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🦸 Heroes

Inn chests, rarity, level and crowns, skill points and new skills, bonus slots, the castle hero's city bonus, the commander effect and duties.

🦸 See all heroes with their portraits →

What is a hero?

Heroes are the commanders who lead your armies. As they level up they grow stronger, earn skill points and give bonuses both in battle and in your city's economy. You get heroes from Inn chests (see Inn chests below). Your roster size equals your Inn level (Inn Lv5 → at most 5 heroes). You cannot get new heroes while your roster is full; if you have more heroes than your roster allows, none of them is deleted, but no new one arrives until you upgrade the Inn.

Power = base tier × level × 2^crowns × own bonus multiplier.

Inn chests

The Inn has three chests: 🥉 Bronze, 🥈 Silver and 🥇 Gold. Each chest gives a single draw: a hero, a statue, or an item or resource. Chests are not opened with gold.

Order of paying for a chest

When you open a chest, the game covers the cost in this order:

  1. Daily right: depending on your Inn level, you get free openings every day.
  2. Chest item: if your daily rights are used up, a chest item of the same type from your bag is spent.
  3. Gems: if you have neither, you open it with gems. This is only possible for silver (60 💎) and gold (300 💎) chests. Bronze chests cannot be opened with gems.

Daily rights

Daily rights reset every day. The rights are shared across all your cities.

ChestDaily rightsExample
🥉 BronzeEqual to your Inn levelInn Lv8 → 8 rights
🥈 Silver1 from Inn Lv5, then +1 every 3 levelsLv5 → 1, Lv8 → 2, Lv11 → 3
🥇 Gold1 from Inn Lv10, then +1 every 5 levelsLv10 → 1, Lv15 → 2, Lv20 → 3

To open a silver chest, the Inn must be at least Lv3; for a gold chest, at least Lv5. If you do not have daily rights yet at those levels, you open them with chest items or gems.

Chest items

Bronze, Silver and Gold Chest items drop into your bag from camp and PvP victories and from quest rewards. They sit in the Hero tab of your bag but cannot be opened from there: once your daily rights are used up, the chest at the Inn uses them automatically. The chest card shows what it will open with: "OPEN · remaining/total rights", "OPEN · 🎒 count", the gem cost or "Tomorrow".

What can you get?

ChestHighlights
🥉 BronzeMostly resources and statues. Novice heroes are common, anything higher is very rare.
🥈 SilverElite heroes reasonably often, Epic rare, Legendary very rare.
🥇 GoldNo Novice heroes. Elite common, Epic reasonable, Legendary 3%.
  • Pity: if you are unlucky for a long time, a good hero is guaranteed after a certain number of draws (bronze: Elite within 30 draws, silver: Epic within 60 draws, gold: Legendary within 200 draws).
  • If you draw a hero you already own, or your roster is full, the hero turns into a statue.
  • Dismissal: you can remove an idle hero from your roster with 🏳️ Dismiss on the hero card. Half of the hero's statue value (the duplicate statue + statues spent on its stars) comes to your bag as that hero's statues; level, crowns and skills are lost. This cannot be undone.
  • The Fortune technology increases the chance of high tiers.

Statues and stars

Statues are now bag items (each hero has its own statue, e.g. "… Statue"). They sit in the Hero tab of your bag and are shared across all your cities. You use statues to raise that hero's stars (Army ▸ Hero ▸ Star). Each star needs more statues and unlocks one more bonus slot for the hero.

💡 The daily quests include "Open 1 chest" and "Open 5 chests". The 5-chest quest gives a Bronze Chest as its reward. Don't forget to use your daily rights every day.

Rarity

RarityBase slotsSkill points per levelXP multiplierPrestige cost
🟢 Novice11×120 gems
🔵 Elite21×240 gems
🟣 Epic32×360 gems
🟡 Legendary43×480 gems
🔴 Mystic54×5100 gems

🔴 Mystic heroes

The tier above Legendary. There are only 5 heroes, and they do not come from chests: in the guild that defeats Hades' Fortress, one each is given in turn to the 5 members who dealt the most damage to Hades (a mail reward that can be claimed in any kingdom). Their base power is 12 (Legendary: 8).

RankHeroTitleRoleKey effects
1OdinAll-Seeing Father of AsgardCommanderAttack power, paladin attack, army capacity, march speed
2GilgameshKing of Uruk, Seeker of ImmortalitySwordsmanSwordsman attack and health, attack power, army capacity
3AthenaGoddess of Wisdom in WarDefenseDefense power, spearman defense, archer health, healing
4AnubisGuardian of the UnderworldHealerHealing, defense power, paladin defense, army rations
5PrometheusThe Titan Who Brought FireSageProduction, construction, training, taxes

Earning XP is the same for every hero, but developing a rare hero is harder. Level 2 needs 100 XP for Novice, 200 for Elite, 300 for Epic and 400 for Legendary. In return, rare heroes give more skill points per level and more slots.

Level and XP

XP needed for the next level:

100 × 1.135^(level − 1) × rarity multiplier × 2^crowns

Early levels are cheap and the last levels are heavy. Taking a Novice hero from 99 to 100 needs about 25 million XP.

Crowns (prestige)

  • Level cap = 100 × (crowns + 1): 100 with no crowns, 200 with 1 crown, 300 with 2 crowns…
  • A hero who reaches the cap can prestige: it gains +1 crown and its level returns to 1.
  • Each crown permanently makes power ×2, but also makes the XP needed per level ×2.
  • A hero at the cap does not receive XP; don't forget to prestige so XP is not wasted.
  • Bonuses and skill points are kept on prestige, and each crown unlocks +1 bonus slot. The hero earns skill points again as it climbs back up.
  • There is no upper limit on the number of crowns.

