Building progresses from 1-10 LEVEL.
You can only grow 5* heroes (1 per 3 months) //
Each level of temple increases speed of creation (limit of heroes grown remains same)
provides random daily bonus in gain 5-20% from various options (food, iron, recruits, experience, chance of troops, chance of 1*2 heroes , gems from rewards, research time reduction, training time reduction) ,
Each level of temple offers new possible researches for hero special skills. After you choose research, QUEST opens with objective ( for example : defeat 100 heroes with this kind of skill to learn knowledge)
Skills are more vanilla than exotic ( idea is to provide f2p players with hero skills, which they need most at 5*, while for big spenders, they have another niche thing to develop and spend)
Once you finish quest and hero was devoted in temple for enough time, you can recruit him ( activation requires 1 4* ascension item of each type (excluding tome of tactics) , 20 training manuals + 50 embles of unlocked talent class. Hero starts as lvl 1.
If you are unhappy with how hero turned out, you can put him back into temple for 1 month to develop other subskill (hero limit of recruited at 1 is postponed for 1 month). Nothing else will change for this hero.
Hero power is somewhere between Vanilla and HOTMs (weaker then premium or seasonal portals)/ random attack/ def/ HP stats.
-Hero talent and subskill is random (unless you pay with gems - 1000 gems each - option for big spenders)
Name is random (from lesser known people from history.) Big spenders can pay 400 gems to decide on their own, which of the available names will be taken.
Hero ability consists of one main skill and one subskill (researches till lvl 5 with lesser strenght). Your main skill can also be from researches lvl 5 and bellow, but with added strenght. Hero is limited to only 1 damaging ability and or 1 healing ability. Ability with slower speed decides HERO casting speed!
OPTIONS to choose from :
TEMPLE lvl 1 : (FAST SPEED)damaging spell to target, attack boost to caster, minion for caster
TEMPLE lvl 2 : healing for caster, spell defense for caster, defense down to a target
TEMPLE lvl 3 : (AVERAGE SPEED) damage to nearby enemies, cleanse for caster, dispel for target,
TEMPLE lvl 4 : healing for nearby alies, defense for nearby allies, minions for nearby allies,
TEMPLE lvl 5 : (SLOW SPEED) damage to all targets, healing for all allies,
TEMPLE lvl 6 : (FAST SPEED) defense for all nearby allies, attack up for nearby allies, regen HP for nearby allies, increase mana regen for caster
TEMPLE lvl 7 : (AVERAGE SPEED) attack up for all allies, defense up for all allies, counter attack for nearby allies, minions for all allies
TEMPLE lvl 8 defense down to nearby enemies, protection from element for nearby allies, any sort of DOT dmg to nearby enemies (water, fire, poision, sand, blood)
TEMPLE lvl 9 gives small amount of mana to all allies, increase mana regen to all allies, cleanse for nearby allies, dispell for nearby allies
TEMPLE lvl 10 (SLOW SPEED) 30% resurrection for nearby allies with 15% HP, HP boost to nearby allies, shared dmg allies, shared dmg enemies, nearby enemies cant cast special.
All Values are slighlty lower than usual heroes.
For example dmg to target is 380%, damage to 3 at average speed is 240% or 285% to target and minor to nearby or 220% dmg to all enemies at slow speed.
EXAMPLE OF HERO :
ELEMENT : YELLOW
ATTACK : 723
DEFENSE : 704
HP : 1310
AVERAGE SPEED :
SPECIAL : DEALS 240% to target and nearby enemies (lvl 3 subskill).
Nearby allies regen 320 HP over 3 turns
(this skill of HP regen is fast speed = as shown in lvl 6 main skill) but since subskill is slower, then hero special is of that speed = AVERAGE
SEEMS usefull as well as for f2p as for whales Everyone will be holding breath how hero will turn out in the end (talent, element, subskill and stats wise) = exciting feature
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