Heroes
Heroes are named characters who lead factions, rule provinces, command troops, perform strategic commands, and appear as units in Shardok battles.
The player-facing hero model is HeroView. It includes identity, faction membership, profession, core stats, personality stats, vigor, loyalty, abilities, portrait path, and backstory text.
Core Stats
Section titled “Core Stats”- Strength affects physical power and contributes to combat-oriented commands.
- Agility affects mobility, scouting-style competence, and some profession eligibility.
- Constitution sets a hero’s endurance profile and is closely tied to vigor.
- Charisma affects leadership, loyalty, diplomacy-flavored actions, and some profession eligibility.
- Wisdom affects knowledge, magic-flavored actions, and some profession eligibility.
Stats can also have XP values. Strategic commands often spend vigor and grant XP in the stats connected to that action.
Personality Stats
Section titled “Personality Stats”- Integrity represents trustworthiness and moral reliability.
- Ambition represents appetite for power or advancement.
- Gregariousness represents sociability and ease with other heroes.
- Bravery represents willingness to face danger.
These values help drive hero flavor, AI decisions, and story generation.
Vigor is a hero’s current energy reserve. Constitution is the hero’s normal strategic vigor cap; vigor and Constitution are related, but they are not the same stat.
Strategic vigor
Section titled “Strategic vigor”Many Eagle commands require an acting hero and spend vigor. The command reference lists each cost. A hero with too little vigor is not offered as an actor for that command.
Vigor recovers over time and through deliberate recovery:
- Each new month restores 5 vigor.
- Rest restores up to 15 vigor to each faction hero in the province.
- Feast restores up to 10 vigor to each faction hero in the province.
- Recovery cannot raise strategic vigor above Constitution.
Strategic actions that spend vigor also grant Constitution XP. Constitution can rise through normal stat advancement, increasing the hero’s future strategic vigor cap.
Vigor in a Shardok battle
Section titled “Vigor in a Shardok battle”A hero enters battle with the vigor they currently have after strategic costs such as marching. That value becomes the hero’s battle-start vigor and the recovery ceiling for that battle. A tired hero can therefore enter with a battle recovery ceiling below their Constitution. The ceiling does not fall as the battle proceeds; current vigor falls and rises beneath it.
Tactical vigor affects what a hero-led unit can do:
- Higher current vigor contributes to the unit’s maximum Action Points. A normal unit’s maximum is 5 plus rounded
vigor / 25plus roundedmorale / 25. - Spending Action Points normally spends 0.5 vigor per AP, and some profession abilities have additional vigor costs.
- Combat damage and battlefield effects can reduce vigor.
- Ending an activation with unused AP, Rest, and effects such as Holy Wave can restore vigor, but not above battle-start vigor.
- Below 10 vigor, most ordinary tactical commands are unavailable. A few cleanup or required commands are exceptions.
- At zero vigor, the hero-led unit is resolved as captured. Its surviving battalion does not remain on the map as an independently acting unit.
While the hero remains active, their stats affect the battalion’s combat swing, they add personal damage, and their profession can unlock special commands. Low vigor does not directly scale those contributions down point by point; it reduces AP and command access, with the decisive removal occurring at zero.
When a tactical display shows current / battle start, the first number is current vigor and the second is the battle-start recovery ceiling—not Constitution. Enemy details may be hidden by battlefield knowledge. An absent or hidden enemy value must not be interpreted as an actual zero.
Loyalty
Section titled “Loyalty”Loyalty measures a hero’s attachment to their faction. Feasts, events, captures, faction bias, and story consequences can move loyalty over time.
Loyalty is not faction bias. Loyalty describes an affiliated hero’s current attachment; bias helps determine whether an unaffiliated or imprisoned hero will join a particular faction.
Loyalty Departure
Section titled “Loyalty Departure”Any hero with low loyalty (below 50) may leave at any time. The game checks for departures automatically during the Hero Departures phase of each strategic round, before players and vassals issue commands. Lower loyalty means a greater chance of departure.
When a hero leaves, they stop belonging to the faction and become an unaffiliated traveler in the same province. They do not take gold or food with them. If other faction heroes remain, the province and its supplies remain with the faction. If every affiliated hero leaves, the province becomes unowned and its stored gold and food are lost.
Professions
Section titled “Professions”Professions give heroes special command access, bonuses, and tactical identity. Some effects are Eagle strategic effects, while others apply only when the hero is attached to a Shardok battle unit.
Several Shardok profession commands also depend on the attached battalion type. For example, many magic commands require a battalion type that allows casting, and stealth commands require a battalion type that allows stealth.
Profession Effects At A Glance
Section titled “Profession Effects At A Glance”Active means a command only that profession can use. Semi-active means a normal command or phase action is available without the profession, but the profession improves or changes it. Passive means the effect happens automatically, without the hero selecting a profession-specific command. A dash means there is no profession-specific effect in that category.
