Wren
Came down to strike her mother's name from the ledger. Straight-up steel. A good first descent.
Skill: Cleave
Strike every enemy once.
Each hit is an ordinary strike: it can crit, counts toward every-third-strike effects, and applies whatever your strikes apply. Like every skill it costs mana only: it has no cooldown and does not end your turn.
Passive: Second Wind
The first time each battle you fall below half
health, restore 50%
armor.
It triggers once per battle, on the hit that takes you under half health, and gives back half of your maximum armor.
Specialization: Duelist
Against a lone enemy, +1
strike.
The extra strike comes whenever one enemy is left standing, so it is always on against a lone boss or Warden.
A specialization replaces the passive; you play one or the other. Wren's opens when Wren's own best floor is 20 or deeper, and you switch it in the hero's details at hero select. The Daily Descent and the Season Descent always use the base passive.
Base stats
Wren starts every run with +24
health, +4
armor, +3
power, +5%
crit chance, +50%
crit damage, +3
mana, a Rusty Shortsword and 30 gold (more with the Endurance trial or the Pilfered Crown). Everything else comes from gear. What each number does is on the stats page.
Good with
Hero select names three sets that suit Wren. Any hero can wear any set; these are a starting point.
Emberforged Burn everything.
- 2Strikes apply 1
burn. - 3+30%
power. Burn deals double. - 5Kills spread their burn to every enemy.
Duskfang One perfect cut.
- 2+15%
crit chance. - 3+100%
crit damage. - 5Crits execute enemies below 20% health.
Stormcall Strike again and again.
- 2+1
strike. - 3Strikes arc to another enemy for 40% damage.
- 5Every 3rd strike calls lightning on all enemies.
What the bosses say
Each boss has one line kept for Wren, said once, at the start of a fight.
Unlocking Wren
Wren is yours from the first run.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.