{"passport":{"unfragile":{"@version":"1.0","version":"2026-05","artifact":{"id":"tool_arcaneland","slug":"arcaneland","name":"ArcaneLand","type":"product","url":"https://arcane.land","page_url":"https://unfragile.ai/arcaneland","categories":["app-builders"],"tags":[],"pricing":{"model":"free","free":true,"starting_price":null},"status":"active","verified":false},"capabilities":[{"id":"tool_arcaneland__cap_0","uri":"capability://text.generation.language.context.aware.narrative.generation.with.player.choice.branching","name":"context-aware narrative generation with player choice branching","description":"Generates dynamic story content that adapts to player decisions by maintaining game state (character positions, inventory, NPC relationships, world conditions) and feeding this context into an LLM prompt that produces narratives constrained by prior events. The system likely uses a state machine or event log to track player actions and regenerates narrative branches on-demand rather than pre-scripting content, enabling spontaneous world-building that responds to unexpected player choices without breaking narrative coherence.","intents":["I want the AI to remember what happened in previous turns and make the story consistent with player choices","I need the dungeon master to generate new encounters and plot developments based on where my party actually went, not predetermined paths","I want branching narratives that feel reactive rather than on-rails, where my decisions genuinely matter"],"best_for":["casual RPG players seeking low-prep storytelling experiences","small groups (2-6 players) playing synchronously online","indie game designers prototyping narrative-driven mechanics"],"limitations":["LLM-generated narratives often lack thematic consistency across multi-session campaigns; tone and world-building can drift between sessions","Handling complex nested branching (e.g., 4+ simultaneous player subplots) may cause narrative coherence degradation or token budget exhaustion","No persistent memory between sessions unless explicitly saved; context window limits prevent referencing events from campaigns older than ~20 turns","Cannot handle adversarial player behavior (e.g., attempting to break the narrative) without explicit guardrails"],"requires":["Web browser with WebSocket support for real-time multiplayer sync","Active internet connection for LLM API calls (latency ~2-5 seconds per narrative generation)","2-6 concurrent players for optimal experience; scaling beyond 10 players untested"],"input_types":["natural language player actions (e.g., 'I cast fireball at the goblin')","structured game state (character stats, inventory, position)","campaign metadata (setting, tone, difficulty)"],"output_types":["narrative text (200-500 words per turn)","structured encounter data (NPC names, loot, difficulty modifiers)","game state updates (character status changes, world alterations)"],"categories":["text-generation-language","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_1","uri":"capability://automation.workflow.multiplayer.session.orchestration.with.real.time.synchronization","name":"multiplayer session orchestration with real-time synchronization","description":"Manages concurrent player connections, turn order, action queuing, and state synchronization across distributed clients using WebSocket or similar real-time protocols. The system likely implements conflict resolution (e.g., handling simultaneous actions), latency compensation, and session persistence to ensure all players see consistent game state. Broadcasting narrative updates and NPC responses to all connected clients while maintaining turn-based or real-time action resolution depending on campaign rules.","intents":["I want multiple players to join the same campaign and see the same story unfold in real-time without lag or desynchronization","I need the system to handle players joining/leaving mid-session without breaking the game state or narrative flow","I want turn order and action resolution to be fair and transparent across all players regardless of network latency"],"best_for":["small to medium groups (2-8 players) playing synchronously from different locations","casual players who lack a dedicated DM and want frictionless session setup","teams prototyping multiplayer game mechanics with AI-driven content"],"limitations":["Latency spikes (>2 seconds) can cause action ordering ambiguity or narrative desynchronization; no built-in lag compensation beyond basic buffering","Session persistence likely limited to active play; no robust recovery mechanism if server crashes mid-campaign","Scaling beyond 10-15 concurrent players per session untested; WebSocket broadcast overhead may degrade responsiveness","No built-in voice/video integration; players must use external tools (Discord, etc.) for communication"],"requires":["Web browser with WebSocket support (modern Chrome, Firefox, Safari, Edge)","Stable internet connection with <500ms latency for optimal experience","Server infrastructure to handle concurrent WebSocket connections (likely cloud-hosted)"],"input_types":["player actions (text commands, button clicks for predefined actions)","session metadata (player names, character data, campaign settings)","connection events (join, leave, reconnect)"],"output_types":["real-time narrative updates (broadcast to all