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{{TabberAnchor|id=TabberStart}}
<tabbertransclude>
 
Talia|Talia
{{#tag:tabber
Boris|Boris
| Talia = {{:Talia}}
Asmondai|Asmondai
{{!}}-{{!}} Boris = {{:Boris}}
Danysa|Danysa
{{!}}-{{!}} Asmondai = {{:Asmondai}}
Sely|Sely
{{!}}-{{!}} Danysa = {{:Danysa}}
Randal|Randal
{{!}}-{{!}} Sely = {{:Sely}}
Hongyu|Hongyu
{{!}}-{{!}} Randal = {{:Randal}}
Burt|Burt
{{!}}-{{!}} Hongyu = {{:Hongyu}}
Muriel|Muriel
{{!}}-{{!}} Burt = {{:Burt}}
Astrid|Astrid
{{!}}-{{!}} Muriel = {{:Muriel}}
Ina|Ina
{{!}}-{{!}} Astrid = {{:Astrid}}
Fini|Fini
{{!}}-{{!}} Ina = {{:Ina}}
Molly|Molly
{{!}}-{{!}} Fini = {{:Fini}}
Joe|Joe
{{!}}-{{!}} Molly = {{:Molly}}
Amun|Amun
{{!}}-{{!}} Joe = {{:Joe}}
Solaine|Solaine
{{!}}-{{!}} Amun = {{:Amun}}
Benedictus|Benedictus
{{!}}-{{!}} Solaine = {{:Solaine}}
Leo|Leo
{{!}}-{{!}} Benedictus = {{:Benedictus}}
Blaze|Blaze
{{!}}-{{!}} Leo = {{:Leo}}
Luana|Luana
{{!}}-{{!}} Blaze = {{:Blaze}}
Valerius|Valerius
{{!}}-{{!}} Luana = {{:Luana}}
Iseris|Iseris
{{!}}-{{!}} Valerius = {{:Valerius}}
Belien|Belien
{{!}}-{{!}} Iseris = {{:Iseris}}
Layla|Layla
{{!}}-{{!}} Belien = {{:Belien}}
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{{!}}-{{!}} Layla = {{:Layla}}
}}


Further heroes can be hired as mercenaries in the [[Pirate Ship]]. The [[Dark Gods|dark gods]] of the [[Chaos Rift]] can also join your party.
Further heroes can be hired as mercenaries in the [[Pirate Ship]]. The [[Dark Gods|dark gods]] of the [[Chaos Rift]] can also join your party.

Version vom 8. Oktober 2025, 01:03 Uhr

Heroes fight on the battlefield against enemies to earn you gold and firestones.

Equipment

There are three types of equipment for heroes:

Equipment Description
Gear Increases hero attributes and gold gain
Jewels Increases war machine attributes
Soulstones Increases hero attributes, gold gain and firestone gain

All equipment items are individual to each hero and have a rarity, enchantment level and power.

Rarity

There are seven hero rarities. Each rarity increase costs contracts and requires all of the hero's gear, jewels and soulstones to be of at least a certain rarity.

Rarity Color Cost Requirement
Common - -
Uncommon 30 contracts all gear at least uncommon
Rare 70 contracts all gear and jewels at least rare
Epic 150 contracts all gear, jewels and soulstones at least epic
Legendary 200 contracts all gear, jewels and soulstones at least legendary
Mythic 250 contracts all gear, jewels and soulstones at least mythic
Titan 300 contracts all gear, jewels and soulstones at least titan
Angel 350 contracts all gear, jewels and soulstones at least angel

A higher hero rarity multiplicatively increases the hero's main attributes, the main attributes of all heroes and the raining gold bonus in the following way:

Rarity Hero main attributes All main attributes Raining gold
Common - - -
Uncommon ×5 ×3 ×3
Rare ×8 ×5 ×5
Epic ×12 ×8 ×8
Legendary ×15 ×10 ×10
Mythic ×18 ×12 ×12
Titan ×21 ×14 ×14
Angel ×24 ×16 ×16

Resources

Rage Heroes

Heroes using rage as resource will generate rage by attacking and being attacked. A hero with Tank specialization will receive more rage when being attacked. A hero with Damage specialization will receive more rage when attacking. The total rage pool is small and rage will slowly diminish over time.

Energy Heroes

Heroes using energy as resource will generate a lot of energy per second. They have a small energy pool. Energy Heroes work with a combo point system where you add a combo point with their first ability. Their second and third abilities effect increases the more combo points you have.

Mana Heroes

Heroes using mana as resource will generate mana at a slow rate. They have a large mana pool. It takes up to a few minutes to fill the pool.

Power

The power of a hero is the sum of the gear power, jewel power and soulstone power of the hero.

hero power = gear power + jewel power + soulstone power

List of Heroes

There are currently 24 heroes in the game. Every hero has their own attributes, abilities and gear. Base attributes are shown down below. They are greatly influenced by research, upgrades and gear. Every hero has their own page for more information about their abilities and gear.

Talia is the first hero you will unlock at Stage 2. She has the highest base damage of all the heroes but at the cost of attack speed. She is the slowest.

Abilities

Furious Strikes
Hit your target furiously for 160% of your damage. Cost: 15 Rage.
Annihilation
Attack your target for 220% of your damage. The enemy hit by Annihilation will receive 60% more damage from all sources for 6 seconds. 12 seconds cooldown. Cost: 30 Rage.
Cripple
Strike your target for 300% of your damage. Enemy hit by Cripple has 50% slower attack speed for 10 seconds. 15 seconds cooldown. Cost: 45 Rage.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Ravager

The ravager

Not long ago a horde of Death Knights, ancient Knights who had fallen to the Darkness, terrorized the south-eastern borders of the Riverlands. They raided villages without mercy, killed unarmed farmers and burned anything they could. They never pillaged or stole - they only cared for chaos and disorder, to please their God, Yamanoth, Lord of Pandemonium. Many villages collected their valuables, food and animals in a desperate offering to please the Death Knights, only to be repaid in death. Many great champions of Irongard tried to free the land of this constant threat, but all were slain or ran away in defeat. Even more villagers fled to the south, leaving everything behind.

As the King was trying to find a solution, he called for a team of brave adventurers, anyone with quick thinking and unusual fighting styles. The team was to have a special approach, if they could not defeat the Death Knights in traditional combat, they would outsmart them. Talia was part of that team. Her father, a wandering Knight of Light that roamed the countryside helping villages in need, had trained her in the knightly art of combat since she could walk. As she grew older, he brought her on his missions, teaching her that to slay monsters, she would have to think like them.

Talia knew her skills would be tested when she heard the call to adventure. For weeks her team followed the trail of blood and destruction left by the Death Knights, until they learned of their location, a camp east of Calamindor. The adventurers fought in every way they could think of - fog from steam, explosive powder traps, and even a stealthy assassination raid in the middle of the night. In that raid, Talia saw with her own eyes her team leader torn to pieces by swords of Yamanoth's worshippers. In her anger, she lost control. She dropped her shield and began a rampage through the Death Knights' camp, burning their tents and killing their steeds. Blinded by anger and hungry for revenge, she forgot the value of her life and consequence - she only wanted the destruction of evil. Unknown to her, she fought in the only way that could match the Death Knights - unstoppable, unthinking destruction. Stunned by her fearlessness and afraid of a human that could match their thirst for devastation, they attempted to fight her in open battle. Trained in the art of the wandering Knights of Light and lost in her frenzy, none could fell her. Those left in the surrounding towns could hear Talia's roaring battle cries in the night, followed only by the screams of dying Death Knights.

Overcome by fear, the Death Knight captain ran for his life, hoping to lose the maddened Talia. The chase led through Silverwood Forest until, days later, they met in a clearing. The exhausted Death Knight Captain, knowing he could not escape, turned to fight her. Although Talia's body was weak, the thirst for justice at any cost kept her standing. With nothing to lose and everything to gain, her mind was dominated by the need to punish the wicked. With the Death Knight turned to face her and her torch blazing, she ran as fast as she could around the clearing, blocking any retreat, throwing oil and fire to the surrounding trees. Her enemy could only see a foe that surpassed him in savagery, that would stop at nothing to reach her goal in the name of good. He knelt as she charged toward him and leapt in the air with both swords drawn, knowing his God would be angered. In his blackened heart he knew that he was a disappointment to Yamanoth, falling to the raw power of destructive justice. His armor shattered with a single blow, and he met his shameful death.

The next day, the guards at the gates Irongard saw a woman approach, dragging a line of flaming Death Knight helmets behind her. The trail of fire, they reported, was lost in the distance. Quickly proclaimed by the militia as the fiercest woman in the kingdom, the enemies of humanity would come to know her by another name: The Ravager.

The Wild

The wild

This skin could only be obtained during the 6 Year Anniversary Event or during the Epic Games Special Offer from 9 May 2024 to 16 May 2024.

One time Talia made a raft and went to try it. As a result, she found herself on a nearby island. Stranded for four days, mostly because she didn't want to leave, she embraced this minor inconvenience with dramatic flair. She honed her survival skills (unnecessarily) and even crafted armor from twigs and leaves. When she was finally asked to leave by local fishermen, Talia proudly embraced her “transformation”, ready for battles with her newfound, albeit overstated, connection to nature.

The Cheerleader

The cheerleader

This skin could only be obtained during the September 2024 Decorated Heroes Event.

Aside from being a deadly warrior, Talia harbors a secret passion as an avid fan of a western sport of handegg from the distant Empire of Joint Realms, featuring knights clashing over an egg-shaped ball. She’s the biggest fan of the Talamer Jaguars and a sideline sensation, energetically rallying crowds with flips and cheers, proving that even instruments of death can have a peppy side!

Dialogue

Before unlocking:

  • Grace: I see another hero in trouble. Let's help her.

After unlocking:

  • Talia: Am I dreaming ? Are you a real Fairy?
  • Grace: Ha! I am very real and I need your help to save Solaine.
  • Talia: Let my swords serve you!

First use of cripple ability:

  • Orok: YOU SHALL NOT PASS!
  • Talia: We will see about that!

Boris is the fourth hero that you will unlock at stage 30. He has the most HP and dodge chance of the early heroes.

Abilities

Crushing Blow
Hit your target for 140% of your damage. Target hit by Crushing Blow deals 50% less damage for the next 3 seconds. Cost: 15 Rage.
Shield Wall
Force all enemies to attack you for 20 seconds. While Shield Wall is active you will receive 60% less damage from all sources. 50 seconds cooldown. Cost: 30 Rage.
Anger
Increases party damage by 30% for 15 seconds. Cost: 45 Rage.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Royal Guard

The royal guard

Boris was born to be a warrior. As a small-town child in the Riverlands, his incredible size separated him from the other boys. His body was so well-formed, so similar to the great hero statues from the Age of Adventure, that some joked: "His father must be a God". Year after year, he would travel with his family to watch the military parades, where he could admire his personal heroes, the Riverland Knights. He dreamed of wearing the Royal Guard's shining armor, worn only by the greatest of the Knights in service of the King, and as soon as he became a man, he did. In training, his favorite tool of combat quickly became the shield, a strange choice to many. Most young warriors preferred the sword, but in his arms, a shield became a fearsome weapon. With his unnatural strength, it became a barrier none could pass - his line never broke and his counterattacks always hit. After his knighting, Boris won honor after honor for excellence and bravery on the battlefield, and every great general of the human realm would request him as a personal guard in every dangerous expedition. As the years passed, the King took notice of his heroic deeds and awarded him the highest title known in the Riverlands: Defender of the Realm.

Boris became a part of history for his strength and loyalty to the forces of the Light in the Second Human-Undead War, during the Undead Siege of Irongard. The Undead, believing Humans to be emotional and weak, sought to break their morale. It is believed their plan was to spread panic by murdering a person of great importance, a symbol of human unity. Their plan was set when an elite squad of Undead Flayers discovered a maze of tunnels leading from the sewers to the inner court of Riverland Castle - a path to the king's family.

On the fifth day of the Siege, the Flayers broke into the court, quietly advancing to the Royal Chambers. Any resistance was futile against their savage slaughter, and their path was littered with skinless bodies. From his guard post, Boris heard a scream that was quickly silenced. Before the Guard Captain could even understand what was happening, Boris picked up his shield and ran to the Royal Family's chamber. There, he found the Undead at the Royal Family's door. With no hesitation, he rushed to their defense. It is said that his shield charge crushed every rotten bone of the first Flayer that was unlucky enough to stand in his way. Drawing his sword, he fought a one-man battle against them - the Undead had surrounded him, but every strike met his unbreaking defense. One by one, they fell to his frenzy, only the flash of his blade visible through the wall of his shield and armor. The King, hearing of the secret attack, ordered every member of the Royal Guard to rush to Boris' aid. By the time they reached him, they saw Boris holding the Flayer Captain by the throat, high above the ground. They could only look in terror and amazement as he dropped the Undead's body to the ground. Swinging his shield like it was made of air, he crushed the invaders body into a pulp of blood and bone-dust. A member of the court swears that Boris, picking up the Captain's skull and tying it to his shield whispered: "Now your friends will know, to cross my shield is to cross into the afterlife".

The Crypto Warrior

The crypto warrior

This skin could only be obtained during the 5 Year Anniversary Event.

Boris, ever the innovator, decided to invest his royal guard salary in mystical Jinn coins – an intangible currency, “thought of” by enigmatic Jinns and somehow costing real gold. Despite the gold-to-Jinn coin exchange rate plummeting, his optimism never did – “Buy low!” was his new battle cry. He even got a flashy suit and round shield labeled “non-fungible” (and bearing a “B”, for “Boris”, naturally) from the Jinns' market. Clueless about what “non-fungible” meant yet assuming it's impressive, Boris proudly became “The Crypto Warrior”.

The Legendary Hoplite

The legendary hoplite

This skin could only be obtained during the Epic Games Special Offer from April 17 2025 to April 24 2025.

Over time, Boris became quite a collerctor of the older artifacts from the ancient eras. One day he came to possession of an ancient shield, which belonged to a hero of old named Perseus. The shield is engraved with the head of the monster, defeated by Perseus, and is rumored to have magical power to turn the enemies to stone. Boris became so obsessed with the invocation of the shield's powers that he decided to look the part.

Dialogue

Before unlocking:

  • Aurelia: Heroes, you must stop the Undead and reclaim the Firestones.
  • Aurelia: But, you need more allies for this quest.
  • Aurelia: Go! Find Boris, the Royal Guard. He will tell you what to do next.

After unlocking:

  • Solaine: Thank god we found you before it's too late.
  • Solaine: Aurelia said you can help us stop the Undead invasion.
  • Boris: I can offer you my shield and keep you safe.
  • Boris: If we want to find a solution against the Undead, we need to seek the truth at the Temple of Eternals.
  • Solaine: I am curious what we will find there.


Asmondai is the 14th hero that you will unlock at stage 1300. He has the highest HP and dodge chance of all the heroes.

Abilities

Throw Hammer
Throw your hammer to your target to deal 140% of your damage. The enemy hit by the hammer will be stunned for 2 seconds. Cost: 15 Rage.
Defense
Force all enemies to attack you for 20 seconds. Increases your armor by 50% and your health by 40%. 50 seconds cooldown. Cost: 30 Rage.
Morale
Increases the damage of all party members with melee attack style by 20% and their armor by 50% for 15 seconds. Cost: 40 Rage.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

In a hidden valley safe from war, the village of Brendon slept peacefully. The clouds, spread thin by the surrounding hills, had dimmed the brightness of the full moon. The villagers, mostly hard-working farmhands, were fast asleep. Nothing but a dark figure masked by shadows broke the stillness of the night.

The dark figure watched intently for signs of movement or light. Satisfied that Brendon was fast asleep, the figure went to work.It sped through the shadows, silent as a creeping fog, doing its master's bidding. By the time it had set the last torch to burn, it was almost midnight. Slowly, making sure that the fire would spread across the village, the figure retreated to its master's camp. Orso, the infamous Mercenary King, was pleased with his warriors work.

"You have done well, Asmondai," he said. "A few more raids and our wealth will be too great for the other Lords to deny. At last I shall be a legitimate King and all of you will rule as vassals and lords. "To battle!"

Asmondai, his King and the other mercenaries mounted their horses and approached the village. The villagers had just began to notice the flames spreading under their homes and were spilling on the streets in panic. The raid let loose a flurry of flaming arrows, adding fuel to the fire of fear. Once they were close enough, they drew their swords and began their merciless attack. For every mercenary slaying a villager, there were three more looting. Terror for coin was their way of life.

By morning, the mercenaries took their leave to spend their spoils in Southshore until their King summoned them for a new blood contract. Asmondai, like the rest, loved this life. A night of easy fighting for weeks of living in wealth was the best life an outlaw could ask for. Several nights of pleasure and delights later and his moneybags were almost empty. Satisfied, he took the road back to his camp, to await the next orders. He knew that those who lived by the sword died by the sword, but he was still young and strong – a few more contracts for the King and he would never have to fight for money again.

Lost in dreams of gold and palaces, Asmondai never noticed the ambush coming. A far-off cry for help distracted him. By the time he realized it was a distraction, the first blow had landed on his head. Somehow, the Gods were on his side despite the horrible things he had done – the street bandits beat him until they could no longer lift their feet, but a spark of life still burned inside him. They took everything but his body, and left it for the animals.

The morning after, Asmondai awoke in a soft bed by a warm, well-kept fire. Thinking he was dead, he expected to see the other fallen warriors of the afterlife – but as he left the comfort of the bed, he saw an old man sitting at a table.

"Are you the Gatekeeper of the Heavens?" asked Asmondai.

The old man smiled.

"I'm Baha, and this is my farm. I saw you by the road, robbed and beaten, and couldn't leave you to die. Rest and heal."

