Hero progression
Skill Hearts
Every hero advances through Skill Hearts and a Class Tree. Hearts 1–3 accept any archetype, while Heart 4 is reserved for an automatic Aura or Passive.
26 archetypes5 damage typesHeart 4: Aura / Passive
Active scalingPower
Standard Aura pulse1s
Starter Hearts2
Class Tree ranks45 Pulse / 31 Siege
Normal drop roll25% of item chance
Elite multiplier2×
Class Trees
Hero level 2 awards the first Class point, and every later hero level awards one more. Buying a root permanently selects that class until a full paid respec; unspent points may be banked after the selected tree is filled.
| Class | Root tradeoff | Tree size |
|---|---|---|
| Pulseweaver | Heart cooldown ×0.60, damage ×0.60, mana cost ×0.75, and cast time ×0.50. | 45 ranks |
| Siegewright | Heart cooldown, damage, mana cost, and cast time are each multiplied by 1.30. | 31 ranks |
| Dimensional Blade | Coming soon — no selectable root yet. | Coming soon |
| Spellshot | Coming soon — no selectable root yet. | Coming soon |
| Maledictor | Coming soon — no selectable root yet. | Coming soon |
| Class | Tier | Node | Ranks | Effect | Unlock |
|---|---|---|---|---|---|
| Pulseweaver | root | Pulseweaver | 1 | Heart cooldown ×0.60, damage ×0.60, mana cost ×0.75, and cast time ×0.50. | First Class point |
| Pulseweaver | identity | Quickening Loop | 3 | 4% less final Skill Heart cooldown per rank. | 1 total ranks invested |
| Pulseweaver | identity | Frugal Pulse | 3 | 5% less Skill Heart mana cost per rank. | 1 total ranks invested |
| Pulseweaver | identity | Slipstream Form | 3 | +4% movement speed and 5% faster dodge recharge per rank. | 1 total ranks invested |
| Pulseweaver | identity | Rapid Deployment | 3 | +10% projectile speed, Turret/Summon attack speed, and Mine arming speed per rank. | 1 total ranks invested |
| Pulseweaver | power | Power Circuit | 1 | +2 Power. | 4 total ranks invested |
| Pulseweaver | attributes | Condition Circuit | 2 | +1 Condition per rank. | 5 total ranks invested |
| Pulseweaver | attributes | Quickness Circuit | 2 | +1 Quickness per rank. | 5 total ranks invested |
| Pulseweaver | attributes | Essence Circuit | 2 | +1 Essence per rank. | 5 total ranks invested |
| Pulseweaver | quality of life | Spare Pockets | 1 | +4 effective Hero Pack capacity. | 7 total ranks invested |
| Pulseweaver | quality of life | Slipcast | 1 | Dodging suspends the current Heart cast; it resumes automatically when the dodge ends. | 7 total ranks invested |
| Pulseweaver | quality of life | Deep Breaths | 1 | +1 maximum dodge charge. | 7 total ranks invested |
| Pulseweaver | quality of life | Better Magnets | 1 | Pickups last 4 seconds longer, reach 20% farther, and pull 100% faster. | 7 total ranks invested |
| Pulseweaver | advanced | Flowing Reserve | 3 | +5 maximum mana and +0.15 mana regeneration per rank. | 8 total ranks invested |
| Pulseweaver | advanced | Positioning Blink | 1 | Blink deals no damage, sets its cooldown to 2 seconds, costs 60% less mana, and gains 50% range. | 8 total ranks invested |
| Pulseweaver | advanced power | Power Circuit | 1 | +4 Power. | 10 total ranks invested |
| Pulseweaver | advanced attributes | Condition Circuit | 2 | +2 Condition per rank. | 11 total ranks invested |
| Pulseweaver | advanced attributes | Quickness Circuit | 2 | +2 Quickness per rank. | 11 total ranks invested |
| Pulseweaver | advanced attributes | Essence Circuit | 2 | +2 Essence per rank. | 11 total ranks invested |
| Pulseweaver | master | Guarded Rhythm | 3 | Cast three different Skill Hearts within 2 seconds to gain 10%/20%/40% damage reduction for 3 seconds. 10-second cooldown. | 15 total ranks invested |
| Pulseweaver | master | Chained Casting | 3 | Cast a Heart within 1 second after its cooldown finishes to reduce its mana cost by 10% per rank. | 15 total ranks invested |
