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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

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

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.