For the next few weeks, Asmondai slowly healed and helped the old man in his chores. Baha, always kind and respectful to this stranger whom he found by luck, was the type of man Asmondai had killed hundreds of. As a mercenary, he knew he couldn't rely on anyone except himself and the money in his pocket – but this old man had proven for the first time, that this didn't have to be true.

As mindless simple farm work filled his days, his thoughts became calmer and his desire to return to his old life diminished. When his strength returned, he asked Baha if he could stay some more and reflect on his newfound peace. Baha, a man without family, graciously took in the lone mercenary. In time they grew close and eventually bonded like a father and son.

One night, while returning from a hunt, Asmondai saw smoke in the direction of the farm. His mercenary life, although in the past, had never left him completely - he knew what that smoke meant. It was the sign of the Mercenary King. As fast as his legs could take him, he ran to the small home where he had discovered the simple life and saw it go up in flames. Once inside, he saw the old man lying on the floor, fighting through the pain of a mercenary's dagger in his back.

Go! Save as many from the village as you can!" he whispered, and a moment later he lay dead.

The rest of a night was a blur for Asmondai. He remembered leaving the house, his old sword in hand, as the raiders were leaving. He fought viciously with the remaining few looters, striking them down with the same merciless rage that he used on villagers not long ago. He knew the King would have ridden far by now, so he ran. He ran until morning, and slept where he fell.

That night his dreams were filled with fire, smoke and screams. He did not need a shaman to interpret them for him. He knew that this, all of this, was a sign – that an innocent, kind old man had paid the price for all of Asmondai's wrongdoings. When he finally awoke, he had a new purpose.He was neither a mercenary, nor a man of peace. He was born anew, a vigilante, answering only to the call of injustice. He would do anything, kill anyone, who made men pay for the sins of others – and first on his list was the Mercenary King.

Danysa is the 15th hero that you will unlock at stage 1550.

Abilities

Charge
Attack your target with your spear for 130% of your damage. The attack speed of the target hit by the Charge is reduced by 80% for 3 seconds. Cost: 15 Rage.
Dodge
Force all enemies to attack you and increase your dodge by 40% for 20 seconds. 50 seconds cooldown. Cost: 30 Rage.
Protect and destroy
Increases the critical damage of your party by 80% and their dodge by 8% for 15 seconds. Cost: 45 Rage.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Herold of Kramatak

The herold of Kramatak

It is a very old belief indeed, that the wrath of Gods can reach the mortal realm. The growl of thunderstorms, the raging flashes of lightning, the violent shaking of the ground, all echoes of supernatural anger that manages, somehow, to reach the earth. Ordinary folk believe that their actions are to blame; others, that something in their lives must change, to calm the Gods. This is not the way of the Orc.

Orc are not ordinary. To them, great disasters in their homeland, the Cauldron, are a call to battle; their Gods scream to them their thirst for blood, and the Orcs must provide it. When the ground shakes and the sky trembles, an Orc is nothing but an attendant who must fill his masters’ cups with red. When the Great Storm came, they knew that blood must flow in great waves.

All across the Orcish lands, in every tribe and village, there is but one tradition in such a time; take what is yours, but fight to the death for it. There is no exception, even for foreigners - and the only foreigners in the Cauldron are prisoners of war. A prisoner may earn their life, if they can take Orcish one. Many Orcs, even those weak and old, welcome duels with prisoners. After all, for a well-equipped Orc warrior, a prisoner with broken armor and a rusty sword is nothing but an easy opportunity to spill blood for the Gods. Danysa was one such opportunity.

Some weeks before the Great Storm, a routine Elf convoy from Celenis to Xandor sank near the coast of Thal Badur. Strong winds had forced it to sail uncontrolled into unknown waters until it crashed on shallow rocks. It was a disaster; the ship’s hull was broken, every deck was flooded and its sails burned in lightning fire. The Elves swam, each in different directions, to ensure some of them survived - a sacrifice, for the greater good. Danysa, the ship’s security officer, did her duty well and swam until she couldn’t, and darkness swallowed her vision.

She never found out how long she drifted, but awoke after a sharp prod to her face. For a moment, feeling the sun warm her cheeks, she thought a fairy was waking her for her final walk to the Eternal Forest. As she opened her eyes, her vision adjusted. Not a fairy, but a large brutish Orc warrior shouting.

"This one’s alive, take her with the others". Danysa felt her body jerk from the sandy ground and get thrown into a cart. Before she fainted again, she saw that only a handful of her shipmates had survived.

Danysa would never forget the first nights of horror, watching helplessly as the hurt and wounded died, to the sounds of the prison warden’s laughter. The few that survived the imprisonment at Thal Badur were to be taken to the Warchief, for their fate to be decided. Danysa knew that the Warchief would not decide if they would be killed, only how - there is no room for mercy in Orc culture, especially during a war. They spend weeks in the dungeon, until it was their turn to walk through the tribe to the War Tent. It was luck, or maybe something else, that with each step they took the skies darkened and clouds twisted into black storm-bringers. The Orcs shouted in excitement as the Cauldron darkened. The Gods wanted blood, and there were fresh prisoners to provide it. The confused and frightened Elves could only watch as every Orc in the tribe turned to the great iron drum above the War Tent. They began to chant to the name of their lightning God.

"KRAMATAK! KRAMATAK! KRAMATAK!"

A few moments later the drum was struck by lightning. The deafening sound roared through Thal Badur.

Danysa barely realized what was happening before she was cut free by the prison warden.

"Fight for your freedom if you want it, Elf!"

Someone threw a rusty sword at her feet, and the same was happening to the others. Some Orcs were killing each other, some screamed in the ecstasy of the bloodletting; but most had drawn their weapons and hungrily eyed the weakened prisoners. Three of Danysa’s shipmates were killed in seconds.

Like all Elven officers, she was at her core a survivor - no matter how tired or desperate, her mind would think with logic. Her instinct told her that fighting the large, brutish Orcs in close combat with a sword was a grave mistake. She dodged a swing as the first Orc came at her, rolling to her fallen comrade and grabbing the old spear from his dead hands. When she stood, the Orcs shouted with joy.

"Kramatak has brought us good fighters! Spill their blood with honor!" To Orcs, a weak prisoner was an appetizer - but a good fight was the main course.

With each other, the Orcs fought fast - not for speed, but for sport. The Lightning God Kramatak had struck the Great Iron Drum, and they would enjoy pushing their body to its limits. Dodging more swings and landing some blows with her spear, Danysa knew they were fighting her differently. She was being tired out with heavy hits, forced into a game of endurance that she could not win. Her attackers were saving their strength for what they thought would be the real, Orc to Orc fights later. Her tactics were simple, but clever. She continued to dodge, avoiding blocking their attacks. She would move slightly, but with purpose, to save her strength and exhaust her opponents. Her Elven agility could be used to her advantage. Up above, the Great Storm swirled, faster by the minute.

Most Orcs had grown tired of wasting time, trying to hit something as unimportant as a prisoner, and left to fight elsewhere. The only Orc bound by the fight was her prison warden, growing increasingly furious. He was intent to finish it in one blow, but he became steadily more tired, aching and sweating at swings that only hit the hard ground. The prison warden roared and raised his sword for a final blow, but had become to slow for the Elf - Danysa stepped inside his space and slammed her shield against his head. The Orc stumbled dizzily, but Danysa kept her distance - she had to be sure he was done for first.

The Orcs were ecstatic. The electricity from the clouds, mixing with the metallic taste of blood was driving them into a primitive madness. The Great Drum struck again, and the warden was knocked back into steadiness. As the Orcs screamed for Kramatak, he charged through the rain toward Danysa. She screamed at the top of the shrieking echo of her Elven voice and charged back.

The warden understood that the Kramatak would have his blood, as she feinted into a dodge at the last step before they touched. A step to the right and a whirling leap later, the Orc fell to the ground with a pierced shoulder. As Danysa turned to look at him, thunder cracked and lightning struck the rusted weapon. The warden burst into flaming light, and a flash later, all that was left was ash. Exhausted, darkness overtook her as she slumped to the ground. Her last thought was wondering if she were dying.

Alas, the law of the Gods is above the law of living creatures. Only a fool would misinterpret the word of Kramatak, and he had clearly spoken.Danysa, treated as a war hero and a herald of Kramatak, was nursed to health. When she could walk, the Warchief himself took her to the entrance of the War Tent, where facing the every great warrior of the tribe he exclaimed,

"Danysa, the first Elven herald of Kramatak! You have earned your freedom, and the respect of our people. To Orc, you are sister."

He placed around her neck a medallion, made from the melted metal of her schackles.

"Make your wish, and I will grant it as if it were a command of Kramatak himself."

Humble and loyal to her kind as Danysa was, she replied with no hesitation.

"Great Warchief, you honor me. All I wish is that you set my shipmates set free and respect them as if you would a shipmate of Kramatak, as he sails his skies of thunder."

"Then so be it."

In minutes, the Elves were set free and leaving behind them the last guardpost of the Orcish capital. All of them knew that if they ever had a leader, it was Danysa. They would follow her to Xandor and beyond.

The Country Girl

The country girl

Like all elves, Danysa is one with the nature. So much so, that despite her accolades as a warrior and herald of bloodthirsty Kramatak, sometimes she disappears quietly, as only the elf would do, in the woods for a few days. And only a few trusted companions would know, that she goes to tend to her "ranch", as she calls it. All crops and animals can do with a touch of elven magic, but for them to truly thrive, they need a touch of a loving hand.

Sely is the 18th hero that you will unlock at stage 2300.

Abilities

Uppercut
Strike your target with a powerful uppercut that deals 160% of your damage. Cost: 15 Rage.
Victor's Stance
Increase your attack speed by 20% and your critical chance by 15% for 20 seconds. Cost: 30 Rage.
Furious Cuts
Attack your target fiercely enough to cut him with your fists dealing 150% of your damage. The target hit by the Furious Cuts bleeds for 70% of your damage for 3 seconds. 15 seconds cooldown. Cost: 45 Rage.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Indomitable Gnome

The indomitable gnome

A traveler passing through the lands of Gnomes will immediately notice that they are all small, friendly and clever. In fact, most thinking folk come to the realization, sooner or later, that they have never met an angry or unintelligent Gnome. Those fortunate enough to have fought with a Gnome by their side, swear by two things: that there is no problem that a Gnome cannot solve, and that a Gnome treats everything – even war – like a game. Of course, they are great engineers, battle mages and healers; they are quick to build or learn the use of tools and spells. However, even the most brain-sick gambler would never bet that stripped of magic, war machines and prayers, a Gnome could stand its ground in hand-to-hand combat. The birth of a strange little baby in the city of Cogwheel changed everything.

Sely was born, like all Gnomes, in a high-tech hospital under the supervision of expertly trained medical professionals. When the nurse pulled her out of her expecting mother, most of those professionals fainted. There was obviously something wrong; her body was horrible, disfigured. They were afraid to show her to her tired mother and her waiting father. At last, a trembling doctor picked her up, washed her with a pressurized can of sterile water, and presented her to her parents. Her father fainted by the unconscious nurses. Her mother, horrified, studied her poor daughter.

Sely’s body was covered with muscle. Rounded shoulders connected to lined forearms through powerful triceps and biceps. Her thick chest was underlined by the six small boulders that made up her infant abs. Her thighs reminded her of the legs of a horse. It was a small mercy that the child had a pretty face, and her father’s bright pink hair; but it was sure to have a hard life. “Why did it have to happen to my baby?” thought her mother. “Why couldn’t she be round and soft and chubby?” At last, when the shock was over, Sely’s disappointed parents took her home and her destiny slowly began to unfold.

Gnomes grow and learn quickly. By the age of two months, they can read and write. By 5, they master the basics of engineering and, to the frustration of their parents, can work gunpowder. Sely could do none of those things. For the first few years of her life, she was taunted for her simplicity and brutish features. She was not unintelligent; she simply had no interest in applying her mind. Instead, she learned that what other Gnomes could accomplish with brainpower, she could do with her body. In her school’s first race, where the others had built steam-powered karts and walker-engines, Sely won by leaping and running. When it was time to apply to the Academy of Crafts – where the entrance exam consisted of creating a device that could ferry sheep across a river – she simply tied a rope across her waist and swam, dragging a plain plank raft filled with confused and frightened animals. The other young Gnomes could only watch in confusion as their steamboats were left trailing behind. The Academic Council, which could find no rule that the submitted devices should be complicated or technologically advanced, had no choice but to allow her to study there.

At every opportunity, the professors and other students of the Academy would try to push her out. Sely however, was not only unnaturally strong in body, but also in mind; she paid no attention to the nay-sayers and focused on the one technical skill that could complement her natural abilities: blacksmithing. The working of metal, mostly the territory of dwarves, spoke to her on an almost spiritual level. It was a material powerful like she was, but could be moulded for a purpose by strength and intent. Curiously, the infusion of metal with magic – again, a skill mostly left to the expertise of races such as humans and elves – was a concept Sely was not familiar with, but with which she was naturally gifted. Hers was not regular magic, brought to life by incantations or rituals, but the raw magic of her unbending determination. By sheer force of will, and to the surprise of her tutors, metal smithed by Sely was stronger, more flexible and more stable than that produced by any other student. It was not until her final examination, four years into her studies, that the Academy – and Sely – would learn how special she was.

The final examination of the Academy is unique in all schools of the Realm. Simply put, each student creates a machine or set of weapons and spells and uses their creation in an all-out, non-lethal melee, under the ancient Technodome of the Academy grounds. Examiners closely watch the melee and judge the participants on the ingenuity of their creations, their use in practice, and of course the users’ problem solving abilities. It is not a necessity to emerge the sole victor, as is the case with Orcish ritual combat, but the last Gnome is considered a distinguished fellow of the Academy. It is not uncommon for young Gnomes to enter the Technodome fatigued, after several sleepless weeks of working on their inventions. After all, tiredness is not an issue; for every Gnome but Sely, weakness of body never had a bearing on how well one performs in the exam.

When Sely walked through the gates of the Technodome, laughter could be heard even above the roars of engines and the crackling of magic. She wore nothing but a set of metallic armor, its only offensive features a set of claws and an elbow spike. Some noticed that the spikes glowed a light blue, but dismissed this quickly as a latent effect of magically-enhanced metal. Such metals could be seen across the arena, in various colors. They would make quick work of her, they thought, as the starting gun fired. What are claws against the might of technology and magic? The examiners found themselves lost for words as they watched. They almost felt sorry for the rest of the student body – and themselves. Brilliant engineering constructs were blown to bits by Sely’s merciless kicks and punches, their creators flinging out of their cockpits in desperate attempts to survive the mechanical carnage. Sely would pummel machine after machine, standing in triumph and defiance on their wrecks as spells bounced helplessly off her artisan armor. When she had grown tired of the helpless mages and priests’ weak fireworks, she would dash to them, slicing their robes into ribbons and their staffs into tinderwood. Terrified and naked, the humiliated Gnomes would dive for cover, thinking about how they had bullied this brilliant anomaly...and whether they would survive the exam. Her claws, infused with the primal power of her inner strength, cut through everything they threw at her like butter.

No more than 15 minutes after the starting gun had fired, Sely was pronounced a distinguished fellow of the Academy and was handed her degree. It came as a surprise to no-one when she took her diploma, tore it in half, and walked away, to put her skills to use beside heroes who could appreciate them.

The Wolf Heart

The wolf heart

Once upon a time Sely was wandering in the snowy forest to gather rare minerals for one of her experiments. Her path crossed with a huge dire wolf, which immediately decided to snack on our little gnome. Guessing from her new outfit, the encounter didn't go particularly well for the predator. Plus, it keeps Sely warm in the cold Frostfire mountains.

Randal is the 19th hero that you will unlock at stage 2550.

Abilities

Bone Smash
Smash your target with your axe for 150% of your damage. Cost: 15 Rage.
Dwarf's Might
Force all enemies to attack you and increase your health by 100% for 20 seconds. 50 seconds cooldown. Cost: 30 Rage.
Earthquake
Hit the ground hard enough to cause an earthquake. The earthquake inflicts 100% of your damage to all enemies and stuns them for 3 seconds. 15 seconds cooldown. Cost: 45 Rage.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Bear Hunter

The bear hunter

A great dwarven kingdom, long forgotten, once dominated the Hinterlands. How, why, or when it collapsed is a mystery, or a well-kept secret. Its remains are scattered throughout the rolling hills and grasslands, a reminder that even the mightiest will one day meet the mightier. Among the great stone-works and half-buried wonders of this ancient architecture, live the Hinterland Dwarves.

These Dwarves are not like other Dwarves, or any other race of Alandria. They believe they are the descendants of the broken kingdom that surrounds them and dedicate their lives to simple living. Their only core belief is that great dreams lead to great downfalls. If their needs are met, these simple but strong people live their lives hunting, telling stories of old, and roaming their ancestral lands.

Randal was one such Dwarf, and lived a happy life, free of pride and ambition. He lacked the keen eyes of a bowman or a spear-fisher, or even the nimble fingers of a basket-maker or fabric-weaver. In place of these, he possessed great strength, a valued asset for his people. Randal, like all Dwarves with such power, served his tribe as a bear hunter. The pelts, meat and strong bones of these beasts were of great use in the Dwarves' wild lifestyle.

The bears of the Hinterlands were great, powerful predators. Those who considered hunting them often hired a team of Ebony Jungle Skullhunters, a Stormspire mage, or even a crate of Irongard's famed muskets. The Hinterland Dwarves, their skills never for sale, had a different philosophy. Pack hunting, magic and mechanics were too complex a concept. Complexity was the road to development, and development led inevitably to collapse, as their ancestors once did. Bear hunters like Randall, fought alone. They would prepare for days, stalk their prey, and fight it hand-to-hand, trading blows until either hunter or bear fell defeated. Randall had lost count of the hunts he had completed throughout his life.