Skill points

Each level-up earns skill points depending on rarity. You can invest points in two places.

1. Its own special bonus

Each level costs 1 point. It adds +5% to the hero's power; if it is a catalog hero, it also strengthens its own special effects by +5%. It goes up to level 50 at most (power ×3.5).

2. Added bonus traits

You choose bonuses from a shared pool: construction, research, training and gathering speed, carry (Quartermaster), general and resource-specific production, castle defense, unit-specific attack/defense (Master Archer, Sword Master, Cavalry Lord…), taxes, population, food efficiency, espionage and more.

Recently added skills:

SkillEffect (per level)Where does it work?
🩹 Battle PhysicianTroops killed when attacking −0.5% (those who do not die are wounded)The army it commands
🚩 Standard-BearerTroop limit of guild rallies you start with this hero +2%The rally it commands
🧱 Frugal MasterLower building, castle, wall and tower costs: cost ÷ (1 + 2% × level)While in the castle
🌾 Harvest StewardSpeed of all gathering expeditions +1% (your own expeditions and guild fields)While in the castle
📦 Storehouse StewardCarry capacity of all gathering armies +3%While in the castle
⛺ HostReinforcement capacity of the Guild Camp +2%While in the castle

Example: With Frugal Master Lv10, cost ÷ 1.2. An upgrade costing 1,200,000 wood drops to 1,000,000 wood. The cost never drops to zero.

Harvest Steward and Storehouse Steward are separate from the commander-only Plunder Master (+3%) and Quartermaster (+8%) skills. They have lower rates but work from the castle hero on all gathering armies.

  • Bonuses have no upper limit.
  • The cost is tiered: 1 + (current level ÷ 5) points. Lv0→1: 1 point, Lv5→6: 2 points, Lv10→11: 3 points…

Signature bonus

Every catalog hero has a signature bonus tied to its role (Archer → Master Archer, Cavalry → Cavalry Lord, Architect → Chief Architect, Economy → Steward…). The signature bonus:

  • Has a ×1.5 effect,
  • Costs a flat 1 point per level (no tiered increase),
  • Does not take up a slot.

Bonus slots

The number of slots decides how many different bonuses you can add:

slots = rarity base + star bonus + crowns

  • Star bonus: 1★ = 0, 2★ = +1, 3★ = +2, 4★ = +3, 5★ = +4. Stars rise by collecting the hero's statues.
  • Each crown +1 slot.

Example: A 4★ Epic hero with 1 crown has 3 + 3 + 1 = 7 slots.

If you don't like the bonus in a slot, you can clear that slot with a 🧪 Potion of Oblivion and get back the skill points you spent; see Hero Progression.

Commander effect

A hero leading an army adds power directly to that army for every round:

bonus = effective level × 0.4% × role weight

Effective level = level + crowns × 100. This way prestige does not reset command strength.

RoleAttack weightDefense weight
Archer, Cavalry1.00.2
Swordsman1.00.3
Paladin1.00.5
Commander0.90.4
Defense0.21.0
Economy, Architect, Sage, Training0.40.4

Example: A level 50 Cavalry hero with 1 crown (effective 150) gives 150 × 0.004 × 1.0 = +60% power in attack.

In addition, the hero's power is added to the battle dice as a bonus.

Which effect works where?

Hero skills and catalog effects fall into two groups:

  • Army effects (unit-specific attack/defense/health, attack power, march speed, gathering speed and carry, command capacity, rally limit, death reduction) work only in the army the hero commands. A hero with a high "Master Archer" bonus only strengthens the archers it leads itself.
  • City effects (production, taxes, construction/research/training speed, construction cost, population, food, healing, general gathering, espionage, castle defense…) come only from heroes on defense duty in the castle. A hero that is idle, training or on an expedition contributes nothing to your city.

💡 Put heroes with high economy skills in the castle, and send heroes with high combat skills on expeditions. At most 2 heroes can be in the castle at the same time.

The castle hero's city bonus

Each hero on defense duty in the castle, separately from its skills, gives your city's production, taxes and tap yield a bonus based on its power:

bonus = 2% × √power (per hero)

Hero powerCity bonus
36+12%
132+23%
500+45%
990+63%
3,000+110%

The bonus has diminishing returns but no cap: quadrupling power doubles the bonus. Since each crown makes power ×2, it raises the bonus by about ×1.41. The bonuses of the two heroes add up.

Duties

DutyWhat does it do?
IdleEarns no XP
🛡️ DefenseServes in the castle (at most 2 at a time). Earns continuous XP based on castle level, adds a commander bonus to city defense, and gives the city bonus and city skills.
📚 TrainingTakes timed training at the Training Hall (see Hero Progression)
⚔️ ExpeditionLeads an army; camp, PvP, gathering and boss expeditions

XP sources

From the most XP to the least:

  1. PvP victory: based on the losses inflicted
  2. Camp victory: a pack amount based on camp level, plus XP packs in your bag
  3. Training Hall: timed training
  4. Gathering expedition
  5. Castle defense: castle level × 0.0015 XP/sec

If your city is attacked, defense heroes in the castle also earn battle XP: 0.4 XP per unit they made the attacker lose (×1.5 if the defense held); the strongest castle hero gets the full amount, and the others 70%.

On top of these come boss damage (Dragon Lair, Ancient Fortress, Hades, Black Titan), the Hades Vanguard and Barbarian Invasion battles, and experience items. The global "Hero XP" bonus increases all gains.

💡 Tip: An idle hero earns no XP at all. If it is not on an expedition, send it either to defense or to training.