players)","game state snapshots (synchronized across clients)","turn order and action resolution logs"],"categories":["automation-workflow","tool-use-integration"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_10","uri":"capability://data.processing.analysis.loot.generation.and.item.distribution.system","name":"loot generation and item distribution system","description":"Generates loot (weapons, armor, magical items, consumables) based on encounter difficulty, player level, and campaign progression, ensuring items are mechanically balanced and narratively coherent. The system likely uses a loot table (predefined item pools by rarity and level) combined with LLM-based generation for item descriptions and flavor text. May include rarity weighting (common items more frequent than legendary) and item distribution logic to ensure all players receive meaningful rewards.","intents":["I want loot that's appropriate for my party's level and useful for my character class","I want items to feel narratively coherent with the encounter (e.g., a necromancer drops dark magic items)","I want loot distribution to be fair so all players get meaningful rewards, not just one person"],"best_for":["groups playing progression-focused campaigns where loot drives character growth","casual players seeking quick loot generation without manual balance checking","campaigns using standardized rule systems (D&D 5e, Pathfinder) with well-defined item mechanics"],"limitations":["Generated items may be overpowered or useless; pure LLM generation lacks mechanical balance","Loot distribution logic may be unfair if it doesn't account for player preferences or class needs","No support for unique or campaign-specific items; all loot feels generic","Item descriptions may be repetitive or generic; flavor text lacks creativity"],"requires":["Loot table library (items by rarity, level, type)","Item balance rules (stat ranges, power level calculations)","LLM API for item description generation","Loot distribution algorithm (fairness, class-specific weighting)"],"input_types":["encounter difficulty and enemy type","party composition and levels","player preferences (item types, playstyle)"],"output_types":["loot items (name, stats, rarity, description)","loot distribution (which player gets which item)","loot value (gold equivalent for selling)"],"categories":["data-processing-analysis","text-generation-language"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_11","uri":"capability://text.generation.language.quest.generation.and.objective.tracking","name":"quest generation and objective tracking","description":"Generates quests (objectives, rewards, failure conditions) based on campaign context and player level, and tracks quest progress (completed objectives, failed conditions, quest status). The system likely maintains a quest state object (active quests, completed quests, quest chains) and uses LLM-based generation to create quest descriptions and objectives that fit the campaign world. May include quest chains (multi-part quests with dependencies) and dynamic quest updates based on player actions.","intents":["I want the system to generate quests that fit the campaign world and my party's level","I want quests to feel meaningful and connected to the main story, not just random tasks","I want to track multiple quests and see how they relate to each other"],"best_for":["groups seeking quest-driven campaigns without manual quest design","casual players wanting clear objectives and progression markers","campaigns emphasizing exploration and side quests"],"limitations":["Generated quests often feel generic or disconnected from the main narrative","Quest chains may have logical inconsistencies or circular dependencies","No support for emergent quests (quests that arise from player actions); all quests are pre-generated","Quest failure conditions may be unclear or unfair; players may not understand why a quest failed"],"requires":["Quest template library (quest types, objectives, rewards)","Campaign context (world, NPCs, factions, main story)","Quest state persistence (active quests, progress, completion)"],"input_types":["campaign context (world, NPCs, main story)","party level and composition","player preferences (quest types, difficulty)"],"output_types":["quest descriptions (objectives, rewards, failure conditions)","quest progress tracking (completed objectives, quest status)","quest chains (related quests, dependencies)"],"categories":["text-generation-language","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_2","uri":"capability://planning.reasoning.ai.dungeon.master.decision.making.and.encounter.generation","name":"ai dungeon master decision-making and encounter generation","description":"Uses LLM-based reasoning to make narrative decisions (NPC behavior, encounter difficulty, plot pacing) and procedurally generate encounters (enemies, loot, environmental hazards) based on campaign context and player level. The system likely maintains a campaign state object (party composition, completed quests, discovered locations) and uses prompt engineering or fine-tuned models to generate encounters that are appropriately challenging and narratively coherent. May include rule-based difficulty scaling (e.g., adjusting enemy stats based on party level) combined with LLM-generated flavor text and encounter