It was only a few years ago that Randal noticed changes in his beastly foes. They seemed more aggressive; stronger, faster. Some unleashed unearthly high-pitched screams instead of roars, haunting the sleep of many folk in the surrounding tribes. Randal saw their nests, once simple and respectable like the living spaces of his own people, turned into littered lairs covered in the gore of messy kills, rot and filth. The bears were warped, frothing at the mouth, relentlessly attacking without reserve or defense. Ever more of them showed rotting flesh and exposed bone, eyes burning with the animating force of magic. Many hunters fell to these abominations, and fear had returned to the spirit of the Hinterland Dwarves.

One morning, as Randall rested, he heard some fellow tribesmen talk. They spoke of undeath, and tales of plagues and the rising armies of darkness from passing travelers and traders. Randall paid no mind. To him, things were simple. If there was a threat, it would be dealt with. Times were hard, but so was life. As fortune would have it, the winds of fate blew the news to Randal's ear. The village elders had decided: it was time to leave tradition behind, build fortifications, and trade with neighbors for weapons and magic. If Randal felt some way about this, it did not show. He simply got to his feet, took a coil of rope from his tent, and began to walk.

He had not been entirely prepared, or stalked his next prey enough, but to him it mattered little. What mattered more was that the Hinterland Dwarves had lost their way. He walked for hours to the vile nest he had scouted to some nearby ruins. As he approached the collapsed ruins of his forefathers, now infested with whatever was warping his and his people's simple lives, his face and mind were blank. He made no effort to hide his footsteps. The runed floor and walls echoed as he strode deeper into this monument to the past. Before long, a scream from the shadows.

Randal, expressionless, ducked to avoid the monster's leap, twisted claws grazing his hunter's hair-knot. He watched it tumble, scrambling back to its powerful feet, its face illuminated by a single ray of light as it stood on its hind legs. Its muzzle had been torn, half its skull exposed and the other covered with rotting flesh. The bear screamed again and charged.

Without thought, Randal bent his knees and turned, his strong hands gripping a carved slab from the ground, twisting his body upward as he came around to meet his foe. The force of the blow as it smashed the bear's skull made a resounding crack that whipped around the ruins. Before the thing could rise again, as it snapped its jaws and screeched, Randal leaped above it, rope in one hand and a stone in the other. With practiced movements, he bound its feet and stuffed its mouth. As calmly as he had arrived, Randal left, dragging behind him the monstrous creature and the slab with which he bested it.

By the time he had returned, the elders had gathered his brothers and sisters in their village center. Their hearts were in the right place, Randal certainly knew. It was fear that had clouded their judgment. If they chose to leave behind tradition, even if they won this war, they would ultimately lose everything. The reminders and lessons of their fallen ancestors were being ignored. When Randal strode into the village center, it was to remind them.

With a mighty twist and swing, he launched the trapped bear between the crowd and the elders. Stunned, they watched in silence. The frothing monster struggled in a hungry frenzy, horrid sounds escaping its muzzled snout. Without a word, Randal lifted the stone slab above his head and brought it down on the beast. There was a terrible crack, and quiet. Randal looked at the elders, and his fellow village-folk. They did not need to speak to know that their ways did not have to change. Their strength was their dedication, never forgetting the lessons of the past. The Dwarves of the Hinterlands would not have to adapt to face the darkness. The darkness would have to adapt to face them.

And so it was that Randal showed his people that they would teach the monsters the lessons that they held so dear. With heavy stone weapons fashioned from the ruins of the old kingdom, Randal roams Alandria as a living reminder: fear changes the weak.

The Braveheart

The braveheart

Like any true Hinterland dwarf, Randal honors his history and heritage. The ruins of the ancient dwarven kingdom, scattered freely across the hills of his homeland, serve as a reminder of past greatness — and awaken a yearning to connect with his roots. That’s why Randal often dons the near-ritual garments of his ancestors and sets out on a campaign against those who encroach upon it. Will he be able to defend the freedom of his people — and his own?

Hongyu is the 23th hero that you will unlock at stage 3600.

Abilities

Quick Bite
Thrust your spear, dealing 160% of your damage to your target. Cost: 15 Rage.
Final Hunt
Become enraged for 12 seconds and inspire your party with your might. While you are enraged your rage generates 25% faster and the damage of your heroes increases by 15%. 20 seconds cooldown. Cost: 30 Rage.
Impale
Brutally impale your target, dealing 150% of your damage. The target hit, bleeds for 80% of your damage for 3 seconds. 4 seconds cooldown. Cost: 45 Rage.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

In the quiet village northeast of Maplemere, nestled within the Riverlands, there lived a girl named Hongyu. She was a ball of energy, always eager to explore the nooks and crannies of her surroundings, much to the dismay of her hard-working farmer neighbors. Climb the tallest tree in the village and end up stuck at the top for hours until somebody comes to her rescue? - check. Trying to establish and run a permanent colony of frogs in the small village pond, spending hours and hours around the puzzled amphibians? - check. Her parents worked the fields tirelessly, and she was much left to her own accord.

She was small in stature, mocked sometimes by the neighboring kids, but over time she stopped paying attention to these pricks and jibes. She remained undeterred, finding solace in the embrace of the lush forests surrounding her village, where she often spent hours and hours gathering beautiful flowers, tasteful berries and mushrooms along with other gifts the forest would provide. Summers came and went. Her parents died over a strange flu which decimated the village one winter. Left alone, she distanced more and more from the villagers, who would sometimes come to her for the medicinal herbs she gathered a-plenty in her wanderings, but otherwise leave Hongyu to grow and blossom alone.

One particular summer, it was in these woods that fate dealt her a fateful hand. Venturing too deep one day into the darker depth of the forest, she stumbled into a concealed bearpit - a deep one and full of stakes at the bottom. She broke her limbs in the fall and her shoulder was pierced by one of the stakes. Overcoming the initial shock, Hongyu opened her eyes to find that she was not the only prey in the pit - in the corner there was a small black ball of an injured fox, its fur matted with blood. As she reached out to help the creature, it lashed out in pain, biting her hand. Both fell exhausted and laid there side by side in the pool of their blood intermingling, consciousness slipping away.

She woke up by the sound of a human voice. Old grizzled face of a man was carefully studying her from above. - An interesting game, but not that I expected! - said an old huntsman, who came to check the trap. Weakly, Hongyu turned her head, only to find that the fox was gone and there were no signs of her ever being in the pit. Huntsman, who introduced himself as Derek, managed to heave Hongyu from the bearpit and helped her to his cabin in the woods.

The old hunter's cabin was an old one, as if it was here before Derek even started to call it his own. The exterior, weathered by the passage of time, boasted a sturdy, yet rustic design, its wooden beams adorned with creeping ivy. A small chimney puffed gentle curls of smoke, carrying the faint scent of seasoned wood into the crisp air. Surrounding the cabin, a menagerie of flora thrived, some meticulously cultivated by the huntsman, while others had grown wild and untamed, weaving a verdant tapestry around the dwelling. The porch, adorned with hand-carved totems and trinkets of forgotten hunts, exuded an earthy charm, welcoming visitors with the quiet wisdom of the forest itself.

Stepping inside, the humble abode unfolded into a haven of natural wonders. A warm hearth crackled softly, casting a soft, flickering glow that danced upon the walls adorned with furs and antlers. The aroma of forest herbs and drying plants wafted through the air, lending a soothing ambiance to the room. Various hunting trophies adorned the walls. Shelves lined with jars of preserved herbs and roots. Sunlight filtered through small, intricately designed windows, and fell onto intricate patterns on the worn wooden floor, giving the impression that the very soul of the forest had found a home within these walls.

For the next several weeks Hongyu was in and out of it, battling both her wound and a particularly strange fever she developed. Old hunter exhausted his knowledge of medicine - and sometimes his methods looked like they were fitting for and belong on the battlefield rather than deep ancient forest. But the young body of Hongyu healed itself, as weeks turned into months, although she remained weak for the time being. She started to help Derek with small chores, and later on the old hunter started to take her on his trips, teaching her how to hunt with a slingshot. It was a big sling staff, actually, which Derek carved from a young yew tree, covering it in strange runes and lines, muttering something about a walking stick. It served as such as well, but the old hunter made sure that Hongyu was capable of shooting it also, which she learned to do with some deadly precision.

Time passed. Hongyu became adept at using the slingshot staff, honing her skills in the art of hunting small game. However, the tranquility of her new life was shattered when one ominous day she discovered her mentor in the woods on the brink of death, lying mortally wounded. With his final breaths, he revealed encountering Undead creatures that had attacked him. Hongyu held him as he passed, promising to avenge his death. As he closed his eyes for the final time, she cried. She took his old silver medal Derek had around his neck on a leather string as a memento, and buried him in the deep forest, under the shade of the trees he had known so well, as it is appropriate for an old hunter to lay at rest where he spent his life.

Hongyu vowed to make the Undead pay for taking the life of the father he became. She hung the medal around her neck, and the silver medal burned to the touch of her breast, filling her with a cold fire of revenge. Hongyu returned to the cabin, gathered a few supplies and took off with her trusty sling staff, carefully locking the door to the cabin.

Her tracking abilities and cold reason of an experienced hunter allowed her to track more Undead as she ventured east. All fell down to her skills and the rage that fueled her. Hongyu's journey led her to the gates of the great city of Irongard, where she had an incident. A group of half-drunk city guards were amused by her and decided to throw a few jokes about a small girl and a big stick. Unwilling to tolerate the insults, she engaged in a skirmish, which resulted in her being thrown into the city's dungeons.

During her hearing in the morning, as the justice is swift in Irongard, she recounted her story, mentioning the name of her late mentor and his demise. Judge stopped her and asked a few questions, then with a heavy sigh admitted that he once knew a revered King ranger by the same name, who fits the description. In honor of his passing, and touched by Hongyu’s plight and resolve, the judge granted her a pardon on the condition that she would join one of the independent companies fighting the Undead menace behind enemy lines. With determination burning in her heart, Hongyu accepted the condition, ready to make her mark on the world and avenge the man she loved with a ferocity of a wounded animal. A fox, perhaps.'

Burt is the second hero that you will unlock at Stage 4. He has the lowest attack of all the heroes but the fastest attack speed.

Abilities

Piercing Arrow
Shoot a piercing arrow that deals 110% of your damage and adds 1 combo point. Cost: 29 energy.
Rain of Arrows
Throw arrows to all enemies dealing 20% of your damage for every combo point. Increases the miss chance of enemies hit by Rain of Arrows by 5% for every combo point you consumed for 6 seconds. Consumes all your combo points. Cost: 44 energy.
Deadly Strike
Throws a poisonous arrow. Target hit by the arrow receives 70% of your damage every second and has 20% increased miss chance. The duration of the arrow is 2 seconds per combo point consumed. Consumes all your combo points. 13 seconds cooldown. Cost: 70 energy.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Ranger

The ranger

Burt grew up in a hunting village in the forest land of Silverwood, isolated from the civilization. This village, Pacahuara, knew of the other communities, but kept to themselves, believing that mixing with outsiders would disrupt the delicate balance of respect between them and the forest. To them, the forest represented all life, the Light itself, and they had named themselves "the Rangers", its brothers, sisters and protectors.

As a child, he learned how to ask the forest for his needs, by hunting and scavenging for food and clothes, mastering the bow of the Pacahuara people. When he came of age, as was the tradition of his people, he swore an oath to protect the heart of Silverwood from the Darkness and all enemies of the natural balance. Often, roaming bandits sought refuge in Silverwood, whether to escape or hide their plunder; in rarer cases, they came looking for wandering village children to sell as slaves. It was the duty of Burt and his people to protect the forest from this threat.

How bandits disappeared and their plunder thrown out of the edges of the jungle is only a theory to most, but the secret lied in the ancient magic of nature. Since first settling in the heart of the forest, the people of Pacahuara created a special bond with the trees and nature, learning to truly speak with Silverwood. Rare cases of escaped bandits, considered maddened by fright spoke of entangling vines and living roots, injured Silverwood natives healing mortal wounds by eating a single seed. Silverwood's heart was kept safe and unchanging for millennia. That is, until the Orc raids began.

Orcs brutal and fearsome warriors loyal to the Darkness, began to lay waste to the forest, cutting trees and ancient stones to fuel their war engines. To them, nature was the opposite of progress. The Age of Orcs they believed, was to rebuild the world in their image, and do that they would have to destroy it. The Darkness was their ally and chaos their weapon. As their numbers grew, the Orc hordes went deeper into the forest, seeking better tree farms and ore to mine.

Burt led many of the Rangers in fights to defeat Orc scouts, raining arrows while hidden by the trees. Furious at an enemy that would not face them in open battle, they launched a campaign to exterminate the rangers. Bandit mercenaries, expendable soldiers to the Orcs, were hired to scout the forest and find Pacahuara. Although the Rangers stopped many, the Orc numbers were too large for them - at long last, their location was found.

The Orcs waited until the moon was dark and began their assault. Their light was the fire of industry and the machines of war. In the burning night, the Rangers did everything they could to protect the trees, sacrificing the defense of their huts and belongings. Eventually, the might of Silverwood's magic and an unstopping hail of arrows and natural magic from Burt and his Rangers led the Orcs to retreat but at a terrible cost. By morning, the heart of the forest had burned, and the Rangers were very few in number. Pacahuara itself was reduced to ash. Knowing life would never be the same, Burt spoke to his people. Trusting the young warrior's heart, they followed his leadership and gathered the living to join the Human kingdom of Irongard in the new war against the Darkness. The gatherers and craftsmen of Pacahuara were sent to the Riverlands to begin anew, and the forest warriors set to Irongard City under Burt's command to join the army of Light as their forest fighting force, the Rangers.

The First Samurai

The first samurai

This skin is unlocked when you complete 500 guardian enlightenments.

Burt ventured to the Hollow Mountain out of curiosity, one day just plainly knocking at the door of the Kongshan Temple and loudly calling for admission. Baffled by his simplistic approach, the warrior monks did not kill him on the spot, but allowed him to stay, and even gave him the nickname 'Kikuchiyo'. After completing a year of chores Burt was let go with a colorful writ stating his nickname and a few lines in the language nobody understands. Upon his return to Irongard, illiterate Burt proudly produces it to anybody willing to see and claims that this writ confirms him as the first warrior or samurai.

The Void Knight

The void knight

This skin can only be obtained during the 6 Year Anniversary Event.

Deep in the heart of Ebony Jungle, shamans prepare the herbal brews with mystical properties. It can bring you on a spiritual journey to other worlds and planes, provide a revelation - or just give you the worst hangover of your life. Burt, though, returned from one such trip as his astral twin, the Void Ranger. He lived on trillions of worlds for eons. He sees the infinite in everything - the grand and the minuscule, the eternal and the fleeting. He does not seek. He does not wander. He simply knows.

Dialogue

Before unlocking:

  • Grace: I feel the power!!
  • Talia: Someone fighting up ahead. Let’s rush!

After unlocking:

  • Burt: Don't look at me, give me a hand!
  • Talia: Grace light them up!

Muriel is the seventh hero that you will unlock at stage 275. Her attack may be low but she is the fastest hero in the game. She also has the strongest single-hit ability.

Abilities

Quick Strike
Hit your target for 110% of your damage and add a combo point. Cost: 15 Energy.
Rally
Increase your Critical Chance by 15% and the attack speed of your party by 15% for 6 seconds per combo point. Consumes all your combo points. Cost: 45 Energy.
Backstab
Attack your target with a Backstab that causes 80% of your damage per combo point. Target hit by Backstab will be stunned for 1.2 seconds per combo point consumed. Consumes all your combo points. 7 seconds cooldown. Cost: 50 Energy.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Invisible

The invisible

Muriel was born into a poor family, in a community of farmers near the waters between Irongard and the Elven realm of Celenis. The magic of the Elves kept the incredible climate within their own borders, leaving Muriel's community to barely survive off small crops and critter hunting. Between bandit raids, droughts and misfortune, her parents were forced to sell her as a slave to a noble but cruel house in the Elven city of Talamer.

Her new master, Malakar, ran a strict and merciless household, and when she was not being punished, Muriel thought only of escape. For 2 long years, she was trapped, silently suffering and slowly gaining the trust of Malakar. Unknown to him, a life of slavery only trained Muriel to move unheard and in the shadows, keeping out of sight of guests and the Elven attendants; Humans to them made good slaves, but were thought of as lower creatures. A small but cunning girl, Muriel understood that if she could not fight or buy her way out, she would have to do so by being unseen. The chance finally came to her at the Lunar Year festival. Under the sounds of magical Elven fireworks, song and dance, her master and his guests drunk on Moonwine, she slipped away in the darkness of the manor's service tunnels and ran as far as she could.

For weeks, she wandered into different Celenis settlements, stealing to eat and sneaking by guards to sleep in barns. This difficult life was the cost of her freedom, but to her it was worth it; for all the dream-like magic of the Elves, living with them was a nightmare. As the years passed, Muriel grew from the shadows' slave to their master. She learned many tricks - stealing and hiding in broad daylight, blend into crowds and change her appearance. In Malakar's manor, she learned the art of gossip, the only way to learn news and happenings as a slave; as a woman, she perfected it, learning who to best steal from, or opportunities for someone like her.

