Two different spins
Race spins and talent spins do not mix. Codes name them separately. A new hero is reported to start with three of each. The base class is chosen after both rolls and is not rerolled by either spin.
Races worth keeping
An October 13 race reference, checked against earlier passive lists, supports these base effects. Race Evolution and the Halloween race Dullahan can change the comparison, so read the evolution panel before you spend Heartblood.
| Race | Reported base effect | When it helps |
|---|---|---|
| Nightborne | Heal 15% of attack damage, capped at 7% max HP per move | Attack-based sustain |
| Tideborn | Heal 5% max HP at the start of each turn | Steady recovery |
| Seraph | Allies take 10% less damage at the open; healing is 25% stronger for two rounds | Parties |
| Celestine | Crit +6%, dodge +4%, Magic +6% | Crit and Magic |
| Dullahan | Max HP +5%, Defense +5%, crit +3%; Headless Ride | Halloween battle skill |
| Vesper | Magic +8%, extra Energy, ability evasion | Mage |
| Sylvan | Nature damage +12% and a Sylph that fights and heals | Nature builds |
| Stonekin | +20 max HP and +15% Fist attack | Fist |
| Dwarf | +15 max HP and +6% Defense | First-run durability |
| Ashborn | +8% max HP and +6% Attack | Physical heroes |
| Human | +10% battle XP and class mastery | Learning the hero |
| Goblin | +8% Gold and +6% bonus loot | Farming |
| Mushroom | 16% chance to poison an attacker when hit | Chip damage |
| Slime | Physical resistance and post-battle recovery, extra fire damage taken | Check the enemy's damage |
An October 9 chance table covered thirteen races and did not include Dullahan. Those percents are not the current wheel. Nightborne, Tideborn, and Seraph were the 0.7% rows on that older table. Use the spin calculator only after you type the percent you see in-game.
Headless Ride is described as a 4 Energy skill on a 5-turn cooldown. It uses the higher of Attack or Magic, deals 50% extra damage to foes at 30% HP or below, and may Weaken them for two turns. Skill names Angelic Blessing, Bloodthirst, Tidal Grace, and Call Sylph appear on class and race pages for Seraph, Nightborne, Tideborn, and Sylvan.
Talents
The October 9 talent list has seven names and the chances sum to 100%. A later page that omitted Iron Soul was incomplete, not a second wheel.
| Talent | Reported chance | Effect |
|---|---|---|
| Survivor | 30% | +6% max HP; Endure once per battle from above 20% HP |
| Keen Eye | 22% | +5% crit and +2% dodge |
| Quick Study | 18% | +12% battle XP and +15% class mastery |
| Iron Soul | 14% | +6% Defense and 30% chance to resist a harmful status |
| Arcane Spark | 10% | +1 starting Energy and +8% Magic |
| Fortune's Favor | 5% | +10% Gold, +8% loot, +2% jackpot chance |
| Prodigy | 1% | +5% Attack, Magic, Defense, and max HP; +2% crit; +10% XP and mastery |
For a first Normal clear, Survivor is the useful common roll. Prodigy is the broad mythic, not a ticket you should block the game on. Quick Study speeds mastery toward Super skills and does not fix a missed prompt.
Heartblood is the reported Race Evolution material, with early drops tied to Nightmare and further progress tied to Torment. Heirlooms are a separate race drop. Heartblood does not awaken a class.
