Your Leader is not alone in the quest to expand your empire, as you will also be approached every now and then by other people of skill and power. These will be your heroes.
Heroes function much like Leaders and can become similarly powerful. Unlike leaders they cannot retreat to the void to escape death, they must be present at a battle to cast spells, and they can only cast combat spells. Each player can cast only one spell per combat round no matter how many heroes they have.
Heroes level up and use equipment as your leader does. Instead of using empire research to access their class abilities and to increase their casting points, heroes have these as options on their list of per-level upgrades (experience requirements for each level). This limits their raw power since spending leveling points on casting takes the place of direct upgrades. However, since higher tiers of spells and casting points are added to their upgrades list every odd level, heroes can unlock advanced combat spells (through experience) much earlier than leaders typically will (through research).
For lists of abilities and when they are available, see each classes page. Some of the abilities that heroes can have affect all units in the army when they are leading the army. If the hero is leading the army, they will occupy the first position in the list of units in the army. In the case of multiple heroes, the one with the most leadership abilities is assigned as the army leader.
When heroes are killed in combat, they drop any equipment they have onto the ground. The Resurrect Hero spell can bring a hero back to life.
Upgrades[]
Every Hero has 50 , 36 , 9 , 9 , Melee Strike (12 ), Hero, Cavalry, Walking, Mounted, Charge, Cast Spell and Fast Healing by default.
Heroes also get the abilities and stat modifiers of their Race and Class (ex: Warlords get +2 from Armored and +2 Melee Damage).
Note your leader has Leader instead of Hero which also grants him Mind Control Immunity.
Any racial governance or empire upgrades that apply to listed above abilities also apply to heroes and leaders. So human champion RG3 gives +2 physical melee damage to human heroes and leaders and dwarven deity RG5 gives Meteoric Armor to dwarven warlord and dreadnought heroes and leaders. Also, it means that warlord's Thoroughbred Mounts give +15 HP to leader and every hero.
Each hero has no, one or (usually) two free predetermined spells he starts with. In addition, each hero always starts with one free spell chosen randomly. In any case, spells are chosen from 4 spells available at first hero level from its class (usually that spells have tier I or II for leaders).
The following are upgrades available to heroes and leaders at every level. Each time one is chosen the cost of the next level of that upgrade increases by 1 (cost of Resistance increases by 2).
- +5 Health Upgrade: 1 point
- +1 Defense: 1 point
- +1 Resistance: 2 points
- +1 Melee Strength: 1 point
- +1 Ranged Strength: 1 point
- Only affects a single channel
Leadership Abilities[]
The following is a list of all the possible abilities that a Hero can have that affect the hero's entire army. Complete upgrade lists for heroes are on the class pages. These abilities only function when the hero is leading the army.
- Assassins of Kings
- Aura of Resistance
- Bane of the Good
- Blood Brothers
- Blood Honor
- Bomb Squad
- Bringer of Goodwill
- Chaplain
- Charge Command
- Charged Army
- Counterpoison
- Defense Command
- Dirty Half Dozen
- Divine Justicars
- Dragon Slayer Party
- Field Medic
- Fleet Command
- Forge Aprons
- Healing Aura
- Holy Champions
- Imperial Authority
- Infiltration Squad
- Lightning Rod Banner
- Magic Affinity
- Master Illusionist
- Melee Command
- Natural Healer
- Natural Immunity
- Nature's Resistance
- One with the Trees
- Pest Control Squad
- Protection from Light
- Poison Knowledge
- Ranged Command
- Sacred Arms
- Spirit Shield
- Spirit of the Land
- Stealth Commander
- Stronger than Steel
- Sustainable Warfare
- Toughness
- Urban Stealth Commander
- Vow of Poverty
- Warm at Night
- Weapon Finesse
- Wizard Hunters
Hero Starting Traits[]
Each non-leader hero usually starts with two class spells, a unique trait or item, besides the class dependent ranged weapon. The following is a list of all known traits and items. If a hero starts with an item, that item can be given to other heroes or leaders and need not be kept on the hero who brought it. Work in Progress.