Much like learning of Malakar's shameful secrets from other slave girls, she found out about the secretive “Impetus”, a caste of rogues living in the shadows of Irongard's tunnels. The Impetus it was said, were thieves and outcasts that renounced their old life and worked in the darkness in the name of the Light and King, as spies and undercover agents running secret missions behind enemy lines. As soon as she could, Muriel left for Irongard and a new life. Almost immediately after arriving at Irongard, the Impetus took notice of her skills. They taught her the nobility of their work and the tools of their trade. Her natural talent for swiftness and cunning earned her the right to carry the ceremonial dagger as a Silent Sister of the Order. In time, the King knew which of the Impetus to call when he needed someone truly invisible.

The Nurse of Death

The nurse of death

This skin is unlocked when you complete 300 firestone researches.

Muriel, swapping shadows for scrubs, trained as a nurse in Irongard under the alias “Ratched”. Beloved by patients for her silent, efficient care, she discovered her hospital's doctors were conspiring with orcs, trading meds for gold. Old habits kicked in: one by one, the treacherous doctors “mysteriously disappeared”. Muriel concluded that the best cure wasn't just treating symptoms but eliminating the disease itself. Thus, “The Nurse of Death” was born, scalpel in hand, ready to operate.

Dialogue

Before unlocking:

  • Aurelia: Whats wrong Benedictus? You seem concerned.
  • Benedictus: I sense someone has been following us since we left the village.
  • Aurelia: Worry not holy man, our blades are ready.
  • Benedictus: I'm not worried... the energy I sense is not evil. I wonder why they do not reveal their presence.
  • Aurelia: Watch out! Enemies ahead!

After unlocking:

  • Muriel: Congratulations heroes, you survived a very tough fight.
  • Aurelia: What the ...? How did you appear like that?
  • Muriel: Relax, if I wanted you dead, we wouldn't be having this conversation. I am not here to harm you.
  • Aurelia: I admit you caught us off guard... but don't push your luck. What do you want from us?
  • Muriel: My name is Muriel. My orders were to follow you and see if you were worthy. After seeing you fight, I think you have proven yourself.
  • Aurelia: Worthy of what? Ordered by whom?
  • Muriel: To offer you my services. You will find out the rest in time.

Astrid is the eleventh hero that you will unlock at Stage 800.

Abilities

Deep Wounds
Shoot your target with both your pistols for 110% of your damage. Adds 1 combo point. Cost: 15 Energy.
Devastating Shot
Shoot your target with your big gun inflicting 50% of your damage per combo point. Target hit by Devastating Shot takes 55% more damage from all sources for 7 seconds. Consumes all your combo points. Cost: 30 Energy.
Cannon Strike
Command your ship to shoot 1 cannonball per combo point. Each cannonball deals 40% of your damage to each enermy. Consumes all your combo points. 15 seconds cooldown. Cost: 40 Energy.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

The Castaway

The castaway

In the southwestern shores of the Ebony Jungles, the small town of Stormrock has endured for hundreds of years. An inhospitable mix of angry seas, barren rocks and biting cold, its residents were rid of the weakness long ago, leaving only the strong to hunt jungle beasts and brave the sea. Astrid was an example to her people; tough but cunning, she learned to how to fight and defend herself against enemies by land or shore; never letting them grow dull, her sharp axes were always ready for her next fight. Dreaming of a life of adventure, Astrid hated the idea of growing old as a fisherwoman or basket-weaver, ignoring the pleas of the other townspeople. They held to the belief that before the Age of Adventure, the first settlers of Stormrock were approached by a shadowy figure from the sea. Presenting itself as Ledra, a Sea Nymph that had fallen to the Darkness, it told them that as long as they never left the shores of the Ebony Jungle, they would not be harmed. Never one to be religious, Astrid laughed at the stories, telling her elders that Ledra must be so fearful of their strength and adaptability that she could not bear the thought of them as enemies, in service of the Light. Ignoring their pleas, as soon as they would have her, she joined the crew of the infamous pirate ship Flotsam's Danger, sailing away where wind and fortune took her. For years she was joined smuggling expeditions to every known port or shore, never missing on a chance to prove her skills. She jumped at any opportunity to damage the Orcs, for even pirates serve the Light. Knowing this life wouldn't last forever, she hid away her share of profits and loot, to one day spend her old age drinking and dancing in the Tipsy Wisp, an almost mythical Dwarf tavern known for its incredible beer, never-ending feasts, and most importantly, anonymity. On her final journey before retiring to a life of ease, the ship was hit with an enormous storm near the dangerous Trinity Islands. The water, black as ink, seemed to scream and drag the ship through titanic waves and rocks sharpened by the water. With every cut of the hull and tearing of the sails, lightning lit the clouds with the symbol of Ledra. Terrified at the message from an evil god, and trying to keep herself and her crewmates alive, she fell overboard to certain death. When she awoke on the cold rocky shores of an unknown island, she immediately looked for survivors. For hours, she walked along the water line looking for survivors, but none were to be seen. Remembering her survival skills from her years in Stormrock, she quickly built shelter with her trusty axes, always safely strapped to her back. In the daylight she hunted and during the night she raged at Ledra stealing her dreams for daring to see the world. Deciding she would rather risk the wrath of Darkness than live alone in punishment, she began to build a grand lighthouse. The fire on the tower would show Ledra that Light will always break through the Darkness. For five years, she laid stone after stone and plank after plank, raising the tower as high as she could, so that not only any passing ship might see, but Ledra as well. The same day the fire was lit, a transport ship carrying Clerics from Celenis to Irongard stopped to admire the structure, only to see two waving axes, shining in the firelight, signalling to them. The captain gladly took Astrid in his ship, if only to hear how she had lived long enough to build the tower. As soon as they touched the dock, Astrid was on land and heading to Irongard Keep, to pledge her service to the King and the Light. If they were to fight against the Darkness, they needed her skills to survive.

The Tone-Deaf Beauty

The tone-deaf beauty

Some folk love the music and the dance. Some, though, have little aptitude for the things they strive for - Astrid being one of them. While she likes to dress up, dance, play various instruments and, gods forbid, sing -- alas, the years she spent on the deck of her ship between the booming cannons, rendered her quite deaf. Tone deaf, one might add - if one would risk being shot at the spot.


Ina is the twelfth hero that you will unlock at Stage 900. She is a lot like Astrid but higher critical chance and damage and her abilities are different.

Abilities

Double Arrow
Shoot 2 arrows each dealing 70% of your damage. Adds 1 combo point. Cost: 17 Energy.
Ancestral Energy
Increase your damage by 10% for each combo point. Lasts 20 seconds. Consumes all your combo points. Cost: 40 Energy.
Sharp Arrowhead
Strike your target for 25% of your damage. Each combo point used after the first one, doubles the total damage. Consumes all your combo points. Cost: 55 Energy.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Forest Guard

The Forest Guard

Among the fabled Forest Guards of the Elves is one they call Ina. Her name means "stinger" in the language of the forest Elves. In her culture, the name a child is given is considered to be of the utmost importance - Elves live far longer than men, and the name they carry, they will carry to the grave. When Ina's mother and father first saw her small hands explore the world around her in fluid and precise movement far beyond her years, they knew she would become a great warrior. They chose the name Ina because, like a stinger, she would be silent and deadly.

As years passed, the noisy world of her fellow talking, singing and dancing Elves only irritated Ina more. To her, the academic conversations, ethereal music and the whispering breeze of Elvish dancers were only distractions from the quiet of her mind. After a battle or a skirmish, she would leave the politics and numbers to others, choosing instead to return to the quiet peace of her home. Even as a child, she would play alone, hiding her toys and never speaking unless directly asked a question. Under normal circumstances, this would have created an atmosphere of distrust and nuisance within her community - but as she grew, she showed how truly talented she was in the Elven arts of defense: stealth and efficiency. Elves, though wise, are prideful creatures. They understood the value that Ina held.

When the time came to replace one of the fallen Forest Guards, Ina was the natural choice. To her, taking a post deep inside the forest felt like returning to a home she had never lived in. Separate from her people but bound to them by the oath of the Forest Guard, she adopted a life of true solitude, only communicating with others in the direst of circumstances. Experienced Guards joke that Ina has fired more arrows than words - and this is most likely true. Travelers lost in the Elven woods, who would find their way home spoke of magical plants that pointed in the right direction, or miraculous stumps of old trees filled with fresh water, appearing when they had not found drink for days. Others spoke of a beautiful but silent fairy who peered at them from the leaves, protecting them from feral animals and other dangers that lurked in the shadows of the wood. The elves knew who had helped them, but let the travelers believe in their forest magic. They could rest easy knowing that the Forest Guard would protect their friends and destroy their enemies without ever needing to appear.

The Playful Mistress

The playful mistress

This skin could only be obtained during the July 2024 Decorated Heroes Event.

Few know the inner depths and thoughts of an honored elven Forest Guard Ina, silent and rather distant, as many elves are perceived. Fewer still have seen her alter ego - Domina, the vocal, commanding, confident, dominating... Watch out if she trades her white uniform and her trusted Stinger bow for a whip and a black leather suit! - you might just enjoy it.

Fini is the 13th hero that you will unlock at Stage 1050. He is a lot like Astrid and Ina but with a higher critical chance and damage and his abilities are different.

Abilities

Dynamite
Throw a dynamite that deals 110% of your damage and adds 1 combo point. Cost: 15 Energy.
Time Bomb
Place a bomb among the enemy lines. The bomb will explode 2 seconds after the placement inflicting 20% of your damage to all enemies for each combo point consumed. Enemies hit by the time bomb will be stunned for 0.5 seconds per combo point consumed. Consumes all your combo points. 6 seconds cooldown. Cost: 30 Energy.
Mortar
Place a mortar next to you. The mortar shoots your target every second for 65% of your damage for 2 seconds per combo point consumed. Consumes all your combo points. 11 seconds cooldown. Cost: 40 Energy.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

The Tinker

The tinker

Fini was born like any other Gnome - under mysterious circumstances, deep underground. Legend has it that Gnomes, simple creatures with complex minds, simply pop into existence when more Gnomes are needed to maintain their steam-powered machine society. This, however, is not true. Gnomes do in fact just pop into existence, but only when the world needs more...BOOM. "What does this mean?" someone might ask. Unfortunately (or fortunately), only the Gnomes know the true answer. A common saying throughout their strangely interconnected underground cities is "Any problem can be solved with BOOM."

Newly created Gnomes, it is believed, survive by hunting the (mostly) small vermin that populate the birthing tunnels where they appear. They instinctively use the natural BOOM-powder of the rock walls to make weapons that can safely snipe them from a distance until they make it outside. Like all his brothers before him, Fini instinctively built his first BOOM-gun as soon as he could get his hands on the metal and wood parts needed. For reasons unknown, these parts are scattered only in this specific tunnel network, a place also called the "Gnome Starting Zone".

For Fini, this was not enough. Much like the rest of his kind, he was obsessed with BOOM. Like a moth to a flame, he ignored the need for food and safety so he could focus only on the best way to BOOM his way out of the tunnels and into his newly found life.

Gnomes with the ability to think about things that didn’t have to do with mechanical creations, upon seeing their newly born brother BOOM from the tunnels, knew that he was destined to make the biggest BOOM of all. His purpose, they believed, was to BOOM the forces of the Darkness so hard that they never come back to their lands. This is important to Gnomes, as the Darkness doesn’t let them work on their machines in peace.

Within a few days, Fini had grown into an adult gnome - they grow very fast, after all. But in those days, his entire life until that point, his only obsession was BOOM. All he did was gather barrels of BOOM-powder and more parts for his BOOM-gun.

Many Gnomes asked him "Why?"

And he would only reply with "BOOM."

The Infamous Clown

The infamous clown

Fini's sense of humor was always a little bit off, as it often goes with gnomes (at least from human standpoint). Recently he picked up this alter ego, Fini the Wise, performing standup routines in the taverns. The reception was mixed, given the fiery nature of most jokes, culminating often with BOOM! - which Fini loves so much, regardless of what ridiculous outfit he donnes. Attend at your own risk, and be ready for an explosive finale.

Molly is the 20th hero that you will unlock at Stage 2800.

Abilities

Laser Beam
Shoot all enemies with laser beams, dealing a total of 250% of your damage split equally among the hit enemies. Adds 1 combo point. Cost: 15 Energy.
Hypercharge
Hypercharge your weapon and unleash a great energy beam to your target that deals 100% of your damage per combo point. After hypercharging your weapon all your attacks deal 20% more damage for 20 seconds. Consumes all your combo points. Cost: 30 Energy.
Energy Crystal
Throw an energy crystal above the enemies. Once the crystal is in the right position, shoot the crystal with your weapon and force it to explode. The explosion causes 25% of your damage to each enemy per combo point. The crystal remnants from the explosion contaminate the area poisoning the enemies and making them receive 20% more damage from all sources for 10 seconds. 20 seconds cooldown. Cost: 40 Energy.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

The Techno-Magician

The techno-magician

Of all the cities in Alandria, Cogwheel was the most fantastic. It was a place without poverty, or wealth, or even central government. Its roads, buildings and industrial walkways seemed to tangle in never-ending loops of incomprehensible logic. With every citizen a genius, the Gnomes of Cogwheel worked day and night to out-do each other. At the tip of every Gnome’s tongue was always the mantra: “progress and betterment”.

Most of these tiny people found a fascination at an early age, and never stopped working to learn all there was about it. Gnome Mages could be found in towers where every piece of furniture was a shaped stack of books, pausing their studies only to test their magical theories. A view atop Cogwheel might have given an observer the idea that there were festivities abound, but what seemed like fireworks were the explosive results of alchemists’ volatile experiments. Of the great engineers that graduated the famed Academy of Crafts, most lived rich lives, their projects eternally funded from the profits of their inventions. If something was not about progress and betterment, it was about betterment and progress.

Unfortunately, not all Gnomes agreed on what progress and betterment actually meant. Molly could not progress, or better, from the shadow of her sister Sely. Although Molly was ahead of even other Gnome children in ingenuity and problem-solving, the strange circumstances of her sister’s birth and physical ability constantly nudged her out of the spotlight and discussion. Almost never praised for her groundbreaking work in technomagic in arcane particle beams, she grew bitter and envious. The final straw for Molly was her sister’s graduation, when the academic council spat in the face of Gnomish culture and celebrated Sely’s brute force over valuable thought and wit. Molly went underground, taking her research with her. She had decided that if Cogwheel could not appreciate her, perhaps they needed to learn how to.

At the time, criminal activity was almost non-existent in the city. Of course, some illegality was present; it was not rare that sometimes ingredients or parts went missing from a lab here and there, swiped or even sabotaged by a competing inventor. In the darker steam-vents and shadowy sewer tunnels, invisible traders – mostly foreigners who sought to take advantage of black-market opportunities – dealt in illicit or stolen knowledge. A mind like Molly’s, driven by envy and jealousy, quickly found its place in Cogwheel’s underbelly. Soon after her withdrawal from society, things began to change.

Her activity began as rumor and whisper. Gnomes would exchange stories of a rogue inventor building and scheming beneath the city. Tremors beneath larger facilities, until then blamed on laboratory accidents, began to be the subject of conspiracy theories. That same rogue, it was said, was building a mischievous illicit city underneath Cogwheel, bent on industrial sabotage and mechanical malfunction. Equipment went missing, worked backwards, and sometimes never turned on. Truly, Molly was a menace.

On the morning of the 500th anniversary of the founding of Cogwheel, after more than five years underground, Molly was prepared to make her name. Nothing was more important in life outside the law than exploiting routine, and the almost religious proceedings of the anniversary ran like literal clockwork. At daybreak, every year, all timepieces across the city would begin to synchronize, and the city would begin to rotate on its mechanical foundations. At perfect synchronicity with the dawn, the Grand Cogitator and High Techpriest themselves would oversee the spectacle. When Alandria’s sun completely rose from beyond the horizon, the hundreds of lenses, refractors, kinetoscopes and kaleidomachinators would focus its rays into the the Arcanocrystal, very first power source utilized by the Gnomes that sat atop the central city Mechanospire. It was an artifact of absolute cultural and scientific importance, said to have powered the very first machines their tiny ancestors had built. It was a reminder that magic and might was no match for the true strength of progress and betterment, and Molly had sworn that she would have it. That artifact, powered by the sun, would be her prize – the lesson Cogwheel would learn about forgetting Gnomish values would be her greatest contribution.

The anniversary parade always begun in the steam workshops and ended with the laying of a gear at the Academy of Crafts. From there, only the officials would march to the Mechanospire, where the Grand Cogitator and the High Technopriest alone would take the open elevator to the top. Finally, they would proclaim the ceremony complete the moment the concentrated sunlight hit the Arcanocrystal.

Molly’s plan was detailed and meticulous. The parade was shadowed by her people underground from the sewers and tunnels, years in the making. In the cover of pyrotechnic smoke and the fizz-bang of party grenades, her team would replace the officials in the procession, ghosting them away through potholes and vents. Molly particularly enjoyed watching the members of the Academic Council being dragged away. To her, they were the fools who had praised Sely for being born a muscular freak. Just before the end of the parade, Molly herself snuck to the surface and took the place of the High Technopriest, as a particularly dense festive smoke-bomb was released. Joining the Grand Cogitator’s side in the Technopriest’s robes, she allowed herself a hooded smile. As they completed the march, and the spire’s elevator lifted her to the terrace, she felt her moment of triumph arrive. Ahead of her was her prize. The Arcanocrystal.

Atop the terrace, as the great machines of the city focused and the sunbeam began to fire into the ancient stone, the Grand Cogitator raised his hands to the vast crowds below. Molly stood ready to humiliate them all. As she brought her hand up to reveal her grand heist, an explosion greater than any gnome lab could produce rocked Cogwheel. The city gears stopped turning in an instant, throwing everyone off balance. Molly grabbed the Grand Cogitator before he fell from the spire. Looking up, she saw the falling barrage of eldritch artillery. Black and steaming missiles fell from the sky, confirming once and for all the Alandrian rumors: the armies of Darkness had returned.

