The hero system has one rule that catches almost everyone out — only one passive is ever active.
Last updated: 8 August 2026
You can own and promote every hero, but only the currently selected hero's passive affects your stats. And each hero boosts exactly one stat.
Unlocking a hero costs 10 shards, and each promotion costs another 10. Shards come from summon tickets and dungeon rewards.
A hero shows as Lv 1 the moment you unlock it, and each rank-up adds one level. The bonus works out to base + per-level × (Lv − 1), so the Lv 1 value is the base.
| Hero | Boosts | Lv 1 | Per level | Lv 5 | Lv 10 |
|---|---|---|---|---|---|
| Hero | Max HP | 0% | +3% | 12% | 27% |
| Warrior | Attack | 8% | +4% | 24% | 44% |
| Knight | Defense | 10% | +5% | 30% | 55% |
| Rogue | Crit Chance | 5% | +2% | 13% | 23% |
| Mage | XP | 10% | +5% | 30% | 55% |
| Dwarf | Gold Gain | 10% | +5% | 30% | 55% |
Note that only the Hero starts at 0. It's your starting character, but at Lv 1 it grants no passive at all. At the other end, Knight, Mage, and Dwarf share the best scaling: 10% at Lv 1 plus 5% per level.
Gold Gain +10% applies to every gold source: combat, stage clears, idle rewards, and sales. In Scroll Dungeon gold is the only currency for skill upgrades, and skill upgrades are also what unlock new cards. More gold therefore multiplies into every progression path at once.
Because Energy caps you at four runs a day, you can't earn more by playing more — only by earning more per run. That's exactly what the Dwarf does.
Epic and higher gear only drops from account level 11. Until then high-rarity farming is closed off, so reaching level 11 quickly is effectively a content unlock. Levelling costs current level × 30 XP, so +10% XP is very noticeable early and mid-game.
Once you clear level 11, switching to the Dwarf is usually correct.
Defense +10% is the strongest defensive base of the six. But defense only reduces incoming damage; it doesn't shorten your run. If your problem is failing to burn the boss down in time, the Knight won't fix it. Dying to boss hits calls for the Knight; running out of time calls for the Warrior.
The Warrior (Attack +8%) is fine but starts low. The Rogue (Crit Chance +5%) is weak alone and only pays off alongside the Hero-tier Crit DMG and Legendary-tier Deathblow cards. Before those cards open, both are low priority.
| Source | Details |
|---|---|
| Summon tickets | Summon on the Heroes tab. Premium summons have a 10-pull pity, guaranteeing a result within ten |
| Dungeon rewards | Some dungeons pay out tickets directly |
| Stage clears | First clear of a region boss grants tickets |
| Shard Gain card | +10% per level — Hero tier |
Ticket payouts scale as 1 + region index ÷ 2, so deeper dungeons give more. If you're seriously farming shards, run the deepest dungeon you can clear rather than repeating early ones.