NERDBoat Nerd
Energy ProjectileBalanced energy projectile.
PROTOCOL 02 // HEROES
Observed main has 23 heroes. 11 have an implemented mechanical Signature from T0 to T6; 12 heroes still have no cataloged T0–T6 Signature path and remain explicitly outside that count.
CATALOG // HERO-023
NERDBalanced energy projectile.
TANKSpinning blade. Tough and slow.
SPEEDSTERTriple dart. Fast and fragile.
PYROHigh-rate flame burst.
FROSTHigh-damage ice shards.
DARTERDart follows the movement direction.
RUNEHigh-damage runic area strike.
NECROHoming soul orbs.
AQUALong-range water wave.
STORMChain lightning.
NOXBell of the Damned and allied ghosts.
SKATERInline skater who turns movement into an offensive trail.
PATCHLINGCloth homunculus that inscribes seals to bind the horde.
VAMPIREAn orbital aura projects a short tether that drains every enemy it crosses.
Resonant Tether links Iris to her own echo or a living ally to carve lanes through the horde.
Breaks the ground in concentric shockwaves with the Seismic Core.
Condenses the horde into gravity wells before collapsing the core.
Marks distant groups and covers the arena with burning ash rain.
Plants fragmentation charges that break enemy lines into shrapnel.
Pierces entire lanes with high-energy ion shots.
Hooks priority prey, drags targets and chains the hunt.
Spreads a metallic infection that turns deaths into fresh explosions.
Keeps orbital blades in constant motion around her body.
0.1.19 added eight veteran-unlock heroes to the roster that already contained Iris/Gemini. Published release 0.1.21 and observed main use the same 23-entry roster.
Gaia, Nadir, Cinder, Rivet, Volt, Mako, Ferrum, and Nyra use veteran milestones combining earlier heroes, Transcendence, kills, bosses, materials, combo, and fusion mastery.
Twin Chorus uses a 75-kill streak and opens two resonance lanes for a short time.
Wandering merchant, survivor, smith, chronicler, and hunter are Phase C future direction and must not be published as functional NPCs in current main.
Horda Zero 0.1.21 uses this same roster of 23 heroes in Character Select.
Current Character Select is V22 and keeps the two-step responsive roster: 4×4 portrait, 5×3 inner Fold, and 7×2 landscape. The focused hero gets strong glow/state treatment and the primary VIEW DETAILS CTA.
Canonical order remains HERO → IDENTITY → STATS → WEAPON → SIGNATURE → DIFFICULTY/SPECIALTY → LORE → TIER → BONUS. Portrait stacks the hero over the profile; landscape/Fold keeps the hero beside it.
The progression rail exposes the first unmet requirement through RUN LEVEL → ESSENCE → CORE → TRANSCENDENT TRIAL → READY → MAX. Mastery remains parallel and does not block published Tiers.
When an unlock depends on a stage, CharacterSelectScreen resolves GameCatalog.LevelData.name(english); PT-BR stage names no longer leak into EN-US requirements.
CharacterSelectTwoStepLayout owns geometry, UiTypography owns type, and CharacterSelectV21ResponsiveRegressionTest guards card heights, carousel width, stacking, and overlap on portrait, landscape, ultrawide, and Fold.
CharacterSignatureSelectOverlay no longer renders the current profile. CharacterSelectScreen owns Signature, Tier, Ascension, and global-weapon status inside the dossier.
Cataloged heroes have three talent nodes at tiers 2, 4, and 6. Heroes without a runtime talent path remain explicitly pending.
Crystal Focus
Veil Aim
Singularity
Iron Plate
War Anchor
Immortal Bastion
Ghost Step
Ethereal Trail
Null Shift
Living Ember
Magma Chamber
Volcanic Heart
Glacial Core
Protective Frost
Eternal Winter
Precise Aim
Silent Hunt
Thousand Eyes
Runic Cut
Impact Seal
Perfect Geometry
Chorus of the Dead
Shadow Pact
Army of the End
Protective Tide
Current
Endless Ocean
Conductor
Overload
Perfect Storm
Resonant Bell
Procession
Final Toll
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
No Tier II · IV · VI talent path is available for this hero yet.
Signature coverage remains tied to implemented Signature contracts. Iris is not counted until observed main provides one.
The hero-specific mechanic exists from Awakened onward and scales with the hero's current Tier.
Tier 3 unlocks the Signature's first secondary layer.
Tier 5 enables the legendary layer and lowers goals or strengthens procs depending on the hero.
At Transcendent Tier the Signature becomes its Supreme form, with its own name, description, assets, and rules.