| Pulseweaver | master | Quick Recovery | 1 | A Heart that hits no enemies refunds 60% of its mana and 40% of its cooldown. | 15 total ranks invested |
| Pulseweaver | unique | Alternating Current | 1 | Active Skill Hearts have +3 seconds cooldown. Each successful cast reduces every other active Skill Heart's remaining cooldown by 3 seconds. | 20 total ranks invested |
| Pulseweaver | unique | Sympathetic Frequency | 1 | Completing an active Heart cast advances equipped Passive and Aura Heart timers by 0.2 seconds. | 20 total ranks invested |
| Pulseweaver | unique | Charged Up | 1 | An active Heart readied for one full cooldown stores a charge; its next cast costs 80% mana and starts no cooldown. | 20 total ranks invested |
| Siegewright | root | Siegewright | 1 | Heart cooldown, damage, mana cost, and cast time are each multiplied by 1.30. | First Class point |
| Siegewright | identity | Dense Charge | 3 | +6% Skill Heart damage per rank. | 1 total ranks invested |
| Siegewright | identity | Expanding Payload | 3 | +8% area and sustained duration, or -8% charge-up delay, per rank. | 1 total ranks invested |
| Siegewright | identity | Critical Pressure | 3 | +2 critical-chance points and +8 critical-damage points per rank. | 1 total ranks invested |
| Siegewright | attributes | Power Circuit | 1 | +2 Power. | 5 total ranks invested |
| Siegewright | attributes | Condition Circuit | 2 | +1 Condition per rank. | 5 total ranks invested |
| Siegewright | attributes | Quickness Circuit | 2 | +1 Quickness per rank. | 5 total ranks invested |
| Siegewright | attributes | Essence Circuit | 2 | +1 Essence per rank. | 5 total ranks invested |
| Siegewright | quality of life | Spare Pockets | 1 | +4 effective Hero Pack capacity. | 8 total ranks invested |
| Siegewright | quality of life | Better Magnets | 1 | Pickups last 4 seconds longer, reach 20% farther, and pull 100% faster. | 8 total ranks invested |
| Siegewright | quality of life | Deep Breaths | 1 | +1 maximum dodge charge. | 8 total ranks invested |
| Siegewright | advanced | Breachcraft | 3 | +5 matching-defense penetration per rank. | 10 total ranks invested |
| Siegewright | advanced | Deep Reservoir | 3 | +10 maximum mana per rank. | 10 total ranks invested |
| Siegewright | unique | Pressure Vessel | 2 | +10% damage per rank when the cast begins at or above 75% maximum mana. | 13 total ranks invested |
| Siegewright | unique | Fracture Point | 1 | Skill Heart criticals apply 10 matching Armor or Magic Shred for 4 seconds. | 13 total ranks invested |
| Siegewright | unique | Banked Thunder | 1 | A Heart left ready for 2 seconds gains +30% damage and +20% area on its next successful cast. | 13 total ranks invested |
| Siegewright | unique | Measured Ruin | 1 | Every third successful cast gains +50% damage and +25% area; sustained duration gains 25%, while charge-up delay falls 25%. | 15 total ranks invested |
- Calculation order
- Existing attributes and Heart affixes resolve first, static Class Tree modifiers apply second, and cast-conditional bonuses apply last.
- Successful casts
- Alternating Current, Guarded Rhythm, Banked Thunder, and Measured Ruin advance or consume only when a cast completes successfully. Interrupted casts spend no mana and start no cooldown.
- No hybrid path
- Pulseweaver and Siegewright have separate versions of their shared attribute and field-craft nodes. There are no cross-links or blended allocations.
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Archetype catalog
Each Heart keeps an immutable archetype and item level. Active Hearts scale with Power; Passive and Aura Hearts work automatically while equipped. Open an archetype for its behavior and compatible modifier pool.
