THE UNMAKING
- POWER
- RUNS 9 S
- LEADS WITH PULSE
- STACKS
- THE RIFT
THE UNMAKING is a wave washing out of the hero, and it runs for 9 seconds from the moment it is spent.
It stacks: a second pickup spent while the first is still running adds a whole fresh copy rather than resetting the clock, so two at once is genuinely twice the power.
The rift's answer to being walked through. A ring of nothing washes out of the hero on a beat, unwriting what it touches and throwing the rest clear. The crowd-breaker: it will not kill a boss, it gives back the room that was being lost.
What it does
The wave
| WHAT | VALUE |
|---|---|
| WASHES OUT EVERY | 0.9 S |
| REACHES | 128 PX |
| DAMAGE PER WAVE | 30 |
| SHOVES THE CAUGHT | 46 PX |
- AUTHORED AT LEVEL 1every damage figure above is the blow a level-1 hero with nothing spent on INTELLIGENCE lands, measured against a reference minion carrying 45 health. It does not stay there: a power's output rides the same curve a monster's healthbar climbs, so a figure that clipped a third of a bar on the first map still clips a third of one on the last.
- INTELLIGENCEeach point deepens every one of its blows by 5%.
How often it turns up
THE UNMAKING is weighted 40 against the catalog's ordinary 100, so it turns up 2.5 times as RARELY as an unweighted power sharing its pool.
A pool is a flat list picked from by weight, so what those odds actually come to depends on how deep the venue's list is — and every venue from here on keeps it, so the same power thins out the further down the campaign you take it.
The merchant's counter reads the same weight and marks the price up by it, to a ceiling of 5× — coins cannot buy past the rationing.
| VENUE | POOL | WEIGHT | SHARE OF THE POOL |
|---|---|---|---|
| THE RIFT | 13 powers | 40 | 5.2% |
| BOOT HILL | 15 powers | 40 | 4.5% |
| THE GARAGE | 15 powers | 40 | 4.5% |
| THE BUNKER | 15 powers | 40 | 4.8% |