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Attack & Defence have a large impact on how much damage your creatures deal and receive in combat. For a full explanation of how this works, as well as a formula for how damage is calculated, visit the [[Combat]] page.
Attack & Defence have a large impact on how much damage your creatures deal and receive in combat. For a full explanation of how this works, as well as a formula for how damage is calculated, visit the [[Combat]] page.
===Artefacts===
Artefacts are powerful items your hero can acquire on the adventure map, usually being guarded by neutral armies. Heroes can also acquire these artefacts by defeating a rival hero in battle and taking all of the artefacts that hero possessed, or as a reward for defeating high-level creature banks. Artefacts can increase your attributes, luck & morale, give you access to spells above your current understanding, and can even invalidate certain game rules in your favor.
More details on different artefacts and their effects can be found on the [[Artefacts]] page.
===Movement Points===
Heroes have a limited amount of movement points they may use to move around the adventure map each day. This can be increased by objects visited on the adventure map, as well as by certain skills & spells. In addition, if your hero is traveling on terrain not native to them, they will suffer movement penalties that will reduce the amount they may travel on that terrain. Visit [[Adventure Map]] for a further exploration of this mechanic.


===Skills===
===Skills===
Skills are passive gameplay-modifying effects your heroes will develop as they grow in power. By default, your hero will start with 1-2 skills that will help inform their initial strengths. One of these skills will be tied to the faction the hero is aligned with, and another pre-determined skill. For a full breakdown, visit the [[Skills]] page.
Skills are passive gameplay-modifying effects your heroes will develop as they grow in power. By default, your hero will start with 1-2 skills that will help inform their initial strengths. One of these skills will be tied to the faction the hero is aligned with, and another pre-determined skill. For a full breakdown of skills, visit the [[Skills]] page.


===Spellcasting===
===Spellcasting===
Spells are magical effects your hero can manifest to have a huge impact on the battlefield & adventure map. Spells can have a wide range of potential effects during combat, such as damaging enemy creatures, buffing and debuffing units, to resurrecting entire stacks of dead units & destroying castle walls during sieges. On the adventure map, they can also be used to spy on uncharted territory, reveal the disposition of neutral armies, teleport your hero across vast distances, and much more. While any hero is capable of casting spells, magic-aligned classes are far more attuned to it and will grow far stronger in spellcasting as they level up.


Having a higher spellpower attribute will add increasing damage and longevity to your spells, while having a higher knowledge will enable you to cast more spells before being drained of mana.


 
Visit the [[Magic]] page for a full explanation of how spellcasting works.
 


===Classes & Subclasses===
===Classes & Subclasses===
Each faction will have access to two classes of hero: a Might-focused hero, and one that is inclined towards Magic & spellcasting. Might heroes are more focused on combat, and will be more likely to gain Attack or Defence upon gaining a level. Magic heroes are more inclined to casting spells, and will be more likely to gain Spellpower or Knowledge upon gaining a level. Furthermore, each type of hero has the capability to learn a skill that is unavailable to the other. Might heroes are able to learn [[Recruitment]], while Magic heroes have access to [[Thaumaturgy]].
Each faction will have access to two classes of hero: a Might-focused hero, and one that is inclined towards Magic & spellcasting. Might heroes are more focused on combat, and will be more likely to gain Attack or Defence upon gaining a level. Magic heroes are more inclined to casting spells, and will be more likely to gain Spellpower or Knowledge upon gaining a level. Furthermore, each type of hero has the capability to learn a skill that is unavailable to the other. Might heroes are able to learn [[Recruitment]], while Magic heroes have access to [[Thaumaturgy]].


