How heroes grow stronger over time
Heroes earn XP from every enemy killed. Each level-up grants ability score points to allocate (2 per level, 3 on every 5th level) and 1 skill point (every level up to 34; past that, only on every 5th level). XP required per level scales quadratically — early levels are fast, later levels require more effort. Guild upgrades, XP bonus gear, and Codex bonuses all multiply XP gains.
At level 10, a hero can specialise by choosing a subclass. Each grants a small stat bonus, replaces the class ability with a variant, and activates a unique passive effect. The choice is permanent unless a Scroll of Divergence consumable is used to re-pick.
Each skill point can be spent on the hero's skill tree. Nodes require an adjacent allocated node as a prerequisite. The tree has themed clusters and includes powerful Keystone nodes with transformative — often trade-off — effects. Points can be fully reset with a Scroll of Forgetting consumable.
Heroes equip one item per slot: Weapon, Offhand, Helmet, Chest, Gloves, Legs, Boots, Belt, Cloak, Ring, Necklace, and Relic. Items drop in dungeon runs and scale with dungeon difficulty. Higher rarities have stronger stat ranges and unique passives. Browse the Items section for all item details.
Titles are awarded automatically when unlock conditions are met after a run. Equipping a title on a hero applies its stat bonuses. Some are class-restricted; others are universal. Codex titles are earned by completing a dungeon's full item pool discovery.
Retiring a hero permanently removes them from the active roster but generates a Legacy Item — a unique accessory powered by the hero's lifetime stats. Item rarity scales with the hero's level at retirement. A Bloodline Forge consumable generates a Legacy Item without retiring.