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Hero Progression And Difficulty

Purpose

This document defines the official direction for persistent hero progression and environmental difficulty growth across the faction campaign and post-campaign play.

The design goal is to add meaningful long-term hero identity without undermining the core roguelike deckbuilding loop.

High-Level Rule

Hero progression is persistent at the hero level and caps at level 10.

It should not function like a pure stat treadmill. The primary reward for leveling is specialization choice, not large permanent numeric inflation.

Progression Model

Level Cap

  • Hero level cap: 10
  • A hero begins at level 1
  • A hero reaches level 10 near the end of the faction campaign or early in post-campaign endgame

Level-Up Structure

At every level-up from 2 through 10, the player chooses one of two class-specific powers.

The two choices represent two different flavors for that class. The player can:

  • stay entirely on one side for a purer build
  • alternate sides for a hybrid build
  • switch after several levels if the run or campaign direction changes

This should feel similar to XCOM 2's row-based soldier progression, but with more room for hybrid identity.

What Levels Grant

  • Level 1: baseline class kit, faction choice, tutorial destination
  • Levels 2-10: one class power choice per level

Avoid granting large permanent HP, damage, or energy increases at every level. Small milestone stat bumps can exist, but the class power choice should remain the real reward.

Why This Is The Right Shape

  • It creates hero identity beyond the starting deck
  • It supports replayability without requiring full talent trees
  • It gives each class two readable fantasies instead of an oversized web of minor perks
  • It keeps balancing tractable because each level presents one binary choice instead of a huge build graph
  • It lets narrative heroes feel like they are evolving through the campaign

Class Progression Flavors

Each class should have two named specialization flavors.

Anchor

  • Bulwark: cleaner defense, block retention, ally and structure protection, punish enemies for failing to break you
  • Cataclysm: heavier vent payoffs, density conversion, counterattacks, aggressive mass discharge

Drifter

  • Ghost: evasion, stealth windows, cleaner setup turns, precision mobility, safety through absence
  • Executioner: faster Echo-Lock conversion, finishers, burst windows, chain kills, aggressive mark payoff

Conduit

  • Regulator: safer overload handling, debt smoothing, controlled output, endurance through discipline
  • Singularity: higher-risk over-borrowing, explosive AoE, cascading damage, burnout-adjacent gambling

Machinist

  • Architect: durable constructs, field control, protection grids, long-cycle automation value
  • Saboteur: expendable drones, overclock spikes, self-destruction value, aggressive board churn

Catalyst

  • Alchemist: controlled mutation, selective card shaping, sustainable anomaly use, precision transformation
  • Aberrant: chaos spikes, volatile payoffs, self-risk, extreme anomaly turns, unstable tempo

Level Row Design Rules

Every level row should offer one option from each flavor.

The row design should follow this pattern:

  • one choice reinforces control, consistency, or survival
  • the other choice reinforces risk, aggression, or payoff ceiling

The choices should not be numerically trivial. Each row should change how the hero values cards, relics, or combat lines.

Use these themes to structure the nine choice rows from levels 2 through 10.

Level Theme Design Goal
2 Early identity Commit to first flavor signal immediately after tutorial
3 Economy Hand flow, energy shaping, or setup stability
4 Core mechanic acceleration Density, Echo-Lock, Overload, Construct, or Mutation scaling
5 Signature pattern Mid-campaign power spike that makes the build readable
6 Defense transformation How the class survives once enemies escalate
7 Reward conversion Turn class success into draw, energy, value, or sustain
8 Encounter control Improve multi-target, elite, or boss handling
9 Finisher setup Sharpen the late-game plan before capstone
10 Capstone Strong build-defining perk without making deckbuilding irrelevant

Hybridization Rules

The official hybrid rules are:

  • every level row always offers one choice from each flavor
  • there are no prerequisite locks between rows
  • a hero may switch sides freely from one level to the next
  • level 10 capstones do not require a pure-path commitment
  • pure-path play should feel sharper, while hybrid play should feel broader and more adaptable

This keeps class identity readable without turning progression into a restrictive talent tree.

Official Class Progression Rows

The following rows are the current canonical class progression tables.

