Conglomeration of exceptional talent that abide to your rule which in return cost a lot of gold to maintain. Either to own few with good development or become collector of heroes all depend on depth of your resources in game and real life. The bunch of them will become main source of kingdom power.
Level[]
Each hero can be developed by spending gold on them, with every certain amount of gold spent will make them level-up. When reached the limit it will require investiture set to unlock to next nobility rank, which will increase level and quality skill limit. The current level cap can be upgraded up to level 500. It will require more than 3B gold and tons of investiture material to bring a hero to their maximum level. Starting from level 400 new item is required for each level-up on varying amount.[1] It will require almost 2k [Lazurite] to upgrade heroes from level 400 to 500.
This action add count to any mission type, such as daily and weekly, that require to level-up heroes and increase level limit.
Quality Score[]
Hero quality score is the sum of all quality skills hero currently have[2]. This score is determining factor for many other parameter. Heroes with good initial quality value is preferably more sounds for long-term development compared to the lesser value heroes, as such gaining access to this kind of hero recommended to be planned earlier on.
Quality skills can be upgraded directly using manuscripts, quality scroll, or quality skill exp. It can also be raised indirectly with council rank and equipment level.
This action add count to any mission type, such as daily and weekly, that require to upgrade heroes quality skills and increase quality score.
Attribute Score[]
Total attribute score are the sum of all attribute type score and every attribute type score have attribute bonuses. Other external source to increase attribute score included enhance feature and specific treasure. Attribute provided by these two added directly to attribute score of hero itself.
Attributes Bonus[]
For every attribute type, there are 7 calculated "factors" called bonuses:
- Quality bonus, derived from quality score and current level.
(quality score + equipment quality) * hero level * (hero level / 10)
- Tome bonus, derived from attributes provided by tomes.
- Bond bonus, derived from bond skill of maiden, if any, that multiply quality bonus.
(quality bonus * bond multiplier) + bond attributes
- Paragon Bonus, derived from paragon skill of hero, if any, that multiply 3 previous bonus.
(quality bonus + tome bonus + bond bonus) * paragon multiplier
- Rare Beast Bonus, derived from attributes provided by beast binding including exclusive bind bonus.
beast attribute + exclusive bonus
- Equipment Bonus, derived from attributes provided by equipment.
- Artifact Bonus, derived from attributes provided by the artifact.
Bond bonus and paragon bonus is unavailable for several heroes.
Early Attribute Boost[]
'Round Table' and 'Legends' heroes are the fastest scaling and most affordable heroes. 'Round Table' heroes are prized for their +120% multiplier bonus on [Courage] that pumps up military attribute[3] and their [Chivalry] bonus that pumps all attributes with +50% multiplier. 'Legends' heroes are prized for their military provisions multiplier that maxed at +125% with option that let them to do exclusive beast bind that provide with even more attribute bonus.[4]
Power[]
Power is the damage done by hero to bosses in campaign[5], alliance hall, and harbor. Power is also used in the [Cross-Server Fight] from the alliance hall as well as [Alliance Championship].
Power derived from hero current level, military quality score and attribute score.
(5000 * level * military quality score) + military attribute score
By using the [Expedition Charter] on heroes where you put all the military development into can make boss beating a lot easier to do.
Tourney Skill[]
To compete in tourney grounds each hero will be given attack and health point as parameter. This parameter alongside with critical chance and critical damage that derived from their tourney skills will construct a challenger on attacking side. The 'health point' is derived from hero total attribute score, while 'attack' derived from their quality score.
Attack[]
The attack value indicate maximum number of damage a hero have for a full sweep. For each hit the actual number only address the individual quality skill value and its chance based to draw each skill.
quality score * 100 - (quality score - 20) * 10
The damage number can be increased through [Adrenaline Boost] temporary buff from tourney grounds. Some hero also give bonus multiplier to tourney parameter by their paragon skills. Some treasure also provide bonus for this.
Critical Chance and Damage[]
The critical damage use the actual number as their base. While the attack itself may gap vastly depends on skill development, the critical damage will multiply them accordingly. Since it's chance based, boosting them with [Expertise Boost] will split it evenly for each individual skill.
The base value for critical damage and chance for each heroes determined by their tourney skill, respectively [Brutality] for critical damage and [Ferocity] for critical chance. It will take more than 100k exp to maximize the skill each, which is peaked at level 200. This experience can be mainly gained from 3rd-round chest in tourney grounds, completed session in training grounds, or available tourney manuscript.
Hero Gallery[]
Below are the list of hero available to recruit into your roster, for stats comparison between hero see here.