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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 multiplier

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.
Skill Heart class identities
ClassRoot tradeoffTree size
PulseweaverHeart cooldown ×0.60, damage ×0.60, mana cost ×0.75, and cast time ×0.50.45 ranks
SiegewrightHeart cooldown, damage, mana cost, and cast time are each multiplied by 1.30.31 ranks
Dimensional BladeComing soon — no selectable root yet.Coming soon
SpellshotComing soon — no selectable root yet.Coming soon
MaledictorComing soon — no selectable root yet.Coming soon
Complete Class Tree node catalog
ClassTierNodeRanksEffectUnlock
PulseweaverrootPulseweaver1Heart cooldown ×0.60, damage ×0.60, mana cost ×0.75, and cast time ×0.50.First Class point
PulseweaveridentityQuickening Loop34% less final Skill Heart cooldown per rank.1 total ranks invested
PulseweaveridentityFrugal Pulse35% less Skill Heart mana cost per rank.1 total ranks invested
PulseweaveridentitySlipstream Form3+4% movement speed and 5% faster dodge recharge per rank.1 total ranks invested
PulseweaveridentityRapid Deployment3+10% projectile speed, Turret/Summon attack speed, and Mine arming speed per rank.1 total ranks invested
PulseweaverpowerPower Circuit1+2 Power.4 total ranks invested
PulseweaverattributesCondition Circuit2+1 Condition per rank.5 total ranks invested
PulseweaverattributesQuickness Circuit2+1 Quickness per rank.5 total ranks invested
PulseweaverattributesEssence Circuit2+1 Essence per rank.5 total ranks invested
Pulseweaverquality of lifeSpare Pockets1+4 effective Hero Pack capacity.7 total ranks invested
Pulseweaverquality of lifeSlipcast1Dodging suspends the current Heart cast; it resumes automatically when the dodge ends.7 total ranks invested
Pulseweaverquality of lifeDeep Breaths1+1 maximum dodge charge.7 total ranks invested
Pulseweaverquality of lifeBetter Magnets1Pickups last 4 seconds longer, reach 20% farther, and pull 100% faster.7 total ranks invested
PulseweaveradvancedFlowing Reserve3+5 maximum mana and +0.15 mana regeneration per rank.8 total ranks invested
PulseweaveradvancedPositioning Blink1Blink deals no damage, sets its cooldown to 2 seconds, costs 60% less mana, and gains 50% range.8 total ranks invested
Pulseweaveradvanced powerPower Circuit1+4 Power.10 total ranks invested
Pulseweaveradvanced attributesCondition Circuit2+2 Condition per rank.11 total ranks invested
Pulseweaveradvanced attributesQuickness Circuit2+2 Quickness per rank.11 total ranks invested
Pulseweaveradvanced attributesEssence Circuit2+2 Essence per rank.11 total ranks invested
PulseweavermasterGuarded Rhythm3Cast three different Skill Hearts within 2 seconds to gain 10%/20%/40% damage reduction for 3 seconds. 10-second cooldown.15 total ranks invested
PulseweavermasterChained Casting3Cast a Heart within 1 second after its cooldown finishes to reduce its mana cost by 10% per rank.15 total ranks invested
PulseweavermasterQuick Recovery1A Heart that hits no enemies refunds 60% of its mana and 40% of its cooldown.15 total ranks invested
PulseweaveruniqueAlternating Current1Active 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
PulseweaveruniqueSympathetic Frequency1Completing an active Heart cast advances equipped Passive and Aura Heart timers by 0.2 seconds.20 total ranks invested
PulseweaveruniqueCharged Up1An active Heart readied for one full cooldown stores a charge; its next cast costs 80% mana and starts no cooldown.20 total ranks invested
SiegewrightrootSiegewright1Heart cooldown, damage, mana cost, and cast time are each multiplied by 1.30.First Class point
SiegewrightidentityDense Charge3+6% Skill Heart damage per rank.1 total ranks invested
SiegewrightidentityExpanding Payload3+8% area and sustained duration, or -8% charge-up delay, per rank.1 total ranks invested
SiegewrightidentityCritical Pressure3+2 critical-chance points and +8 critical-damage points per rank.1 total ranks invested
SiegewrightattributesPower Circuit1+2 Power.5 total ranks invested
