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Herobrine

Herobrine

The warlock. He begins with fire already in his hands, and at the fifth upgrade he binds himself to one of two pacts - a choice that cannot be unmade.
Starters have no tier. They have a ladder of ten upgrades, and the suit changes shape as you climb it.
Herobrine
Every starter begins here, at upgrade 1 of 10.

Upgrading

Hold the suit and right-click it.
No bench, no block, no keybind. The screen lists all ten upgrades, what each costs and what it unlocks.
Most upgrades let you choose what to learn, so two players can climb the same ladder and finish with very different suits.

One Verb, Several Shapes

Each pact does one thing in a handful of forms.
Pyre is flame - as a cone, a line, a wall, a ring and a column. Slow, and hard to shift.
Void is teleportation - blink, swap, phase, displacement. Fragile, and impossible to pin down.
Upgrade 1Herobrine
Unlocks: Burning Hands, Emberproof, Looting
Choose one: Natural Mending / Built to Last

Upgrade 1

Handed to you when you pick your starter, and never crafted. You start already burning: a cone of soul fire from your hands, and fire that will not touch you.
Upgrade 2Herobrine
Choose one: Scorching Ray / Stinking Cloud

Upgrade 2

Cost: 12x Oak Planks, 5x Fabric
The first real decision. Scorching Ray burns one thing down; Stinking Cloud spoils the ground everyone is standing on and drags anything airborne out of the sky.
Upgrade 3Herobrine
Unlocks: Night Vision, Acrobatics, Light Footed
Choose one: Acrobatics II / Poison Immunity

Upgrade 3

Cost: 8x Leather, 8x Fabric, 24x Coal
How you carry yourself. Acrobatics II adds a double jump to the wall cling and dodge you already have; Poison Immunity is the quieter, safer pick.
Upgrade 4Herobrine
Unlocks: Equip Cursed Sword
Choose one: Wraith Form / Spectral Deflect

Upgrade 4

Cost: 6x Iron Ingot, 10x Fabric, 16x Soul Sand
The Soul Sword, and how you avoid being hit at all - go entirely unseen while you hold still, or turn arrows back the way they came.
Upgrade 5Herobrine
Unlocks: Obsidian Walker
Choose one: Pact of the Pyre / Pact of the Void

Upgrade 5

Cost: 8x Ender Pearl, 12x Fabric, 16x Soul Soil
The pact. The only choice on this ladder that cannot be unmade.
It decides your body, not your spell list. The Pyre is slow and hard to kill and sets light to everything it touches. The Void cannot be stunned or staggered and shoves whatever it hits out of position, but takes a third more from everything that reaches it - and gives up Emberproof.
Everything after this offers both elements side by side. You may learn whatever you like.
Upgrade 6Herobrine
Unlocks: Living Furnace, Sniffer's Nose
Choose one: Wall of Fire / Blink

Upgrade 6

Cost: 4x Diamond, 8x Reinforced Leather, 8x Blaze Powder
Your first invocation. Hold ground behind a standing sheet of soul fire, or refuse to be held at all - four blocks, three seconds, and a copy of yourself left standing where you were.
Upgrade 7Herobrine
Choose one: Fire Shield / Displace / Spreading Flame / Blink Ward

Upgrade 7

Cost: 8x Diamond, 12x Reinforced Leather, 2x Diamond Cube
A wide rung: two moves and two passive traits to choose from.
Upgrade 8Herobrine
Unlocks: Teleport Capture
Choose one: Flame Strike / Phase Walk

Upgrade 8

Cost: 16x Obsidian, 4x Diamond Cube, 4x Ghast Tear
Reach. Flame Strike is the only Pyre shape that acts somewhere you are not standing; Phase Walk is the Void deciding walls are optional.
Upgrade 9Herobrine
Unlocks: Pull, In Your Face
Choose one: Conflagration / Unravel / Wildfire / Recoil

Upgrade 9

Cost: 2x Wither Skeleton Skull, 6x Diamond Cube, 2x Netherite Scrap
The second wide rung. Conflagration is the payoff every flame you own was setting up - it does nothing at all to something that is not already alight.
Upgrade 10Herobrine
Choose one: Firestorm / Pearl Storm

Upgrade 10

Cost: 2x Netherite Ingot, 8x Diamond Cube, 16x Reinforced Leather
Make a piece of the world uninhabitable and stand in the middle of it, or take one thing apart from across the room.