First, a naming confession
We wrote these tabs down as "Gold & Soul Imprint, Special and Extra" —
then found the game's own strings. The popup subtitle is "Soul Imprint"
(ABILITY_POPUP_SUBTITLE_SOUL), the tabs are
ABILITY_TAB_SPECIAL and ABILITY_TAB_EXTRA. The menu
even has its own unlock toast: "New Menu Unlocked — Character Ability".
So the names below are the game's, not ours.
Soul Imprints — the Hell Orb sink
Nine permanent stat boosts bought entirely with Hell Orbs — the raid currency. Every level adds a flat rate to its stat and every level costs the same, so each imprint is one long arithmetic ladder: Battle Boost runs to Lv 200 (rate 3000) for 26,697 Hell Orb, while the other eight cap at Lv 100 for about 18,958 orbs each.
| Imprint | Stat | Cap | Rate at cap | Total cost |
|---|---|---|---|---|
| Battle Boost | Overall Attack | 200 | 3000 | 26,697 Hell Orb |
| Critical Edge | Critical Damage | 100 | 2000 | 18,958 Hell Orb |
| Vital Force | Max HP | 100 | 1250 | 18,958 Hell Orb |
| Recovery Boost | HP Recovery | 100 | 500 | 19,160 Hell Orb |
| Bag Boost | Cargo | 100 | 1000 | 18,958 Hell Orb |
| Basic Attack Up | Basic Attack Damage | 100 | 1000 | 18,958 Hell Orb |
| Spell Power | Skill Damage | 100 | 1000 | 18,958 Hell Orb |
| Sharp Shot | Ranged Damage | 100 | 2500 | 18,958 Hell Orb |
| Heavy Swing | Melee Damage | 100 | 2500 | 18,958 Hell Orb |
Yes, that's roughly 178,563 Hell Orbs to max the whole tab. Raid days matter.
Special — grades, not levels
The Special tab works in grade bands: eleven upgrades, each unlocked through four grades that gate its level cap (5, 15, 30, 50 for MASSIVE MUSCLE). Within a grade you pay Red and Pink Orbs per level; jumping grades costs real gold — and grants a fixed stat bonus on top:
| Grade-up | Cost | Fixed bonus granted |
|---|---|---|
| Grade 1 | 35,280 Gold + 10 Red Orb | — |
| Grade 2 | 455,400 Gold + 20 Red Orb | POWER +50 |
| Grade 3 | 1,205,450 Gold + 30 Pink Orb | POWER +50 + SKILL DAMAGE +50 |
| Grade 4 | 3,530,350 Gold + 40 Pink Orb | POWER +50 + SKILL COOLDOWN +50 |
| Grade 5 | — | POWER +50 + CRITICAL DAMAGE +100 |
The full path totals 5,226,480 Gold + 30 Red + 70 Pink Orbs — and the final grade-up is free, handing you POWER +50 + CRITICAL DAMAGE +100 just for arriving. Inside grade IV, MASSIVE MUSCLE tops out at rate 300.
Extra — the Lv 50 companion tab
Eight upgrades capped at Lv 50, paid in Ice and Jungle Orbs (10,207 + 1,448 for the full tab). Same shape as the imprints — flat rate per level, flat cost — just half the ladder. Bulk Up, Strong Heart and their siblings mirror the Special tab's stats, which makes them easy to plan around.
The tools learned to use all of this
- Progression & Economy
gained three sections — Soul Imprints, Special (with the grade-up table above)
and Extra — with full per-level data in
progression.json. - Hero Builder has an Upgrades
slot: set your levels and the Attack/HP options fold into the computed Power
and HP, exactly like the rune slot. Share links are now version 3 —
old links still restore fine, and build cards (including the
/buildcardbot command) render the same folded numbers. - DPS calculator takes the same inputs, defaulting to zero — so the power-ranking table stays untouched, and your tower verdicts can now account for the upgrades you've actually bought.
Also today: XP Hero turned up on Freecash, and we wrote up how the offer's milestones map onto exactly the walls these tools exist for. Busy day.
Try it
Open the Soul Imprints section, pick your next imprint, then check what it does to your build in the Hero Builder. If your guild argues about whether Special grades are worth the gold — they are, the table says so — send them the link.
Data from SoulUpgradeTypeData / SoulUpgradeLevelData / SpecialUpgradeTypeData / SpecialUpgradeLevelData / SpecialUpgradeGradeData / ExtraUpgradeTypeData / ExtraUpgradeLevelData (game v26.2.0), extracted from the APK. XP Hero is developed by Supercent — XPHero Fans is unofficial and not affiliated with or endorsed by them.