Heroes
Heroes are extraordinary warriors, who move about the world map of Dark Elf and help players in war and spellcasting. Players can train them and improve their abilities.
When registering a new player, you will automatically receive a newbie hero - a weak hero that can't be trained.
You can buy a better hero for DE-credits in services or in an auction from another player. Player can only use one hero in a league. If the player has several heroes, they have to select which one to take into the league during registration. Abilities of a hero can be enhanced by artifacts, that the hero finds in a crypt or that you purchase in artifact auction. Here you can find all hero types Hero is yours foreverHero remains with the player even after the league has finished. When registering to another league, you can take the same hero with you again.Hero can die, be captured by enemy soldiers, transferred to another player or sold in auction. Unless one of these things happens, the hero is yours forever. If the player gets deleted for inactivity over several months or for violation of rules, hero of that player is lost along with any artifacts the hero may have. Hero auction is a place where you can find very strong (well trained) heroes, but they are often very expensive. If you have DE-credits and don't want to train your hero from 0, this is the place to visit. Training a heroNew hero hired in services has very little experience and no abilities or artifacts. Such hero only helps with his own attack and defense strength. Heroes have 8 different abilities that you can train after the hero gains some experience. Hero is gaining experience by taking part in successful attacks and other actions that give experience.New player will receive a newbie hero automatically on registration, but without trainings. If you hire a hero, you will receive one training along with it, and you can buy a set of 3 trainings at any time for DE-credits here. If the hero has earned enough experience and has training available, you can improve abilities of the hero. Heroes, crypts and artifactsHero can explore the crypts that are scattered throughout the map and search them for artifacts or other benefits. Every crypt has a certain level of danger, which is shown in its description. Basic crypts are safe, but only cheap, weak artifacts can be found in them. The more dangerous the crypt is, the greater the risk that your hero will lose life, level of some ability, or that one of the hero's own artifacts will be damaged.Artifacts improve the abilities of a hero substantially. Hero abilitiesEvery hero can train in 8 abilities, if the hero has accumulated enough experience. Player decides which of the abilities will be increased. Several abilities can be trained at once (for one fee) if the hero has enough experience. It is up to the player to decide, whether they prefer to train hero quickly in one ability, or to save DE-credits and train several abilities at once.Training of some valuable abilities requires more experience than training of the basic ones, and every successive level in a certain ability cost more experience. Levels of other abilities don't influence the experience needed. If level of some ability is increased due to equipped artifact, it is displayed in red. Survival
For each level your hero receives +1 life. When the hero has lost a battle (attack or defense), the hero will always lose 1 life. These lives are lost forever, not just for the current league !
When a hero has lost all lives, every next lost battle such hero can be killed. Probability of death in such situation is (50-Survival level)%. Hero will never die, if before the battle he/she had more than 0 lives.
AttackFor each level, strength of an attack in which the hero participates is increased by 1%. This bonus is applied to the basic army strength, not to attack strength of buildings (e.g. Catapult) or of the hero.DefenseFor each level, defense of the land defended by hero increases by 1%. This bonus is applied to the basic army strength, not to defense of buildings (e.g. Corral) or of the hero.Magical defenseFor each level, the magic defense of the land increases by 1%. This bonus is applied to the magic defense of 3rd level units, not to defense of buildings (e.g. Defensive magic tower). For all you can tell, the hero acts as a kind of a magic tower in this respect.Spell powerFor each level, spell power of all spells you cast is increased by 1%. For all you can tell, the hero acts as a kind of a magic tower in this respect.EscapeIf the hero survived a lost battle, next step is escape. For each level of this ability, the chance of successful escape is greater by 1% (hero without training has 65% probability of successful escape - if there is adjoining friendly land where the hero can run). If the attack or defense is successful, the hero does not escape anywhere and does not use this ability.Hero can escape into neighbouring friendly lands only, and will choose the land in this order: player's land, land of alliance member, neutral land. All other lands are considered hostile, even if you have a peace treaty with them! If there is no suitable land, hero is captured independent on their escape ability. Hero does not use Free pass treaties when looking for a suitable land! StealingHero steals when participating in any sucessful attack of any type, but not when the target is neutral land. For each level, the amount stolen is increased by 1%. Stealing level also increases the chance that the hero will successfully break into a crypt.DestructionAbility is used during pillaging attack. For each level, number of destroyed houses increases by 1%. Hero must participate in the attack. This ability also increases the chance of breaking into a crypt.Combat efficiencyThis ability only works in action leagues (1a, 2Aa, ...)