Loading...
Karma - Version 2 vs Version 3
Aug 6, 2026, 09:41 PM
Added the Karma Codex section covering the launch-day reset for pre-launch build players and the 1.0.7 menu changes
Aug 26, 2026, 09:14 AM
Added the first published example of a dedicated Karma changing a named Hero kit, from patch 1.0.10, and moved the Related list to the end of the page
11Karma is the exclusive-equipment layer in DragonSword : Awakening. It sits above ordinary gear as the per-Hero power item that changes what a Hero does in a fight, and it is the reward that most of the game's repeatable content ultimately points at.2233What Karma Is4455Every Hero can equip Karma, and Hound13 has designed two dedicated Karma types per character rather than one. Which one a player slots changes that Hero's role in the party, so the same Hero can be built toward a different job in the combo chain without swapping them out. That is a deliberate replacement for the tiering the free-to-play build used: with the character grade system gone, Karma is where per-Hero specialisation now lives.6677Karma comes in two broad classes. General-purpose Karma drops from World Bosses and from treasure chests scattered across the open world, so ordinary exploration feeds it. Exclusive Karma, the per-Hero kind, is not a direct drop: it is produced by refining and exchanging materials earned from World Bosses and from the Tower of Trials.8899How Karma Is Obtained10101111TypeSourceHow it reaches youGeneral-purpose KarmaWorld Boss defeats, open-world treasure chestsDirect dropExclusive (per-Hero) KarmaKey materials from the Tower of Trials and World BossesRefined, then exchanged at a fixed rate for the Karma you wantSeals of AdventureGuaranteed drops from repeatable contentA pity-style floor so farming sessions always return something1212The exchange step is the important part of the design. Rather than rolling for a specific Karma, the player banks key materials and then trades them for the exact one they want, which makes a target reachable by playing a known number of runs. Hound13 changed the acquisition method to this deterministic exchange during the buy-to-play rework, alongside removing the stamina gate that used to cap how much of that content could be run in a day.13131414Where It Fits in Progression15151616The Tower of Trials is the main engine here: it is solo endgame content whose rewards include the key materials used to craft exclusive Karma, and Hound13 has said it was still expanding the Tower's floor count in the run-up to launch. World Bosses cover the same role in the open world and, unlike the free-to-play build, respawn on a daily rather than weekly cycle.17171818Karma sits alongside the other growth tracks rather than replacing them. Ordinary equipment still rolls sub-options, and the launch build fixed those option values per grade and per slot instead of randomising them, so gear planning is readable in-game rather than requiring an outside reference. Familiars cover traversal and passive utility, and Hero unlocks come from quests, so Karma is specifically the combat-power and role-shaping layer.19192020What Is Not Confirmed21212222Hound13 has not published the individual Karma names, their stat lines, the number of refinement tiers, or the exchange rates. The per-Hero pairs have been described in outline only. Those specifics should be treated as unconfirmed until they can be read from the shipping build.232324-Related24+One concrete instance has since surfaced. Patch 1.0.10 describes Astria's Ballista Shot charge action during Precision Shooting mode as behaviour that applies with dedicated Karma equipped. That is the first published case of a specific dedicated Karma changing what a named Hero can do in a fight, rather than the per-Hero design being described only in outline. The Karma itself is still unnamed, and no stat line was given.252526-HeroesActive SkillsStatus AilmentsCo-OpFamiliarsBuy-to-Play Model27-2826The Karma Codex29273028Collected Karma is recorded in a dedicated Codex entry rather than only sitting in the inventory. That distinction became visible at launch: the patch applied on release day reset part of the Karma Codex for anyone who had played the pre-launch build, so the corresponding Karma had to be collected again before it would register. Karma obtained after that patch saves normally.31293230The Codex is one of four menu panels that share the same layout, alongside the Hero and Familiar Codex views. Patch 1.0.7 made every menu shortcut a toggle, so the same key that opens the Codex now closes it, and fixed a controller fault where skill descriptions inside the Codex could not be scrolled.31+32+Related33+34+HeroesActive SkillsStatus AilmentsCo-OpFamiliarsBuy-to-Play Model