Compendium
Matches earn account XP whether you win or lose. Levels grant card packs, enchant scrolls, Sparks, specific cards and, on levels 4, 7 and 10, a whole new hero. 3 more wait deeper in the Descent, and one more after a strong Arena run.
Win
+50account XP
Loss
+15account XP
Level 2
50XP to reach
Level 10
1170XP to reach
Levels cost progressively more — the curve is
40 × (L−1) + 10 × (L−1)² cumulative XP to reach level L. The Progression screen pops up
automatically after every match with an animated XP fill and a level-up fanfare.
The reward track
| Level | XP for this level | Total XP | Rewards |
|---|---|---|---|
| 2 | 50 XP | 50 XP |
|
| 3 | 70 XP | 120 XP |
|
| 4 | 90 XP | 210 XP | Unlock Sir Baldric1 card pack400 sparks |
| 5 | 110 XP | 320 XP |
|
| 6 | 130 XP | 450 XP |
|
| 7 | 150 XP | 600 XP | Unlock Vex the Pyromancer1 card pack |
| 8 | 170 XP | 770 XP |
|
| 9 | 190 XP | 960 XP |
|
| 10 | 210 XP | 1170 XP | Unlock Yll the Frost Warden2 card packs700 sparks |
| 11 | 230 XP | 1400 XP |
|
| 12 | 250 XP | 1650 XP |
|
| 13 | 270 XP | 1920 XP |
|
| 14 | 290 XP | 2210 XP |
|
| 15 | 310 XP | 2520 XP |
|
| 16 | 330 XP | 2850 XP |
|
| 17 | 350 XP | 3200 XP |
|
| 18 | 370 XP | 3570 XP |
|
| 19 | 390 XP | 3960 XP |
|
| 20 | 410 XP | 4370 XP |
|
| 21 (pattern) | 430 XP | 4800 XP |
|
| 22 (pattern) | 450 XP | 5250 XP |
|
| 23 (pattern) | 470 XP | 5720 XP |
|
| 24 (pattern) | 490 XP | 6210 XP |
|
| 25 (pattern) | 510 XP | 6720 XP |
|
Past level 20 the track settles into a repeating 5-level cycle: 500 Sparks, a card pack, 500 Sparks, a card pack, an enchant scroll — then it loops.
Card packs
A pack icon in the menu's top corner pulses when packs are waiting. Click a pack — or drag it onto the glowing altar — to tear it open.
Five cards, rarity-weighted, always at least one Rare or better. New cards go straight to your collection for the deck builder, capped at 8 owned copies of anything.
Packs can also be bought outright for 1000 Sparks.
| Slot | Outcome | Chance |
|---|---|---|
| First slot | Guaranteed Rare or better | 22% of those roll Epic |
| Other slots | Common | 68% |
| Rare | 25% | |
| Epic | 7% | |
| Every card | Rolls an enchantment | 12% |
Sparks
Duplicates become currency
Sparks are what a duplicate you cannot use turns into.
They exist so that opening a pack of things you already own still moves you toward the specific card you want. Spend them in the collection to buy a copy directly, on a whole pack, or as the entry fee for an Arena run.
The Descent
A free, permanent single-player campaign: 50 hand-authored Depths, the exact same fight for every player. Clear one and it's banked forever. There is no run to lose and no Sparks to spend getting in, just a ladder that gets harder the further down you go.
The ladder
50 Depths, one fixed encounter apiece: same map, same foes, same head start, for everyone who plays it.
Abyss Depths
Every 5th Depth (10 of them) is an Abyss: a harder fight for a better payout.
Last Stand
6 Depths cut respawns entirely. You get one life, and the attempt ends with it.
First clear only
Rewards pay out once per Depth. Replaying a cleared one still banks account XP, nothing more.
Four kinds of Depth
New heroes wait at the bottom
3 of the roster unlock by descending rather than levelling up.
And then it keeps going
Clearing Depth 50 ends the authored campaign, and opens the dark underneath it. Depths past 50 are generated from the depth number alone, so everyone who reaches Depth 137 fights the same rival on the same map with the same buffs, forever. The four kinds keep rolling, the Abyss keeps landing every 5th floor, and the difficulty climbs off the end of the authored curve. Progress is banked on its own counter, so "the Descent complete" stays complete. Payouts down there are Sparks only, and they taper, because there is no bottom to farm.
Every Depth ahead is fully readable before you commit. Objective, foes, starting boon and reward all show on the path screen, so descending is something you plan rather than something that surprises you.
The Arena gauntlet
A paid roguelite run against escalating themed opponents. You pay to enter, you draft rather than bring a deck, and three losses end it.
Entry
1500 Sparks. 10 wins refunds it in full.
Draft
5 packs open at the start — 25 cards to build a 20-card deck from, by hand, with no auto-fill.
Win a round
A reward pack drafts into your run pool and straight into the deck editor.
Lose a round
Pick one of two permanent stat buffs for the rest of the run. 3 losses ends it.
Named opposition
Each round draws from a themed pool that escalates with the round number, and a showdown screen introduces who you're about to face. Round one is people like Bramblefoot, lost forager; Cinder Jack, young pyro; Pebbles, bunny farmer.
Co-op runs
Two players share the run's round state and fight a pair of bots 2v2 from one shared arena, while each keeps their own card pool, deck and buffs. Run state is mirrored to disk after every change, so closing the game mid-run offers Resume Run rather than losing it.
Where it's all stored
Your profile — display name, account XP and level, per-character level, card collection, unopened packs and custom decks — is saved locally per account. With Steam present the save file is keyed to your Steam ID and adopts your Steam persona name. Click the account card in the top-left of the main menu to edit your name, jump to pack opening or the deck builder, and browse the reward track in game.