Anchor Progression

Level Bulwark Choice Cataclysm Choice
2 Holdfast Doctrine: The first time each combat you gain Block, gain 1 Density and 4 additional Block. Seismic Intent: The first time each turn you Vent Density, your next Attack deals 4 additional damage.
3 Reserve Plating: Start each combat with 8 Block. If a Protectable is present, it also gains 8 Block. Violent Conversion: The first Vent effect you use each combat refunds 1 Energy.
4 Deep Compression: Your Block retention from Density is increased by 1 per stack. Overpressure Core: The first time each turn you gain Density, deal 3 damage to all enemies.
5 Bastion Link: Whenever you Intercept or Taunt, gain Block equal to your Density. Faultwave Vent: Whenever you Vent 2 or more Density at once, apply Drag to all enemies hit by that effect.
6 Standing Fortress: The first time each combat you would lose HP, prevent half of it and gain 1 Density. Countermass Shell: The first time each round an enemy breaks your Block, deal damage to it equal to your Density.
7 Preserved Momentum: If you take no HP damage in a round, draw 1 card at the start of your next turn. Collapse Dividend: The first time each turn a Vent breaks Block or defeats an enemy, gain 1 temporary Energy next turn.
8 Bulwark Field: While you have Block, Protectables and allies take 25 percent less damage. Gravitic Clamp: The first Attack each turn against a Dragged enemy deals bonus damage equal to your Density.
9 Last Wall: The first time each combat you or a Protectable falls below half HP, gain 16 Block and Taunt all enemies for 1 round. Critical Mass: At 6 or more Density, your Attacks gain Breach against enemies with Block.
10 Citadel Soul: At the start of each combat, gain 2 Density. Once each combat, when a Protectable would be reduced to 0 HP, leave it at 1 instead and gain Taunt. Worldbreaker Engine: The first time each combat you Vent 4 or more Density, duplicate that Vent's damage or control effect at half strength against all other enemies.

Drifter Progression

Level Ghost Choice Executioner Choice
2 Soft Entry: The first time each combat you apply Echo-Lock, gain 4 Block and 1 Evasion-style prevention against the next attack that targets you. Marked For Ending: The first time each combat you apply Echo-Lock to an enemy, it gains 1 additional Echo-Lock.
3 Silent Pocket: Start each combat with a 0-cost temporary movement card that draws 1 and applies 1 Echo-Lock. Blood Schedule: The first time each turn you damage the only enemy with Echo-Lock, gain 1 card draw next turn.
4 Phase Shepherd: The first attack each round against a Protectable is reduced by 50 percent if you played a Skill this round. Rapid Conversion: The first time each turn you bring an enemy to exactly 5 Echo-Lock, gain 1 temporary Energy.
5 Ghostwalk Interval: After you play your third card in a turn, gain a short evasion window against the next incoming attack. Execution Window: Attacks against enemies at exactly 5 Echo-Lock gain additional critical damage before consuming the stacks.
6 Displacement Veil: Once each combat, redirect an attack from a Protectable to yourself and reduce it heavily. No Witnesses: The first time each turn you defeat an enemy with Echo-Lock, apply 2 Echo-Lock to another random enemy.
7 Clean Exit: If no ally or Protectable took HP damage last round, draw 1 additional card at turn start. Harvest The Mark: When you consume exactly 5 Echo-Lock, heal 3 or gain 1 temporary Energy, chosen by effect priority rules later.
8 Mist Route: Enemies with Echo-Lock deal reduced damage to Protectables and escorts. Kill Corridor: The first Attack each turn against the highest-threat enemy ignores a portion of Block if that enemy already has Echo-Lock.
9 Untouchable Thread: If you end your turn without taking HP damage, your first Skill next turn costs 1 less. Terminal Sequence: The first card you play each turn that consumes Echo-Lock does not consume Energy if it defeats the target.
10 Perfect Absence: Once each combat, cancel an enemy action that targets a Protectable or escort and immediately gain 2 Echo-Lock on that enemy. Final Cut: Once each combat, when you hit an enemy at exactly 5 Echo-Lock, duplicate the finishing strike at reduced strength against a second legal target.