Draconian[]
- Arbak Kingslayer, Warlord - Draconian Slayer, Dragon Slayer
- Arraxi the Tall, Dreadnought- Polearm, Imperial Authority, Vision Range Upgrade
- Bexxes the Outlaw, Warlord - Guerilla, Defense Command, Overwhelm
- Emara the Slithering, Arch Druid - Swimming
- Eqlan the Putrid, Rogue - Cure Disease
- Firak the Roughskinned, Dreadnought - +1 ? (Leader)
- Ida the Monster-Mender, Sorcerer - Mend Magical Being
- Karnac the Deathslayer, Necromancer - Petrifying Touch, Death Ray, Stiffen Limbs, Corpus Furia
- Kir-Dachi the Beloved, Theocrat - Chaplain, Bestow Iron Heart, +1 , Slayer's Doubt (only 1 spell + the random one), 1 free upgrade point
- Mirra the Well-Oiled, Dreanought - Rapid Reload
- Nezhil the Sadistic, Rogue - Animal Slayer
- Raknor the Crusader, Theocrat - Holy Champions
- Siris the Nefarious, Necromancer - +5 , Death Ray, Stiffen Limbs, Desecration
- Xor-Thi Firetamer, Arch Druid - Fire Aura, Warm at Night
- Yirr-Fal the Young, Sorcerer - Dispel Magic, Life Steal, 20% Protection
Dwarf[]
- Benham the Vicious, Warlord - Charge Command
- Bursum the Invoker, Sorcerer - Taunt
- Dhorraine the Explorer, Sorcerer - Free Movement, Vision Range Upgrade
- Ferin the Wicked, Necromancer - Unholy Champion, Death Ray, Corpus Furia, Desecration
- Henna the Elder, Sorcerer - Nothing? (Leader)
- Hingrid the Hardbottom, Arch Druid- Nature's Resistance
- Nanhild the Persuasive, Theocrat - Break Control, Aura of Resistance
- Romelia the Cruel, Arch Druid - Inflict Bleeding Wounds
- Tara the Inflitrator, Rogue - Urban Stealth Commander
- Thaggadir Coalblade, Warlord - Blade of the Red Dawn item (+1 melee damage; +1 melee damage)
- Thastrun the Vengeful, Rogue - Sabotage, Inflict Crippling Wounds
- Tyrna the Explosive, Dreadnought - Fire Bomb
- Tyrobur White Metal, Theocrat - +1
- Valdale the Keen, Dreadnought - High Morale
- Zodar the Firstborn, Necromancer - Death Ray, Corpus Furia, Desecration
Frostling[]
- Birgit the Peaceful, Theocrat - Defender, Slayer's Doubt, Divine Protection
- Borkur the Vampire, Necromancer - Life Steal, Death Ray, Stiffen Limbs, Corpus Furia
- Einar the Icemage, Sorcerer - Frost Weapons
- Eklo the Pirate, Rogue - Fishing
- Ella the Runaway, Sorcerer - Charm
- Endre the Stonecrusher, Dreadnought - Shatter Strike, Flash Bang, Repair Fortification
- Freya the Star, Arch Druid - Ice Nova
- Frigitte the Frozen, Necromancer - Arctic Concealment, Death Ray, Stiffen Limbs, Corpus Furia
- Khitan the Raider, Dreadnought - Demolisher
- Kjeld the Noble, Theocrat - Absorb Pain
- Norshin the Raven, Warlord - Projectile Resistance
- Norsya the Fast, Warlord- Sprint
- Shenga the Witch, Rogue - Inflict Chilling
- Woizek the Protector, Arch Druid - Befriend Animal, Dire Bear mount item
Goblin[]
- Ekko the Explosive, Dreadnought - Nothing? (Leader)
- Hininia the Penniless, Theocrat - Vow of Poverty
- Iggi the Thug, Rogue - Sprint, +2 Melee Strength
- Igor the Cannibal, Necromancer - Devour Corpse, Death Ray, Stiffen Limbs, Desecration
- Jetta Lee Swiftkick, Warlord - Martial Arts
- Kwepa the Fluffy, Arch Druid- Stunning Touch, Befriend Animal, Shock Protection, Blight Protection, +1 , Revive Instinct
- Liddia Foulmouth, Necromancer - Throw Curse, Death Ray, Stiffen Limbs, Desecration
- Ramona the Saboteur, Dreadnought - Sabotage
- Raspik the Rotten, Arch Druid - Poison Spit
- Swani the Digger, Warlord - Tunneling, Armor Piercing, Wall Climbing
- Vervlukt the Foulmouthed, Theocrat - Throw Curse
- Vlap the Taunter, Rogue - Sabotage, Break Control, Taunt
- Yamani the Liquid, Sorcerer - Pass Wall
- Yarati the Spellstealer, Sorcerer - Steal Enchantment
- Ykka the Laborious, Dreadnought - Repair Machine (maybe more)
Halfling[]
- Arro the Healthy, Arch Druid - Field Medic
- Balo the Energetic, Arch Druid - Tireless
- Chenna the Teacher, Sorcerer - Magic Affinity
- Clarissa Forges-Smythe, Dreadnought - Repair Machine, Armor Piercing
- Dave the Brave, Warlord - Giant Slayer, First Strike
- Diis the Shady, Necromancer - Shadow Step, Death Ray, Stiffen Limbs, Corpus Furia
- Hastra the Illusionis, Sorcerer - Invisibility
- Holly the Chosen, Theocrat - True Sight
- Kipper the Tireless, Warlord - Tireless, Armor Piercing, Overwhelm
- Lardo the Builder, Dreadnought - Repair Machine, Build a Road, Tunneling
