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Boons & gods

The signature run-time loadout system across both entries. Each cleared chamber may offer a Boon — pick 1 of 3 from a rotating roster of ~12 Olympian gods. The boons stack. By the end of a 30-minute run you're carrying a deck of ~10 boons; the combination is the build.

Boons of Apollo — three options shown: Nova Strike (Attacks deal more damage in a larger area, +40%), Blinding Rush (Sprint faster + Daze), Lucid Gain (restore Magick when Casts expire)The boon-draft moment. Apollo offers three Common boons; the player picks one and exits. The text on each option is precise — exact percentage, exact stat affected, the slot it modifies (Attack / Sprint / Cast). The right-side tooltip explains what Attacks are, in case the player forgot. Source: Game UI Database.

The draft

Every god offers boons that modify a specific slot of your kit:

SlotWhat it is
AttackYour basic-attack button
SpecialYour alt-attack button
Cast (H1) / Cast + Hex (H2)A magick-based ability
Sprint / DashThe mobility/dodge button
Magick / Mana (H2 only)The resource pool that fuels Cast and Hex

Each god has a flavor — Zeus does chain-lightning, Poseidon knocks back, Aphrodite Charms enemies, Demeter chills, Apollo deals AoE light, Hera links enemies, Hephaestus deals Blast damage on cooldown. So a Zeus + Poseidon combo electrifies-then-knocks-into enemies; an Aphrodite + Demeter combo charms and freezes.

This means the build identity is emergent from the random god roster you encountered. You don't pick a class; you pick a direction in the boon graph the run offered you.

Rarity tiers

Boons roll at a rarity tier:

TierEffect
CommonBase value
Rare~1.3× base
Epic~1.6× base
Heroic (H1) / Mythic (H2)~2× base
LegendaryUnique effects, requires prerequisites
DuoCombo effect from 2 specific gods, requires conditions

The rarity is rolled at boon offer time, modified by purple Pomegranates / hammer-upgrades / certain mirror talents. Players hunt rare-or-better at every offer.

Pom of Power — three owned boons being upgraded: Wave Strike Lv1→Lv2, Passion Rush Epic Lv1→Lv2, Extra Dose Rare Lv1→Lv2A Pom of Power upgrades 3 of your owned boons by one level. Visible in this screen: rarity colors (purple = Epic, blue = Rare, white = Common) and the level axis on top of the rarity axis. So a "Common Lv 5" boon outperforms a "Rare Lv 1" — the loadout is two-dimensional. Source: Game UI Database.

Duo boons — bonus-with-drawback synergies

A Duo boon is unlocked when the player carries 2 specific god's boons of certain types simultaneously. Examples:

DuoFromEffect
Lightning RodZeus + ArtemisStatic lightning strikes on top of Crit damage
Cold FusionDemeter + ZeusChill stacks proc lightning
Curse of LongingAphrodite + ArtemisCharmed enemies take crit

Duos are bonus-with-drawback in a soft sense: each Duo locks you into 2 specific gods, so taking it forecloses options to drop one of those gods later for a better synergy. The build commits.

Legendary boons

Each god has 1–2 Legendary boons — a tier above Heroic. They require specific prerequisites:

  • Apollo's Sun Worshipper: requires 4 other Apollo boons.
  • Demeter's Frigid Sweep: requires having a Demeter Cast boon already.
  • Zeus's Thunder Forge: requires 5 Zeus boons.

Legendaries are commitment rewards — they pay off players who specialize in one god rather than spreading across many.

Hammer of Daedalus — the rare weapon-altering offer

Once or twice per run, a Hammer chamber appears: pick 1 of 2 (or 3) hammer upgrades that fundamentally alter your weapon. Examples for Sister Blades (Hades II):

  • Greater Twin Strike: +50% damage but slower swings
  • Quick Spin: twirling Special instead of throwing
  • Vicious Skewer: Attack is a forward lunge instead of stab

Hammers are build-defining — they often dictate which boon types to prioritize for the rest of the run. Take a Hammer that converts your Attack to a multi-hit and you suddenly want every "on-hit" boon you can find.

This is structural bonus-with-drawback: each hammer trades a property of your weapon for a different one.

Why pick-1-of-3 lands so hard

The structure is identical to Slay the Spire's card-draft-with-skip pattern transposed to real-time action combat. The genius of Hades is that the same draft mental-model that works for Spire's tactical combat works for Hades's frantic action combat — because the offer happens between combats, in a slow chamber, with full text and tooltip support.

Spire taught players the language of "pick 1 of 3 with implicit skip"; Hades repays that mental model in a different genre, and it's immediately readable because the framing is identical.

The skip is implicit but present — you can take a boon's third option (the worst one) and effectively skip the offer, but most players have learned to skim hard for synergy.

What this teaches

  • The pick-1-of-3 draft generalizes outside deckbuilding. If you have a clean per-encounter offer flow, you can ship Spire-grammar reward selection in any genre.
  • Two-axis rarity (rarity + level) gives a long progression curve from a small option pool. ~12 gods × 5 slots × 5 rarity tiers × N levels per slot = thousands of combinations from a small underlying matrix.
  • Synergy commitment (Duos, Legendaries) gives the optimizer something to chase past round 1. A run that only offered Common boons would feel flat; the chase for a Heroic + the chase for a Duo are what make boon offers exciting at hour 50.

Patterns this exemplifies

  • bonus-with-drawback — Hammers, Duos, and certain Legendaries close off other options.
  • card-draft-with-skip — pick-1-of-3 with implicit skip, transposed to action combat.
  • opportunity-cost-loadout — every boon taken is the slot a different god's boon could have filled. Build commits matter.

Released under the MIT License.