Database
Everything in the game, with the exact numbers attached. Per-level emblem values, unit HP, how many kills an unlock actually wants — figures the game mostly does not show you, or replaces with a vague sentence.
- Emblems
- 174
- Enemies
- 74
- Unlocks
- 98
- Village
- 19
Verified from game files · EA 1.0 (2026-07-22)
In this section
Where these numbers come from
Each of the five pages below reads one designer table out of the game's own data files. Nothing here is copied from a trailer, a preview build or another wiki, and nothing is estimated from play. The pipeline is the same every time: unpack the shipped data, parse the table, resolve the placeholder tokens the game fills in at runtime, and publish only the entries the game marks as available.
That last step does more work than it looks like. Designer tables carry unreleased content next to live content, and they store descriptions as templates — “Deal X damage”, where X arrives at runtime from a separate stats table the description does not link to. Publish the table verbatim and you ship both problems at once: upgrades no player can reach, and sentences with the number missing. What you read here is the resolved text, with the placeholder already substituted from the table it belongs to, and locked entries left out entirely.
What only shows up across tables
Each page below reads one table. A few things are visible only when you put them side by side — these are the ones worth knowing before you start.
- Only 105 of the 174 emblems have a value table
- The other 69 belong to no clan at all and carry no per-level numbers — their entire effect sits in the description text. The two groups line up exactly, which is not a coincidence: clan emblems are built as 5-level upgrades, generic ones fire once and are done. If you go looking for a level table on a generic emblem, nothing is missing; there was never one there.
- Enemy health spans a factor of 1000
- The frailest unit in the game has 15 HP and the act 3 boss has 15,000. A single HP figure means very little without knowing where in that range it sits, which is why the enemy page groups by act instead of listing alphabetically — the act is what tells you which end of the scale you are reading.
- 17 of the 74 units are never placed by act
- Allies and companions — 9 and 6 of them — arrive through village and map nodes rather than being spawned into a chapter, so they carry no act number at all. A pair of crossbow variants also sits outside the act tables: they exist in the unit data, but no chapter places them. They are published as found rather than assigned a chapter we cannot source.
- The 98 unlock conditions count in 4 different scopes
- 51 reset with every run, 33 accumulate across the whole save file, 8 count per action and 6 per level. Two conditions can read almost identically and still mean completely different things — one a single-run challenge, the other a long grind across dozens of attempts. The scope column is the only place that distinction is written down.
- 62 of the 174 emblems are gated
- 35 require another emblem first and 27 appear only for one specific hero, while just 13 may be taken more than once. Everything else is a single unconditional pick. That is the real shape of the pool you draft from, and no screen in the game states it.
How to read this section
Emblems and unlocks are the two pages you will come back to mid-run, so both are filterable tables rather than prose. Enemies rewards one read per act instead of one per fight. Heroes is short and matters most before you pick. Village is the only page here about progression that happens outside a run. Every page prints the game build it was read from underneath its numbers — if that build is older than your copy of the game, read the figures as the previous patch.