Heroes are special units that can be used in four ways: as Ministers, Captains, in Events, or sending them on personal quests. In each role they will have a different effect. Ministers affect the colony itself, Captains affect battles, each class of Hero has different ways of affecting Events, and personal quests will allow for quicker xp growth and gaining special items. Heroes level up, to maximum of 10 levels, increasing their performance at each task. Races have no different stat effects on heroes, and are purely for storytelling and events.
Heroes gain xp whenever they are used. Generally, they will gain the most from personal quests, followed by combat (depending on the size and difficulty of the battle), then minister or event activities. When sent on a
personal quest, heroes will be unavailable for a number of turns (anywhere from 2~4) while they go about on their own business, before returning with substantially improved xp and whatever goodies they managed to gather on their adventures. Where they go and what they do is out of the player’s control, and may even affect both the player’s or other players’ factions (negatively or positively).
When a hero levels up, they gain stat points equal to the new level to be spent on any viable stat (hp/attack/defence/magic if applicable). Every two levels (lvl2/4/6/8/10) heroes may choose a
feat (found from the list below the hero list), either a class specific feat, or a general feat.
Additional heroes may be recruited as you gain prestige and PP (see prestige section below in the Rules for more info).
Hero classes:
Bard
Base stats: HP: 5 / Attack: 2 / Defense: 2 / Magic: N/A
Weapon/Armour use: swords, spears, light/medium armour
Minister: increases production of all resources by 1% per level.
General: increases military score of company
Events: Bards can best handle situations that require diplomacy or persuasion.
Barbarian
Base stats: HP: 7 / Attack: 20 / Defense: 3 / Magic: N/A
Weapon/Armour use: all melee weapons, light/medium armour
Minister: reduces food consumption by 1% per level.
General: Can fly into a rage, increasing attack by 10%*lvl, though may damage him/herself and allies.
Event: Events that require shear damage output with no regards for collateral damage are the Barbarian's specialty.
Cleric
Base stats: HP: 5 / Attack: 2 / Defense: 2 / Magic: 1
Weapon/Armour use: swords, spears, all armour
Minister: increases natural growth by 1% per level.
General: recovers some casualties regardless of win or loss.
Events: Clerics have a great depth of knowledge in regards to Religion and healing.
Fighter
Base stats: HP: 10 / Attack: 4 / Defense: 5 / Magic: N/A
Weapon/Armour use: all weapons, all armour
Minister: trains (5 per level) military troops to the next rank.
General: Increases the rank of 10*level of friendly troops to veteran during combat, or increases skill of veterans if no lower ranks are available.
Events: Events requiring extreme hardiness or violence are best directed towards the Fighter.
Necromancer
Base stats: HP: 2 / Attack: 1 / Defense: 1 / Magic: 10
Weapon/Armour use: none
Minister: gain 5*lvl undead slaves every season.
General: Increases the effectiveness of undead slaves in combat.
Events: Necromancers have insight into the nature of death and the powers that cling to it.
Ranger
Base stats: HP: 6 / Attack: 3 (6 ranged) / Defense: 3 / Magic: N/A
Weapon/Armour use: all weapons, light/medium armour
Minister: gain +5*lvl food and wood per settlement in a forest
General: greatly increase army’s military skill when in forests
Events: Rangers have great knowledge of the wilderness, and the creatures in it.
Rogue
Base stats: HP: 3 / Attack: 4 / Defense: 2 / Magic: N/A
Weapon/Armour use: swords, crossbows, light armour
Minister: increase tax by 1% per level.
General: directly targets enemy heroes or high danger targets in combat.
Events: Rogues are adept at any situation involving sneaking, stealing or other forms of skullduggery.
Wizard
Base stats: HP: 2 / Attack: 1 / Defense: 1 / Magic: 15
Weapon/Armour use: none
Minister: +10*lvl mana.
General: Increases the rank of 5*lvl of magic users in army.
Events: Wizards are useful in any situation that requires great analytical intellect or knowledge of the arcane.
Feats
General Feats
Forester - increased attack/defense when in forests
-> Forester II - further increase
Mountaineer - increased attack/defense when in mountains/hills
-> Mountaineer II - further increase
Steppe Roamer - increased attack/defense when in flatlands
-> Steppe Roamer II - further increase
Sea Legs - increased attack/defense when on ships
-> Sea Legs II - further increase
Dungeoneer - increased attack/defense when underground/in ruins
-> Dungeoneer II - further increase
Urban Crawler - increased attack/defense when in settlements
-> Urban Crawler II - further increase
Weapon/Armour Use - allows use of selected weapon/armour. To use heavy armour, must be able to use light and medium
-> Weapon/Armour Proficiency -> doubles the effectiveness of a single weapon/armour type
Bard Feats
Party Favourite - increases attack/defense of fellow heroes when in combat
Ballads of Battle - when minister, increase Morale by .1*military skill
Poems of Prestige - when minster, increase Morale by .1*prestige level
Barbarian
Better Safe - remove damage done to self/allies in combat, in exchange for reducing rage attack power to 8%*lvl
Better Sorry - Increase rage attack power to 12%*lvl in exchange for increased damage to self/allies
Don’t Ask Where - When minister, +1*lvl slaves per turn
Cleric Feats
WIP
Fighter Feats
WIP
Necromancer Feats
WIP
Ranger Feats
WIP
Rogue Feats
WIP
Wizard Feats
WIP