Eagle Effects
Section titled “Eagle Effects”| Profession | Eagle Active | Eagle Semi-Active | Eagle Passive |
|---|---|---|---|
| Mage | Control Weather: start or end a blizzard or drought in the acting province or a neighboring province. | — | — |
| Necromancer | Start Epidemic: start an epidemic in the acting province or an eligible neighboring province. | — | — |
| Engineer | — | Improve: add 2 to the improvement or devastation repair produced by the command. | — |
| Paladin | — | Alms: multiply the support gained from donated food by 4. | — |
| Ranger | Recon: gather intelligence about an eligible province. | — | — |
| Champion | — | Train: add 4 training to every trainable battalion affected by the command. | — |
| Warden | Interrogate: reveal the current full details of one province controlled by a prisoner’s faction, limited to one interrogation per holding province each round. | — | Each new round, add 10 faction bias toward the ruling faction for prisoners held in the Warden’s province, improving their future recruitment odds. |
Every profession other than NoProfession also adds 200 to Eagle’s generic hero-power calculation and 50 to the hero-power calculation used when cracking down on a riot. Because those shared passive effects do not differ by profession, they are not repeated in every row.
Shardok Effects
Section titled “Shardok Effects”| Profession | Shardok Active | Shardok Semi-Active | Shardok Passive |
|---|---|---|---|
| Mage | Lightning Bolt: cast a ranged lightning attack. Meteor: cast a delayed area attack that also damages structures and terrain modifiers. Freeze Water: turn valid water into traversable frozen terrain. | Start Fire: always qualifies as capable and receives a +20 odds bonus. Melee and Charge: the Mage’s personal damage uses Wisdom and magical damage types instead of Strength and physical damage types. | — |
| Necromancer | Raise Dead: summon a controlled Undead battalion, enabling the linked Control, Dismiss, and Release commands. Fear: try to reduce an enemy’s morale and stun it. | — | — |
| Engineer | Build Bridge and Blow Bridge: create or destroy crossings. Repair: restore bridge or castle integrity. Reduce: bombard units or structures from a castle or fortified position. Fortify: become fortified and take 10% less damage. | — | — |
| Paladin | Holy Wave: improve nearby allies’ morale and vigor, remove stun, and devastate adjacent Undead. | — | — |
| Ranger | Scout: reveal battlefield information. Hide: enter a hidden position. Hidden setup placement: a defending Ranger on a stealth-capable unit can deploy hidden. | Brave Water: receive a +20 odds bonus. Move: reveal adjacent hidden enemies while moving. | An adjacent enemy Ranger prevents a unit from hiding or remaining hidden. |
| Champion | Challenge Duel: challenge an adjacent enemy hero to personal combat. | — | — |
| Warden | Evacuate Prisoners: automatically evacuate the Warden and secure every hostile hero already captured in the battle. | — | — |
Eagle effects:
- Unlocks Control Weather for a mage in the acting province with enough vigor.
- Can start or end blizzards and droughts in the acting province or a neighboring province.
- Counts as a profession for general hero power and riot-crackdown hero power.
- Makes the hero naturally capable of starting fires.
Shardok effects:
- Unlocks Lightning Bolt when attached to a casting-capable unit.
- Unlocks the multi-round Meteor command chain: start, target, cast, and cancel.
- Unlocks Freeze Water on adjacent water when attached to a casting-capable unit.
- Improves Start Fire odds when the unit can start fires.
- Changes hero melee damage from physical damage to magical damage: lightning, cold, fire, and aether essence.
- Can influence AI water-crossing evaluation because Mage can freeze water.
Profession gain:
- Wisdom is the qualifying stat for Mage.
Necromancer
Section titled “Necromancer”Eagle effects:
- Unlocks Start Epidemic for a necromancer in the acting province with enough vigor.
- Epidemics can target the acting province or neighboring provinces, excluding friendly provinces that already have an epidemic.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks Raise Dead when attached to a casting-capable unit and not already controlling a unit.
- Unlocks Fear against eligible enemy units when attached to a casting-capable unit.
- Raised dead and fear use the hero’s charisma and wisdom in their odds.
Profession gain:
- Charisma is one qualifying stat for Necromancer.
Engineer
Section titled “Engineer”Eagle effects:
- Is recommended first for Improve when an engineer is available.
- Adds the configured engineer bonus to province improvements and devastation repair.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks Build Bridge from non-water terrain onto adjacent water.
- Unlocks Repair for damaged bridges and castles.
- Unlocks Blow Bridge while standing on a bridge.
- Unlocks Reduce from a castle or fortified position against enemy units or castles.
- Unlocks Fortify on fortifiable terrain.
- Can influence AI water-crossing evaluation because engineers can create and destroy bridge access.
Profession gain:
- Agility is one qualifying stat for Engineer.
Paladin
Section titled “Paladin”Eagle effects:
- Improves Alms by multiplying the support gained per food given.
- Is sorted first in the Alms hero list when eligible.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks Holy Wave when the paladin has enough action points.
Profession gain:
- Charisma is one qualifying stat for Paladin.
Ranger
Section titled “Ranger”Eagle effects:
- Unlocks Recon for a ranger in the acting province with enough vigor.