Projectile hits build Overclock. Ascensions speed up charge and strengthen Overclock.
SUPREME — Absolute Overclock: During Overclock, impacts ricochet as digital bursts and bonuses reach transcendent output.Standing still builds Fortress. Ascensions improve protection and let the stance persist better while moving.
SUPREME — Living Bulwark: Fortress keeps protecting while moving and stored power empowers Whirlwind.Continuous movement builds Momentum, empowering Tri Shot and shortening attack intervals.
SUPREME — Ghost Velocity: Maximum Momentum tolerates brief stops and pushes Tri Shot to transcendent cadence.Flame bursts build Heat. At the limit, excess heat erupts and forces a short cooldown.
SUPREME — Eternal Eruption: The eruption becomes larger and stronger and no longer punishes cadence.Ice hits build pressure. Ascensions reduce the gap between Shatters and enlarge the burst.
SUPREME — Absolute Zero: Shatter triggers far more often and covers a much larger area.Quick Dart kills build a hunt chain and increase damage until an offensive surge triggers.
SUPREME — Predator: The chain needs fewer kills, lasts longer and the hunt surge gains a much larger offensive bonus.Killing three different enemy families with the Runic Blade completes a triad and empowers the weapon.
SUPREME — Perfect Rune: The transcendent triad lasts longer, greatly boosts damage and cadence and also increases area.Every death feeds the harvest. Ascensions reduce the souls required and strengthen the surge.
SUPREME — Army of Souls: Harvest requires fewer souls, lasts longer and turns Soul Orbs into a much more aggressive storm.Tide alternates between an offensive and defensive phase; ascensions strengthen both extremes.
SUPREME — Perfect Tide: Every tide shift opens a window where offensive and defensive bonuses are active together.Thunder hits build charge. Ascensions make discharges happen sooner and reach farther.
SUPREME — Living Storm: Transcendent charge discharges every few impacts with much greater radius and damage.Bell tolls build Resonance. Ascensions strengthen the wave and extend the resonant state.
SUPREME — Chorus of the Damned: Every second transcendent toll creates a large wave and keeps the Bell in a superior Resonance state.Tutorial: Hit enemies with Projectile to fill Overclock and activate it.
Tutorial: Stand still to build Fortress; move when you need to reposition.
Tutorial: Keep moving to build Momentum and empower Tri Shot.
Tutorial: Cast Flame to build Heat; at the limit, excess heat erupts around the hero.
Tutorial: Hit with Ice Shard; each hit sequence triggers Shatter.
Tutorial: Score quick Dart kills to keep the Hunt chain alive.
Tutorial: Kill three different enemy families with Runic Blade to complete the Triad.
Tutorial: Every kill feeds Soul Harvest; fill the meter to release the surge.
Tutorial: Tide alternates automatically: high favors offense; low favors defense and healing.
Tutorial: Hit with Thunder to build Static Charge and trigger area discharges.
Tutorial: Ring the Bell repeatedly to build Resonance and release the spectral wave.
Power-budget bands describe the expected effective contribution of a Signature over an equivalent build. They are not direct damage multipliers: QA and telemetry compare damage, defense, healing, and utility across heroes.
| Tier | Contribution band | Center target | Milestone |
|---|---|---|---|
| T0 | 8–12% | 10% | yes |
| T1 | 10–14% | 12% | — |
| T2 | 12–16% | 14% | — |
| T3 | 15–20% | 17.5% | yes |
| T4 | 20–24% | 22% | — |
| T5 | 25–30% | 27.5% | yes |
| T6 | 35–45% | 40% | yes |
Each of the 11 Signature heroes has its own instruction. The hint is remembered locally per hero and is not part of metaprogression/cloud state.
The arena has separate audio feedback for Signature ready, proc, and Supreme. Dedicated assets are preferred; existing fallbacks keep the feature from depending on new WAV files.
Tide's healing multiplier is queried live by the shared sustain pipeline. State changes during a run affect healing instead of freezing the value at setup.
Player-selected intensity is combined with the arena's adaptive quality; the visual preference must never prevent the game from starting.
These concepts are not part of the playable roster of 23 heroes yet.
concept + assets; no persistent runtime ID
concept + assets; no persistent runtime ID
concept + assets; no persistent runtime ID
concept + assets; no gameplay contract yet
Iris: Resonant Tether links her to a solo echo or a living ally and scales to T7 with return damage, elite/boss burst, and Twin Chorus.
For discovery: Neon Wraith, Runic Mime, Vesper, and Iris use special unlock requirements. See Secrets.