Furthermore, each Hero also has a Specialization. Specializations separate heroes apart from one another and allow them to do something better than the rest of the heroes in that faction. Some heroes make specific creatures from their faction stronger as the hero grows in power, while others will specialize in specific spells, gaining a mastery over them that no other heroes have access to, in most cases.
Each hero also has a specialization that is unique to them in that faction. Specializations separate heroes apart from one another and allow them to do something better than the rest of the heroes in that faction. Some heroes make specific creatures from their faction stronger as the hero grows in power, while others will specialize in specific spells, gaining a mastery over them that no other heroes have access to, in most cases.
<!-- Perhaps its worth briefly mentioning that the hero has four stats and skills, mana, the ability to cast spells, and move points. And provide relevant links to existing articles. You can also add information about how to get heroes (cities, taverns, prisons) and hero limit. -->
 
===Hiring Heroes===
===Hiring Heroes===
While you may only start with one hero in most scenarios, in the Classic game mode and during Campaigns you will be able to rally multiple heroes to support your kingdom. The primary way to assemble additional heroes is through the tavern building in your cities. This is a building that every city has access to, and is a prerequisite to building Marketplaces. Hiring heroes via taverns costs 2,500 gold, and they will bring a small starting army with them.<span style="color:peru;">*</span>
While you may only start with one hero in most scenarios, in the Classic game mode and during Campaigns you will be able to rally multiple heroes to support your kingdom. There will typically be a limit on the number of heroes you can command that is linked to how many cities you currently possess. The primary way to assemble additional heroes is through the tavern building in your cities. This is a building that every city has access to, and is a prerequisite to building Marketplaces. Hiring heroes via taverns costs 2,500 gold, and they will bring a small starting army with them.<span style="color:peru;">*</span>
 
Another way of acquiring heroes is by finding prison dwellings on the adventure map. Interacting with these objects will prompt you if you would like to release the hero inside, and doing so will add the hero to your forces.


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Revision as of 16:19, 15 November 2025


Heroes are the champions who carry out your will in the land of Jadame. They are the generals that lead your armies, the scouts that explore the land, and the sentinels that guard your kingdom from invading forces. When you start a new game, your heroes will usually begin at level 1, and slowly grow in power over the course of the game.

Attributes

Heroes have 4 main attributes that will govern their performance in battle.

  • Attack: Each point of attack your hero has will be added to the attack values of your units during Combat.
  • Defence: Each point of defence your hero has will be added to the defence values of your units during Combat.
  • Spellpower: Each point of spellpower your hero has will influence how effective your hero's spells are. This generally correlates to spells dealing higher damage to enemy units, and buffs and debuffs that will last longer in combat without having to be refreshed.
  • Knowledge: Each point of knowledge your hero has will increase the maximum number of spell points your hero has.

Heroes start with a default allocation of attributes that varies depending on faction and hero class, and different hero classes have their own chances of gaining certain attributes on level up. Explore the different classes in the table below to get a full breakdown for that class.

Attack & Defence have a large impact on how much damage your creatures deal and receive in combat. For a full explanation of how this works, as well as a formula for how damage is calculated, visit the Combat page.

Artefacts

Artefacts are powerful items your hero can acquire on the adventure map, usually being guarded by neutral armies. Heroes can also acquire these artefacts by defeating a rival hero in battle and taking all of the artefacts that hero possessed, or as a reward for defeating high-level creature banks. Artefacts can increase your attributes, luck & morale, give you access to spells above your current understanding, and can even invalidate certain game rules in your favor.

More details on different artefacts and their effects can be found on the Artefacts page.

Movement Points

Heroes have a limited amount of movement points they may use to move around the adventure map each day. This can be increased by objects visited on the adventure map, as well as by certain skills & spells. In addition, if your hero is traveling on terrain not native to them, they will suffer movement penalties that will reduce the amount they may travel on that terrain. Visit Adventure Map for a further exploration of this mechanic.

Skills

Skills are passive gameplay-modifying effects your heroes will develop as they grow in power. By default, your hero will start with 1-2 skills that will help inform their initial strengths. One of these skills will be tied to the faction the hero is aligned with, and another pre-determined skill. For a full breakdown of skills, visit the Skills page.

Spellcasting

Spells are magical effects your hero can manifest to have a huge impact on the battlefield & adventure map. Spells can have a wide range of potential effects during combat, such as damaging enemy creatures, buffing and debuffing units, to resurrecting entire stacks of dead units & destroying castle walls during sieges. On the adventure map, they can also be used to spy on uncharted territory, reveal the disposition of neutral armies, teleport your hero across vast distances, and much more. While any hero is capable of casting spells, magic-aligned classes are far more attuned to it and will grow far stronger in spellcasting as they level up.