descriptions.","intents":["I want the AI to decide what happens next in the story without me having to plan encounters in advance","I need encounters that are appropriately challenging for my party's level and composition, not trivial or impossible","I want the AI to generate NPC personalities, dialogue, and motivations that feel consistent with the campaign world"],"best_for":["players seeking zero-prep RPG experiences with spontaneous storytelling","groups experimenting with AI-driven game design and narrative mechanics","solo players wanting single-player RPG experiences without a human DM"],"limitations":["Encounter difficulty scaling is heuristic-based (party level + enemy count) and may not account for player tactics, item synergies, or environmental advantages; encounters can be trivial or lethal","NPC personalities and dialogue often feel generic or repetitive; LLMs struggle with maintaining consistent character voices across multiple turns","No understanding of campaign-specific lore or house rules; encounters may contradict established world-building or player expectations","Generating balanced loot requires explicit rules; pure LLM generation often produces overpowered or useless items"],"requires":["Access to LLM API (OpenAI, Anthropic, or self-hosted model) with sufficient rate limits for real-time generation","Campaign metadata (party composition, levels, completed quests, world setting)","Encounter templates or rule system (D&D 5e, Pathfinder, custom) to constrain generation"],"input_types":["party composition (character classes, levels, abilities)","campaign state (location, completed quests, discovered NPCs)","player intent (e.g., 'we want to explore the forest')","difficulty preference (easy, medium, hard)"],"output_types":["encounter descriptions (narrative text + structured enemy data)","NPC dialogue and personality traits","loot tables and treasure descriptions","environmental hazards and complications"],"categories":["planning-reasoning","text-generation-language"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_3","uri":"capability://memory.knowledge.campaign.state.persistence.and.session.recovery","name":"campaign state persistence and session recovery","description":"Stores campaign data (player characters, world state, completed quests, NPC relationships, inventory) in a persistent database and provides mechanisms to resume campaigns after disconnections or server restarts. The system likely uses a document store (MongoDB, Firestore) or relational database to serialize game state snapshots, with versioning to support rollback if needed. Session recovery likely involves loading the most recent state snapshot and replaying recent actions to ensure consistency.","intents":["I want my campaign to persist between sessions so we can pick up where we left off next week","I need the system to recover from network disconnections without losing progress or requiring manual state restoration","I want to be able to review past campaign events and see how my decisions shaped the world"],"best_for":["groups playing multi-session campaigns (3+ sessions)","players who value campaign continuity and long-term narrative arcs","teams building persistent worlds with multiple concurrent campaigns"],"limitations":["No built-in backup or disaster recovery; single database failure could result in total campaign loss","State snapshots may be stale (e.g., 5-10 minute intervals); rapid actions near a crash could be lost","No version control or branching; cannot explore alternate campaign timelines or undo major decisions","Scaling to thousands of concurrent campaigns may require database optimization or sharding"],"requires":["Persistent backend storage (cloud database or self-hosted)","Automated snapshot mechanism (likely triggered on state changes or time intervals)","Session recovery logic to detect disconnections and reload state"],"input_types":["game state objects (characters, inventory, world state)","action logs (player decisions, NPC behavior)","session metadata (campaign ID, player list, timestamp)"],"output_types":["state snapshots (serialized game state)","campaign history (action logs, world changes)","recovery checkpoints (for resuming after disconnections)"],"categories":["memory-knowledge","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_4","uri":"capability://data.processing.analysis.character.creation.and.progression.system","name":"character creation and progression system","description":"Provides tools for players to create characters (selecting class, race, abilities, appearance) and track progression (experience, leveling, ability improvements, equipment). The system likely includes predefined character templates (D&D 5e classes, Pathfinder archetypes) with rule-based validation to ensure characters are mechanically valid. Progression tracking involves updating character stats based on experience gained, managing inventory, and applying ability improvements. May include AI-assisted character generation (e.g., suggesting ability scores or equipment based on class and playstyle).","intents":["I want to create a character quickly without understanding all the rules, ideally with AI suggestions","I need my character stats and inventory to update automatically as I gain experience and loot","I want to customize my character's appearance and personality