SiegewrightattributesCondition Circuit2+1 Condition per rank.5 total ranks invested
SiegewrightattributesQuickness Circuit2+1 Quickness per rank.5 total ranks invested
SiegewrightattributesEssence Circuit2+1 Essence per rank.5 total ranks invested
Siegewrightquality of lifeSpare Pockets1+4 effective Hero Pack capacity.8 total ranks invested
Siegewrightquality of lifeBetter Magnets1Pickups last 4 seconds longer, reach 20% farther, and pull 100% faster.8 total ranks invested
Siegewrightquality of lifeDeep Breaths1+1 maximum dodge charge.8 total ranks invested
SiegewrightadvancedBreachcraft3+5 matching-defense penetration per rank.10 total ranks invested
SiegewrightadvancedDeep Reservoir3+10 maximum mana per rank.10 total ranks invested
SiegewrightuniquePressure Vessel2+10% damage per rank when the cast begins at or above 75% maximum mana.13 total ranks invested
SiegewrightuniqueFracture Point1Skill Heart criticals apply 10 matching Armor or Magic Shred for 4 seconds.13 total ranks invested
SiegewrightuniqueBanked Thunder1A Heart left ready for 2 seconds gains +30% damage and +20% area on its next successful cast.13 total ranks invested
SiegewrightuniqueMeasured Ruin1Every 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.
All 26 Skill Heart archetypes
ArchetypeBase behaviorOutputManaActivationCooldown
BoltLaunch a projectile toward the pointer, striking the first enemy within 336 pixels.1.5×100.16s0.6s
WaveUnleash a 70-degree wave that expands 190 pixels from the hero.1.6×180.32s3s
NovaDetonate a pulse that strikes every enemy within 150 pixels.260.416s6s
BeamPierce enemies with a 13-pixel-wide beam extending 360 pixels.100.16s1s
FieldCreate a targeted zone that pulses every 0.5 seconds for 4 seconds.0.4× per hit300.512s8s
BlinkBlink 180 pixels, striking along an 8-pixel-wide path and within 60 pixels of your destination.1.3×160.128s4s
WallRaise a 180-pixel wall that damages crossing enemies for 3 seconds.0.48× per hit240.384s6s
EruptionPlant eruptions 50, 80, and 120 pixels ahead, 0.45 seconds apart; each can hit.1.5×200.352s4.5s
MeteorMark a 126-pixel radius, then crash a meteor there after 1.2 seconds.3.4×320.64s7s
StormCall a 4-second storm over a 125-pixel radius that repeatedly strikes enemies.0.45× per hit320.512s8s
SwarmRelease five seeking motes; ailment and Root proc chances are halved.0.42×220.288s4s
OrbitSummon three motes that orbit at an 82-pixel radius for 4 seconds, hitting on every pass.0.55× per hit280.32s7s
SpiralLaunch two long, curved blades that spin together; each can strike every monster once.240.384s5s
TurretDeploy a turret that fires for 5 seconds; ailment and Root proc chances are halved.0.38× per hit280.384s8s
MinePlace a proximity mine with a 90-pixel blast radius that lasts up to 8 seconds.2.2×200.288s5s
SummonSummon a damage-aligned ally for 8 seconds; ailment and Root proc chances are halved.0.7× per hit340.64s12s
StillwaterPassively gain up to +3 mana per second over 10 cast-free seconds; casting resets it.PassiveAutomatic
StoneboundPassively gain +16 armor and magic resistance after 5s still; moving drains it twice as fast.PassiveAutomatic
WindbornePassively gain +18% speed and +9% evasion after moving 4 seconds; damage or stopping resets it.PassiveAutomatic
Calm CurrentAfter 6s of not being hit, the next spell you cast does not stop your movement while casting.PassiveAutomatic
Rust HaloEvery 1 second, shred the matching defense of one monster within 220 pixels.AuraAutomatic
Rimebound CircleEvery 1 second, slow one monster within 220 pixels.AuraAutomatic
Storm DebtEvery 1 second, add stacking damage vulnerability to one monster within 220 pixels.AuraAutomatic
Crooked HorizonEvery 2.3 seconds, blind one monster within 220 pixels and slow its attack recovery.AuraAutomatic
Dread LanternEvery 1 second, reduce the damage dealt by one monster within 220 pixels.AuraAutomatic
Hex of Many WoundsEvery 1 second, make one monster within 220 pixels take more damage per active condition.AuraAutomatic

