Heroes

Each dominion can select one hero that gains experience and levels up, increasing a passive bonus based on its class and unlocking new upgrades.

Heroes gain 1 XP per acre gained from invasion (against dominions at least 75% of your size), 0.6 XP per acre explored, 0.5 XP per spy strength spent on successful espionage operations (excluding theft), and 1 XP per wizard strength spent on successful magic operations. Heroes lose 1 XP per acre lost from invasion, however this loss cannot exceed the XP required to maintain its current level.

You can change your hero class at any time, but you'll lose any progress you've made toward the next level. Any bonuses you've acquired from other classes will be halved while inactive.

Advanced hero classes have special requirements to select and unlock additional upgrades on first use. All hero upgrades are permanent.

There is a 96 hour cooldown between class changes.

Basic Classes

Name Level Bonus
Alchemist Platinum Production
Architect Construction Cost
Blacksmith Military Cost
Engineer Invest Bonus
Farmer Food Production
Healer Casualties
Infiltrator Spy Power
Sorcerer Wizard Power

Advanced Classes

Name Level Bonus Requirement Upgrades
Scholar Max Population 2 unlocked techs Pursuit of Knowledge (required)
Scion Explore Cost 5 successful attacks Disarmament (required)
Martyrdom (optional)
Revised Strategy (optional)

Hero Upgrades

Name Level Classes Description
Pursuit of Knowledge -- Scholar +25% research point production, -20% castle investment bonus
Disarmament -- Scion -100% offensive power, Destroying military buildings (Docks, Gryphon Nests, Guard Towers, Smithies, and Temples) awards discounted land
Martyrdom 0 Scion Reduces the cost of spy and wizard training by 1% per 15 prestige (max 50%) for 24 hours
Revised Strategy 0 Scion Reset all techs, then gain RP to unlock up to 5 techs lost plus 50% of the remaining techs lost
Lead from the Front 1 -- Experience gains from invasion and exploration are multiplied by 2.5x, Experience cannot be gained from magic and espionage
Lead from the Shadows 1 -- Experience gains from magic and espionage are multiplied by 2x
Spyglass 2 -- Survey Dominion and Land Spy now cost 1% spy strength
Scribe's Journal 2 -- +10% research point gains from invasion
King's Banner 2 -- -2% morale loss from invasion
Illusion 2 -- Failed spy ops no longer reveal your identity
Enchantment 2 -- -1 wizard strength cost of self spells
Hammer of Retribution 4 -- +5 prestige gains from invasion if the target realm has attacked your realm (doubled if in the last 24 hours)
Orb of Detection 4 -- +20% enemy spy losses on failed operations
Divination 4 -- -10% cost of info spells
Transmutation 4 -- Mana can be converted into other resources
Blade of Sundering 6 -- +20% attack damage against wonders
Staff of the Stormcaller 6 -- +20% cyclone damage
Anti-Magic Sigils 6 -- -2 enemy spell duration
Evocation 6 -- +10% fireball damage
Abjuration 6 -- -10% enemy lightning bolt damage

More information can be found on the wiki.

Level Bonuses

Level XP Alchemist Architect Blacksmith Engineer Farmer Healer Infiltrator Sorcerer Scholar Scion
1 200 0.30% -1.25% -0.20% 0.50% 1.50% -1.00% 2.50% 2.50% 0.15% -0.25%
2 700 0.60% -2.50% -0.40% 1.00% 3.00% -2.00% 5.00% 5.00% 0.30% -0.50%
3 1200 0.90% -3.75% -0.60% 1.50% 4.50% -3.00% 7.50% 7.50% 0.45% -0.75%
4 1750 1.20% -5.00% -0.80% 2.00% 6.00% -4.00% 10.00% 10.00% 0.60% -1.00%
5 2300 1.50% -6.25% -1.00% 2.50% 7.50% -5.00% 12.50% 12.50% 0.75% -1.25%
6 2900 1.80% -7.50% -1.20% 3.00% 9.00% -6.00% 15.00% 15.00% 0.90% -1.50%
7 3500 2.10% -8.75% -1.40% 3.50% 10.50% -7.00% 17.50% 17.50% 1.05% -1.75%
8 4250 2.40% -10.00% -1.60% 4.00% 12.00% -8.00% 20.00% 20.00% 1.20% -2.00%
9 5000 2.70% -11.25% -1.80% 4.50% 13.50% -9.00% 22.50% 22.50% 1.35% -2.25%
10 6000 3.00% -12.50% -2.00% 5.00% 15.00% -10.00% 25.00% 25.00% 1.50% -2.50%
11 7500 3.30% -13.75% -2.20% 5.50% 16.50% -11.00% 27.50% 27.50% 1.65% -2.75%
12 10000 3.60% -15.00% -2.40% 6.00% 18.00% -12.00% 30.00% 30.00% 1.80% -3.00%