Heroes
There are 24 heroes, each a hand-made card with a fixed class and rarity. Every copy you summon rolls its stats a little differently.
#Classes
| Class | Weapon | Main stat | Style |
|---|---|---|---|
| Swordsman | Sword | ATK | Tough front-liner with high HP and DEF |
| Archer | Bow | ATK | Fast, many hits, high DEX; shoots from range, so a pack needs a moment to reach it |
| Mage | Staff | MAG | Spells that never miss, cast from range, but fragile |
| Cleric | Mace | MAG | Heals itself mid-fight |
#Rarities
| Rarity | Summon odds | Max level |
|---|---|---|
| Common | 70% | 30 |
| Uncommon | 20% | 40 |
| Rare | 7% | 50 |
| Epic | 2.2% | 70 |
| Legendary | 0.7% | 90 |
| Mythic | 0.1% | 100 |
Rarer heroes grow faster, roll more traits, work longer before resting, hunt tougher zones — and more of the Coin they bring reaches you. Mythic heroes also have a unique signature trait.
#Stats
- HP — how much damage a hero can take. When it runs low, heroes drink a potion or head back to heal.
- ATK / MAG — damage with weapons / spells.
- DEF — reduces damage taken.
- DEX — more hits per attack and fewer misses.
- LUCK — critical hits and better drops.
- Stamina — how long a hero works before it needs a bed at the inn.
#Levels, traits and spells
Heroes earn EXP from every fight, dungeon run and boss round. Each rarity has a level cap. Traits are inborn: they are rolled when a hero is summoned (Might, Quick Hands, Thick Skin, Lucky and more) and never change.
Spells come from spell tomes: 40 spells in five rarities (Common to Legendary), some for any class, some for two classes and some for just one. A hero knows at most three. Each spell has its own chance to be cast instead of an attack, and many have a cooldown. Spells deal damage, heal, shield, poison, stun, slow, weaken and more; spells meant for a whole team only hit the monster in front while hunting. Teach and forget spells while the hero is in town: forgetting costs Coin by the spell's rarity (burned) and the tome is gone. Mages start with Fire Bolt and clerics with Heal.
#Limit break and fuse
- Limit break: give a hero a copy of the same card plus Crystal to raise its level cap by 4, up to five times (never above level 100).
- Fuse: combine 5 heroes of the same rarity plus Crystal into one random hero of the next rarity (up to Legendary; Mythic heroes only come from summons).
#Town and camp
Up to 20 heroes live in town at once. Extra heroes wait in the camp: they don't work or earn. Swap them in and out from the Heroes window.
#Heroes never quit
Heroes never leave your town, whatever happens. If they get knocked out they rest and come back — though anything they were carrying on that trip is lost.