Blessings
A blessing is a perk you choose, and it stays with you for the rest of the run.
When: 3 times a run, at the first node you clear past depth 5, then past 35, then past 75 (counted from where you entered the mine). The first is always Gold; the later ones roll their tier.
The offer: 3 blessings, all of one tier. Take one: the fight waits while you choose.
Rerolls: 2 a run, one card at a time, always into another of the same tier. A rare Loki's Knucklebone dropped by the dead adds one.
Skill blessings belong to one class and say Gain X: they give you that skill (at rank 2) and change how it works, and it drops more often for the rest of the run. Tag blessings come to any class whose skill pool has at least 2 skills with that tag (which pools carry which tags). The rest are for every mole.
Silver
Iron Hide
+20 life, and you take 5% less damage.
Deft Paws
Your weapon strikes 12% faster, and your skills recharge 8% faster.
Delver's Lamp
Your light reaches 30% further, and +15% luck: more falls your way.
Wide Swing
+20% area: everything that strikes an area reaches wider.
Fletcher's Kit
+1 projectile on everything you shoot or throw, but projectiles hit 10% softer.
Wide Arc
+15% melee damage, and +10% area.
Kin of the Wild
Your beasts hit 20% harder and strike 15% faster.
Quick Nock
Gain Piercing Shot. It looses one more arrow, at the next enemy over, and comes round 25% sooner.
Spiked Pelt
Gain Bear's Rebuke. It erupts at nearly every blow (not once in 0.8 s), and a third wider.
All-Seeing
Gain Huginn & Muninn. Their marks start at +30% and last three times as long.
Gold
Unbound
Skills that are in no Bond deal 35% more damage and recharge 20% faster. You need no partner.
Heimdall's Horn
Your peak (Hawk's Eye, Berserkergang, Overflow, the Stampede) builds 25% faster and lasts 50% longer.
Eighth Leg
Your movement comes back sooner: the Tumble gains a charge; a movement without charges recharges 35% faster.
Ullr's Aim
Everything you shoot or throw pierces 2 more enemies, and projectiles hit 25% harder.
Hel's Tithe
Bleeding enemies take 25% more from everything, and when one dies its wounds pass to the two nearest.
Skadi's Snares
Your traps lie twice as long and two more can lie at once, and a trap that snaps drags everything within 3 m into its jaws.
Freyja's Chariot
+1 of every beast at your side, and they strike 30% faster.
After-Image
Every skill that fires after your movement fires again a moment later, mirrored: where the movement began.
Surtr's Kindling
+35% fire damage, and your light reaches 15% further.
Thor's Chains
Everything that jumps from enemy to enemy jumps 2 more times, and lightning hits 25% harder.
Ymir's Breath
+30% frost damage, and a frozen enemy takes 25% more from everything.
Path of Thorns
Gain Caltrops. They no longer wait for a blow: while you run you trail them behind you, a patch every 0.4 s, and they bleed twice as hard.
Endless Rain
Gain Rain of Arrows. A volley falls every 1.5 s instead of every 6, at 70% of the damage.
Hydra Fletching
Gain Split Shot. It splits on nearly every hit (not once in half a second), and every split arrow splits once more where it lands.
The Mews
Gain Falcon. The falcon stays for good, a second one joins it, and they dive first at anything marked or bleeding.
Splinter-Craft
Gain Shrapnel. Every kill bursts, and the splinters count as your arrows: they set off Split Shot, Barbed Arrows and Momentum.
Mjölnir's Flight
Gain Throwing Axe. Every axe goes through everything and flies back to you, and one more is thrown.
Earthshaker
Gain Ground Slam. It no longer waits for your Charge: the ground breaks round you every 3 s, and the aftershock always follows.
Storm of Blades
Gain Whirlwind. You spin half as long again, it comes round twice as often, and every spin ends by flinging axes outward.
Fenrir's Brood
Gain Úlfhéðnar. Your wolves stay for good, up to four of them, and they bite a third faster.
Dwarf-Forged Chain
Gain Gleipnir. It drags EVERY enemy within 12 m into the knot, and comes round every 5 s.
Muspelheim
Gain Draugr Pyre. Every kill bursts into flame, and every burst leaves burning ground.
Storm Conductor
Gain Chain Lightning. It needs no critical hit: any weapon hit throws it (once in 0.4 s), and it jumps two more times.
Eternal Winter
Gain Niflheim's Breath. You breathe every 4 s instead of 11, a third wider.
Giant's Brand
Gain Brand of Muspel. Its fire burns three times as long and twice as wide: a lasting ring of light against the Myrkr.
Twin Storms
Gain Ball Lightning. Two balls at a time, each zapping three and drifting half again as far.
Overcharge
Gain Static Field. It shocks four times a second instead of twice, and reaches half again as far.
Wolf-Mother
Gain Geri & Freki. Four wolves walk with you, not two, and their bites open wounds at any rank.
Ursine Wall
Gain Bear Friend. Two bears stand with you, and each roars twice as many to itself.
Gullinbursti
Gain Boar. It charges every 2.5 s, not 5.5, and always turns to charge back.
Thousand Roots
Gain Entangling Roots. They come up at nearly every weapon hit (not once a second), and reach further.
Bifröst
Yggdrasil's Bough
+1 skill slot for the rest of the run. The one way to an extra slot.
Mímir's Well
Every skill you hold rises to rank 3 at once, and every new skill arrives at rank 2.
Loki's Bargain
Your skills recharge twice as fast and your weapon strikes 30% faster, but you take 40% more damage.
Wheel of Arrows
Gain Barrage. It looses a ring every 0.75 s for as long as Hawk's Eye lasts, not only as it opens.
Ullr's One Mark
Gain Hunter's Mark. There is only ever one mark, but the marked takes 150% more and the mark never fades. When the marked dies the mark leaps to the strongest enemy near, and every skill's recharge jumps 1 s ahead.
Allfather's Call
Gain Odin's Roar. You roar every 8 s, raging or not, and every roar fills your Rage by 35.
Einherjar
Gain Valkyrie's Refusal. Every time she comes she refuses even a killing blow (not once a chamber), and she heals you to full.
Odin's Prism
Gain Prism. Every Discharge echoes twice, and each echo is as strong as the Discharge itself.
Thor's Fury
Gain Thor's Wrath. It strikes on every Discharge, not only the Overflow, and leaps three more times.
The Old Forest
Gain Elder Ent. It walks for 30 s, not 10, slams twice as fast, and bursts five times as hard.
The Endless Hunt
Gain Call of the Wild. The doubles your first Stampede calls stay at your side for the rest of the chamber.