- Melvin the Traitor, Necromancer - Backstab, Death Ray, Stiffen Limbs, Desecration
- Mirtle the Lethal, Rogue - +2 melee damage
- Pimton Bane of Undead, Theocrat - Turn Undead, Undead Slayer
- Rikky the Kidnapper, Rogue - Throw Net
- Karl the Lich, Halfling - Undead, Death Ray, Stiffen Limbs, Corpus Furia
High Elf[]
- Aegelis the Levitating, Sorcerer - Floating
- Aya Nera, Sorcerer - Victory Rush
- Caerril the Fearsome, Dreadnought - Fearsome
- Ellen the Disruptor, Dreadnought - Dispel Magic
- Esnodil the Vile, Rogue - Dirty Half Dozen, 40% Blight resistance
- Falenas the Evasive, Arch Druid - Befriend Animal, Free Movement, Projectile Resistance, Revive Instinct, +5
- Faeron the Quick, Rogue - Sprint
- Faye the Frigid, Necromancer - Good Slayer, Death Ray, Corpus Furia, Desecration
- Girron Arrowflock, Warlord - Ranged Command
- Imane the Nightowl, Arch Druid - Night Vision, Warm at Night
- Irilis Faithhand, Theocrat - Touch of Faith
- Lealia the Sheer, Sorcerer - True Sight, Vision Range Upgrade
- Odren Stablis, Dreadnought - Nothing? (Leader)
- Solon the Ancient, Necromancer - Exploit Despair, Death Ray, Stiffen Limbs, Corpus Furia
- Telnae the Miraculous, Theocrat - Cure Disease,
HealingBestow Iron Heart, Aura of Resistance - Tiane the Monster Slayer, Warlord - Monster Slayer
Human[]
- Allandra the Exorcist, Necromancer - Turn Undead, Death Ray, Stiffen Limbs, Desecration
- Ambor the Missionary, Theocrat - Holy Relic, Monster Slayer, Flametongue Sword item (+3melee damage; Overwhelm)
- Anya the Cityfeller, Dreadnought - Sabotage, Infiltration Squad
- Cerrin Treefolk, Arch Druid - Vision Range Upgrade, Revive Instinct, Rust Strike, Savage Rage
- Elrac the Medic, Warlord - Field Medic
- Hilde Mayflower, Arch Druid - Nourishing Meal
- Mae the Mariner, Warlord - Fleet Command
- Narvek Mortemagister, Necromancer - Dispel Magic, Death Ray, Corpus Furia, Desecration
- Per Notchson, Dreadnought - Tunneling
- Piaggo the Bard, Rogue - Bard Skills
- Rhialto the Shocking, Sorcerer - Inflict Stun
- Satura the Dark, Theocrat - Undead Slayer
- Shane Pathfinder, Arch Druid - Free Movement
- Sheena the Elementalist, Sorcerer - 20% Protection, 20% Protection, 20% Protection
- Velvet the Assassin, Rogue - Urban Concealment
Orc[]
- Amok the Beastfriend, Arch Druid - Befriend Animal
- Barsa the Benevolent, Theocrat - Healing Aura
- Bella the Unpure, Necromancer - Support Slayer, Death Ray, Stiffen Limbs, Desecration
- Berte the Iron Willed, Warlord - Bestow Iron Heart, Mind Control Immunity
- Dargal the Infamuos, Dreadnought - Inflict Crippling Wounds, Vision Range Upgrade, Imperial Authority
- Faera the Enchantress, Sorcerer - Enchanted Armor
- Gorath the Tall, Necromancer - Vision Range Upgrade, Death Ray, Stiffen Limbs, Desecration
- Mikal Ironfist, Dreadnought - Mind Control Immunity, Guardian Flame
- Murabol the Dubious, Sorcerer - Dispel Magic, True Sight
- Myra Faithgiver, Theocrat - Chaplain
- Nashack the Trusthworthy, Arch Druid - Befriend Animal, Break Control, Cure Disease, Nature's Resistance, +1 and no spell (only the random one)
- Slirta the Unholy, Rogue - Dirty Half Dozen
- Urkan the Hacker, Warlord - Melee Command
- Varg the Bouncer, Rogue - Overwhelm
Tigran[]
- Amar the Preserver, Arch Druid - Awaken Spirit, Root spears, Revive instinct.
- Arias the Alert, Sorcerer - Total Awareness, Magic fist, Star blades.
- Barshar the Sultan, Rogue - Coup de Grace, Quick dash, Rain of poisoned blades.
- Carcal the Fiery, Dreadnought - Fire Spit, Flash bang, Repair fortification.
- Chakraz the Radiant, Theocrat - Meditate, High Morale, Slayers doubt, Holy smite.
- Jafsar the Unholy, Necromancer - Devout Slayer, Desecration, Death Ray
- Jusrah the Mystic, Necromancer - Break Control, Death ray, Corpus Furia.
- Karzen the Beast, Warlord - Overwhelm, Lion's Courage, Shout of Intimidation
- Nyla the Fierce, Warlord - Last stand, Shout of intimidation, Dire Panther mount item
- Saba the Natural, Arch Druid - Demolisher, Root spears, Revive instinct.
- Sheila the Spoiled, Sorcerer - Magic fist, Star blades, Gold Wyvern mount item
- Shira the Bard, Rogue - Minor Bard Skills, Blind, Rain of poisoned blades.
- Tiria the Cheerful, Dreadnought - High Morale, Overload, Flash bang.
- Zari the Vigilant, Theocrat - Vigilant, Slayers doubt, Holy smite.