This article has been edited to fit the game update of January 27th.

Getting a Hero to Level 12

At the moment there are five different classes to choose from when creating a new hero in the app. Each class comes with a 10-card Starting Deck, a unique starting health and class-specific skills and abilities.

At creation, the hero is at level 1. By battling other heroes – or by teaming up with them – the hero earns experience points (XP), which is used to level up. At the moment the maximum level is 12, but WWG has announced that they expect this to increase to 24 eventually. A win earns the hero 200 XP, while a loss only earns 80 XP. A hero never loses XP. The hero is awarded double XP if battling a hero of higher level – regardless of the outcome of the battle. Currently double XP is also rewarded for playing realtime games on weekends. It is therefore actually possible to earn 800 XP for winning a single game in realtime on weekends against a higher level opponent.

When enough XP has been earned, the hero levels up. The amount of XP needed to level up increases with each level. At the moment a hero can be leveled to 12 with as little as 36 consecutive wins against an even opponent on weekdays (7150 XP). The same can be achieved with 90 consecutive losses or 18 consecutive wins in realtime on weekends.

Each time the hero levels up, there is also a reward in form of an upgrade.

ThresholdXP neededUpgrade
Level 2400Ability
Level 3450Ability
Level 4500Health / Ability / Skill
Level 5550Ruin of Thandar treasure that replaces something
Level 6600Health / Ability / Skill
Level 7650Ruin of Thandar treasure that is added to the deck
Level 8700Health / Ability / Skill
Level 9750Lost Village armor
Level 10800Health / Ability / Skill
Level 11850Lost Village treasure
Level 12900Health / Ability / Skill / Add 2nd Ability

The first two upgrades are mandatory and the player has no choices to make. At every other level though, the player has multiple upgrades to choose from. This allows the player to choose the upgrade that fits their personal play style best and provides a wide range of different adversaries within the city of Thandar. Choose carefully though. Once chosen, the upgrade is permanent and cannot be changed.

In the following is an overview of the different types of upgrades that are available.

Skills

Each class has a skill. It costs gold to use and it can only be used once per turn. A skill can be upgraded twice (from level 1 to level 3) and there are three different 3rd level skills within each class. The player is presented with an upgrade tree that allows them to see each possible upgrade before committing to a path. 

When choosing an upgrade in an upgrade-tree, the player limits themselves to whichever upgrade is available further down in the tree. So if deciding to take the left-most upgrade first, the hero doesn’t have the opportunity to pick the right-most skill on the next upgrade. Upgrades follow the connecting lines as in the picture.

Unlike the class ability, the player is not able to gain this skill a second time.

Abilities

Each class also has an ability. Abilities can be sacrificed during play to gain an effect, which also means that it can only be used once per game. Abilities have no cost and have stronger effects than the class skill.

It is different from the class skill in that it can be upgraded all the way up to level 5. The first two upgrades are mandatory though and the upgrade tree is not shown until the hero reaches level 4 and is able to make an active choice.

The player is able to gain a level 1 copy of their ability at level 12 – if both the starting skill and ability have been leveled up fully. If so, the player will have two class abilities to use in upcoming battles.

Health

Instead of upgrading skill or ability, the player can choose a health upgrade. The amount of health gained by this upgrade is class specific and mirrors the difference in starting health between the classes. There is no upgrade tree for gaining health. Health can be upgraded once at any time and once when both skill and ability have been fully upgraded.

Treasure & Armor

In the physical copies of the character packs, there are no treasure cards or level-up mechanics. These were introduced with the Ruin of Thandar Campaign Deck and then even more stuff was added, when The Lost Village Campaign Deck was released.

Treasure comes in two versions. Treasure that are cards either added to or replacing something in the starting deck. And armor, which is a new hero ability that can be used every turn.

Ruin of Thandar

The level-up rewards at level 5 and 7 are treasures from the Ruin of Thandar (RoT) Campaign Deck. There are 4 different treasures per class.

At level 5 and 7 the player is presented with two class-specific treasures. At level 5 the choice is between the two treasures that replaces something in the deck and at level 7 the player gets to choose between the two treasures that adds something to the deck. As of now, only two of the four treasures will eventually make it into the deck.

Side note:

In the kickstarter, with the Ruin of Thandar Campaign, there was also a stretch goal that added more treasures as promo cards. One magic treasure per class was added. These are not yet included in the app. But while leveling up, it might be useful to keep in mind what could be possible at higher levels once these are implemented. Hopefully we will see them one day.

The Lost Village

The Lost Village (LV) Campaign Deck (the sequel to RoT) provided two new class specific treasures to add to the starting deck as well as adding the new mechanic of magic armor. 

At level 9 the player can choose between the two class specific armors. This armor is part of the hero’s personal equipment and therefore stays in play. The armor is magical, so instead of adding health or defense, it grants an effect as long as the armor isn’t too damaged (read: as long as the health of the hero doesn’t drop too low).

At level 11 the player can choose between the two treasures. As with the Ruin of Thandar treasures, these treasures either enter or replace a card in the starting deck. These treasures are all powerful magical items that only a seasoned hero could have managed to acquire.

Comparison Notes

In the following parts of this series, I will attempt to make some comparisons between classes. But with 3 different skills and 3 different abilities that the hero can end up having at level 12, plus a possible 2nd ability, 4 RoT treasures, 2 LV treasures and 2 LV armors, this adds up to a total of 288 possible builds per class

This means that it is almost impossible to state anything conclusive about the classes and their relationship with each other without going into a particular build. I will however try to highlight the general strengths and weaknesses of each class.

Ranking

Each hero has two different leveling systems. The XP system that gains levels and upgrades and the ranking system that shows how well that hero is doing against other heroes in the matchmaking queue. The ranking system is not connected to leveling up a hero in any way and will not be discussed further as it only affects the matchmaking mechanic.

The Ranking path is as follows:

Bronze 1Bronze 2Bronze 3Bronze 4Silver 1-4Gold 1-4Platinum 1-4Diamond 1-4?
1 star2 stars3 stars4 stars6 stars6 stars6 stars6 stars?