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| Heroes |
Ahhhhhhh so you want to be a superstar, a hero of your people.
As almost all things in Legends of Elveron heroes are connected with the Faiths.
There are 4 types of heroes. Ruler, Common, Uncommon and Unique heroes.
Heroes fight for you -- leading your armies when attacking. All heroes at home
will participate in the first battle you send your troops into. The ruler hero
will not participate if he/she got an injury. To see the details
of your heroes speak to your hero manager. Heroes do not participate in defense.
You acquire Common and Uncommon heroes by attacking. You have a chance of getting a
hero when attacking successfully between 67% and 150% of your land size. You can't
acquire unique heroes by attacking. They seek their own employment through the bazaar
when they are in need of an employer.
Heroes that participate in successful attacks, on targets between 67% and 150% of your land size, receive experience points.
The base experience gain, without any bonuses, will be calculated differently depending on current amount of experience.
If the hero has less than 200 points then the gain will be 10 points. When the hero has between 200 to 1,000 points the
gain will be 6% of the current points. Above 1,000 points, the experience gains are based on a logarithmic formula
where the main factor is your land. This means that the larger your kingdom's acres are the more experience you gain per attack,
whereas attacking from lower acres will get you very little gain or no gain at all. Maximum base gain is 50 points.
When a hero gains experience the strength in battles increases and the mortality rate will drop.
Your ruler hero can also do quests. The skill the hero has together with the equipment will decide if
the quest was a success or not. Each skill has different affect on the quest.
See below for more information about the skills. On the quest you can also get
an injury if you are unlucky. If you are really lucky you can find valuable
treasuries or items!
The heroes can also lose experience if your kingdom is attacked and you fail to defend.
The loss is based on the difference between the attacking- and defending ruler hero.
There is no loss at all as long as your ruler hero has less than 400 experience.
All heroes will lose experience if the realms are in war with each other. In non war
attacks the ruler hero will be the only hero losing experience. The losses will be between 0 and 1.5% of the current experience.
If the difference is less than 0.65 then the loss will be 0%.
The difference is always calculated as ruler hero with least experience divided by the ruler hero with more experience.
| Ruler Hero |
The "Kingdom Experience" shown at the top of almost all pages reflects
the experience of the kingdom ruler.
When you have enough experience you will get level up, see table to the right.
Each level up will give you more free skill points to spend.
For every hour that your hero is home and uninjured, he will gain 2 turns, and can store a maximum of 300 turns. These turns may be used for questing.
The items the hero finds can be equipped. Currently the items are helmets, chests, gloves, boots and weapons. Weapons have a low- and high damage. The other have armor.
There are three type rarities on the items, common, rare and unique. Rare and unique items usually give some sort of bonus to the hero or the kingdom.
To store the items the ruler hero has an inventory of totally 20 spaces. Items found with full inventory will be thrown away!
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| Skill information |
| Skill |
Effect |
| Agility |
Armor, Attack damage, Decrease in injury time and Health regeneration |
| Intelligence |
Determines how much experience is gained in quests. A clever person also finds treasures and items more often. The intelligence make it easier for you to attack before the opponent attacks you. |
| Stamina |
Health, the successfulness of quests and Health regeneration. Experience gains are decreased if a you finish a quest with little health. |
| Strength |
Attack power, Health regeneration and Attack Damage. |
| Levels |
| Level |
Experience needed |
| 1 |
0 |
| 2 |
100 |
| 3 |
200 |
| 4 |
350 |
| 5 |
550 |
| 6 |
800 |
| 7 |
1100 |
| 8 |
1450 |
| 9 |
1850 |
| 10 |
2300 |
| 11 |
2800 |
| 12 |
3350 |
| 13 |
3950 |
| 14 |
4600 |
| 15 |
5300 |
| 16 |
6050 |
| 17 |
6850 |
| 18 |
7700 |
| 19 |
8600 |
| 20 |
9550 |
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| Common Heroes |
Common heroes are not aligned with any faiths, are rather weak and provide you
with a small resource bonus. They also have levels and will level up after some attacks.
The bonuses and the number of successful attacks needed to level up are listed in the
tables below. Please note that attacks above 150% or below 67% of your own size
isn't counted as successful attacks.
A level 4 Trader will provide your kingdom with 2% extra gold for example.
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| Bonuses |
| Hero Class |
Bonus per level |
| The Trader |
+0.5% gold production |
| The Forester |
+1.5% lumber production |
| The Miner |
+1.5% ore production |
| The Mystic |
+1.5% magic dust production |
| The Healer |
-1.5% casualties in battle |
| The Farmer |
+1.0% food production |
| The Planner |
+0.25% population |
| The Alchemist |
+0.75% to kingdom improvements |
| The Legislator |
-0.5% corruption |
| The Prospector |
+0.5% diamond production |
| The Warrior |
+0.25% offensive power |
| The Worker |
+1.5% trainable workers each hour |
| Levels |
| Level |
Victories needed |
| 1 |
0 |
| 2 |
5 |
| 3 |
12 |
| 4 |
20 |
| 5 |
29 |
| 6 |
39 |
| 7 |
50 |
| 8 |
62 |
| 9 |
75 |
| 10 |
89 |
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| Uncommon Heroes |
Uncommon heroes are a little stronger tending to survive longer on the battlefield.
