Nexian guide · Core Systems

The Hero System

Attributes, bonuses & production

1

The hero's role

Your hero is trained from a unit of your choice: a fast offensive unit is usually best.

  • Adventures: Adventures yield resources, troops and items - your main source of special items.
  • Equipment: Every piece of hero equipment comes in one strength only. Gear helps, but it never snowballs.
  • Artefacts: Only the hero can capture artefacts: win as the attacker in a normal attack, fully destroy the treasury, and the hero must survive.
2

Tribe bonus

  • Romans: Every point of Fighting Strength is worth 25% more, in attack and in defense.
  • Teutons: On any attack the hero joins, the defender's Cranny hides a further 10% less, on top of the 20% every Teuton attack already strips. The two multiply rather than add, so a Teuton attacking with his hero faces a Cranny worth 72% of its normal size.
  • Gauls: The hero travels 2 fields per hour faster. It scales with the world's troop speed and stacks with Spurs. The bonus is for the hero alone: traveling with troops, the hero still moves at the army's pace.
  • Egyptians: The hero produces a third more resources than any other tribe's hero. The exact figures are under Hero resource production below.
  • Huns: A hero mounted on a cavalry unit, leading an army of nothing but cavalry, gives the WHOLE GROUP 3 extra fields per hour - not the hero alone. Like the Gaulish bonus it scales with the world's troop speed and stacks with Spurs. Both halves of the condition matter: the hero's own unit has to be cavalry, and a single infantry unit anywhere in the army removes the bonus.
3

Attribute points

Your hero starts with 5 attribute points and earns 5 more at every level. Spend them across five attributes - each one is capped at 100 points.

  • Fighting Strength: One single pool that powers the hero BOTH when attacking and when defending.
  • Off bonus: Increases the attack of all troops marching WITH the hero - 0.2% per point, so +20% at the 100-point cap.
  • Def bonus: Increases the defense of the troops defending the village the hero is in, plus reinforcements in that same battle - also 0.2% per point, +20% at the cap.
  • Resource production: Your hero produces raw resources every hour - see the section below.

Off and Def bonuses only help the army the hero personally fights with - there is no passive bonus on villages the hero isn't in. Fighting Strength is different: because it is one shared pool, a hero built for war contributes fully whether he marches out or stays home to defend.

4

Hero resource production

Points spent on production make your hero generate resources every hour, on top of everything your fields produce. You choose what he makes, and you can change that choice for free at any time.

  • All resources: Every point produces 6 of EACH resource per hour at x1 - so 100 points gives 600 wood, 600 clay, 600 iron and 600 crop per hour.
  • A single resource: Every point produces 20 of ONE chosen resource per hour at x1 - so 100 points gives 2,000 per hour of just that one.
  • Egyptians produce more: An Egyptian hero produces a third more than anyone else: 8 of each resource per point, or roughly 27 of a single resource per point. At the 100-point cap that is 800 of each per hour, or 2,667 per hour of one.
  • Scales with server speed: These are the x1 values. On a faster world they are multiplied by the speed, exactly like your fields.
Points spentAll resources (each/h, x1)One resource (per h, x1)
1060200
25150500
503001,000
1006002,000

Production is credited to your hero's HOME village only, and it is a flat addition - it is never multiplied by your Grain Mill, Bakery, oasis or Plus bonuses. It keeps running while the hero is away on an adventure, marching or reinforcing; only the hero's DEATH stops it. Conquering moves the home village to your capital.

5

Production also boosts adventure loot

  • Bigger hauls: Each production point adds 0.5% to the quantities you bring back from adventures, up to +50% at 100 points.
  • What it affects: Resources, silver, troop counts, healing and stackable consumables. It does not duplicate equipment pieces or increase experience.
  • Not the starter rewards: The 10 guaranteed first adventures are fixed and are never scaled by this bonus.

Resetting your points with a Book of Wisdom has a cooldown of 24 hours at x1 (divided by server speed), so plan a build rather than switching back and forth.

6

Retrain: switch unit, keep the level

  • No level loss: If your hero is dead, you can rebuild him as a different unit type. He keeps his level, experience and attribute points.
  • Fair pricing: The price and time match reviving a hero of the chosen unit at your hero's level. Choosing your current unit costs exactly a normal revive.
  • Bucket of Water: The Bucket always revives the hero as the unit he was when he died. It never offers a unit choice.