without being constrained by rigid templates"],"best_for":["new RPG players unfamiliar with character creation rules","casual players seeking quick character setup without deep customization","groups using standardized rule systems (D&D 5e, Pathfinder) with well-defined mechanics"],"limitations":["Limited customization for non-standard rule systems or homebrew mechanics; system assumes D&D-like progression","AI-assisted suggestions may not align with player intent or optimal builds; requires manual override capability","No support for complex multiclassing or prestige class mechanics; progression assumes linear advancement","Character appearance customization likely limited to text descriptions or predefined avatars; no 3D model generation"],"requires":["Character template library (D&D 5e classes, races, abilities)","Rule validation engine to ensure mechanical consistency","Character data schema to store stats, inventory, progression"],"input_types":["character creation choices (class, race, ability scores, background)","player preferences (playstyle, appearance description)","experience and loot gained during play"],"output_types":["character sheet (stats, abilities, inventory)","character profile (appearance, personality, backstory)","progression updates (level-up notifications, ability improvements)"],"categories":["data-processing-analysis","text-generation-language"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_5","uri":"capability://text.generation.language.world.building.and.setting.generation","name":"world-building and setting generation","description":"Generates campaign worlds (geography, NPCs, factions, history, lore) based on player preferences and campaign themes using LLM-based generation combined with procedural templates. The system likely maintains a world state object (locations, NPCs, faction relationships, historical events) and uses prompt engineering to generate coherent world details that respect established lore. May include tools for players to define world parameters (size, technology level, magic system) and AI-assisted expansion of those parameters into full world descriptions.","intents":["I want a fully-realized campaign world without spending weeks on world-building","I need the world to feel consistent and coherent, with NPCs and locations that make sense together","I want to customize the world's tone and setting (fantasy, sci-fi, horror) without building from scratch"],"best_for":["groups seeking quick campaign setup without extensive world-building","players experimenting with different settings and themes","solo players wanting rich single-player RPG experiences"],"limitations":["Generated worlds often feel generic or derivative; lack the unique flavor of hand-crafted settings","Lore consistency degrades as the world expands; new locations or NPCs may contradict established world-building","No support for complex geopolitical systems or emergent faction dynamics; world feels static rather than alive","Limited player agency in world-building; system generates content but doesn't adapt to player-driven world changes"],"requires":["LLM API access for world generation","World template library (fantasy, sci-fi, horror, etc.)","World state persistence (database to store locations, NPCs, lore)"],"input_types":["world parameters (size, technology level, magic system, tone)","player preferences (themes, inspirations, tone)","campaign context (party level, story focus)"],"output_types":["world descriptions (geography, climate, culture)","NPC profiles (names, personalities, motivations, relationships)","faction descriptions (goals, relationships, conflicts)","historical events and lore"],"categories":["text-generation-language","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_6","uri":"capability://planning.reasoning.rule.system.abstraction.and.mechanic.enforcement","name":"rule system abstraction and mechanic enforcement","description":"Abstracts different RPG rule systems (D&D 5e, Pathfinder, custom) into a unified interface, automatically enforcing rules (ability checks, saving throws, combat mechanics) without requiring players to know the rules. The system likely uses a rule engine (e.g., a domain-specific language or rule interpreter) to parse player actions, validate them against the current rule system, and apply mechanical effects. May include automatic dice rolling, modifier calculation, and outcome resolution.","intents":["I want to play without knowing all the rules; the system should handle mechanics automatically","I need the system to enforce rules consistently so no one can cheat or exploit loopholes","I want to switch between different rule systems (D&D 5e, Pathfinder, custom) without relearning mechanics"],"best_for":["new RPG players unfamiliar with complex rule systems","groups mixing experienced and casual players","designers experimenting with custom rule systems"],"limitations":["Abstraction layer adds latency (~500ms per action) compared to direct rule application","Custom rule systems require explicit rule definition; system cannot infer rules from examples","Complex interactions (e.g., spell combinations, feat synergies) may not be fully supported","No support for house rules or rule modifications without system updates"],"requires":["Rule system definitions (D&D 5e, Pathfinder, or custom)","Rule engine to parse