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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 3% 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!
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
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.
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 +1.5% to kingdom improvements
The Legislator -0.5% corruption
The Prospector +0.5% diamond production
The Warrior +0.25% offensive power

Levels
Level Victories needed
1 0
2 5
3 12
4 20
5 29
6 39
7 50
8 62
9 75
10 89


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.


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
NameFaith
Martin, The MagistrateOrder
Cruncher ThaiOrder
Grisoreh, The Traveling AlchemistOrder
Magician BlueOrder
Young FalagarOrder
Amuril, The peasant heroOrder
Jenta, the VirtuousOrder
Lord Sky DunlinOrder
Aristotle, the Ancient TeacherOrder
Urien LifeGiverLife
Sir Magnus, the RighteousLife
Dan, the Clockwork KnightLife
Aridan, the AntimagisterLife
Sir Moki the MythLife
Snow WhiteLife
PopcornLife
Sexist BeastLife
Freya, ForestWalkerNature
The Chosen OneNature
VandroiyNature
Yolanda, the Cynical Farmer Nature
AceracNature
KylianNature
Immor, The Prince of Great NatureNature
Ozzy, the Mushroom CollectorNature
Geavnnis, the Elven Ice SculptressNature
Mythos, Master of MayhemChaos
Lord WilliamChaos
Gooby the SwiftChaos
Clastro FinkelsteinChaos
Kujume, Master of the CircusChaos
Bob the HoboChaos
Stealth MonsterChaos
Barin BreathstealerDeath
QwertyuiopDeath
Drak, War Master Death
Angelfire, the IllusionistDeath
Shade, the SuicidalDeath
AstrallyPlanarDeath
The DevourerDeath
Kerwil, The Dark RaiderDeath
Nyssa Ida Cole, plough sellerDeath
Dina, Dementia MasterMight
Mr. IffyMight
Tsira, the Observer Might
Keqrops, the Centaur SlayerMight
Lord Flare, the Night StalkerMight
Deadly Vipers SquadMight
The Nameless OneMight
Lord Taco, the TaconatorMight


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      The Onyx Table