| Archetype | Base behavior | Output | Mana | Activation | Cooldown |
|---|---|---|---|---|---|
| Bolt | Launch a projectile toward the pointer, striking the first enemy within 336 pixels. | 1.5× | 10 | 0.16s | 0.6s |
| Wave | Unleash a 70-degree wave that expands 190 pixels from the hero. | 1.6× | 18 | 0.32s | 3s |
| Nova | Detonate a pulse that strikes every enemy within 150 pixels. | 2× | 26 | 0.416s | 6s |
| Beam | Pierce enemies with a 13-pixel-wide beam extending 360 pixels. | 1× | 10 | 0.16s | 1s |
| Field | Create a targeted zone that pulses every 0.5 seconds for 4 seconds. | 0.4× per hit | 30 | 0.512s | 8s |
| Blink | Blink 180 pixels, striking along an 8-pixel-wide path and within 60 pixels of your destination. | 1.3× | 16 | 0.128s | 4s |
| Wall | Raise a 180-pixel wall that damages crossing enemies for 3 seconds. | 0.48× per hit | 24 | 0.384s | 6s |
| Eruption | Plant eruptions 50, 80, and 120 pixels ahead, 0.45 seconds apart; each can hit. | 1.5× | 20 | 0.352s | 4.5s |
| Meteor | Mark a 126-pixel radius, then crash a meteor there after 1.2 seconds. | 3.4× | 32 | 0.64s | 7s |
| Storm | Call a 4-second storm over a 125-pixel radius that repeatedly strikes enemies. | 0.45× per hit | 32 | 0.512s | 8s |
| Swarm | Release five seeking motes; ailment and Root proc chances are halved. | 0.42× | 22 | 0.288s | 4s |
| Orbit | Summon three motes that orbit at an 82-pixel radius for 4 seconds, hitting on every pass. | 0.55× per hit | 28 | 0.32s | 7s |
| Spiral | Launch two long, curved blades that spin together; each can strike every monster once. | 1× | 24 | 0.384s | 5s |
| Turret | Deploy a turret that fires for 5 seconds; ailment and Root proc chances are halved. | 0.38× per hit | 28 | 0.384s | 8s |
| Mine | Place a proximity mine with a 90-pixel blast radius that lasts up to 8 seconds. | 2.2× | 20 | 0.288s | 5s |
| Summon | Summon a damage-aligned ally for 8 seconds; ailment and Root proc chances are halved. | 0.7× per hit | 34 | 0.64s | 12s |
| Stillwater | Passively gain up to +3 mana per second over 10 cast-free seconds; casting resets it. | Passive | — | Automatic | — |
| Stonebound | Passively gain +16 armor and magic resistance after 5s still; moving drains it twice as fast. | Passive | — | Automatic | — |
| Windborne | Passively gain +18% speed and +9% evasion after moving 4 seconds; damage or stopping resets it. | Passive | — | Automatic | — |
| Calm Current | After 6s of not being hit, the next spell you cast does not stop your movement while casting. | Passive | — | Automatic | — |
| Rust Halo | Every 1 second, shred the matching defense of one monster within 220 pixels. | Aura | — | Automatic | — |
| Rimebound Circle | Every 1 second, slow one monster within 220 pixels. | Aura | — | Automatic | — |
| Storm Debt | Every 1 second, add stacking damage vulnerability to one monster within 220 pixels. | Aura | — | Automatic | — |
| Crooked Horizon | Every 2.3 seconds, blind one monster within 220 pixels and slow its attack recovery. | Aura | — | Automatic | — |
| Dread Lantern | Every 1 second, reduce the damage dealt by one monster within 220 pixels. | Aura | — | Automatic | — |
| Hex of Many Wounds | Every 1 second, make one monster within 220 pixels take more damage per active condition. | Aura | — | Automatic | — |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Aura Hearts
Aura Hearts cannot be cast. Most equipped Auras pulse once every 1 second; Crooked Horizon pulses every 2.3 seconds. Each pulse selects exactly one hostile monster inside its 220-pixel base radius, and its debuff lingers for 2.1 seconds by default.
| Heart | One-target pulse | Base potency |
|---|---|---|
| Rust Halo | Shreds the defense family matching the Heart's affinity | 12% Armor or Magic Defense Shred |
| Rimebound Circle | Slows movement | 18% movement slow |
| Storm Debt | Adds one temporary vulnerability stack | +2% damage taken per stack; 5 stacks |
| Crooked Horizon | Every 2.3s, blinds and slows attack and special recovery | 20% recovery slow |
| Dread Lantern | Reduces damage dealt by the selected monster | 15% damage reduction |
| Hex of Many Wounds | Marks the monster for each different active condition | +4% damage taken per condition; 3 conditions |
- Targeting
- Each pulse affects one monster. Unaffected in-range monsters are prioritized, then the Aura refreshes the monster whose copy is closest to expiring.
- Aura modifiers
- Aura Radius, Debuff Potency, Lingering Duration, and Pulse Frequency modify their matching values. Aura Hearts can also roll the shared Passive Potency and Attunement Speed factors.