Molly felt anger like never before. Her perfect plan was ruined, and the lesson she had prepared to teach the Gnomes was lost. Cursing and strapping a hidden harness to the Arcanocrystal, she fired a flare into the sky. Right on cue, her getaway sky-copter swooped down, weaving through the raining destruction. The High Cogitator, powerless and unable to speak, could only watch as the Arcanocrystal and Molly were sky-hooked away.

Once more the spotlight that should have been hers from the start, was stolen from her grasp. First her sister, now an entire alliance that served the Darkness. Watching her city burn as the wind swept her hair, she swore she would be back, wielding the Artifact as her weapon. The glory of Cogwheel, and the war, belonged to her. By the time it was over, everyone would know her name.

The Gun Enthusiast

The gun enthusiast

Molly loves her gun, powered by the bits of the arcane crystal. But as these are hard to come by, she started to think "less magic, more technology" recently - and it was Cirilo who led her to a discovery of flaming powder and its application to blow Undead up. Leaving bombs to the goblin and using her knowledge of the machines, Molly started to develop loud toys and became completely fascinated by them. Her recent creation is called "The Second Amendment", as this gun "can amend any bastard's face beyond recognition in one second".

Joe is the 22nd hero that you will unlock at Stage 3300.

Abilities

Quick Shots
Shoot your target for 110% of your damage. Adds 1 combo point. Cost: 17 Energy.
Precision Strikes
Shoot 1 enemy per combo point with a precision strike for 150% of your damage. Enemies hit by a precision strike will be dazed for 6 seconds and their miss chance will be increased by 5%. If an enemy receives multiple precision strikes the miss chance will be stacked. Consumes all your combo points. Cost: 40 Energy.
Dragon's Tear
Use the magic of your necklace to enhance the power of your guns and shoot an enhanced bullet causing 100% of your damage per combo point. The enhanced bullet reduces the attack speed of your target by 50% for 5 seconds. Consumes all your combo points. Cost: 55 Energy.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

The Gunslinger

The gunslinger

It was a dark moonless night and the sky was raging with thunder and lightning, yet in the Tipsy Wisp tavern nobody seemed to care, the ale was flowing from the barrel taps like it was the last day on Alandria. In other words just an ordinary night. Dwarfs, humans, elves and all other races were forgetting their differences to enjoy the night and listen to the bards singing, all while trading their hard earned gold with more booze.

Joe was not an ordinary customer, Tipsy Wisp was like his unofficial “office”. For people on his line of work it was the place to conduct “business”. And everyone that required his “services” knew that he would be there. The services Joe provided are hard to describe officially, but you could get a sense of it by seeing him carry guns and knives at all times. He was not a criminal, instead people that got to work with him describe him as someone who “resolves injustice”. For him to work with you however you had to prove that you were on the right side. Joe had a code. He was like an unofficial justice system and he was good at it. By just looking at his face you knew that he was not the person to mess with.

That was all in the past though. Joe had long retired from this kind of work after someone tricked him and instead of providing justice, he further grew the injustice. That incident left a mark so deep into his soul that he could not forgive his own self. He seeked redemption but he could not find it. Instead he could only temporarily forget with booze while turning down anyone that was offering him a job. He kept going to the tavern out of self-pity and because he didn’t know what else to do. His days of glory were just a faint memory or at least it’s what everyone thought…

That night Joe had drunk a great deal, he was almost hiding at the back of the tavern close to a fireplace to be warm. He had laid back to the wall next to the window, and his notorious decorated black hat was covering half of his face as he was probably sleeping. The hustle and bustle in the tavern and the hundreds of conversations overlapping each other was bringing him peace and helped him to relax.

This peaceful and casual night was about to change however. Suddenly the big bell of the village started ringing intensively. Something was off. The music stopped and the people started chattering. Joe woke up from the whole disruption. He moved his shoulder an inch, opened half an eye and looked outside towards the bell tower, only to see a devious and monstrous figure holding the bell guard into its hands screaming, “Where is he?”, seconds before gutting him and throwing him into the void. That very moment Joe sobered up. Something terrible was happening. As he sat up to quickly fix his weaponry the door of the tavern was kicked down by another monster. A huge Undead had just entered the tavern screaming while his wicked red eyes were glowing, spreading the terror. “Where is he?” the monster screamed. Nobody understood who he meant or even cared. Two dwarves took out their axes and attacked it only to be killed within seconds. The monster then looked around as everyone was terrified and stunned until its eye met with Joe’s, in a second it started running viciously towards him. Joe was already aiming it with his gun however, so before it reached halfway he pulled the trigger and a silver bullet was flying at an incredible speed towards the animated pile of bones until it reached the empty skull and broke it into dust and fragments.

Everyone was stunned and amazed by what happened, as it was a quick lesson that these monsters can be defeated. Joe took his gun down and said towards everyone.

“Gentlemen, we ought to protect our village, TO ARMS”.

With raised morale everyone took out their arms and got out to fight alongside Joe. Eleven Undead elite soldiers were spreading havoc, an epic battle followed with a few casualties but the Undead were beaten. Joe’s gunslinger skills turned the tide of battle. A little before it was over Joe walked close to a monster that was lying without limbs to terminate its futile existence. Then the undead whispered to him “Youuuuu”. Joe was stunned, why the monster was calling him, it was the second time that he drew attention that night. His necklace started sparkling. Joe instantly got terrified by this sorcery, he took out his gun and executed the monster.

He then moved back to his people that were gathered discussing the events. As he was getting closer he heard someone saying: “A full squad of undead soldiers crossed half the world. They remained undetected, bypassing hundreds of patrols and villages and secretly infiltrated our village. How random can this be? Are we cursed? Dear Aurelia, please help us!”

Joe replied: “I’m not sure if Aurelia can hear you, but I think I know why they came here. Before I killed the last one, it called me and this trinket in my necklace, a gift of my long gone mother, responded to it with an ethereal light. All this time I was holding onto it for its sentimental value but now I see that it’s not just an ornament.”

“Destroy it before this sorcery kills us, did you see what they have done?” someone from the mob said.

“I don’t think we should destroy it. If they came all this way for it and for me it means that it must be important to them. I need to look for answers and maybe it's about time that my gun serves a higher purpose. I will be gone with the first light.” Joe said and retreated to rest.

As the morning sun came up, Joe woke up to start packing. It was a peaceful morning and everyone was resting, the only thing that was disrupting the silence was the chirping birds. Until suddenly something very noisy was approaching from the air very swiftly. Joe looked up wondering what could that be. Within a few minutes a mysterious flying machine landed into his yard and a gnome girl came out of it and started looking around and then on a weird magical device. He got out of the house, approached her at gunpoint and said:

“Who are you?”

“Take it easy cowboy and put that gun down. If I wanted to harm you I would blast your house with my sky-copter before you could even spell “Arcanocrystal”, she replied.

Joe put the gun away and asked again. “Okay shortie, you win, now explain yourself.”

“I’m Molly, the famous Techno-magician. I was flying to Hombor last night when my ship’s sensors started spiking like they were possessed, so I changed my course and apparently the source of that energy should be in that house.” Molly starts walking around looking at her weird device following the power surge. “And according to this, it should be right here!” And she stopped right in front of Joe. “What is that? Let me see.” Joe pulled back and said: “This is mine, it's a gift from my mother”. “I’m not gonna steal it, I just want to see it, do you want answers or not? As I was descending I saw lots of blood around, I know that someone is after this.” Joe relaxed a bit, took out his necklace and gave it to Molly.

“Big guy, do you have any idea what this is?”

“A gift, apparently a magical one?” he replied.

“This my friend is the Dragon’s Tear. That’s right, I remember seeing a drawing of it during my studies in Cogwheel. This is an Ancient Artifact that gives immense power to its owner and has the power to sense the Undead.” Molly said.

“This explains a lot, that sparkling last night, the fact that I never miss a shot…”, Joe replied.

“Take it back, with that and with the on-going war you have a target on your back, but if you want more answers and you want to help, come with me Joe.”

“I was about to go to Irongard to look for answers.”

“You will find nothing in Irongard, we need to go to Stormspire, this relic was lost for centuries, and we need the help of the mages there to unravel the mysteries of this thing.”

“All right, let’s go. Then!”

And they both left looking for answers of that mysterious relic.

The Elegant Buccaneer

The elegant buccaneer

Sometimes it's nice to change the scenery, or so they say. Joe has finally given in to Astrid's tall tales of the high seas and brave pirates, relieving the rich from their money and giving it to the poor. He took a new spin on it though: take everything, give nothing back. The richer the target, the better. His crew motto is actually "Saving the dragons, robbing the princesses". While they are yet to save a single dragon, Joe thinks that the beast will share with him part of its hoard. Oh well, this wishful thinking is yet to be proven.

Amun is the 24th hero that you will unlock at stage 3900.

Abilities

Normal punch
Punch your target for 110% of your damage. Cost: 29 Energy.
Hide in the shadows
Increase your damage by 30% and your dodge by 15% for 2 seconds per combo point consumed. Consumes all your combo points. 11 seconds cooldown. Cost: 44 Energy.
Serious punch
Channel your energy to a single devastating punch, dealing 60% of your damage per combo point. Target hit by serious punch will be stunned for 1.2 seconds per combo point consumed. Consumes all your combo points. 7 seconds cooldown. Cost: 70 Energy.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

Amun's childhood in Goldfell was marked by the ever-present whispers of the desert winds and the enduring legacy of his mixed heritage. Born to a human mother and an elven father, he found himself threading a fine line. As a half-elf, he was subjected to whispers and sidelong glances, a constant reminder of the societal boundaries that sought to confine him within the rigid confines of racial purity and social convention. From an early age, he was surrounded with the echoes of prejudicial words, bouncing from the sandrock walls of the old town.

Amun's struggles were even more compounded by the absence of his father, an elf who had departed from his human mother after a fleeting encounter that left behind no other legacy but the birth of Amun. Raised solely by his hard-working mother, Amun grappled with the absence of paternal guidance and the enduring sense of abandonment that cast a shadow over his childhood and youth. As he navigated the intricate complexities of his mixed heritage, he found himself confronting the echoes of loneliness and the enduring legacy of ancestral discord, his every step a testament to the unwavering spirit that burned within him despite the trials that sought to define his existence.

Still, facing the challenges of straddling two worlds alone, he found solace in the rich tapestry of stories woven by his mother, tales that spoke of heroism and valor, and ignited the flames of curiosity and adventure within his young heart.

Among the tales that captivated his imagination was the legend of the great Kongshan Temple, a stronghold of the warrior monks nestled in the hollow caves of a lonely mountain, which stood tall amidst the shifting sands of the Cauldron. Some said that the monks were completely cut off from the external world. Some hinted in between whispers that they actually were masters of cloak and dagger, providing espionage services and performing covert operations to those with enough coin. But all agreed on the martial prowess of these spiritual warriors.

No wonder then that adventurous young mind one day called Amun away, and so he departed willing to find Kongshan, leaving his mother no note, no notice, and no hope of return - as once his own father did.

Amun's pilgrimage to the secretive Kongshan Temple was a perilous journey that tested both his physical endurance and the depths of his resolve. Guided only by the hushed whispers of his mother's tales, he navigated the treacherous terrain of the Cauldron, the sun-scorched sands and rugged rock formations serving as a relentless backdrop to his quest. Each step forward the hollow mountain that housed the temple was fraught with uncertainty, yet Amun pressed on, driven by an unyielding determination to prove himself worthy of the temple's elusive teachings.

Upon arriving at the towering gates nestled within the heart of the hollow mountain, Amun was met with just silent stares from the shadowy figures that guarded the temple's entrace. For hours he begged them to let him in. Hours turned into days, his cries became hoarse whispers. Then he sat silent, falling into some kind of a meditative trance with his head lowered. He did not know how much time passed before he felt a slight touch on the shoulder. Afraid to move or turn, he waited. The invisible hand pushed him towards the gates, and the guards this time let him in.

The cavernous corridors that wound deep into the earth echoed with the mystic chants, the whispers of unseen monks and the rhythmic echoes of martial training, a testament to the secretive nature of the Kongshan order. As he was initiated into the clandestine rituals and esoteric techniques that defined the temple's teachings, Amun found himself enveloped in an aura of intrigue and mystery, the shadows of the hollow mountain concealing himself.

Under the watchful eyes of the temple's masters, Amun underwent a series of trials that pushed the limit of his physical and mental capabilities. The trials ranged from enduring grueling physical conditioning in the dimly lit chambers to engaging in deadly duels with fellow disciples, each confrontation serving as a testament to the lethal artistry that defined the essence of the Kongshan order. As the hidden chambers of the mountain echoed with the clash of weapons and the soft footfalls of stealthy movements, Amun honed his reflexes and cultivated a deep understanding of the interconnected nature of combat and assassination.

The teachings of the Kongshan order were veiled in the mystique of ancient tradition and the profound wisdom of the shadowed arts. Amun learned to move with silent precision, his every step a dance of deadly grace and calculated intent. Through the darkened corridors of the hollow mountain, he delved into the intricacies of subterfuge and deception, mastering the arts of disguise and infiltration that were synonymous with the shadowy legacy of the temple. His training sessions were marked by the faint whispers of assassination techniques and the subtle manipulation of unseen forces, each lesson revealing a new layer of spiritual mastery and a deeper connection to the enigmatic teaching that had come to define the essence of the Kongshan order.

As many moons passed casting their dim light upon the hollow mountain, Amun's skills sharpened, his movement becoming a seamless integration of deadly precision and unyielding discipline. The trials that once seemed insurmountable now served as a testament to his unwavering commitment and the relentless determination that burned within him. Amidst the shadowed corridors of the hollow mountain, he found himself on the path to becoming a true master of the lethal arts, his every action a reflection of the deadly prowess and unyielding devotion that defined the eseence of the Kongshan assassins.

For now, though, as part of his novitiate he is sent to the outside world to collect alms, as many bead-wearing Kongshan novices would do. A poor monk, wandering the roads, always is the best cover for his other motives. Information and news of the Undead advance - that what interests his elders, who tasked him to travel north and become their watchful eyes.

And so he does, joining the forces with the heroes fighting Undead - this quiet wanderer, a barehanded killing machine, and a silent observer for the master of the Kongshan Temple. Dedicated to see the roots of evil, to report it and thus complete his task and achieve the full status among the order his mother told him about, it seems, a full lifetime ago.

Solaine is the third hero you will unlock at Stage 7. She has some very powerful abilities. But she has the lowest health of all the heroes.

Abilities

Frostbolt
Throws a Frostbolt that deals 400% of your damage. The attack speed of the target hit by Frostbolt is reduced by 60% for 5 seconds. 6 seconds cooldown. Cost: 45 Mana.
Freeze
Freeze your target for 8 seconds. While the enemy is frozen he will be receiving 70% more damage from all sources. 20 seconds cooldown. Cost: 60 Mana
Ice Barrage
Throw 20 icebolts to random enemies over 10 seconds each dealing 40% of your damage. 30 seconds cooldown. Cost: 90 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

Guardian of the Realm

Guardian of the realm

It is said that great men and women are made, not born; but this is not true for Solaine. Born in the Storm Spire, the ancient seat of the Elemental Mages and their Council of Enigma, her life was filled with magic. The only daughter of the Wizard King Laine and his wife Queen Sola, every mage of the Spire expected great things of her from the moment she drew breath. What else from the descendant of the founders of Enigma, the most powerful mage clan in the known world?

Magic came naturally to her. Even the greatest tutors of the Spire had to work twice as hard, as keeping up with young Solaine's raw talent and energy was work in itself. Before most mages even attempted to use a Staff, the greatest tool available to a practitioner of magic, she had mastered the four Elements and powerful spells. Hungry for magic and to prove herself worthy of their ancestors, she read scroll after scroll of spells and enchantments. Like any prodigy, the written knowledge of others before her was not enough. Solaine was eager to leave her own mark in the wizarding world, to explore and learn new and undiscovered magic. Life as a Spire Mage was full of wonder, but the unexplored held much more promise. As soon as she graduated as a Master Mage and forged her Staff, she demanded the ancient right to travel the world before returning to the Spire

For many years she traveled the realms of Humans and Elves and their different mage clans as an honored ambassador of the Enigma, learning more about her powers and testing her limits. Defending herself became an everyday task, as a prized target for bandit clans and warlords. Her beautiful face and flowing gowns made her seem an easy target, even as a mage, but as those criminals each found out in turn, looks can be deceiving. As her fame grew, small cities and many villages sent envoys asking for her help against monsters and the rising tide of evil. Solaine, always eager for opportunities to learn, asking only for knowledge in return, quickly became known as "Guardian of the Realm".

Every great hero needs a test, and Solaine's began when a messenger arrived from Maplemere, a small town on the borders between the Riverlands and the Ebony Jungle. An ancient monster from the Age of Adventure, the Hydraling, had awoken from its hibernation, where it recovered over thousands of years after a great battle with a forgotten hero. Knowing the Ebony Jungle to be a tropical, unexplored forest full of mysterious monsters and lost knowledge, Solaine accepted the call for help, hoping to learn more about this little-known beast and the mysteries of the Ebony Jungle.

The trail of devastation was easy to follow, and after a few days' travel, she found the Hydraling in its lair, an underground lake. Sure of her ability, and without hesitation, she summoned a great blade of air and cut off its head in what seemed like an easy victory. The Hydraling however was not a simple beast, a spawn of the Lizard God, Hydra, it was gifted the power of regeneration. From its exposed and wounded neck, it grew two new heads, more terrifying than the last. Summoning flurry after flurry of blades, Solaine fought a losing battle against a monster with more heads than an army could handle. Terrified at the devastation this creature would unleash and ashamed at her weakness as a mage, she fled straight back to Storm Spire to apologize to her parents for dishonoring their proud and ancient people.