Conduit Progression

Level Regulator Choice Singularity Choice
2 Load Balancer: The first time each combat you would gain Overload, reduce it by 1 and gain 4 Block. Borrow Tomorrow: The first time each combat you gain Overload, your next Attack or spell deals 5 additional damage.
3 Insulated Reserve: Start each combat with 1 charge of Burnout reduction and 6 Block. Predatory Circuit: The first time each turn you hit 2 or more enemies, gain 1 temporary Energy next turn.
4 Stable Loop: The first card each turn that would create Overload may still be played and gives 1 temporary Block per missing Energy. Cascade Debt: When you create 2 or more Overload in one play, deal 3 damage to all enemies.
5 Emergency Shunt: Once each combat, prevent a lethal hit on a Protectable or escort by gaining 2 Overload and leaving it at 1 HP. Storm Harvest: The first time each turn an enemy is damaged by splash or chain effects, mark it to take bonus damage from your next direct hit.
6 Faraday Screen: At the start of your turn, if you have Overload, gain Block for each stack before paying debt. Event Horizon Coil: The first time each combat you exceed your normal Energy limit through Overload play, duplicate the primary damage effect at reduced strength.
7 Controlled Venting: When you reduce Overload to 0, draw 1 and heal 2 or repair 2 on a mechanical Protectable. Black Arc Dividend: When Overload causes self-damage, your next damaging card this turn or next turn gains Breach.
8 Relay Shelter: Allies and Protectables gain temporary shielding whenever you end a turn with managed Overload. Chain Detonation: Your first multi-target damage effect each turn deals extra damage to enemies already damaged this round.
9 Regulated Flow: The first support or utility card each turn costs 1 less while you have Overload. Crush The Grid: If you begin your turn with 3 or more Overload, your first damaging card gains significant bonus output.
10 Perfect Regulator: Once each combat, set your Overload to 0, cleanse Burnout risk for the turn, and fully stabilize one ally, escort, or mechanical objective. Singularity Bloom: Once each combat, when you play an Overload-enabled finisher, convert all current Overload into bonus area damage instead of paying it normally that turn.

Machinist Progression

Level Architect Choice Saboteur Choice
2 Blueprint Reserve: Start each combat with a free 0-cost Micro-Drone or equivalent temporary Construct seed. Junkstarter: The first Construct you deploy each combat immediately deals minor damage or disruption on entry.
3 Field Workshop: The first time each combat you repair a Construct or machine, draw 1 and gain 4 Block. Salvage Cycle: When one of your Constructs is destroyed the first time each round, gain a temporary part card.
4 Reinforced Grid: Your first Construct each combat gains additional Integrity and Guarded status for 1 round. Hot Overclock: The first Overclock each turn does not damage the Construct.
5 Cover Lattice: Protectables and escorts behind active Constructs take reduced damage. Trap Relay: When an enemy destroys or passes a Construct screen, it takes retaliatory damage and suffers a debuff.
6 Emergency Repair Protocol: Once each combat, restore a damaged mechanical Protectable or Construct to a safe threshold and cleanse one negative state from it. Disposable Killbox: Newly created expendable Constructs deal bonus damage when destroyed or self-destructed.
7 Maintenance Dividend: The first time each turn you repair or redeploy, gain 1 draw or 1 temporary Energy. Scrap Income: When your Constructs break enemy Block or secure a kill, generate a temporary salvage card.
8 Fortified Network: While you control 2 or more Constructs, enemies prefer them or you over Protectables. Ambush Architecture: Enemies entering a turn while adjacent to or engaged with your Constructs suffer opening damage or Drag.
9 Master Builder: Your first Construct card each turn costs 1 less. Chain Detonator: The first time each combat one of your Constructs explodes or is destroyed, trigger one other Construct at no cost.
10 Living Citadel: Once each combat, deploy a permanent signature defense frame that Intercepts for allies and strengthens all repair effects. War Rig Doctrine: Once each combat, sacrifice or overclock your entire board to unleash a large coordinated strike, then refill one open slot for free.

Catalyst Progression

Level Alchemist Choice Aberrant Choice
2 Measured Reagent: The first Mutate each combat draws 1 and does not increase volatility penalties. Wild Spark: The first Mutate each combat creates a stronger anomaly and deals minor self-damage.
3 Careful Distillation: Start each combat with a temporary stabilizer card that reduces volatility or improves the next mutation. Bleeding Color: The first time each turn you take self-damage on your own turn, your next mutated card gains bonus output.
4 Selective Transmutation: Once each turn, you may choose between two mutation outcomes instead of taking a random one. Anomaly Surge: The first mutated card you play each turn gains additional damage or block, then becomes more unstable.
5 Rescue Compound: Once each combat, heal a living Protectable or escort, or repair a transformed objective, by converting one card in hand into a weaker temporary form. Lure Organism: Once each combat, spawn a disposable decoy that enemies may target first and that bursts when destroyed.
6 Stability Skin: The first time each round a mutated card would punish you, reduce the penalty and gain Block. Predatory Bloom: When an enemy is hit by a Volatile or Anomaly card, it deals reduced damage on its next action.
7 Refined Yield: The first time each turn a mutation produces a non-damaging utility result, draw 1. Danger Appetite: When you play two unstable cards in one turn, gain 1 temporary Energy next turn.
8 Adaptive Cure: Mutated support cards can target allies, escorts, and artifacts with healing, repair, or cleansing effects at improved value. Chimera Pressure: Enemies damaged by unstable cards become more likely to target decoys, summons, or the Catalyst instead of escorts for a short window.
9 Perfect Formula: The first mutation each combat can be banked for a later turn instead of being played immediately. Catastrophic Chain: The first time each turn an unstable card defeats an enemy, create a temporary anomaly in hand.
10 Grand Elixir: Once each combat, transform your hand into stable upgraded anomalies for one turn without their usual drawback. Apex Aberration: Once each combat, unleash an extreme mutation turn in which all unstable cards gain major payoff and all self-risk is delayed until end of turn.

