Heroes
Last updated
Last updated
The success rate and the effectiveness of the actions of your hero are affected by 6 different categories of attributes.
Health Points (HP)- This is the health of your hero. This will be depleted when your character takes damage from enemy monsters. If your HP reaches 0, your hero will collapse and you will lose the battle. When a series of battles is over, your HP will be fully replenished.
Power- This is your hero’s attack power. The higher attack power the more damage you can inflict on enemy monsters causing their HP to drop during a battle.
Agility-This is the hero's agility. The higher the value,The likelihood of rare monsters escaping during encounters decreases.Additionally, you can boost the success rate of ‘escaping’ during battle.
Intelligence-This is the hero’s intelligence. An increased level of intelligence correlates with a higher probability of success when utilizing the double-up feature with battle earnings. It also minimizes the reduction in durability value.
Luck- This is your hero’s Luck. Luck determines the frequency and quality of treasure chest drops. The higher the number, the more likely you will find better treasure chests.
Efficiency- This is how much your hero can earn. The higher the efficiency, the higher the revenue per energy consumed.
There are 5 archetypes of heroes. Depending on the hero’s archetype as well as the enemy monsters, the damage you character can inflict during battle will be affected.
Fire
Fire is strong vs air, weak vs Water
Water
Water is strong vs Fire, weak vs Air
Air
Air is strong vs Water, weak vs Fire
Light
Light is strong vs Darkness, slight edge vs Fire, Water and Wind
Darkness
Darkness is strong vs Light, slight edge vs Fire, Water and Wind
If you battle vs the same element, there is no advantage.
Heroes come in 5 different rarity classes. When a hero is minted, the value of each status is randomly selected between minimum and maximum. Heroes of the same rarity class may have individual differences and their status may vary greatly.
Common
10
100
Uncommon
80
180
Rare
150
350
Epic
280
630
Legendary
500
1120
Heroes are sometimes randomly equipped with weapons and helmets (including hats) when they are minted. These heroes possess the following special abilities:
Heroes Carrying Weapons: Heroes armed with weapons can occasionally deliver critical attacks. During a critical attack, the damage inflicted by all attack commands is doubled.
Heroes Wearing Helmets (including hats): Heroes wearing helmets can occasionally block attacks from enemies. When a block is successful, the damage taken from the enemy is halved.
※Collaboration heroes are subject to all the above effects, regardless of whether they visibly carry weapons or helmets.
Players can level up their heroes by using tokens. Each time you “level-up”, there will be a cooldown period.
The amount of tokens required and the time needed to level up increases with the hero's level. The cooldown period to level up can be reduced by spending more tokens(Genesis Realm:0.06 CCP per minute, Origin Realm:0.05 bCCP per minute).
0
1
-
60
1
2
-
120
2
3
-
180
3
4
-
240
4
10
10
300
5
6
-
360
6
7
-
420
7
8
-
480
8
9
-
540
9
30
30
600
10
11
-
660
11
12
-
720
12
13
-
780
13
14
-
840
14
45
45
900
15
16
-
960
16
17
-
1020
17
18
-
1080
18
19
-
1140
19
60
60
1200
20
21
-
1260
21
22
-
1320
22
23
-
1380
23
24
-
1440
24
80
80
1500
25
26
-
1560
26
27
-
1620
27
28
-
1680
28
29
29
1740
29
100
100
1800
30
-
-
-
31…..TBA
*In the Origin Realm, OAS costs are reduced to 1/10.
As you level up, you earn points that can be distributed to your character's attributes.After Level 21, even more points can be earned.
Common
60
90
120
270
Uncommon
80
120
160
360
Rare
100
150
200
450
Epic
120
180
240
540
Legendary
150
225
300
675
The higher the level or rarity of the hero, the higher the cost of recovering durability. Heroes lose durability when battling enemy monsters. Continuing battling without recovering will reduce the efficiency stat by two points.
At 50/100 durability, the hero's efficiency drops to 90%. At 20/100 durability, the hero's efficiency drops to 10%.
Heroes have a lifespan (Life).
The maximum lifespan (Life) is determined by the hero's rarity.
Every time a hero takes damage from enemy monsters in battle mode, its lifespan (Life) decreases.
A hero that depletes its entire lifespan (Life) becomes incapacitated (also excluded from the energy count).
Common
300
Uncommon
325
Rare
350
Epic
375
Legendary
400
Heroes in the user's possession may rarely become ill.
There are 4 types of ailments, which can be caused during battle or randomly by taking certain actions.
A hero who contracts a sickness will have a limited life expectancy, and when that day arrives, the hero becomes incapacitated (Keep in mind that hero will be excluded from the energy count (will be explained further)).
If a hero has more than one ailment, the ailment with the shortest life expectancy is given priority. Additionally, when a hero is ill, symptoms manifest for each ailment.
Cursed
10
May be contracted during gameplay upon being attacked by cursed types of monsters.
A specific probability that damage during an attack will result in zero damage (Miss).
Virused
30
May be contracted during gameplay upon being attacked by virus types of monsters.
Earnings decrease when an infected Hero is in the party. Additionally, there's a specific possibility of other heroes getting infected daily.
Poisoned
5
May be caused during Casting (Minting)
Both heroes used for minting are infected.
Wounded
10
May be contracted to Heroes that are selected in the party during battle.
Maximum HP during battle is reduced.
Heroes who become ill can be treated by using special remedies. The number of remedies used depends on the rarity of the disease.
These special remedies can be obtained from treasure chests and the unneeded portion can be sold at the store. They can not be sold or bought at the MarketPlace.
Cursed
Holy Water
Virused
Antibiotics
Poisoned
Antidote
Wounded
Potion
Common
10
Uncommon
20
Rare
30
Epic
40
Legendary
50
An incapacitated hero can be revived by consuming another hero and a special item (Phoenix Feather).
Resurrecting (Reviving) an incapacitated hero restores his life and makes that hero available for use.
The hero you use to consume must be at least level 10 and of equal or lower rarity than the hero you're trying to resurrect (revive). You can't use a hero with a higher rarity than the one you're reviving, and heroes with zero lifespan (life) cannot be used.
The amount of lifespan (life) restored depends on the life, level, and rarity of the hero being used. Lifespan cannot be restored beyond the maximum limit of the hero being resurrected .
Common
10
Uncommon
20
Rare
30
Epic
40
Legendary
50