Her father, old and wise with the experience of many lifetimes, was proud of Solaine. He had seen many wizards lie or hide rather than admit they had been wrong. Smiling at his crying daughter, he revealed to her the "Book of Ice". The most well-kept secret of the Spire, the ancient book held the knowledge necessary to manipulate the Element of water into an even more powerful tool. Solaine, speechless at the idea that a mage could change an Element's basic form, studied the book for days without rest. Before dust of the closing book had settled, Solaine had run down the steps of the Spire to return to the Ebony Jungle.

As soon as she arrived in its lair, the fearsome Hydraling lifted its heads ready to attack. Whispering arcane chants and calling on forgotten Elemental energies, she ignored the oncoming terror. Spinning her body and Staff as if dancing with the whirling spell and the turning water of the thrashing lake, at the moment the spell's strength was its peak and the heads were almost on her, she unleashed the power of ice directly into the water. Exhausted from the new Elemental Energy, she looked up to see the frozen jaws of the Hydraling's heads only inches from her body. Touching the magical Nevermelt Ice, she knew she had defeated a creature designed to never truly lose

When she visited Maplemere to let the townspeople know they were safe at least, she paid little attention to the adoration and celebrations in her honor. The victory was not imprisoning the monster, but the priceless knowledge that her quest for new magic had just begun.

The Influencer

The influencer

This skin could only be obtained during the 5 Year Anniversary Event.

One day, inspired by legendary enchantress Barbara, renowned mage Solaine started using her magical mirror in her free time. Dressed in dazzling pink, she created enchanting 'mirror-casts', showcasing her beauty and magical prowess to every reflective surface in the realm. Balancing epic adventures with this new hobby, she aimed to inspire future female mages. Influencing youth and gaining popularity, Solaine secured enchantment contracts, a role model for aspiring girl mages and a savvy businesswoman in the magical arts.

Dialogue

Fighting scene:

  • Aurelia: Solaine be careful. A group of Undead is coming to you.
  • Solaine: Thank you my goddess. I am ready for them!
  • Riper: HA HA HA, Is that all you got? You are surrounded!
  • Riper: ATTAAAACK!!
  • Solaine: Oh no. HEEEELP!
  • Riper: Surrender. You are all ALONE! Nobody is coming to save you!
  • Solaine: I won't give up so easy!

When approaching:

  • Aurelia: Brave heroes, Solaine is close but she can’t hold much longer.
  • Talia: Evil creature, Solaine is not alone.
  • Riper: I will crush you all Mortals. There is nothing you can do.

After unlocking:

  • Solaine: Thanks for saving me. I wouldn't survive without you.
  • Burt: What happened here? How the Undead were so powerful?
  • Solaine: Since they stole the Firestones, they are stronger than ever before.
  • Solaine: If they start attacking villages with their new powers, everyone is doomed.
  • Burt: We must find a way to stop them before it's too late.

Benedictus is the fifth hero that you will unlock at stage 50. It is the first healer. As a healer, he does damage to enemies as well as heal other heroes.

Abilities

Holy Fire
Burn your target with Holy Fire inflicting 400% of your damage and heal the friendly hero with the lowest health for 800% of your damage. Cost: 55 Mana.
Beacon of Light
Summon a Beacon of Light for 10 seconds. The Beacon of Light heals a random hero every second for amount equal to 300% of your damage. 30 seconds cooldown. Cost: 120 Mana.
Enlightenment
Raise your staff and smite your target every second for the next 10 seconds doing 10% more damage on every hit. Smite initial damage is equal to your damage. While Enlightenment is active the hero on the most front slot will be healed for 8% of his max health on every smite. 40 seconds cooldown. Cost: 240 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

High Priest

High priest

No-one can explain why, but in all its war and unrest, every city of the Humans, Elves and minor races respects the Clerics of the House of Prayer. These holy men, healers of body and mind, would be left unharmed and accepted. It is said that in the beginning of the Age of Adventure, when the Darkness first emerged, all beings that served the Light came together in unison, to agree that no matter what the circumstance, Clerics would always be accepted and never turned away.

Benedictus knew first-hand that Clerics respected this debt by never turning away the needy. As an infant, he was left on the steps of one of these Houses, an old temple almost hidden away between the busy streets, workshops and merchant houses of Irongard. One of many left orphaned by the famine that struck during the first Human - Undead War, his family became Clerics and the other orphans of the House. Raised with compassion and love, he chose to stay in the small temple when he reached adulthood, and joined their order as a Cleric Initiate. Learning the healing spells of Holy Magic, he traveled with his mentors to the central House of the Prayer in the Elven city of Talamer, a grand cathedral built inside one of the ancient titanic Elven Spheres.

There, he studied the holy scrolls of the Elven lunar religions, as part of his education in the peoples of Light. At the same time he was providing help to the locals by healing the ill and the wounded. Soon he applied for the position of the Priest of Talamer which gave him the chance to further expand his skills and knowledge in the Holy magic. The years were passing by and Benedictus fame and powers were growing. Then the second Human - Undead war began and his service was required in Irongard, as a member of the army's healing squad. Hundreds of people every day were hospitalized after getting wounded at the front.

During the siege of Irongard the High Priest fall in the battle and chaos spread among the clerics. That was the moment of Benedictus. He left the infirmary and charged to the front. He climbed to the highest gate tower in order to oversee the battle and he started casting the ancient spells that he learned in Talamer. The sky changed colors and the sun became brighter as a huge Holy aura started surrounding his body. His words starter becoming louder and the light stronger. Beams of light were leaving his body and shooting down the undead. Soon in their position there was a big pile of bones looking like a forgotten graveyard. He then jumped of the tower and levitated to the front line. He casted another spell that shielded all the warriors close to him and instantly a squad was formed that charged the Undead spreading death and chaos in their ranks. At this point the Undead started fleeing the battle and Irongard was safe once again. When the battle was over Benedictus became the leader of all clerics and was named the new High Priest and a hero of the realm.

The Rockstar

The rockstar

This skin could only be obtained during the September 2024 Decorated Heroes Event.

Benedictus, High Priest by day, but by night his alter ego emerges at the the Arena of Kings where he rocks the crowd with electric performances, fueled by his love for legendary ballads of Guild Zeppelin. While his daily duties demand formality, his soul sometimes craves to “play bad”. Out of respect for his daytime role, everyone indulges his rockstar dreams, maintaining his “secret” identity as he moonlights as the most eccentrical and revered performer in Irongard.

The Cheerful Monk

The cheerful monk

This skin could only be obtained during the Epic Games Special Offer from 2 October 2025 to 9 October 2025.

Though famed as High Priest of Irongard, even Benedictus understands that faith cannot thrive on solemnity alone. After years of war and duty, he discovered the joy of simple things - laughter, fellowship, and a well-brewed pint. Wandering beyond cathedral walls, he became known in taverns and roadside shrines alike, where his staff was used less for smiting foes and more for tapping kegs.

Far from a fall from grace, this new path revealed a different side of holiness: that healing sometimes begins with shared stories, clashing tankards, and a hearty belly-laugh. Villagers whisper that the “Cheerful Monk” carries as much wisdom in his ale as in his scriptures, for one drink in his company lifts burdens almost as swiftly as his spells.

So whether he’s raising a barrier of light on the battlefield, or raising a toast at a harvest feast, Benedictus proves that joy, too, is divine.

Dialogue

Before unlocking:

  • Aurelia: Wait, what was that?
  • Burt: Look at the Sky! It's changing colors! Some beams of magic are radiating from the north!
  • Aurelia: A powerful foe. Or perhaps an ally? Let's get closer.

After unlocking:

  • Aurelia: A priest! Who were you fighting, holy man?
  • Benedictus: I was on my way back from Talamer, where I went to study holy scrolls. There was an ambush.
  • Aurelia: The holy scrolls of Talamer? Only high priests are allowed near the vaults. Who are you?
  • Benedictus: I am Benedictus, Irongard's high priest. I oversee all clerics in the Realm.
  • Aurelia: Benedictus! Irongard's siege was stopped by your efforts alone! I fought as well. Where is your entourage?
  • Benedictus: My entourage was cut down returning from a humble research mission. I seek only fiery retribution to the ones responsible, the agents of Darkness.
  • Aurelia: We serve the same purpose, High Priest. Light our path and fight with us!

Leo is the sixth hero that you will unlock at Stage 150.

Abilities

Temple's Justice
Ataack your target for 150% of your damage. The next 2 attacks that you will receive will caus you 20% less damage. Cost: 55 Mana.
Oath of Honor
Remember your oath and get healed for 15% of your total health. All enemies will attack you for 10 seconds but you will receive 35% less damage. 25 seconds cooldown. Cost: 120 Mana.
Divine intervention
Raise your sword and ask for divine intervention. You will get healed for 20% of your total health and each enemy will receive damage equal to 200% of your damange. 30 seconds cooldown. Cost: 240 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

The Guardian of the Celestials

The guardian of the celestials

Leo was born in a small village near the elven Capital, Talamer. Since he was a kid he felt a calling to protect those in need. So his parents decided to send him to the Citadel of the Celestials, the central house of prayer in Talamer, to train and hone his skills so that eventually he can become a paladin.

Lyris Moonweaver, the high priestess of the Citadel of Celestials, took Leo under her wing and taught him everything she knew about the power of the divine and the importance of empathy. Leo was a quick learner and by the time he grew up he became one of the most skilled paladins in the Citadel.

One day, a heavily guarded ship transporting the "Papyrus of the Eternals" to Irongard was attacked in the open sea by the flagship of the Orcs of Thal Badur, and the papyrus was stolen. The news shocked the Elven community as this was one of their most precious and powerful possessions. Lyris called for a council and as soon as possible the decision was made. An elite group of heroes should be tasked to retrieve the papyrus. The team should not be big as they would need to cross the desert lands of Cauldron undetected. Lyris selected the team Leo was a part of it. Their instructions were clear. Retrieve the Papyrus and come back alive.

After they disembarked in the Cauldron they started gathering information from Orcs. Either by the coin or by the sword. All the rumors about the Papyrus led to the orc village of Gronk's Hold, located in the south western Cauldron. A small yet very well guarded village that Orcs were using as a small port for their naval operations. They knew that the mission would be dangerous, but they were determined to complete it. When they arrived at Gronk's Hold and were immediately met with resistance. The Orcs were on high alert and had already prepared for battle.

The team fought very bravely, but it was Leo who excelled. As a paladin his skills were unmatchable in combat, it's what he was trained to do his whole life. He was able to defeat several Orc warriors with his sword, but many of his companions fell to the Orc blades. As the battle went on, everyone from his team perished, it quickly became apparent that even though he was no match for any opponent he would not be able to win the battle alone, he was surrounded and outmatched. That was when he called upon the power of the holy. He asked for divine intervention. Seconds later a bright light enveloped him and his sword, and he was able to defeat the remaining Orcs with ease.

The village was on fire and the fight was raging for hours. Leo knew that he needed to escape quickly before the Orcs regrouped. As he was making his escape, he encountered a young Orc slave girl named Zalara who was badly hurt and in chains. Despite his hurry, Leo took pity on Zalara and stopped to help her. He used his holy powers to heal her wounds and told her to run.

The gratitude Zalara felt towards Leo touched his heart, and he realized that the lesson Lyris had taught him about empathy was more important than ever. For the first time he understood that the Orcs were not his enemies, but were simply caught up in the same cycle of violence and hatred as the rest of the world. Leo decided that by showing empathy and compassion, he could break that cycle and do his part about bringing peace to Alandria.

On the way back to the boat that brought Leo and his team to Cauldron he was ambushed. The Orcs feeling humiliated by the battle on Gronk's Hold decided that they wouldn't let him escape. They didn't care that much for the Papyrus, instead they wanted revenge. Leo found himself in a fierce battle once again. The Orcs were no match for him, but they also knew that. Their plan was to distract him so that they could attack him from behind during the combat. Their plan failed however.

Zalara was following Leo secretly from a great distance hoping to find the courage to talk to him again and ask him to join him. Living her whole life as a slave she had nowhere to go. The most crucial moment of the battle Zalara acted fast. She grabbed a blade and killed the Orc that was going to attack Leo from behind. Leo felt something very strong at that moment. An Orc girl had just saved his life repaying the favor. Leo agreed to take her with him and be her protector to her new life.

With the papyrus in his possession and Zalara by his side, Leo returned to Talamer. When the elves saw his boat approaching the harbor they became ecstatic. The news traveled very fast throughout the town. They felt sorry for the fallen companions but they had reasons to celebrate. They quickly formed a parade leading him to the Citadel of the Celestials to deliver the "Papyrus of the Eternals" The same night they held a special ceremony hailing him as a hero and giving him the title "The guardian of the Celestials". Lyris was proud of him and told him that the greatest lesson she had taught him was not about the power of the divine, but about the power of empathy and compassion.

After the celebrations were over, Leo took it upon himself to train Zalara in the ways of combat. He wanted to make sure that she would never feel threatened ever again. He taught her what he was trained to do, and how to harness the power of the divine to heal the wounded and protect the innocent.

Zalara was learning quickly, and she soon became a skilled warrior. Leo's training and guidance helped her to overcome her fears and see that there was more to the world than just violence and hatred.

Despite her being an Orc, the Elves welcomed her into their city. They saw that she was very different from the other bloodthirsty warrior Orcs and recognized the positive changes that Leo's training had brought in her. They accepted her as one of their own and treated her with kindness and respect.

One day, as Leo and Zalara were training in the woods outside Celenis, they were ambushed by an elite team of Orcs. Leo was taken by surprise. They waited until he was unarmed and they surrounded him. He did his best but without his weapons he was no match for the Orcs. He was seriously injured and left for dead.

They had come to kidnap Zalara, as she was considered a traitor for having left Gronk's Hold and helping Leo. They wanted to punish her by taking her back to Thal Badur as a prisoner and they succeeded. Zalara was thrown into a cage to await her trial.

Leo was found very quickly and he was healed but the orcs had already escaped. He had to act quickly to save Zalara, so he set out to find Danysa, the notorious elven warrior that had gained the respect of the orcs and was known as the herald of Kramatak, the god that every orc feared and honored. She was known for her knowledge of orcish culture and customs.

When Leo found her, he told her about Zalara's situation and asked for her help. Danysa listened to Leo's story and told him that there was not much she could do except to provide information. She explained that the orcs took treason very seriously and that there was no way to simply rescue Zalara. Thal Badur was a fortress that even if it was besieged by the whole Elven army it would be unlikely to fall. The only way to save her would be to do something that would earn the respect of the orcs so that they would grant him his wish of releasing Zalara who was nothing more than a slave to them.

Leo was determined to do whatever it takes to save her. So, he traveled to Thal Badur to meet the orc king, Gorlok Ironfist. Once the meeting was set he asked him to release Zalara. The orc king was unyielding, however. He told Leo that Zalara had violated the orcish law with her treason and that there was no way he would release her. The only way to save her, the king said, would be to challenge the champion of Kramatak, an ethereal warrior of great might. If he was victorious Kramatak would grant him his wish as the law of god is bigger than the laws of humans.

Leo did not hesitate for an instant. He accepted the challenge without blinking, knowing that the fate of Zalara was in his hands. He set out to train harder than ever before, honing his skills as a paladin and seeking the guidance of the divine. The day of the challenge arrived, and Leo stood before the champion of Kramatak, in front of the Great Iron Drum, ready to fight. The battle was intense, and both warriors were evenly matched. Leo's paladin skills were put to the test, but he fought with all his might, determined to save Zalara.

In the end, Leo emerged victorious, his sword shining with the power of the divine sliced through the conjured body of the champion of Kramatat. Gorlok was impressed by Leo's bravery and released Zalara honoring his wish.

Leo took Zalara and returned to Celenis as a hero once more, hailed by the elves for his bravery and compassion. Lyris was proud of him and told him that he had truly mastered the power of empathy and the divine.'

Blaze is the eigth hero that you will unlock at Stage 400. He has some very powerful abilities. The first ability can melt through any boss as it can be spammed without cooldown. The third ability can wipe out an entire wave in a instant and is triggered once a second for 5 seconds straight.

Abilities

Fire Blast
Blast your target with fire dealing 400% of your damage. Target hit by Fire Blast takes 40% more damage from all sources for 5 seconds. Cost: 45 Mana.
Inferno Fury
Increase your critical chance by 15% and your critical damage by 40% for 25 seconds. 25 seconds cooldown. Cost: 60 Mana.
Dragon Breath
Summon a legendary dragon to unleash his fiery breath on the enemies. The breath does 40% of your damage, every second for 5 seconds, to all enemies. 10 seconds cooldown. Cost: 90 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Biography

Heir of the Dragon

Heir of the dragon

As a boy, Blaze was nothing special. Born with the name Bartholomew to a merchant family, he often spent time alone, reading of fantastic heroes and adventurers. At the age of twelve, exploring a cave outside the trade city of Xandor, he fell into a deep chasm and awoke in an ancient forgotten tomb. As Bartholomew came to his senses, he saw a vast burial chamber with a throne of volcanic rock at its center. A skeleton sat atop it, the ravages of time having turned its clothes and the scattered weapons around it to dust. On its finger glittered a ring, untouched by decay. As Bartholomew approached it, a fire lit behind the dead eyes of the skeleton. He heard its voice inside his head, a voice which spoke a word in a language he didn't know, but he understood nonetheless: "WORTHY". Bartholomew awoke in his home, alive and well, the ruby ring around his finger. He felt the gift of fire burn within him. Adopting the name of a mythical dragon hero, Blaze, he said his farewells and set upon the countryside to discover his newfound power and perhaps more.Years later, following a trail of clues found in hidden books and secret knowledge, Blaze believed he found the source of his power: the Heart of Fire, a portal to a realm of pure power that only the holder of the ring could unlock. Hasty to learn and understand, he spoke mystic words and drew forbidden runes, forgetting he was in a library in the center of a country town. He was finally at the edge of understanding. No-one knows how the small town of Kalamidor burned so quickly and so fiercely, or how thousands of souls could simply vanish into ash. Some farmers swear they saw a young man crying at its center. Others swear they heard him wail “What have I done!?”. Rumor and story have it that a young mage roams the lands, sworn to atone for his mistakes, helping those in need; a man determined to use the destructive force of flame for only good. Most laugh at the name, saying it is only a story based on myth, the myth of the legendary dragon Blaze.