and validate actions","Dice rolling mechanism (pseudorandom or true random)"],"input_types":["player actions (e.g., 'I cast fireball at the goblin')","character stats and abilities","rule system identifier (D&D 5e, Pathfinder, etc.)"],"output_types":["action resolution (success/failure, damage, effects)","rule explanations (why an action succeeded or failed)","mechanical updates (character state changes)"],"categories":["planning-reasoning","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_7","uri":"capability://text.generation.language.natural.language.action.parsing.and.intent.recognition","name":"natural language action parsing and intent recognition","description":"Converts free-form player actions (e.g., 'I sneak around the guards and try to steal the amulet') into structured game commands (action type, target, modifiers) using NLP and intent recognition. The system likely uses a combination of keyword matching, semantic similarity, and LLM-based parsing to understand player intent even when phrased ambiguously or colloquially. May include disambiguation (asking clarifying questions if intent is unclear) and action suggestion (recommending valid actions based on context).","intents":["I want to describe my actions in natural language without learning a command syntax","I want the system to understand my intent even if I phrase it awkwardly or ambiguously","I want action suggestions when I'm unsure what I can do in a situation"],"best_for":["new RPG players unfamiliar with game mechanics or command syntax","casual players preferring narrative immersion over mechanical precision","groups with diverse language backgrounds or accessibility needs"],"limitations":["Parsing ambiguous or creative actions may fail or produce unexpected results; system may misinterpret intent","Latency for NLP processing (~1-2 seconds) adds delay compared to direct command input","No support for complex multi-step actions or conditional logic (e.g., 'if the guard sees me, I run away')","Language-specific; system trained on English may struggle with other languages or dialects"],"requires":["NLP model for intent recognition (likely LLM-based)","Action vocabulary and grammar (valid actions, targets, modifiers)","Disambiguation mechanism for ambiguous intents"],"input_types":["free-form player actions (natural language text)","game context (current location, available targets, character abilities)"],"output_types":["structured actions (action type, target, modifiers)","clarifying questions (if intent is ambiguous)","action suggestions (valid actions in current context)"],"categories":["text-generation-language","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_8","uri":"capability://text.generation.language.collaborative.storytelling.with.player.narrative.contributions","name":"collaborative storytelling with player narrative contributions","description":"Allows players to contribute narrative elements (backstory, character motivations, world details) that the AI incorporates into the ongoing story, creating a collaborative narrative experience. The system likely maintains a narrative context object that includes player-contributed elements and uses prompt engineering to ensure the AI respects and builds upon player contributions. May include voting or consensus mechanisms for group decisions about story direction.","intents":["I want to shape the story through my character's backstory and motivations, not just react to AI-generated events","I want the group to collectively decide major story directions (e.g., which faction to ally with)","I want my character's personal quests and goals to influence the main narrative"],"best_for":["groups seeking collaborative storytelling experiences","players who value narrative agency and character-driven plots","campaigns emphasizing roleplay over mechanics"],"limitations":["Balancing player contributions with AI-generated content is difficult; some players' stories may overshadow others","Conflicting player narratives (e.g., two players with contradictory backstories) require manual resolution","AI may ignore or contradict player contributions if they're not explicitly encoded in the prompt","Voting mechanisms can slow down gameplay if major decisions require group consensus"],"requires":["Narrative context storage (player backstories, character motivations, world contributions)","Prompt engineering to ensure AI respects player contributions","Voting or consensus mechanism for group decisions"],"input_types":["player backstories and character motivations","player-suggested world details and lore","player votes on story direction"],"output_types":["AI-generated narrative incorporating player contributions","story direction updates based on player votes","narrative consistency checks (flagging contradictions)"],"categories":["text-generation-language","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"tool_arcaneland__cap_9","uri":"capability://planning.reasoning.dynamic.difficulty.adjustment.based.on.player.performance","name":"dynamic difficulty adjustment based on player performance","description":"Monitors player success rates (combat wins/losses, puzzle solutions, skill checks) and automatically adjusts encounter difficulty to maintain engagement (not too easy, not too hard). The system likely uses a feedback loop that tracks player performance