! In standard leagues it is useless. Hero increases morale of soldiers in the land, and for each level of this ability, combat efficiency of army increases by 1% during recalculation.Racial bonusesIf a hero has a bonus against the race he is attacking, the attack will be by 20% stronger (bonus is applied to basic army strength, not to attack strength of buildings).If a hero has weakness against the race that is attacking the land defended by hero, defense of the land will be by 20% lower (applied to the basic army strength, not to defense of buildings). Lives of a heroHero has limited number of lives, and loses one life for each failed attack or lost defense! The only way to gain life is by training Survival ability - for each level the hero will receive one additional life. Only a hero with 0 lives can be killed in a fight.Hero's ageFor every 24 hours in a league, 1 day is added to the age of a hero.Moving the heroHero can move on the map just the same way as an army. The only difference is that a hero does not need a free house. A hero can move into neutral (unoccupied) lands and into the lands of alliance colleagues, but remains under control of his owner. While the hero is in the land of alliance colleague, bonuses for defense and magical defense apply to the land the hero is in, and spell power bonus applies to any spells that colleague is casting. If the player on whose territory is your hero leaves your alliance, the hero will not be captured, but may have to stay in the land until the end of age if there are no adjacent friendly lands.Bonuses are cumulativeIf several heroes (e.g. your and one of your alliance colleague) are in the land, all their bonuses apply. This can be very helpful for defense or spell power.Capturing a hero
A hero is captured, if he survived a lost fight and didn't succeed in escaping from the land. Such hero is shown on the map in a cage, and will remain trapped there until the end of league. Then the hero will leave the cage and enter services of the player who has been owner of the land in that moment. No one can move a hero while in a cage.If the original owner leaves the league prematurely (abdicates), the hero will remain in the cage! If a player has captured a hero and then left the league prematurely, this hero will remain in the cage, captured in a neutral (unoccupied) land. Setting captured hero freeA hero can be set free from the cage by owner or member of the same alliance. In both cases, hero will remain property of the original owner! The only way to free a hero is by conquering the land where the hero is trapped. If no-one succeeds in freeing the hero until the end of league, that hero either becomes property of the player who imprisoned the hero, or dies (if the cage is in neutral land when league ends).Death of a hero
Whenever a hero loses battle, he also loses 1 life. When a hero has already lost all lives (has 0 lives when the battle starts), there is a certain probability that the hero will die. This probability is (50 - Survival level)%. If the hero was captured and remained caged in a neutral land when league ended, the hero will die of thirst and hunger, no matter how many lives he had at the moment.When a hero dies, you will not lose purchased and unused trainings. You can hire a new hero and use them. After the end of league, dead hero's experience and achieved levels in all abilities are lowered by 20% (Survival by 50%), lives are restored to the number according to Survival level, and the hero is offered in auction. Anyone can bid DE-credits for the hero, and the highest bid wins. The original owner of the dead hero receives 30% of that amount. If no one buys the hero during 2 weeks, the hero is permanently deleted. Transfer of hero to another playerYou can transfer your hero to another player while that hero is in Hell (= not registered in a league), and the receiving player will get the hero unregistered as well.The only way to get a hero away from a league where that hero is registered (visible on the map) is by abdicating. The only way to take a hero into a league is by selecting that hero when registering into a league. Hero professionsThere are 8 professions of heroes, and one special - "Newbie hero" - that has the worst properties.Every profession is proficient in some abilities, which means these are easier to learn (less experience needed to train). When choosing a hero, you should consider hero's profession and your needs. To train a good mage from hero that is a warrior will cost you lots of experience... and vice versa. Professions and trainingThis table shows the amount of experience needed to train each ability, depending on hero profession. Of the 2 numbers displayed for each ability, the first is amount of experience needed to train ability to level 1; the second is parameter, affecting how much the experience needed will increase for each successive level. The lower this number is, the better. Some less important abilities like Stealing are much easier to train to high levels than the vital ones (Attack and Spell power).Example of calculation using the table below: how much experience will be needed to train a Warrior (attack) to level 4 os Spell power ability? According to the table (line No. 2), such hero needs 600 experience to train for level 1, and growth parameter is 4,2. Lets do the calculation - always take level before training, to the power of growth parameter.
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