The Cast Master

The cast master

This skin could only be obtained during the July 2024 Decorated Heroes Event.

Seeking to balance his fiery talents, Blaze delved into water magic, only to find it wasn't quite his cup of tea. Instead, he found solace in fishing, drawn to the patience and focus it required. Swapping staff for a fishing rod, he mastered this new craft, which eventually led to winning numerous competitions, including the famous “How much is the fish?”, showcasing his unique blend of patience and precision.

Dialogue

Before unlocking 1:

  • Burt: I see flames ahead. Reminds me of the dark days when... <silence>
  • Burt: ...when my village was burned by Orcs.
  • Aurelia: I hear soldiers screaming. That thing in the air... is that a dragon spreading havoc to the settlement nearby? Let's proceed with caution.

Before unlocking 2:

  • Aurelia: What is that thing, a human or a dragon?
  • Blaze: Stop staring and assist me, foreigners. Orcs attacked this settlement.
  • Aurelia: It seems he is friendly, although scary. Let's assist this enchanter.

After unlocking:

  • Aurelia: What is the meaning of this, mage? We thought a dragon was attacking the settlement, but then we saw you saving it.
  • Blaze: Orcs launched a raid earlier and I was nearby. Let me introduce myself properly.
  • Blaze: I am Blaze. I hold the power of a dragon inside me - I can unleash his power at will.
  • Aurelia: That is certainly a useful power to have.
  • Blaze: I wish things were different but they are not. I am seeking atonement for my sins. You seem to be on an adventure of some sort?
  • Aurelia: We are, under the king's command. You are welcome to join us. Benedictus here is the High Priest of Irongard, maybe he can help you find what you seek.
  • Blaze: I appreciate your gesture. Let my fires serve you.

Luana is the ninth hero that you will unlock at Stage 550. She is the second healer. Just like Benedictus, she attacks and heals.

Abilities

Falling Star
Toss 2 stars on your target. Each star deals 250% of your damage. Upon impact the energy of each star heals a random ally for 400% of your damage. Cost: 55 Mana
Nature's Favor
Increases the armor of all heroes by 40% while healing them for 1.5% of their total health every second for 10 seconds. 40 seconds cooldown. Cost: 120 Mana.
Twin Moons
Summon a blue and a red moon on the battlefield. The blue moon heals a random ally every second for 300% of your damage. The red moon attacks a random enemy for 200% of your damage every second for 10 seconds. 30 seconds cooldown. Cost: 240 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

The Ritualist

The ritualist

Anyone with knowledge of the Human Realm would say that the strangest settlement in the land was Salah, a multi-racial tribe of druids in the forest just outside of Talamer. Its residents were very spiritual, ignoring the troubles of the outside world. The sole purpose of their serene life was to find peace in service of the Light's spirit. Luana was one such resident, the daughter of the tribe Ritualist. As was customary, she accompanied her mother to other druid tribes in the settlement, to share in the rituals of other tribes and learn their mystic ways for preparation as the next Ritualist. Her mother always told her that the most important duty of the Ritualist was not any ritual, but to learn of other ways of life and respect them. The life druids followed allowed them to extend their life far beyond that of a Human, or even an Elf. Even a simple druid with no ambition to learn carried with him the experiences of many lifetimes. When the Undead first came to Alandria, they set their base of operations in what was once a lively forest, now known as Dreadland. They spread chaos and disease, draining the life out of every living thing they could corrupt with their vile necromancy. The rich wildlife was turned into a horde of undead monstrosities; trees lost their leaves and became gray and pale, attacking lost travellers with their twisted branches. Even the sun avoided casting its light on the Dreadland. Luana and the other druids of Salah were there to witness it, helpless while clinging to their peaceful ways. Luana begged her mother to begin the "Ancient Calling", a rite that could only be made once a century, to band every druid in the land together. Knowing she was committed to peace and that the new order of things called for fighting blood, her mother declared her withdrawal as Ritualist and her replacement as Luana. Knowing the old wisdom of the Ritualists, the Salah people joined Luana that same moment, binding their magic to hers. Holding hands together, Luana guided their spirits to share with her a vision. Druids across the land saw in their mind's eye the unliving plague of the Undead and the destruction of their serene community. Never a people to be hasty, it was decided to leave the decision to fight to the Druidic Council. The Elders of the Council could not see past their tradition. To them, the sacred course of life had to be left alone. Light and Darkness were two sides of the same coin, they said, and no matter what form life took, they would have to accept it. The Undead, even as servants of the Darkness and a danger for sure to other races, were not a threat to life as they formed part of the world and its balance. The other druids of the Salah and those around the world who had answered the Ancient Calling were quick to agree - they could not let go of their passive peace. Luana knew in her heart of hearts that the Undead were the ultimate weapon of the Darkness, the opposite of life, and would consume the Light to destroy the balance of everything.Alone, the Ritualist left her tribe to fight for life. Arriving at Irongard, and meeting the King, she explained to him the circumstances. It is believed that the King, knowing that to turn even a single Druid to war could only mean a threat graver than anything Humans had experienced before was at their doorstep, called for a rise to action. Joining his court and the battlefield, Luana became the first recruit in the war against the Darkness.

The Woodstock Survivor

The Woodstock survivor

After the Ancient Calling, Luana joined a druidic mushroom BBQ and found herself in an alternate reality. Here, tales of undead, orcs, and demons were mere fantasies. She landed at a massive music festival near a town – Bertel? Verdelm? The name escaped her. She remained there for three days and even met a charismatic musician, Jim or Joe (again, the details a bit fuzzy) among the crowd. Inspired by this peaceful realm, Luana returned, convinced that her own world could also embrace a life of love and serenity.

Dialogue

Before unlocking:

  • Benedictus: What kind of sorcery is that? There are 2 moons on the sky.
  • Aurelia: It's a blue and a red one. I have heard about this phenomenon again but i thought it was just a fairytale.
  • Benedictus: The energy on the air is tremendous.

After unlocking:

  • Luana: Go back to where you came from demons! Die!!
  • <Energy beams slicing through the air, killing demons>
  • <Silence follows>
  • Aurelia: What is going on, who you were fighting?
  • Luana: Some demons thought that they could kill me, i sent them back to where they belong.
  • Aurelia: Nobody will miss them. What is your mission anyway?
  • Luana: I was searching for you, by the king's command. It took me days to find you.
  • Aurelia: Are we needed back to the capital?
  • Luana: No no. Let me explain.
  • Luana: I am Luana, the ritualist. I am king's first recruit in the war against the darkness.
  • Luana: When you began your adventure i was on a mission near the Dark Caverns, so when i returned to Irongard, the king ordered me to find you and join you.
  • Aurelia: It's our pleasure to meet you Luana. Someone as powerful as you will certainly help us on this mission!

Valerius is the tenth hero that you will unlock at Stage 700. He has just like Boris the most health and dodge chance.

Abilities

Hammer of Wrath
Smash your target with your hammer for 150% of your damage, healing yourself for 3% of your total health. Cost: 55 Mana.
Holy Shield
Bless your shield with holy light forcing all enemies to attack you for 10 seconds. The shield will heal you for 1.5% of your total health every second for the same duration. 25 seconds cooldown. Cost: 120 Mana.
Blessing of the Defender
Increase the armor of your party by 40% and the damage by 20% for 20 seconds. Cost: 240 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

The Divine Protector

The divine protector

For his 8th birthday, Valerius' father Barian crafted for him a small set of light plate armor. Valerius and his armor were inseparable. He proudly wore it to the market, dinner with his family and when playing with the other children. It became a tradition that when Valerius grew too big for his armor, his father would reforge it and gift it back to him larger and heavier. As a blacksmith for the Riverland Knights, Barian's son was welcomed in the Royal Scouts, a training program for children on the path to knighthood. On a warm summer's day, when Valerius was 14, while the other Scouts were enjoying a day of rest in the woods, the sound of howls echoed among the trees. Never before seen in broad daylight, a pack of deadly Riverland Wolves had attacked the group of young boys and girls. In a panic and disoriented, they began to run deeper into the forest. Valerius, having grown strong from his years of carrying his plate armor, found a chance to prove he deserved it. Picking up his Scouts' Sword, he ran to the screams of his friends, to see them surrounded. The wolves, no strangers to Knights, saw the glistening armor and ran. On returning to their camp and hearing the story of young Valerius charging to his friends' aid, the Scout Masters were impressed. They sent word to the Riverland Knight Academy and his father to ask that he be permitted to join the trainee Knights before adulthood as an exception. Barian saw the potential of his son and to Valerius' joy, accepted. Wearing his fathers' upgraded armors as he grew, he became a fearsome warrior. On the day of his knighthood, his peers knew that he would be remembered as one of the elites. His strength, bravery and unbreaking instinct as a protector had made him the ideal candidate to participate in many missions on behalf of King. His travels with the Knights took him on expeditions from the Tortuga Bay, the legendary pirate city, to Thal Badur, the capital of the Orcs, to serve as a guard to diplomats and important figures. During the second Human-Undead War, as a display of strength by the Humans, Valerius was chosen among few select Knights to accompany a peace negotiation mission to Ripfall, the Undead Capital.This particular mission was Valerius' first step in being remembered in the history of the Riverland Knights. On their way to Ripfall, while crossing a Dreadland valley, a group of Undead wishing to see the peace negotiations fail, had prepared an ambush. Dozens of Undead Warriors and their Death Knight allies emerged from the ground and the surrounding cliffs. The party, to protect their mission, fell back to the nearby abandoned village of Bayshire, a peaceful village before the rise of Darkness and the rise of the Undead. Although they suffered casualties, Valerius and the other chosen Knights shielded the mission until they could take refuge in an old House of Prayer. They secured the doors, knowing it was a matter of time before the forces of Darkness broke through and their reinforcements arrived. Desperate, the Humans and Elves prayed to the Light as the Knights awaited their last stand. Valerius, strong and steady, found peace in the religious chants, remembering his faith in the Light and the importance of his duty. A strange happening broke his calm concentration. Rising from the chants, a he heard a voice calling him to the Clerics' Inner Sanctum. Informing his battle brothers that he would secure any open back entrances, he followed the strange call to the depths of the House. As he entered the Sanctum, a blinding light filled his vision. He felt a strong voice echo in his mind: "You must live, Valerius.The Light still needs you." Valerius felt his armor glow with heat, changing as he wore it. When the light faded, he looked down to see his father's armor now golden. He would never know if it was energy from another realm, or his fiery faith that renewed his purpose. Remembering a young boy that ran to defend his friends from savage wolves, Valerius ran through the House of Prayer, past his battle brothers and broke through the door into the Undead horde. The official account speaks of a maddened Valerius fighting the agents of Darkness alone when an earthquake struck. Those trapped in Bayshire with him however, know a different truth. As Valerius charged through the door, they saw his sword glow with an otherworldly power as he leapt into the air and brought it smashing to the ground. The earth beneath them shattered as rays of light burst through the cracks. Any Undead that were not immediately destroyed were cut down by the Knight, unable to look directly at his armor shining with the Light. The official account continued, saying that for exceptional bravery, the defence of a holy House of Prayer, and the safe return of the party to Irongard, a special title was given to Valerius. For a man whose purpose in life was to defend the ones that need it the most, who represented the Light's protection in the fight against the Darkness, the King knew that title could be only one: Valerius, the Divine Protector.

The Prehistoric Paladin

The prehistoric paladin

Valerius, the fierce knight, occasionally sheds his shining armor to become "The Prehistoric Paladin". He attends a LARP convention in the town of Bedrock, where modern people deal with the problems as old as dinosaurs like their ancestors would - with a club and an attitude.

Iseris is the 16th hero that you will unlock at Stage 1800. She is the first hero of class warlock.

Abilities

Shadow Bolt
Strike your target with a shadow bolt dealing 410% of your damage. Cost: 45 Mana.
Drain Life
Drain your target's life. Drain health equal to 500% of your damage from your target within 3 seconds. 15 seconds cooldown. Cost: 60 Mana.
Agony
Strike your enemies' minds with agony. All enemies lose health equal to 45% of your damage every second for 5 seconds. 15 seconds cooldown. Cost: 90 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

The Keeper of the Souls

The keeper of the souls

Every year at the end of the harvest season, the most powerful magicians, warlocks and sorcerers of the realm travel to Stormspire for the fabled "Conjuring of the Ancients". The most prestigious magic gathering in Alandria, the Conjuring is the work of the mysterious Council of Enigma. Since their founding 2 millennia ago, participation is only possible by the personal approval and invitation of Wizard Queen herself.

Once the selection is complete, and the Queen has ordered the start of the Conjuring, the Council's Elemental mages conjure pigeons made of light. On each one's leg, a tiny enchanted papyrus glows with the words "Chosen", to be delivered by flight to the individual attendants. Recipients of the pigeon's message have spoken of the magical creatures dazzling with radiance and vanishing upon completion of their task. Students of the arcane arts quickly learn of this rare honor, and most wait their whole lives, hoping to see the glowing bird waiting at the window.

In the year of the Willow, Wizard Queen Sola had the honor of calling the Conjuring. She had selected the candidates, followed the mystical procedure and watched the pigeons take flight. She took her seat at the Council and waited for the gathering to begin.

Iseris was resting near the river in the Ebony Jungle when she heard the noisy flutter, a polished, glinting sphere by her side. Still thinking she was dreaming as she saw the magic pigeon, and extended her finger in invitation. Once the pigeon landed she chanted "Alar ho, valar ho!"

Her eyes turned purple and her sphere began to shake with magic. Before the pigeon could vanish, the sphere released a beam of energy that struck it. The pigeon's glow turned to black mist, its eyes sunken shadows that seemed darker than black. The creature of light turned into creature of darkness, bending to her will. If it could understand Iseris' tongue, it would have heard her words: "What is yours, is now mine". Iseris, a powerful warlock and leader of the Conclave of Omens, had wanted to send a message of immense power to the Council of Enigma. She channeled her strange magic and the air around the pigeon began to twist and bend. In a flash, it was gone.

Queen Sola she was resting in the Eternal Garden at the centre of the Stormspire when Iseris' sent the bird back. The sight would have terrified a normal woman, as dark energy flowed around the garden, sucking the life out of the enchanted plants. As Queen Sola stood, the pigeon spoke with the voice of Iseris, saying only "I accept" before disappearing in a darkened caricature of its normal radiant display. The Eternal Garden stood untouched; Queen Sola understood that Iseris didn't want to damage anything, only to show off. That was after all, the reason she had selected her.

A wise Wizard Queen knows that although the Conclave of Omens and the Council of Enigma each approach the arcane arts from different perspectives, they only appear as rivals from time to time. Queen Sola wanted change, knowing in her heart that dark times like this could only be survived through unity. Evil could be beaten, and she needed Iseris at the Conjuring.

The time of the Conjuring was approaching, and the journey to the Stormspire was long. Iseris had decided to ride back to the Pyramid of Deception and notify the Conclave of her selection. She was considering how to prepare over the next few weeks when, just a league away from the Pyramid, she saw something that she could never have anticipated.

The Pyramid was aflame. A huge cloud of smoke covered the sun and, kicking her horse into a gallop, prayed that what her suspicions were false. The pyramid was home to the Lunar Relics, artefacts with power beyond the sphere of this world. The Conclave of Omens had a sacred duty to guard them, lest they fall into the wrong hands. The very balance of Alandria would otherwise be in grave danger.

On reaching the main gate, the stench of burning bodies assaulted her senses. The bodies of her companions, frozen in honourable death, filled the path to the ceremonial room. She dismounted and began to run into the inner sanctum, where she saw the high priests' corpses beside the empty altars that housed the artefacts. The pyramid was a graveyard for the bodies and hopes of the Conclave. Iseris, knowing that the necromantic arts would break almost every rule of magic, rolled up her sleeves. She knew that the rules no longer applied. Approaching the remains of the nearest priest, she tapped into her own life force and clawed at his quickly escaping soul. She would drag every last one of them back until she knew how to restore the Conclave's oath.

The priests' body contorted as soul and matter tried to realign. Iseris shook the half-corpse until it could speak. It wasn't long until she had extracted from the tormented ghost of the holy man the truth; that the Undead had planned this attack for years, having anticipated every move and possible defense strategy the Conclave could use. It was nothing short of a miracle that she was absent in exploration and allowed to live.

As the priest was finally allowed to rest, she learned that her that it was not all over. The Conclave may have perished, but a doomsday scenario was always something they had feared since they acquired the Lunar Relics. As the Undead army slaughtered their way to the inner sanctum, an few select members of the Conclave – perhaps a brotherhood more ancient than them - conjured the Draconians. Iseris thought that these might be the ramblings of a tortured half-departed soul, because the Draconians were some sort of magic dragon from childrens' tales. If they were real, however, the summoned dragons could fly the relics and the remaining Conclave to safety.