- Potency
- Passive Potency and Debuff Potency multiply together. Identical Aura effects use the strongest active value instead of adding together.
- Attunement
- Attunement Speed shortens the delay before the first pulse after the Aura is equipped or reset. Pulse Frequency controls all later pulses.
Passive Hearts
Passive Hearts consume a normal loadout slot, cannot be cast, and continue updating automatically while equipped. When compatible, Passive Potency multiplies the listed benefit; Attunement Speed shortens the time needed to build or ready it.
| Heart | Build condition | Full effect | Reset or decay |
|---|---|---|---|
| Stillwater | Avoid starting an active Heart cast for 10s | +3 mana regeneration per second | Starting an active Heart cast resets it |
| Stonebound | Stand still for 5s | +16 armor and magic resistance | Movement decays buildup twice as fast |
| Windborne | Move continuously for 4s | +18% movement speed and +9% evasion | Damage or 0.2s standing still resets it |
| Calm Current | Avoid being hit for 6s | The next spell cast does not stop movement while casting | Starting that spell consumes the ready effect; being hit resets buildup |
Power, damage, and defense
- Base active-Heart power
- 12 + item level × 2.4 + effective Power × 2.6. The active archetype's damage multiplier and Heart damage modifier apply afterward. Passive and Aura Hearts deal no damage and do not use this formula.
- Eligible equipment stats
- Equipped attributes, critical chance and damage, armor or magic piercing, Bloodbound, Aetherbound, stun, and compatible general combat stats apply. Weapon-only damage and attack-speed modifiers do not raise Heart damage.
- Earth and Force
- Both use armor, armor piercing, Armor Shred, and armor-matching Defense Penetration. Earth can inflict Bleed; Force can inflict Blind.
- Elemental
- Fire, Ice, and Lightning use magic defense, magic piercing, and Magic Shred while keeping separate combat-log identities and palettes.
- Damage-type animations
- Every archetype keeps its readable base shape, then adds a damage-specific animated motif: Earth impact shards, Fire embers, Ice crystals, Lightning forks, or orbiting Force rings.
- Heart critical modifiers
- Critical Chance and Critical Damage affect only hits from that Heart and add to the hero's equipped critical stats. Total critical chance remains capped at 75%.
- Matching defense penetration
- Defense Penetration reduces armor for an Earth or Force Heart and magic defense for a Fire, Ice, or Lightning Heart. It affects only that Heart.
- Target-health damage
- Healthy-Target Damage applies at or above 80% target health. Injured-Target Damage applies at or below 30% target health.
- Bloodbound and Aetherbound
- A damaging Heart combines the Bound roll on that Heart with eligible equipped gear. Positive Bloodbound restores life linearly over 3 seconds, while positive Aetherbound restores mana over 1.5 seconds; a new hit replaces the current effect. Incoming damage interrupts positive Bloodbound, while spending mana interrupts positive Aetherbound. Harmful T1–T3 rolls drain the resource at the matching rate and cannot be interrupted; Bloodbound stops at 1 HP.
- Armor and Magic Shred
- A surviving target is Shredded for 4 seconds after the hit. Armor Shred rolls on Earth and Force Hearts; Magic Shred rolls on Fire, Ice, and Lightning Hearts. The applying hit is unaffected, but subsequent matching-defense hits from any source benefit.
- Casting
- Active Heart windups hold the hero in place until the cast completes, except when Calm Current readies movement for the next spell. Every archetype's base windup is 60% shorter. Each effective Quickness rank above 1 adds 2% cast speed, combining additively with the Heart's Cast Speed modifier. The separate signed Cast Time modifier may shorten or lengthen the windup. Dodging interrupts the cast unless Slipcast suspends it until the dodge ends.
- Signed Cast Time
- A negative Cast Time roll shortens the windup; a positive roll lengthens it. The modifier never rolls zero and can coexist with Cast Speed.
- Caps
- Cooldown reduction and mana-cost reduction cap at 50%. Final cast time cannot fall below 0.1 seconds.
Affix tiers and Heart strength
Skill Heart tiers are not unlocked by item level. Instead, every finished Heart must fit a signed total-strength range determined primarily by item level, with a smaller rarity bonus to the upper bound.
| Tier | T1 | T2 | T3 | T4 | T5 | T6 | T7 | T8 | T9 | T10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Base strength | -7 | -5 | -3 | +1 | +2 | +3 | +4 | +5 | +6 | +7 |
- Affix strength
- The tier's base strength multiplied by that modifier's catalog weight. The Heart's strength is the sum of all modifier strengths; the exact value rolled within a tier does not change the rating.
