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Heroes

Funke

Appears in 0.5.5, 0.5.3, 0.5.1.718

✓ Read from the game files of the demo, build 0.5.14.973, extracted on October 24, 2026. Verified in the game: official texts from the in-game Compendium of the demo, build 0.5.14.973.

Stat icons are written as words; their meaning is confirmed by the game files.

Funke, Rank C
Rank C
Funke, Rank B
Rank B
Funke, Rank A
Rank A
Funke, Rank S
Rank S
The hero at each rank
Title
The Shackled
Guild
A Temple
Classes
Mage
Tags
Burn

Let me do things my way.

Current role at the guild

Funke's flames were never meant to be carried inside one body. He ended raids alone and took half the site with him. The incident reports stopped distinguishing between "victory" and "collateral" years ago. A Temple is the only guild that can work with him at all, and even that takes everything he has to hold back. Sometimes he goes quiet mid-thought, like he's listening to something else.

Why they would switch guild

Every guild so far has wanted him smaller, contained. Be the first to ask what happens when he stops holding back, and he'll show you personally.

Starting stats

Max HP
650
Max Mana
85
Starting Mana
45
Mana Regen
4
Base Attack Damage
21
Attack
0
Magic
25
Attack Speed
0
Base Attack Speed
0.47
Crit
15
Defense
27
Attack Range
4
Move Speed
1.5
Shop price
25

Abilities and specializations

Base ability

WildfireActive · Mana 45/85

Blast a fireball at all enemies in Funke's range, dealing 175 (+200% Magic) damage and inflicting 0 (+75% Magic) Burn.

The Stoked

Specialization

Passive

Mages gain 1 (+1 per rank) Magic whenever an enemy in their range takes Burn damage. Backup. Funke gains 1 Mana whenever an enemy in his range takes Burn damage.

The Inferno

Specialization

Passive

Gain 2 Attack Range. At start of combat and after Stall (15), inflict 25 (+1 per 3 Magic) Burn on all enemies in range.

The Detonator

Specialization

Passive

On cast, all enemies in range take 7 (+7 per rank) ticks of Burn damage.

Rank upgrades

The Class Upgrades offered when this hero ranks up to A and S, for each of its classes (one choice per rank).

Mage· 15

  • Mage ArmorA · S

    At start of combat, if this Hero is in the front row they gain 0 (+100% Magic) Defense.

  • HermitA · S

    At start of combat, if this Hero is alone in the back 2 rows they gain +33% Magic and +50% Crit.

  • Stall CertaintyA · S

    Stall abilities trigger 6 seconds faster. Backup.

  • Enchanted AttacksA · S

    On auto attack, deal 0 (+100% Magic) bonus damage.

  • Arcane DestructionA · S

    On cast, gain 100 Crit.

  • Burning CastsA · S

    On cast, inflict 0 (+50% Magic) Burn on enemies in range.

  • Burning AbsorptionA · S

    On cast, gain 1 Magic per 3 Burn on enemies in range.

  • Stalled HeatA · S

    After Stall (20), inflict 0 (+100% Magic) Burn on all enemies.

  • Magical GrowthA · S

    At start of combat, Mages permanently gain 20 Magic. Backup.

  • Freezing CastsA · S

    On cast, inflict 0 (+25% Magic) Frost on enemies in range.

  • Freezing AbsorptionA · S

    On cast, gain 1 Magic per 5 Frost on enemies in range.

  • Stalled ColdA · S

    After Stall (20), inflict 0 (+35% Magic) Frost on all enemies.

  • Stalled GrowthA · S

    After Stall (25), permanently gain 40 Magic.

  • InstacastA · S

    After Stall (15, 30, and 45), gain 100 Mana.

  • Fast CastA · S

    Gain 8 Mana Regen and 40 Starting Mana.

Patch history

  1. 0.5.5🔄 Rework

    Wildfire (Active Ability): Base Burn per fireball 12 -> 0; Magic Burn scaling 66% -> 75% (surpasses old numbers at ~130 Magic)

    Official post: Patch 0.5.5 (opens in a new tab)

  2. 0.5.3⬇️ Nerf

    Wildfire (Signature Active Ability): Base burn per Fireball 15 -> 12

    Official post: Patch 0.5.3 (opens in a new tab)

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