Blessings & build crafting
Six weapons, six passives, independent choices, and the exact path to an evolution.
Make every slot count
Each hero has six weapon slots and six passive slots. Your starting weapon already occupies one weapon slot. A new item consumes a slot; leveling an owned item does not.
Weapons normally reach level eight and passives level five. Choices exclude maxed items, already evolved weapons and new items that cannot fit. When possible, three distinct valid blessings are offered.
Standard runs draw new weapons from your allowed collection, alongside your starter. Unlocking a weapon makes it eligible for future choices; it does not add it to every run automatically.
What happens at a level-up
Combat freezes while players choose. In co-op, everyone shares XP and level but receives their own choices and keeps their own build. The default choice timer is 18 seconds; the first remaining option is selected automatically at the deadline.
A normal blessing also restores up to 5 HP, plus any increase in maximum health. If the build has no remaining eligible upgrades, Recovery restores up to 30 HP instead.
Luck slightly favors upgrades to items you already own. It does not guarantee an evolution, a particular weapon, or a special rarity tier.
How to awaken a weapon
- Find a recipe in Evolutions. Each recipe names one base weapon, one passive and their required levels.
- Bring the base weapon to its required level. Current recipes require level eight.
- Own the matching passive at its required level. Current recipes require at least level one, not a fully leveled passive.
- Collect a Moon chest while those requirements are met. One eligible recipe is chosen for that collector.
- The evolved form replaces that weapon’s attack components within its existing slot. The passive stays in your build.
Build around a job
Choose one source of dependable nearby damage, one way to reach dangerous ranged enemies, and enough movement or defense to keep collecting XP. This is a starting approach, not a guaranteed winning build.
A projectile build often benefits from amount and projectile speed. Persistent areas benefit from area and duration. Cooldown improves attack frequency, while might increases damage. Read the actual weapon components: not every stat affects every attack in the same way.
Reserve passive slots for the evolutions you want before filling them. You cannot discard or swap an occupied slot in the current build system; there are no reroll, banish or respec controls.
Rules describe the 0.2.0 defaults. Catalogue entries follow the loaded collection; active hunts and stored Daily challenges keep their own pinned rules.
Implementation references: game-core/builds.ts · game-core/stats.ts · game-core/engine.ts