- Allowed range
- Minimum = −7 + item level ÷ 10. Maximum = 7 + item level ÷ 10 + rarity rank ÷ 2. A level-0 Ok Heart allows −7 through 7; a level-99 DopeAF Heart allows 2.9 through 19.4.
- Factor drawbacks
- Every modifier in the Factor table can roll at any tier. T1–T3 are harmful; T4–T10 are beneficial.
- Bad value bands
- Ordinary factors roll −90%…−70% at T1, −60%…−40% at T2, and −30%…−15% at T3. Cast Time reverses those signs because a longer windup is harmful. Critical Chance and Critical Damage use smaller custom drawback bands; Bloodbound and Aetherbound use −3%…−2%, −2.2%…−1%, and −1.5%…−0.5% at T1–T3.
- Area of Effect
- Widens Wave's cone, lengthens Wall, expands the radii of Nova, Field, Eruption, Meteor, Storm, Orbit, and Mine, and always keeps collision aligned with the visible footprint.
- Effect Duration
- Extends persistent Field, Wall, Storm, Orbit, Turret, Mine, and Summon Hearts without changing their tick or attack cadence.
- Deployment-specific factors
- Turret can roll Attack Speed and Targeting Range; Mine can roll Trigger Radius and Arming Speed; Summon can roll Summon Health, Movement Speed, and Attack Speed. These seven factors cannot roll on other archetypes.
- Passive factors
- Stillwater, Stonebound, and Windborne roll Passive Potency and Attunement Speed. Calm Current rolls only Attunement Speed because its movement effect is binary. Both factors use the same harmful T1–T3 and beneficial T4–T10 curve.
- Aura factors
- Every Aura rolls from Aura Radius, Debuff Potency, Lingering Duration, Pulse Frequency, Passive Potency, and Attunement Speed. All six use harmful T1–T3 and beneficial T4–T10 values.
- Behavior modifiers
- Active Hearts can roll Multicast, Pierce, Chain, Echo, Homing, Knockback, Vacuum, Returning, Relay, ailments, and Root. These are beneficial-only and start at T4. Multicast specifically rolls at T4, T7, T10 for +1, +2, and +3 instances. Swarm, Turret, and Summon use 50% of rolled ailment and Root proc chance.
- Multicast damage
- Mine and Summon gain 30% total damage per added instance while dividing that budget evenly across every copy. Added Orbit motes deal 75% damage, added Spiral blades deal 60% damage, and Turret Multicast shots require distinct targets.
- Vacuum
- After damage and normal Knockback resolve, each surviving target is pulled toward the skill's focal point. Nova and Wave pull toward their origin; aimed and placed archetypes pull toward their target point.
- Returning
- Bolt-only. After the outbound Bolt hits or reaches maximum range, it flies back toward the hero and deals the listed percentage of its original damage along the return path.
- Relay
- The first struck target launches one reduced-damage copy toward the nearest unhit target in range. The relayed copy preserves the Heart's archetype shape, making it distinct from a single-target Chain bounce.
