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Soul Imprints, Special & Extra — the Character Ability menu, decoded

Everyone knows the Ability tab — you've pumped POWER with gold a thousand times. But the menu's other three tabs rarely get a mention, and until today they weren't on the site either. The tables shipped in the APK all along: this morning we decoded them, added them to the Progression & Economy page, and taught the Hero Builder and DPS calculator to use them. Here's what they do.

9Soul Imprints, fed by Hell Orbs
11×4Special upgrades across grades I–IV
8Extra upgrades, Ice + Jungle Orbs
5.2MGold for the full grade-up path

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.

ImprintStatCapRate at capTotal cost
Battle BoostOverall Attack200300026,697 Hell Orb
Critical EdgeCritical Damage100200018,958 Hell Orb
Vital ForceMax HP100125018,958 Hell Orb
Recovery BoostHP Recovery10050019,160 Hell Orb
Bag BoostCargo100100018,958 Hell Orb
Basic Attack UpBasic Attack Damage100100018,958 Hell Orb
Spell PowerSkill Damage100100018,958 Hell Orb
Sharp ShotRanged Damage100250018,958 Hell Orb
Heavy SwingMelee Damage100250018,958 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-upCostFixed bonus granted
Grade 135,280 Gold + 10 Red Orb—
Grade 2455,400 Gold + 20 Red OrbPOWER +50
Grade 31,205,450 Gold + 30 Pink OrbPOWER +50 + SKILL DAMAGE +50
Grade 43,530,350 Gold + 40 Pink OrbPOWER +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

Folding policy, for the record: only the options whose stat semantics the data actually states are folded in — Battle Boost, Massive Muscle and Bulk Up add to power; Vital Force, HP Boost and Strong Heart add to HP. Crit, lifesteal, cargo and cooldown options are shown raw rather than guessed, same as everywhere else on the site.

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.