Progression And Runs

Persistent hero progression should interact with runs in a controlled way.

Recommended rules:

  • hero powers modify starting conditions, triggers, class mechanics, and scaling hooks
  • they should not replace card rewards, relics, or run drafting as the primary source of combat growth
  • a level 10 hero should feel more expressive than a level 1 hero, not automatically unbeatable

Faction Passives And Hero Progression

Faction passives remain separate from class level progression.

Recommended structure:

  • faction passive unlocks through the faction tutorial or early faction storyline
  • hero level powers come from class progression
  • this separation keeps faction identity distinct from class mastery

Difficulty Growth Philosophy

As the hero grows, the environment must grow in difficulty in ways that create new decisions, not only larger numbers.

Difficulty should scale on five axes:

  • enemy stat budget
  • enemy behavior complexity
  • encounter composition
  • map and economy pressure
  • realm-level mutators

Campaign Difficulty Structure

The recommended standard campaign run is one realm divided into three escalation bands, with each band representing a clear pressure tier.

Sector Band 1: Orientation Pressure

  • teaches the quest's current stakes
  • enemy kits are readable and focused
  • elites introduce one major mechanic at a time
  • shops, rest opportunities, and anchor access are relatively generous

Sector Band 2: Doctrine Pressure

  • enemy synergies become more deliberate
  • faction-specific hazards start appearing together
  • the map asks harder routing questions
  • elite encounters begin punishing weak decks instead of merely testing them

Sector Band 3: Collapse Pressure

  • enemy squads express the full identity of the quest or region
  • bosses and faction rivals combine mechanics aggressively
  • map resources tighten
  • encounter mutators become fight-defining

Scaling By Encounter Type

Standard Fights

Scale through modest stat growth and slightly richer enemy pairings.

Elites

Scale through behavior complexity, anti-stall tools, and synergy packages.

Bosses

Scale through phase design, mechanic tests, and strategic adaptation rather than only health inflation.

Rival Hero Encounters

Scale through loadout quality, AI competence, and faction-class synergy expression.

Difficulty Vectors

Use these knobs rather than only flat stat multipliers.

1. Stat Growth

  • HP
  • damage
  • block generation
  • status application strength

2. Behavior Growth

  • smarter intent sequencing
  • combo turns
  • stance or phase changes
  • anti-turtle and anti-burst counterplay

3. Composition Growth

  • enemy role synergies
  • support plus bruiser pairings
  • summoners plus protectors
  • faction rival duos or escorts

4. Resource Pressure

  • fewer safe nodes
  • higher shop prices
  • tighter healing windows
  • stronger penalties for pathing mistakes

5. Environmental Pressure

  • realm mutators
  • anomaly conditions
  • unstable transit penalties
  • objective timers or protection constraints

The environment should scale from both campaign progress and optional challenge level.

Use a two-part formula:

  • Sector Tier: tied to position within the realm and quest chapter
  • Threat Tier: tied to optional difficulty modifiers, endgame escalation, or special contracts

This prevents hero growth from trivializing later content while still leaving room for optional mastery tiers.

Hero Level Versus Content Tier

Do not hard-lock encounters to exact hero level.

Instead:

  • assume a rough expected level band for each chapter
  • allow skilled players to push above-content danger for extra reward
  • allow some recovery space if a hero enters a chapter slightly underpowered

Endgame Escalation

After the faction campaign, endgame difficulty should not continue hero leveling past 10.

Instead, it should scale through:

  • higher threat tiers
  • nastier realm mutators
  • stronger rival heroes
  • rarer and more punishing event outcomes
  • harder quest contracts

This keeps the level cap meaningful while preserving long-tail mastery.

Implementation Notes

The data model should support:

  • hero level
  • hero XP
  • chosen power per level row
  • class progression row definitions
  • optional respec or rebuild rules if later desired
  • encounter scaling tables by realm and threat tier

Official Recommendation

The official progression direction is:

  • hero level cap at 10
  • one binary class power choice at each level from 2 to 10
  • two specialization flavors per class
  • hybrid builds allowed
  • class progression rows defined explicitly for all five classes
  • environment scaling driven by sector tier, quest tier, and threat tier rather than raw stat inflation alone