| Modifier | Weight | Minimum tier |
|---|---|---|
| Heart damage | 1 | T1 |
| Skill range | 0.5 | T1 |
| Cooldown reduction | 1.25 | T1 |
| Area of effect | 0.5 | T1 |
| Effect duration | 0.75 | T1 |
| Cast speed | 1 | T1 |
| Cast time | 1 | T1 |
| Mana cost reduction | 0.75 | T1 |
| Projectile speed | 0.5 | T1 |
| Critical chance | 1 | T1 |
| Critical damage | 1 | T1 |
| Defense penetration | 0.75 | T1 |
| Healthy-target damage | 0.75 | T1 |
| Injured-target damage | 0.75 | T1 |
| Aetherbound | 0.75 | T1 |
| Bloodbound | 1 | T1 |
| Magic shred | 1 | T1 |
| Armor shred | 1 | T1 |
| Turret attack speed | 0.75 | T1 |
| Turret targeting range | 0.5 | T1 |
| Mine trigger radius | 0.5 | T1 |
| Mine arming speed | 0.5 | T1 |
| Summon health | 0.75 | T1 |
| Summon movement speed | 0.5 | T1 |
| Summon attack speed | 0.75 | T1 |
| Passive potency | 1 | T1 |
| Attunement speed | 1 | T1 |
| Aura radius | 0.5 | T1 |
| Debuff potency | 1 | T1 |
| Lingering duration | 0.75 | T1 |
| Pulse frequency | 1.25 | T1 |
| Multicast | 1.5 | T4 |
| Additional pierces | 0.5 | T4 |
| Chain targets | 1.25 | T4 |
| Echo casts | 1.5 | T4 |
| Homing turn speed | 0.5 | T4 |
| Knockback | 0.5 | T4 |
| Vacuum pull | 0.5 | T4 |
| Returning damage | 1.25 | T4 |
| Relay damage | 1.25 | T4 |
| Bleed chance | 0.75 | T4 |
| Burn chance | 0.75 | T4 |
| Cold-stack chance | 0.75 | T4 |
| Electrify chance | 0.75 | T4 |
| Blind chance | 0.75 | T4 |
| Root chance | 1 | T4 |
Active-Heart damage types and ailments
| Damage type | Animation | Defense | Defense shred | Compatible ailment | Universal option |
|---|---|---|---|---|---|
| Earth | Impact shards | Armor | Armor Shred | Bleed | Root |
| Fire | Flames and embers | Magic defense | Magic Shred | Burn | Root |
| Ice | Orbiting crystals | Magic defense | Magic Shred | Cold / Freeze | Root |
| Lightning | Forking lightning | Magic defense | Magic Shred | Electrified | Root |
| Force | Orbiting force rings | Armor | Armor Shred | Blind | Root |
Loot and the Forge
- Find HeartsNormal monsters use 25% of their calculated equipment-drop chance. Elites double that Heart chance; bosses guarantee one promoted Heart.
- Manage the loadout aboard the shipEquip, remove, and reorder Hearts only aboard the ship. Equipped Hearts are protected from carried-item death loss.
- Salvage by modifierEvery modifier produces its matching Heart fragment rolls, and the mandatory active damage type or automatic-Heart affinity always produces one matching type fragment.
- Modify compatible propertiesCraft or upgrade compatible modifiers, or replace the damage type or affinity with its matching fragment. A completed operation must remain inside the Heart's strength range; archetype and item level remain immutable. Skill Hearts cannot consume Enchanting Orbs.
Compatibility at a glance
Modifier definitions decide which archetypes can generate or receive them at the Forge.
| Archetype | Earth | Fire | Ice | Lightning | Force |
|---|---|---|---|---|---|
| Bolt | 26 | 26 | 26 | 26 | 26 |
| Wave | 23 | 23 | 23 | 23 | 23 |
| Nova | 20 | 20 | 20 | 20 | 20 |
| Beam | 22 | 22 | 22 | 22 | 22 |
| Field | 22 | 22 | 22 | 22 | 22 |
| Blink | 20 | 20 | 20 | 20 | 20 |
| Wall | 22 | 22 | 22 | 22 | 22 |
| Eruption | 21 | 21 | 21 | 21 | 21 |
| Meteor | 21 | 21 | 21 | 21 | 21 |
| Storm | 23 | 23 | 23 | 23 | 23 |
| Swarm | 23 | 23 | 23 | 23 | 23 |
| Orbit | 22 | 22 | 22 | 22 | 22 |
| Spiral | 22 | 22 | 22 | 22 | 22 |
| Turret | 24 | 24 | 24 | 24 | 24 |
| Mine | 25 | 25 | 25 | 25 | 25 |
| Summon | 25 | 25 | 25 | 25 | 25 |
| Stillwater | 2 | 2 | 2 | 2 | 2 |
| Stonebound | 2 | 2 | 2 | 2 | 2 |
| Windborne | 2 | 2 | 2 | 2 | 2 |
| Calm Current | 1 | 1 | 1 | 1 | 1 |
| Rust Halo | 6 | 6 | 6 | 6 | 6 |
| Rimebound Circle | 6 | 6 | 6 | 6 | 6 |
| Storm Debt | 6 | 6 | 6 | 6 | 6 |
| Crooked Horizon | 6 | 6 | 6 | 6 | 6 |
| Dread Lantern | 6 | 6 | 6 | 6 | 6 |
| Hex of Many Wounds | 6 | 6 | 6 | 6 | 6 |
Starter loadout
Bolt and Field
Every new hero receives an Ok Bolt with Earth affinity in slot 1 and an Ok Field with Force affinity in slot 2. Both scale with Power. Other archetypes enter the loadout through loot and progression.