Having a higher spellpower attribute will add increasing damage and longevity to your spells, while having a higher knowledge will enable you to cast more spells before being drained of mana.

Visit the Magic page for a full explanation of how spellcasting works.

Classes & Subclasses

Each faction will have access to two classes of hero: a Might-focused hero, and one that is inclined towards Magic & spellcasting. Might heroes are more focused on combat, and will be more likely to gain Attack or Defence upon gaining a level. Magic heroes are more inclined to casting spells, and will be more likely to gain Spellpower or Knowledge upon gaining a level. Furthermore, each type of hero has the capability to learn a skill that is unavailable to the other. Might heroes are able to learn Recruitment, while Magic heroes have access to Thaumaturgy.

Each hero also has a specialization that is unique to them in that faction. Specializations separate heroes apart from one another and allow them to do something better than the rest of the heroes in that faction. Some heroes make specific creatures from their faction stronger as the hero grows in power, while others will specialize in specific spells, gaining a mastery over them that no other heroes have access to, in most cases.

Hiring Heroes

While you may only start with one hero in most scenarios, in the Classic game mode and during Campaigns you will be able to rally multiple heroes to support your kingdom. There will typically be a limit on the number of heroes you can command that is linked to how many cities you currently possess. The primary way to assemble additional heroes is through the tavern building in your cities. This is a building that every city has access to, and is a prerequisite to building Marketplaces. Hiring heroes via taverns costs 2,500 gold, and they will bring a small starting army with them.*

Another way of acquiring heroes is by finding prison dwellings on the adventure map. Interacting with these objects will prompt you if you would like to release the hero inside, and doing so will add the hero to your forces.

  • *Note: While it is possible to continue hiring heroes at the tavern until you run out of money and/or reach the hero limit for the map, only the first two heroes on display at the tavern each week will have a sizeable army. All subsequent heroes will only have a single tier 1 unit upon hiring.
Name Class Specialty Starting Skills Spell
Enatee Overlord Medusae Triumvirate's Strength Defense
Tellaris the Betrayed Overlord Early Start Triumvirate's Strength Battlecraft Early Start
Stinger Overlord Heroic Strike Triumvirate's Strength Combat
Kieran Overlord Troglodytes Triumvirate's Strength Tactics
Mouaren Overlord Infiltrators Triumvirate's Strength Scouting
Devir, son of Devir Overlord Minotaurs Triumvirate's Strength Leadership
Creta, daughter of Navarr Overlord Gem Triumvirate's Strength Economy Groundsight
Rhea Overlord Luck Triumvirate's Strength Luck
Gleard the Grey Overlord Arcane Magic Triumvirate's Strength Arcane Magic Shackles
Kelarr, son of Navarr Warlock Experience Triumvirate's Strength Insight From a Bird's Eye
Zakron the Great Warlock Sorcery Triumvirate's Strength Sorcery Firewall
Sister Deira Warlock Arina's Chosen Triumvirate's Strength Thaumaturgy Arina's Chosen
Motley Warlock Onyx Dancers Triumvirate's Strength Luck Twilight
Ylwari Warlock Diplomacy Triumvirate's Strength Diplomacy Assemble!
Glastor Warlock Gold Triumvirate's Strength Economy Thick Hide
Typhona Warlock Hydras Advanced Triumvirate's Strength Taunt
Sunny Rauktol Warlock Daylight Magic Triumvirate's Strength Daylight Magic Inner Light
Lodos Warlock Nightshade Magic Triumvirate's Strength Nightshade Magic Sleep