Searching the library, she confirmed the dead priest was telling the truth. All the books of knowledge and thaumaturgy were missing, and they were useless to the Undead who lacked the life force to use them. The Conclave could be rebuilt.

Surely, Iseris thought, they were headed to Stormspire; when all is done and the sun is set, the Council of Enigma and the Conclave of Omens could not exist without each other. She had calculated the trip for her attendance to the Conjuring, and considering they would take great care to avoid detection. She thought through her plan as she ran back through the devastation to her horse. Her burden was huge but she had to reunite with the escape squad, rebuild the Conclave and seek allies. The Lunar Relics would have to return.

Queen Sola saw the warlock approach, famished from lack of rest and food, at the Stormspire Gate. As she dismounted, the Wizard Queen spoke.

"I saw the battle from my sphere", she said. "Your loss is tragic for all students of the arcane."

As Iseris began to speak, she added: "Our court extends their hand in help, on your apology for disrespect."

Iseris felt a pang of shame, but she would bear anything to keep the balance.

"I apologise, Wizard Queen. On behalf of the Conclave of Omens, I take your hand in help."

The two immediately began to walk together, quickly drawing plans for their patchwork alliance. If the Pyramid had fallen, so could the Stormspire. By the time they had reached the entrance, they had given their hands in agreement. Until the Pyramid of Deception was restored, the Conclave of Omens would live by the Council and use their powers as one.

Iseris stared at the sky, hoping for a glimpse of a dragon carrying her companions. Queen Sola rested an arm on her shoulder, and Iseris spoke.

"First the Firestones and now the Lunar Relics. Undead will destroy the world if we do not do something."

Queen Sola smiled.

"You know, the king has assembled a squad of remarkable individuals that have taken the battle back to the Undead. My daughter, Solaine, fights with them. Join her, Iseris, and wait for your companions in battle. Their arrival is almost certain."

"How can you be so sure?"

Queen Sola's smile widened.

"Where do you think the Council's last hopes would flee, should Stormspire fall? Your High Priests' plans are not so different from our own."

Iseris grinned. The Lunar Relics were lost on her watch as leader, but it was destiny to ally with the Council and take them back. She turned around and locked eyes with Sola.

"Where did you say I can find these remarkable individuals?"

The Test Pilot

The test pilot

While one can admire the creative minds of Gnomes, one should not take the potential consequences of the application of the said creativity lightly - as Iseris learned recently the hard way. Somewhat surprisingly, she agreed after one too many at the Tipsy Wisp to serve as a test pilot for Fini's and Molly's most recent technomagic creation The Magic Dragon, some kind of a twin rocket system which is supposed to make the owner fly over longer distances. While the first variant wasn't much, since it lacked BOOM, in Fini's own words, and was dubbed "Puff", this current prototype is working "fine" and "is totally safe", in Molly's opinion.

Belien is the 17th hero that you will unlock at Stage 2050.

Abilities

Flowers and Thorns
Hit the ground with your staff and sprout flowers next to all heroes and thorns next to all enemies. The thorns inflict 140% of your damage to all enemies and the flowers heal your allies for 150% of your damage. Cost: 45 Mana.
Haunted Roots
Haunted roots rise from the ground to trap all enemies. The roots stun all enemies for 6 seconds. While roots are active, Belien heals all heroes for 2% of their health every second. 40 seconds cooldown. Cost: 120 Mana.
Flower of Moonglen
Summon the mythical Flower of Moonglen in the middle of the battlefield. The flower emits poison towards enemies dealing 100% of your damage and rejuvenating scent towards your heroes, healing them for 150% of your damage every second for 10 seconds. 60 seconds cooldown. Cost: 240 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

The Ancient

The ancient

I am a Belien, and I am a Druid. For us, nothing is above the natural order. We understand that nature is nothing other than the totality of the force of life, a unified consciousness. To connect with it is to know that the mystic bond of soul and body is nothing more than life experiencing itself.

I was born an Elf, blessed with long life. For my kind, ancient traditions and rituals are reminders of our everlasting bond with the natural world. The strings that connect our soul with the dirt, that connect the fantasy of mind with what our five senses tell us, can play great and terrible melodies. To be a Druid is to make music of these strings. In the Elven tongue, we call this music Saera Tor, the Wild Magic.

I was born 3000 years ago, before the First War. I knew this only by the carving on my birthing tree. The rest - what my physical body lived until now - is a blurred memory. Strange, I know; an Elf who can barely remember! But I am not only an Elf. I am a Druid, and to play the Saera Tor is to find harmony with every spirit that has ever heard this music. To hear it is to live a thousand lifetimes, draw from the wisdom of Druids past that live now in the air, earth, wind and fire.

Our children are raised together with nature. Our friends are the saplings and tiny critters, our guardians the trees and animals. Druids tends to their illness and pain and they in turn protect us from those who would disturb our peaceful life. Alas I was destined, it seems, to only remember this peace from the memories of others.

Even as a crawling Elfling, then only a Druid by instinct, my leafy brothers would tell me of the rot at the edges of the forest. As I grew and learned, I heard less and less of the old trees' voices. It was not until I had pledged myself to the Magic - when my mentor passed into eternity and gave me his past - that I saw their blackened dead branches and twisted roots that stretched for miles where the forest ended. The Darkness had returned and it had already begun to eat at the foundation of life.

He who looks to the past, cannot plan for the future. He who stares ahead is doomed to forget. He who tries to watch both, neglects the present. It is confusing for you, no? Perhaps if you had my years, learned to listen to the Saera Tor and heard the wisdom of the Druidic Order, it would be simpler to grasp.

You wish to know my story. Well, as you can see, I have many. Perhaps what you meant to ask is, what notes have you added to the music? What will the Druids that come after your spirit has joined the chorus, learn from what you have done? My friend, for all my life I have lived in the balance, learning and tending to the realm. There is much to say, or none at all. But if you seek an answer, then hear nothing more than the dark memory that brought me here.

From all the memories I carry, this one is the most vivid. This is from my lifetime, and I remember.

I had spent days studying some beetles, friends of mine, who had learned to chew rock into rich dirt for growing. I had thought, foolishly, that new medicines of nature might cure the Darkness' blight. But nature, my friend, strong as it may be, is slow in rhythm. The Undead hordes are swift and merciless. They came as burning skeletons, each footstep spelling the ashen doom of countless birthing trees, more ancient than any kingdom of Man or Orc. Their filthy diseased bones salted the earth, their sickly half-souls riddling the ground with puddles of bile and poison. I ran, as the forest screamed for help. I was not a coward; this I promise. I only did not know what fighting was. The strength of nature is persistence. How can you be persistent when the wind comes smelling of death, your native lands destroyed overnight?

It was at dawn's first light that I learned my connection to the Saera Tor was incomplete. I had only learned the past wisdom of peace, but in my pain and anger I learned that there was more. My inward eye opened to the endless struggle against the agents of darkness, those servants of the evil mirror-image of life that we call undead. I remembered that my past lives were not only healers, but warriors.

I have summoned the fury of storm and hail from atop a broken castle. I have become one with the shadow in the form of a cat, watching enemies of the Light conspire. I have spoken to the trees and they have told me of forgotten wars, which have become part of my own. My body has legs and arms, but I remember the strength of my roots holding back an angry river, breaking a dam meant to tame it.

So, friend, what is the story of Belien? I cannot tell you, as I write it before your very eyes. Were I a student of mortal magic, I would tell you a prophecy - but I am not a prophet, or a fortune-teller. Instead, I will make you a promise. A promise that the story of Belien will be a story of harmony restored, darkness bound, and light returned.

I will end the non-life, for my burned and darkened brothers and sisters. I am Belien, and I am a Druid.

The Avalanche Tamer

The avalanche tamer

I am Belien, and I ride the frozen waves as one with the mountain spirit. This isn’t just a sport; it’s a dance with the winter world clad in snow and silence. My board, crafted from the sacred trees of my home forest and imbued with the essence of the northern winds, glides over the snow with the grace of a river. The mountain challenges me, and each curve and jump I take is a verse in the ongoing saga of nature’s endurance and might.

Layla is the 21st hero that you will unlock at Stage 3050.

Abilities

Retribution
Activate your energy orb with your staff and throw it to your target inflicting 400% of your damage. The process summons holy light and heals the hero with the lowest health for 800% of your damage. Cost: 45 Mana.
Ward of protection
Shield all friendly heroes with holy energy giving them immunity to damage for 5 seconds. 20 seconds cooldown. Cost: 120 Mana.
Light and fire
Summon light and fire on the battlefield. The light heals all friendly heroes for 1200% of your damage and the fire inflicts 600% of your damage to all enemies. 60 seconds cooldown. Cost: 240 Mana.

Gear

Weapon Chest Boots   Ring
Wrist Shoulder Belt   Relic
Ankh Rune Idol  
Talisman Necklace Trinket  

Story

Layla grew up in Serin, a small camp near the southern woods of Celenis. Her parents were gatherers, the forest provided for them and her. Since her early years, Layla was a curious kid, she liked to explore the forest and wander when her parents turned their look the other way. It was almost impossible to constrain her. At times she was leaving at sunrise and returning home at … Well she wasn’t, her parents had to search half the forest screaming her name in hope that she would return to them. It wasn’t that she was irresponsible but instead she was so absorbed by the mysteries of the world. Most of the time she would just stalk some weird creature or the stars. Her favorite place was the ancient portal northwest of Serin. Every time she was there, she was thinking about the armies that crossed it in the past and the amazingly strong mages and warlocks that were keeping it active. Little was known about it but one thing everyone knew for sure. Its walls had seen both great and terrible things.

The years were passing by peacefully for Layla’s family she grew up to be a teenager. Growing up her curiosity only grew stronger and the portal, her favorite place, was becoming more and more interesting for her. She could stay there and role-play even by herself for hours at a time. It was a sunny summer day that everything changed however. “Her” portal would change her life once and for all. That day Layla was roleplaying a grand general marching through the portal, looking high at the sky, feeling almost like a god. There she was and behind her, an imaginary army. As she was passing below the portal arc, she stumbled on a small rock and tripped to the wall of it. Somewhere between the pain, from her face hitting the ancient rocks, and feeling stupid for what happened she saw a relief text. She stretched her arm and wiped the dust of it. It was just some words not in a dialect that she could speak. They seemed like ancient elvish. She tried to read them as the symbols were not very different from the modern elfish. She said “Saeul, Tir neus”. She didn’t knew it at the time but that meant “Gate open”. At first nothing happened, then she thought of it as a game, the words were cool anyway. So she started repeating the words again and again. Louder and with more emotion every time. Then she stood up again raised her arms and said it again. Nothing happened again. Demotivated as at the moment her mind was creating scenarios and possibilities of what would happen she bent her head and started walking away. She felt hungry so going back to the camp seemed the right thing to do. She walked just a few steps when the earth around the portal started to shake intensively. She was so terrified yet excited that she didn’t know if she should run or look back. For a moment her curiosity won, she looked back to see something spectacular. The ancient portal was being activated. Beams of light and magic were forming weird shapes on the air. At that point Layla started sweating in the thought of “what if?” . So she did what well…..a few kids would do. She walked in it even though she knew that at some point her curiosity would get her into big trouble.

Walking into the portal took her to a mysterious place. Pure energy was flowing in abundance forming something like a tunnel. Something was telling her that she had to keep walking to get out of it and so she did until she found an exit. Layla was now in a very unfamiliar place. It seemed like a small alley. So she kept walking until she hit the main road. There were people there; it seemed that she was in a small town. “Excuse me sir”. “Where am I?” she said to a stranger passing by. “Where are you? You are in Mythshore, where are your parents?” . Before she replied a tall and noble stranger joined the conversation and said, “Here I am, Layla. I was looking for you, please follow me”. Layla was terrified, she was in an unknown place and somehow a stranger was calling her by her name. Yet something was telling her to trust him, and so she did.

“So what is happening? Who are you?” . “I apologize if I scared you, my name is Laine. I am the wizard king of Stormspire.”, the stranger replied. “A wizard king? What is happening?”, Layla was intrigued. “The whole magical world sensed the opening of the portal you went through, it was deactivated for millennia. You are lucky that I managed to find you first. I am sure that by now the evils of our world will be looking for you”. At that moment cold sweat started flowing Layla’s young body. “But why?” she said. “I only said a few words that I read on the portal. How was it activated?”. “There is a lot you do not know about young girl. For now rest knowing that you are special, you need to follow me to StormSpire and you will learn the rest in time.

Layla trusted and followed the wizard king and she was asking questions and getting answers she never expected to hear or be true. Apparently she was not the kid of her parents. Layla was a direct descendant of a very powerful evil and corrupted mage named Sigmur. Her mother priestess Fara was blessed with great powers as well. That was a very unsettling union. When she got pregnant on Layla her father practicing necromancy learned a prophecy about his daughter. She was about to become one of the most powerful magic wielders of all time. So he wanted to secure and corrupt her away from her mother in order to train her in the dark arts once she would be born. He got so consumed by the idea that he misled the mother of his child to follow him into a dark forest. There he threw her into a cave and summoned an earth golem to make sure she wasn’t getting out. Until she would give birth so he could steal her kid. For her good luck, he was underestimating her powers and one day that he was not present Fara cast a spell on the golem and crumbled it into pieces. She returned to Stormspire and swore that she would never see Sigmur again. Yet she knew that her still unborn daughter would forever be in great danger as her father would seek her for the rest of his life.

The time was passing by and she eventually gave birth to Layla. She could sense the great energy flowing her body and remembering Sigmur acts all she wanted to do is protect her daughter no matter what. She started formulating a plan with King Laine and they came up with a good, yet painful idea. They understood that no matter what they did if Layla was going to grow up next to her mother she would always have a target on her back. So the plan was to hide her somewhere that no one would ever look. So they located a couple that wanted kids but couldn’t in the small camp of Serin. Layla would be adopted and raised with love away from the danger she was facing.

That was until she opened the portal by accident, the target was on her again so hiding was pointless anymore. When they reached Stormspire Layla was reunited with her mother Fara and cached up for all the lost years. Now a teenager who apparently already fulfilled the prophecy by opening the portal that hundreds of powerful mages tried in the past and none could, Layla needed training. She knew that one day the evil forces would come for her and she would need to be ready. She chose to become a priestess like her mother and train using the holy power of light. During the day she was training and during the night she was sleeping. No breaks, no vacations. Her whole life turned upside down. The risk was so high for her that she couldn’t get out of Stormspire to even notify her foster parents. Instead they send someone to deliver the news.

A few years later Layla, an adult by then and more powerful than ever, felt “ready”. She couldn’t stay in Stormspire forever anyway, that would be a slow death by boredom. So when she felt ready she decided to travel to the House of Prayer in Talamer, to study the holy scrolls of the Elves. Fara suggested that it would be a good idea to travel together for protection and companionship as the trip was very long. After all, she wanted to see the Elven capital once again. So they rode their horses and started heading there. Most of the trip was peaceful, full of laughs and stories. They were doing regular stops in small villages for supplies and to assist the people and heal their injured or sick. Things were about to change once again as they were approaching Mythshore to take the ship for Celenis however. Sigmur, Layla’s father, had set a trap. He left them untouched during the rest of the journey so they would let down their guard. He set an ambush and took them both hostages. He then led them back to Bayshire. The now abandoned village was his base of operations. As he had sided with evil the undead were offering him protection and he was offering his services in return. Once they arrived he took both of them to an Old house of Prayer and imprisoned them there. His request was that Layla join him and forsake her mother and the good forces. He promised her incredible power and knowledge. She only had to join the evil. Layla refused, she would never leave her mother and be corrupted like her father. Her father didn’t lose hope, he believed that a few time in his prison guarded by Undead would make her change her mind. Layla’s mind was made however, no matter what he was trying she wasn’t changing her decision. So he thought that it would be a “clever” idea to use her mother as leverage. The following months he led her into starvation, he tortured and abused her. Her mother was begging him for mercy and at the same time she was reminding Layla not to become a monster like him. The things that Fara withstood are enough to call her a hero. Eventually though, even a hero can perish. Sigmur understood that his plan wasn’t working and in a sudden wake of his old emotions for Fara he decided to end her suffering. Layla was devastated. That crushed even her last hopes and she collapsed. Sigmur by now he understood that she wasn’t going to join him and if he was going to let her walk free she would just seek revenge. So he left her there to rot in the prison.

Layla thought that the end of her days was coming, but once again she was wrong. She suffered prison for 2 years in total until one day that Sigmur was absent a group of soldiers raided the house of prayer. This was Valerius' party that they were chased by undead forces and they seeked refuge there unaware of the presence of Layla. Layla was sleeping as she was exhausted by her long imprisonment. Fara’s ghost was still haunting the House of Prayer. She was refusing to leave the world as long as her daughter was there. She was channeling power to help her endure her imprisonment. The voice that called Valerius and the light he saw, that gave him his powers, was Fara. She blessed Valerius in hope that she would crush all the Undead forces so Layla would escape as well. As she channeled her power her ghost vanished from existence though, something she didn’t expect and that deprived her the chance to inform him about Layla. As we know Valerius with his powers cleared the whole place destroying every single Undead. A few hours later Layla woke up from her long sleep. For the first time in 2 years there was absolute silence. There was no sign of Undead, just broken bones here and there. She didn’t know what was going on but she didn’t lose her chance. She cast a spell that broke the lock on her cell and ran with whatever powers she had left. She managed to return to Stormspire and told her story.

In time her wounds and her will recovered and her father was right for one thing. That she would be filled with hate. From that moment Layla trained so hard to become stronger than ever before. Her father learned the news eventually and he knew that it was his time to hide because his daughter was now out for blood.

Further heroes can be hired as mercenaries in the Pirate Ship. The dark gods of the Chaos Rift can also join your party.