- Recon can target provinces not ruled by the acting faction, as long as that faction does not already have a pending recon there.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks Scout when attached to a stealth-capable unit.
- Unlocks Hide when attached to a stealth-capable unit, outside enemy zone of control, and with multiple hideable positions.
- Allows defending rangers with stealth-capable units to use hidden placement during setup.
- Gives a bonus to Brave Water odds when the unit can brave water.
- Reveals adjacent hidden enemies while moving.
- Prevents adjacent enemies from hiding or remaining hidden when the ranger has enough knowledge to be identified.
Profession gain:
- Agility is one qualifying stat for Ranger.
Champion
Section titled “Champion”Eagle effects:
- Is recommended first for Train when a champion is available.
- Adds the configured champion bonus to training gained by trainable battalions.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks Challenge Duel against adjacent enemy heroes outside castles.
- The target must have an attached hero and must either have enough known vigor to accept or be insufficiently known to rule that out.
Profession gain:
- Strength is the qualifying stat for Champion.
Warden
Section titled “Warden”Eagle effects:
- Improves prisoner recruitment over time. At new round processing, prisoners in a province with a ruling-faction Warden gain additional faction bias toward that province’s ruler.
- Unlocks Interrogate while visiting town. Interrogation reveals one province controlled by the prisoner’s faction and can be performed only once per holding province per round.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks Evacuate Prisoners when the warden’s unit can flee, has enough action points, and hostile captured hero units are present.
Profession gain:
- Constitution is the qualifying stat for Warden.
NoProfession
Section titled “NoProfession”Heroes with no profession have no profession-specific command unlocks. They can still lead, fight, train, improve, march, use many normal strategic commands, and gain a profession later.
Profession Gain
Section titled “Profession Gain”Only heroes with NoProfession can gain a profession. At the end of a round, heroes with enough XP can gain stats. If a no-profession hero gains one or more stats, the game checks for profession gain:
- The hero gets one profession-gain roll for each stat that increased.
- A stat must be at least 85 after the stat gains are applied to qualify a profession.
- Eligible professions are based on all post-gain stats at or above 85, not only the stats that increased that round.
- Strength qualifies Champion.
- Agility qualifies Engineer and Ranger.
- Wisdom qualifies Mage.
- Charisma qualifies Necromancer and Paladin.
- Constitution qualifies Warden.
Progression example
Section titled “Progression example”A NoProfession hero earns Agility-related XP from strategic actions. During end-of-round progression, enough XP may increase Agility. If the hero’s Agility is at least 85 after that increase, Engineer and Ranger are eligible. The hero receives profession-gain rolls for stats that increased; the player does not directly choose between eligible professions.
If several stats increase together, each increase can create a roll and all post-gain qualifying stats participate in eligibility. A hero who already has a profession does not roll for a replacement.
Planning progression
Section titled “Planning progression”- Commands award XP in stats associated with the action.
- Stat increases and profession checks happen during end-of-round processing, not when XP is awarded.
- Reaching 85 in a qualifying stat makes its profession possible but does not guarantee a particular random result.
- Choosing which eligible hero performs a command influences who receives its XP.
Faction Leaders
Section titled “Faction Leaders”For a side-by-side explanation of direct control, province turns, and vassal automation, see Who You Command.
Every faction starts with a faction head. The faction head is the hero who defines what the faction represents: its political identity, its public story, and the starting point for its leadership.
Factions can gain additional faction leaders through Swear Kinship with another hero. The candidate must already belong to the faction, must have at least 95 loyalty, and must be in a province with the faction head. When the command succeeds, that hero becomes one of the faction’s leaders.
Faction leaders are directly commandable. Vassals, by contrast, lead provinces and make their own choices when their province acts. Promoting a loyal vassal into leadership gives the player more direct control over that hero.
Faction leaders also provide succession. If the faction head is killed, another available faction leader can take over as the new faction head.
Vassals
Section titled “Vassals”A vassal is a hero who belongs to your faction and rules one of its provinces, but is not a faction leader. You cannot command vassals directly. Instead, their provinces act during the Vassal Commands phase, when each vassal chooses an action based on the province’s standing orders and immediate needs.
Vassals can be given standing orders with Issue Orders, promoted to faction leaders with Swear Kinship, or removed from the faction with Exile Vassal.
Unaffiliated Heroes
Section titled “Unaffiliated Heroes”Unaffiliated heroes can appear in provinces before joining a faction. Their province entry includes name, profession, status, leader flag, and recruitment information.
Common interactions include recruiting them, divining more information about them, declining their quests, or responding when they ask to join.
Battle Capabilities
Section titled “Battle Capabilities”Hero views expose whether a hero is archery-capable or start-fire-capable. Those capabilities affect Shardok command availability when the hero is represented in battle.
- Archery-capable: the hero needs at least 75 agility.
- Start-fire-capable: the hero is always capable if they are a Mage. Otherwise, they need at least 70 agility and at least 70 wisdom.