Name Class Specialty Starting Skills Spell
Bulwark Death Knight Defense Necromancy Defense
King-of-Kings Death Knight Diplomacy Necromancy Diplomacy
Onkos Death Knight Skeletons Necromancy Offense
Kel'Ghul Death Knight Dread Knights Necromancy Tactics
Natalida Death Knight Undead pets Necromancy Scouting
Artorius Veritas Death Knight Berserk Necromancy Resistance Berserk
Marl Death Knight Web Necromancy Logistics Web
Tarius Death Knight Necromancy Advanced Necromancy
Zam Death Knight Mercury Necromancy Battlecraft
Mag Necromancer Arcane Magic Necromancy Arcane Magic Impending Fate
Adahn Necromancer Wight Necromancy Recruitment Silence
Ethric Necromancer Liches Necromancy Wisdom Shade Cloak
Guildmaster Klastor Necromancer Grave robbers Necromancy Luck Read Minds
Shadespinner Oona Necromancer Nightshade Magic Necromancy Nightshade Magic Sleep
Laura Necromancer Despair Necromancy Sorcery Despair
Lord Rufus Necromancer Rewind life Necromancy Thaumaturgy Rewind Life
Funerella Necromancer Necromancy Advanced Necromancy Shackles
Milossa The Golden Necromancer Gold Necromancy Battle Magic Fatal Decay

Name Class Specialty Starting Skills Spell
Nihil Oathkeeper Logistics Abyssal Communion Logistics
Blackhorn Oathkeeper Sorcery Abyssal Communion Sorcery
Matastala the White Oathkeeper Tactics Abyssal Communion Tactics
Jänhei Oathkeeper Cultists Abyssal Communion Wisdom
Mara Mat’ha Oathkeeper Aga'Shoth Riders Advanced Abyssal Communion
The Iron Master Oathkeeper Concubi Abyssal Communion Resistance
Wal’kha Oathkeeper Primal Magic Abyssal Communion Primal Magic Lightning Bolt
Changeling Urgo Oathkeeper Summon Avatar Abyssal Communion Summon Avatar
Martyr Tho Oathkeeper Mercury Abyssal Communion Daylight Magic
Grellekh the Betrayer Riftspeaker Offense Abyssal Communion Offense Blessing
Icequeen Hel'Ghat Riftspeaker Defense Abyssal Communion Defense Ice Bolt
Kwinri Riftspeaker Ra'Shothes Abyssal Communion Recruitment Groundsight
The Eye Collective Riftspeaker Grand Shothes Abyssal Communion Summon Avatar Wean
Tölketh Riftspeaker Heroic Strike Abyssal Communion Logistics Reinforcements
Ulkuth Riftspeaker Scouting Abyssal Communion Scouting Unnatural Calm
Ra'Davok Riftspeaker Carapace Abyssal Communion Arcane Magic Carapace
Sister Keiri Riftspeaker Umbral Grip Abyssal Communion Nightshade Magic Umbral Grip
Dhüvri Riftspeaker Abyssal Communion Advanced Abyssal Communion Blink

Name Class Specialty Starting Skills Spell
Ister Knight Logistics Righteousness Logistics
Leon Sticky‑Fingers Knight Pathfinder Righteousness Scouting
John Johnson Knight Swordsmen Righteousness Defense
Kestrel Knight Crossbowmen Righteousness Offense
Aeos the Exalted Knight Leadership Righteousness Leadership
Heretic Avis Knight Gem Righteousness Recruitment
Keandra Knight Cavalry Righteousness Battlecraft
Lord Edgar Knight Ascension Advanced Righteousness
Old Lord Mandall Knight Heroic Strike Righteousness Combat
Merry Elias Cleric Global Map Spells Righteousness Diplomacy Reinforcements
Pip Cleric Experience Righteousness Insight Early Start
Zenith Cleric Lightweavers Righteousness Wisdom Heavenly Blades
Lia the Untethered One Cleric Daylight Magic Righteousness Daylight Magic From a Bird's Eye
Julius Cleric Healing Water Righteousness Resistance Healing Water
Vesper Cleric Blessing Righteousness Daylight Magic Blessing
Anastasia the Meek Cleric Arina's Touch Righteousness Thaumaturgy Arina's Touch
Nadir Cleric Vulnerability Righteousness Nightshade Magic Vulnerability
Clarissa Cleric Gold Righteousness Economy Energize