The Season Path
Every season has a path of forty tiers. What you play anyway gives season points: quests, dungeon runs, raid bosses, PvP matches, tower floors, survival waves, world boss attempts and the weekly chest.
Every tier unlocks a look: a weapon look, a roll trail, a portrait frame or a title. Claim it in the camp; wear it from the Collection's wardrobe. Looks never make you stronger.
The themes take turns season by season, so a look you missed comes back. Beyond the last tier, points turn into gold.
Hero Level and Unlocks
Experience from every mode raises your hero level. New modes and camp panels open step by step, up to hero level 10; the raid also needs a dungeon finished on level 8. Ranked opens after your first match.
The highest hero level is 20. Beyond it, experience turns into gold.
The Chronicle
Eight seals hold Ignaroth the Ashen. The Chronicle tells how they break and how you renew them, one chapter for each dungeon.
Every chapter has three goals. Finish them and claim the reward: gold, experience and more. Then the next chapter begins.
The guide at the top of the camp shows the running chapter and its next goal. Tap it to read the story and see every goal; when the goals are met, tap it to claim the reward. It goes away once the last chapter is done.
Loadouts
A loadout keeps a weapon, three abilities and the supplies of a run under a name. Build it on the Loadouts page: every change is saved at once.
Every preparation starts from the loadout you last played on that side of the game: Unranked, the dungeons and the Challenges, and the Training Ground each remember their own. A change of weapon, abilities or supplies on a preparation lasts for that start; "Save" keeps it in the loadout.
In a draft nothing is chosen for you until you tap a loadout: then it picks on your turns, in its order, and skips what is banned or taken. If nothing of it is left, you pick by hand.
Your first loadout is free. More come from the Comfort tab of the Shop; they are comfort only and change nothing in a fight.
The Spellbook
Every ability with its level, its values and what the next level brings, in a tab per category under the nine weapons. Raise an ability with gold; from level 10 each level costs more.
At level 10 an ability evolves to "+" and gains a first effect, at level 20 to "++" with a second. The page shows both and the level each comes at.
Levels count in Unranked, the dungeons, the raid and the World Boss. Ranked plays every ability at the level of your rank (1, 10 or 20); the Brawl, Survival and the Training Ground at level 20 "++".
Character
Shape your hero freely: body, build and height, face, eyes and brows, hair and beard, a marking and the voice. Every choice is free and saved at once; your gear stays as it is.
"Roll This Tab" draws new choices for the open tab, "Roll Everything" for the whole hero, and "Undo" steps back. "Whole Figure" and "Face" turn the view.
Your name shows on your card, above your head and in every ranking. Choose a new one in the Name tab whenever you like.
Quests and the Weekly Chest
Three daily quests pay gold and experience. Claim them by hand; one unfinished quest a day can be swapped.
Every finished dungeon run of the week fills the weekly chest. It opens on Monday and lets you pick one of its items.
The Collection
Achievements pay gold and sometimes a title. Some count the kinds of enemies and bosses you have defeated.
The wardrobe keeps every look you owned: show it instead of the item you wear. Choose your title and frame here too.
The Guild
Guilds are made of real players and live on the server, so the guild page needs a connection. Find a guild by its name, accept an invite or found your own.
Every win in online PvP and every finished online dungeon or raid of a member counts toward the weekly goal. Each tier of the goal pays every member gold once a week.
Officers invite and remove members and write the message of the day; the Guildmaster promotes officers. Guild mates searching a group for a dungeon or the raid show on the guild page, and you can join their search.
Profile
Your profile card is what others see: the profile icon in your frame, your name and title, your ratings, three numbers and a showcase of three achievements. Tap your hero card in the camp to open it.
Icons come from abilities at level 10, the weapons, the ranks you reached, achievements, the Season Path and the Shop. Emotes and victory poses too; four come free.
Career counts your matches, wins and MVPs per mode, History shows the last 30 matches and runs. Tap a name in the rankings to see that player's card.
Seasons
A season lasts twelve weeks. The best of your Ranked 1 vs 1 rank, your Ranked 3 vs 3 rank and your Dungeon Rating sets the reward tier: Bronze, Silver, Gold, Astral or Legendary.
At the end you receive a title and a frame in the tier's color. Ratings move halfway back toward 1,000 and the Dungeon Rating starts over; unlocked levels stay.
Friends
Friends live on the server, so the page connects while it is open. Share your friend code, or add a player you met online from Recent.
The list shows who is online or in a match. Invite a friend into a room of 1 vs 1, 2 vs 2 or 3 vs 3, or send a quick message.
Blocking a player ends the friendship and stops their requests, invites and emotes.
Settings
Volume, target priority, screen shake, damage numbers, vibration, graphics and which loot counts as junk.
"How to Play" collects every help page. "Show Hints Again" brings back the first-time hints.
Talents
From hero level 10 you earn a talent point every level, and later one for every 3,000 experience at the highest level, up to 30.
Spend them in four branches: Might for physical damage, Bulwark for toughness, Arcana for spells, reactions and healing, Craft for the camp: more gold and experience, a cheaper Forge and Alchemist. A tier opens with points in its branch, the last talent of a fighting branch with eight.
The fighting talents count wherever your own gear does: Unranked, the dungeons, the raid, the World Boss and the Training Ground. Craft counts everywhere. Reset them for free at any time.
Events
Every third week an event runs from Monday to Monday: the Ember Festival with more gold, the Frost Moon with more experience, or the Night of Shades with more items in dungeons and the raid.
While it runs, wins and runs pay extra gold. The Event Shop on the Challenges screen sells gems, scrolls, potions and the event's own title for gold.
A title can only be bought while its event runs.
The Shop
The Shop sells looks for Starshards: weapon looks, hero outfits, roll trails, portrait frames, emotes, poses and profile icons. Six of them are featured, new every Monday; the catalog holds the rest.
Tap a look to see it on your hero before you buy. Bought looks join the Collection's wardrobe for good. The Comfort tab sells more stash space, more auction slots and more loadouts.
Looks and comfort only, never power: nothing in the Shop changes a fight, a reward or a timer. Ranked stays equal for everyone.
Starshards
Starshards are bought with real money through Google Play or the App Store, in packs of 100 to 2,400; the two big packs add bonus Starshards. Every price shows in Starshards and in euros, at one cent per Starshard. They never expire.
They buy looks in the Shop and the premium row of the Season Path, and nothing else. Gold and Honor cannot buy them, and they cannot buy those.
Every purchase asks for confirmation. A monthly limit in the settings stops store purchases above an amount you choose, in the currency your store charges; Restore Purchases brings bought packs back on a new device.