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.
Aura Skill Heart rules
HeartOne-target pulseBase potency
Rust HaloShreds the defense family matching the Heart's affinity12% Armor or Magic Defense Shred
Rimebound CircleSlows movement18% movement slow
Storm DebtAdds one temporary vulnerability stack+2% damage taken per stack; 5 stacks
Crooked HorizonEvery 2.3s, blinds and slows attack and special recovery20% recovery slow
Dread LanternReduces damage dealt by the selected monster15% damage reduction
Hex of Many WoundsMarks 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.
Passive Skill Heart rules
HeartBuild conditionFull effectReset or decay
StillwaterAvoid starting an active Heart cast for 10s+3 mana regeneration per secondStarting an active Heart cast resets it
StoneboundStand still for 5s+16 armor and magic resistanceMovement decays buildup twice as fast
WindborneMove continuously for 4s+18% movement speed and +9% evasionDamage or 0.2s standing still resets it
Calm CurrentAvoid being hit for 6sThe next spell cast does not stop movement while castingStarting 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.
Shared Skill Heart tier-strength curve
TierT1T2T3T4T5T6T7T8T9T10
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.
Skill Heart modifier strength weights
ModifierWeightMinimum tier
Heart damage1T1
Skill range0.5T1
Cooldown reduction1.25T1
Area of effect0.5T1
Effect duration0.75T1
Cast speed1T1
Cast time1T1
Mana cost reduction0.75T1
Projectile speed0.5T1
Critical chance1T1
Critical damage1T1
Defense penetration0.75T1
Healthy-target damage0.75T1
Injured-target damage0.75T1
Aetherbound0.75T1
Bloodbound1T1
Magic shred1T1
Armor shred1T1
Turret attack speed0.75T1
Turret targeting range0.5T1
Mine trigger radius0.5T1
Mine arming speed0.5T1
Summon health0.75T1
Summon movement speed0.5T1
Summon attack speed0.75T1
Passive potency1T1
Attunement speed1T1
Aura radius0.5T1
Debuff potency1T1
Lingering duration0.75T1
Pulse frequency1.25T1
Multicast1.5T4
Additional pierces0.5T4
Chain targets1.25T4
Echo casts1.5T4
Homing turn speed0.5T4
Knockback0.5T4
Vacuum pull0.5T4
Returning damage1.25T4
Relay damage1.25T4
Bleed chance0.75T4
Burn chance0.75T4
Cold-stack chance0.75T4
Electrify chance0.75T4
Blind chance0.75T4
Root chance1T4

Active-Heart damage types and ailments

Skill Heart damage identities
Damage typeAnimationDefenseDefense shredCompatible ailmentUniversal option
EarthImpact shardsArmorArmor ShredBleedRoot
FireFlames and embersMagic defenseMagic ShredBurnRoot
IceOrbiting crystalsMagic defenseMagic ShredCold / FreezeRoot
LightningForking lightningMagic defenseMagic ShredElectrifiedRoot
ForceOrbiting force ringsArmorArmor ShredBlindRoot

Loot and the Forge

  1. Find HeartsNormal monsters use 25% of their calculated equipment-drop chance. Elites double that Heart chance; bosses guarantee one promoted Heart.
  2. Manage the loadout aboard the shipEquip, remove, and reorder Hearts only aboard the ship. Equipped Hearts are protected from carried-item death loss.
  3. 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.
  4. 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.
Compatible modifier counts by archetype and damage type
ArchetypeEarthFireIceLightningForce
Bolt2626262626
Wave2323232323
Nova2020202020
Beam2222222222
Field2222222222
Blink2020202020
Wall2222222222
Eruption2121212121
Meteor2121212121
Storm2323232323
Swarm2323232323
Orbit2222222222
Spiral2222222222
Turret2424242424
Mine2525252525
Summon2525252525
Stillwater22222
Stonebound22222
Windborne22222
Calm Current11111
Rust Halo66666
Rimebound Circle66666
Storm Debt66666
Crooked Horizon66666
Dread Lantern66666
Hex of Many Wounds66666

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.