages/genshin-world/src/components/World/Session/Index.vueHolds the regions' state and the pool, and wires them

Sources

  • Statue of The Seven, Genshin Impact Wiki: filling in the map, reviving and healing, the Traveler's element, the region's shared levels and their rewards by region, and the Restorative Power pool.
  • Oculus, Genshin Impact Wiki: Oculi offered to their statue, one and Adventure EXP each, never respawning, and the minimap's mark with its sound.
  • AnimeGameData, the community's per-patch dump: the statues' rows, their Oculi, rewards and stamina actions.

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