metrics and adjusts future encounter parameters (enemy stats, loot difficulty, puzzle complexity) to keep the challenge level consistent. May include explicit difficulty settings (easy, medium, hard) that influence the adjustment algorithm.","intents":["I want encounters that are challenging but not frustrating; the system should adjust if we're too powerful or too weak","I want the difficulty to scale with our party as we level up, not become trivial","I want the system to recognize when we're struggling and provide easier encounters to recover"],"best_for":["casual players seeking balanced gameplay without manual difficulty adjustment","groups with mixed experience levels (experienced and new players)","solo players wanting single-player RPG experiences with adaptive difficulty"],"limitations":["Difficulty adjustment is reactive (based on past performance) rather than predictive; may overshoot or undershoot target difficulty","No understanding of player tactics or item synergies; difficulty scaling is purely stat-based","Explicit difficulty settings may conflict with dynamic adjustment; system behavior may be unpredictable","Adjustment algorithm may feel unfair if it's too aggressive (e.g., suddenly making encounters much harder after a win streak)"],"requires":["Performance tracking mechanism (win/loss rates, skill check success rates)","Encounter difficulty model (enemy stats, loot difficulty, puzzle complexity)","Feedback loop to adjust future encounters based on performance"],"input_types":["player performance metrics (combat outcomes, skill check results, puzzle solutions)","party composition and level","difficulty preference (easy, medium, hard)"],"output_types":["adjusted encounter parameters (enemy stats, loot difficulty)","difficulty feedback (e.g., 'encounter was too easy, next one will be harder')","performance analytics (win rate, average encounter difficulty)"],"categories":["planning-reasoning","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0}],"trust":{"score":40,"verified":false,"data_access_risk":"high","permissions":["Web browser with WebSocket support for real-time multiplayer sync","Active internet connection for LLM API calls (latency ~2-5 seconds per narrative generation)","2-6 concurrent players for optimal experience; scaling beyond 10 players untested","Web browser with WebSocket support (modern Chrome, Firefox, Safari, Edge)","Stable internet connection with <500ms latency for optimal experience","Server infrastructure to handle concurrent WebSocket connections (likely cloud-hosted)","Loot table library (items by rarity, level, type)","Item balance rules (stat ranges, power level calculations)","LLM API for item description generation","Loot distribution algorithm (fairness, class-specific weighting)"],"failure_modes":["LLM-generated narratives often lack thematic consistency across multi-session campaigns; tone and world-building can drift between sessions","Handling complex nested branching (e.g., 4+ simultaneous player subplots) may cause narrative coherence degradation or token budget exhaustion","No persistent memory between sessions unless explicitly saved; context window limits prevent referencing events from campaigns older than ~20 turns","Cannot handle adversarial player behavior (e.g., attempting to break the narrative) without explicit guardrails","Latency spikes (>2 seconds) can cause action ordering ambiguity or narrative desynchronization; no built-in lag compensation beyond basic buffering","Session persistence likely limited to active play; no robust recovery mechanism if server crashes mid-campaign","Scaling beyond 10-15 concurrent players per session untested; WebSocket broadcast overhead may degrade responsiveness","No built-in voice/video integration; players must use external tools (Discord, etc.) for communication","Generated items may be overpowered or useless; pure LLM generation lacks mechanical balance","Loot distribution logic may be unfair if it doesn't account for player preferences or class needs","builder identity is not verified yet","no observed match outcomes yet"],"rank_breakdown":{"adoption":0.31666666666666665,"quality":0.72,"ecosystem":0.15000000000000002,"match_graph":0.25,"freshness":0.75,"weights":{"adoption":0.25,"quality":0.25,"ecosystem":0.1,"match_graph":0.35,"freshness":0.05}},"observed_outcomes":{"matches":0,"success_rate":0,"avg_confidence":0,"top_intents":[],"last_matched_at":null},"maintenance":{"status":"active","updated_at":"2026-05-24T12:16:29.133Z","last_scraped_at":"2026-04-05T13:23:42.561Z","last_commit":null},"community":{"stars":null,"forks":null,"weekly_downloads":null,"model_downloads":null,"model_likes":null}},"distribution":{"claim_url":"https://unfragile.ai/submit?claim=arcaneland","compare_url":"https://unfragile.ai/compare?artifact=arcaneland"}},"signature":"VlL9MVNSczyC92+WHRebV8s5xN190FCr78RO/u8WuThjv8fkXfqxYKDhAyyVyZAg3kSBB2GfdcSm91/gt1lOCw==","signedAt":"2026-06-21T18:46:56.969Z","signedBy":"unfragile.ai","version":1},"_links":{"self":"https://unfragile.ai/api/v1/passport/arcaneland","artifact":"https://unfragile.ai/arcaneland","verify":"https://unfragile.ai/api/v1/verify?slug=arcaneland","publicKey":"https://unfragile.ai/api/v1/trust-passport-public-key","spec":"https://unfragile.ai/trust","schema":"https://unfragile.ai/schema.json","docs":"https://unfragile.ai/docs"}}