Ash the Ranger
Balanced hunter with a quick bow.
The weapon a hero starts with — projectile arrow. Everything past this is bought a rung at a time on the Upgrades tab.
Compendium
Playable characters, unlocked by account level, by descending in the campaign, or by a strong Arena run. They differ in more than a stat line: what you're really picking is a weapon (arrows, a sword wave, fire, frost bolts, a piercing bolt driver), how fast the cold gets to you, and how much mana you have to spend before you have to walk to the fire — and, once you build an Armory, two hand-authored upgrade ladders that nobody else can buy. Jump to the ladders.
Balanced hunter with a quick bow.
The weapon a hero starts with — projectile arrow. Everything past this is bought a rung at a time on the Upgrades tab.
Armored bruiser. Slow, sturdy, hits hard up close.
The weapon a hero starts with — projectile sword wave. Everything past this is bought a rung at a time on the Upgrades tab.
Frail flame-caster with deep mana and inner warmth.
The weapon a hero starts with — projectile fire bolt. Everything past this is bought a rung at a time on the Upgrades tab.
Icy sentinel whose bolts chill everything they touch.
The weapon a hero starts with — projectile frost. Everything past this is bought a rung at a time on the Upgrades tab.
Rapid-fire bolt driver that drills through ranks.
The weapon a hero starts with — projectile wrench. Everything past this is bought a rung at a time on the Upgrades tab.
Fiery incubus wielding powerful short-ranged magics.
The weapon a hero starts with — projectile meteor. Everything past this is bought a rung at a time on the Upgrades tab.
Rift-touched skirmisher. Attacks fast and is never short of mana.
The weapon a hero starts with — projectile shadow bolt. Everything past this is bought a rung at a time on the Upgrades tab.
Soul-singer of the Arena. Slow health regeneration, but high cold resistance.
The weapon a hero starts with — projectile soul orb. Everything past this is bought a rung at a time on the Upgrades tab.
Every card has three views. Stats is the same six bars the lobby draws, on the same scales. Weapon is what the hero starts holding. Upgrades is both Armory ladders — ten rungs of weapon, seven of armor, walked strictly in order, with a gold double arrow where the next block needs a Grand or Runed Armory. Hover any tile for its name, what it does and what it costs.
| Hero | Unlocks | Health | Armor | Mana | Speed | Weapon DPS | Range | Freeze rate |
|---|---|---|---|---|---|---|---|---|
| Ash the Ranger | — | 20 | 0 | 3 | 5.60 | 2.25 | 15 m | 1.00× |
| Sir Baldric | Unlocks at level 4 | 32 | 4 | 2 | 5.00 | 4.00 | 5 m | 0.90× |
| Vex the Pyromancer | Unlocks at level 7 | 16 | 0 | 4 | 4.50 | 3.13 | 10 m | 0.75× |
| Yll the Frost Warden | Unlocks at level 10 | 25 | 2 | 3 | 4.60 | 2.81 | 11 m | 0.65× |
| Copper the Tinker | Unlocks at descent depth 10 | 30 | 3 | 2 | 4.25 | 1.56 | 10 m | 1.00× |
| Daemon the Infernal | Unlocks at descent depth 25 | 25 | 1 | 3 | 4.50 | 3.00 | 8 m | 0.80× |
| Sable the Riftborn | Unlocks at descent depth 50 | 20 | 0 | 5 | 5.00 | 1.88 | 12 m | 1.15× |
| Mori the Gravechant | Unlocks after a 7-win arena run | 20 | 0 | 3 | 4.80 | 2.20 | 13 m | 0.50× |
Freeze rate multiplies how fast warmth drains — below 1.00 is warmer. Weapon DPS is damage × attack rate for the weapon a hero starts with, before a single Armory rung, so it says much less about a hero than it looks like it does — see each card's Upgrades tab.
Character and deck are picked independently in the lobby, so any hero can run any of the prebuilt decks or anything you build yourself. A frail Pyromancer behind a fortification deck plays nothing like the same character behind a raid deck.
What a hero can buy is authored; how far up they get is the match. A Runed Armory on day six is a different character from a tier-1 one on day two — and the two tracks compete for the same gold, so climbing the weapon ladder is a decision not to be wearing the armour. See the Upgrades tab on any card and the Armory.