Uncommon heroes are aligned with a faith. They will be aligned with the faith
currently present in your realm when you get them. A change in faith will result
in that the heroes leave you. For more details look at the Faith help page.
| Class, Faith, Bonus |
| Hero Class |
Faith |
Bonus |
| The Balancer |
Order |
+2% offensive power vs chaos and 1% vs death and might |
| The Preacher |
Life |
+2% offensive power vs death and 1% vs chaos and might |
| The Druid |
Nature |
+2% offensive power vs might and 1% vs chaos and death |
| The Anarchist |
Chaos |
+2% offensive power vs order and 1% vs life and nature |
| The DeathKnight |
Death |
+2% offensive power vs life and 1% vs order and nature |
| The Berserker |
Might |
+2% offensive power vs nature and 1% vs life and order |
| The Race Hero |
All Faiths |
It's also possible to gain a race hero. A human might gain a hero named
"Sir Galahad, the Human hero" with a bonus of +3% offense against all
trolls. These unique heros will always provide a
bonus against one random race in the opposite alignment. |
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| Unique Heroes |
Unique heroes are awarded to the winners of the Land ranking in past rounds.
The unique heroes can be bought in the bazaar when they are available. The
unique heroes are the strongest heroes in the game. To get more information
about a specific hero please click on the hero name.
| Available Unique Heroes |
| Name | Faith |
| Martin, The Magistrate | Order | | Cruncher Thai | Order | | Grisoreh, The Traveling Alchemist | Order | | Magician Blue | Order | | Acerac | Order | | Young Falagar | Order | | Amuril, The peasant hero | Order | | Jenta, the Virtuous | Order | | Lord Sky Dunlin | Order | | Clwk, The one and only | Order | | Urien LifeGiver | Life | | Sir Magnus, the Righteous | Life | | Dan, the Clockwork Knight | Life | | Aridan, the Antimagister | Life | | Sir Moki the Myth | Life | | Snow White | Life | | Popcorn | Life | | Sexist Beast | Life | | Big Ben | Life | | Freya, ForestWalker | Nature | | The Chosen One | Nature | | Vandroiy | Nature | | Yolanda, the Cynical Farmer | Nature | | Kylian | Nature | | Immor, The Prince of Great Nature | Nature | | Ozzy, the Mushroom Collector | Nature | | Geavnnis, the Elven Ice Sculptress | Nature | | Knicoal, La Femme | Nature | | Mythos, Master of Mayhem | Chaos | | Lord William | Chaos | | Gooby the Swift | Chaos | | Clastro Finkelstein | Chaos | | Kujume, Master of the Circus | Chaos | | Bob the Hobo | Chaos | | Stealth Monster | Chaos | | E'Tnad, the Pain Inducer | Chaos | | THE quaffle | Chaos | | Barin Breathstealer | Death | | Qwertyuiop | Death | | Drak, War Master | Death | | Angelfire, the Illusionist | Death | | Shade, the Suicidal | Death | | AstrallyPlanar | Death | | The Devourer | Death | | Kerwil, The Dark Raider | Death | | Nyssa Ida Cole, plough seller | Death | | Hiraishin, the Undetected | Death | | Dina, Dementia Master | Might | | Mr. Iffy | Might | | Tsira, the Observer | Might | | Keqrops, the Centaur Slayer | Might | | Lord Flare, the Night Stalker | Might | | Deadly Vipers Squad | Might | | The Nameless One | Might | | Lord Taco, the Taconator | Might | | B, The Builder | Might | | Bai Suzhen, The White Snake Lady | Might |
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| Relics and Quests |
All heroes but rulers and unique heroes can be assigned to the realm.
When assigning a hero to the realm your kingdom will lose all bonuses
that the hero gives as long as the hero stays in the service of the
realm. A hero will not go back to your kingdom unless he served the
realm for atleast 36 hours.
When enough heroes signed up for realm
service the king of the realm can go on a quest for a relic.
Relics are initially held by some evil critters that have to be
defeated. If a realm holds the relic you must defeat the heroes that
protects it. To spy on heroes in realm service use the "Spy on Quest Party"
op. When grabbing an relic the heroes will stay for it's protection
unless the employers of the heroes say otherwise. A relic will give
the whole realm some kind of bonus.
The available relics in the world of Elveron can be found below. Please click
on a relic for a more detailed description.
The Golden Buttocks Ring of Barin The Iron Thong Gauntlet of Might Engineer's Manual Fool's Cap The Alchemical Apparatus Swords of the Sun and Moon Gem of the Soulless Arkbeth's Amulet Inquisitors Hat Hero's Sword
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