The Champion System & Hero Capture¶
Each faction has a Champion/Hero — a powerful creature that spawns at the faction altar in waves, can be captured and held for ransom, and drives the ransom economy.
Altars & Spawns¶
Each faction's altar sits just outside its stronghold, accessible to anyone. Altars display a skull-based progress ring (16 skulls total):
- Red skulls = stages completed
- White skulls = progress within the current stage
- Full ring of 16 red skulls = altar is locked (champion is out or being held)
| Faction | Altar Location |
|---|---|
| Holy Order of Trinsic | 2003, 2747, 30 |
| Yew Militia | 534, 990, 0 |
| Vesper Trading Co. | 2760, 982, 0 |
Spawn Cycle¶
Altars spawn the champion in waves:
- Idle — altar at rest, 0/0 progress
- Waves 1–3 — three waves of minions; each wave defeated adds progress
- Wave 4 (Champion) — the champion itself appears
- Champion Defeated — champion falls and can be captured
Once a faction's champion is captured and held, the altar locks. It unlocks only when the hero returns home.
Capturing a Hero¶
When the champion yields (drops to 0 HP), a timer starts. Escort the hero to your faction's capture cell at your home base. Once the hero reaches the cell, it is imprisoned. A broadcast announces the capture faction-wide.
What Capture Means¶
Important: Capturing a hero does NOT transfer town ownership. The captured faction still controls their home base and all its functions. The captor gains:
- Gold drop multiplier: +1 tier of bonus gold drops (passive)
- Ransom negotiation rights (see Ransom Negotiations)
- Prestige: the captured faction's heroes cannot be retamed until ransomed or escaped
Penalties While a Hero is Held¶
The victim faction suffers:
- Town bonuses zeroed — all bonuses from controlled towns are lost
- Ransom pressure — negotiations for return of the hero
- Auto-return timer — 72 hours; unpaid captive rations bring this forward 12 hours per unpaid day
Rescue & Return¶
Faction members of the victim can break open the cell door to free the hero. Once freed, the hero must be led home within 30 minutes or walks home alone. A hero at ≥50% health can be walked back voluntarily.
Auto-return: If held for 72 hours unpaid, the hero returns home on its own.
See Daily Upkeep for information about captive rations costs.