Heroes
The following are commander abilities known by all heroes. Commander abilities last for a limited time on the affected units. Every hero or hero team also has a general ability that is a permanent passive ability that affects all applicable units.
- Charge: Grant nearby friendly units increased movement speed and dodge chance.
- Inspire: Increase the damage and armor of nearby friendly units.
- Rally: Heal nearby friendly units.
- Stand Your Ground: Remove stunned from nearby friendly units and grant them Iron Will (immunity to fear and beauty effects) and Stalwart (immunity to stunned, chilled, and slowed debuffs).
All heroes have Iron Will, which grants them immunity to fear and beauty effects.

Hot headed Naya hails from the town of Lighthaven and lost
her mother in the fighting at the age of nine.
Bearing a magical cloak that teleports her away from danger,
and two enchanted crossbows, one of which drains mana from spellcasters and one
of which can fire a large piercing bolt, Naya is always prepared for battle.
BOOK SPOILERS
After the Three Shadow Kings War, Naya honed her craft and became a master marksman, ensuring she didn’t miss.General Ability: Marksman: Your units have increased accuracy and their accuracy cannot be reduced except for fear and beauty.
Mid-level hero. Alternates between attacking with Ballista and Spellseeker. Has Spellseeker passive ability with no cooldown that drains mana from spellcasters hit. Has Ballista ability that makes next attack from Ballista fire a piercing attack. Has Cloak of Protection ability that blocks next attack. Has dodge chance.

Feisty paladin Serena Dragontamer hails from a long line of
dragon tamers in Lilzeria. Serena travels with her wyrmling pet Icetongue, a
gift from her father, on her journeys.
A graduate from the Paladin’s Academy in Sanos, Serena has grown into one of the greatest heroes on Ylinthia.

Kh’eth Drakth’a hails from Letem, a country mostly inhabited
by undead. Most of the living population of the country share Kh’eth’s race of
Banshani. The male Banshar and female Banshees are immune to the harmful
effects of necrotic energy unlike other living creatures. They can turn
incorporeal, gaining the ability to fly by floating through the air. Unlike
other necrotic creatures like undead or conjured specters, Banshani are not
negatively affected by holy mana as they are living people.
Never using his race’s ability to emit a sonic screech,
Kh’eth instead focuses on his training as a Divine Fist, a martial artist
attuned to either holy mana or one of the elements of mana. Taking the path of
ice, Kh’eth pummels his opponents in a flurry of icy fists.
Unable to be harmed by their deathly energy, the undead fear Kh’eth. Tales are told of the battle between Kh’eth and a large group of liches, Kh’eth not receiving even a minor scratch from the battle.

The young king of Griffony possesses the strong faith shared
by his countrymen. Bearing a sword containing a shard of a Gem of Light, Mark
destroys Shadows with ease. His shield bears a similar shard and protects him
from spells.
Mark Griffon rarely enters battle not riding his loyal griffon, Bluebeak. Together the two soar through the skies, fighting the enemies of Griffony and protecting Mark’s people.
General Ability: Master Riders: Your cavalry and flying cavalry units deal more damage and have more health. Also reduce the bonuses enemy spear and ranged units have against their respective roles of your units.
Warrior cavalry hero. Deals increased damage against Shadows. Has Managuard ability that cancels the next spell cast on Mark.
The paladin Jacob Lightbringer hails from the town of Lighthaven, razed by Shadows when he was young. Having lost his father in the battle, Jacob’s blood boils at the thought of Shadows. Possessing an unshakeable will, Jacob will fight to the last second, yielding to no foe.
General Ability: Resilience: Your units have more health and gain the Stalwart (immunity to stunned, chilled, and slowed). They also gain the Last Stand ability, making them last for a short time when they reach 0 health before being removed from the game.
Warrior hero. Has Heroic Paladin Heal spell that heals friendly units in an area. Heals more than normal heal spell. Has Last Stand ability and lasts longer than unit version. Deals increased damage against Shadows. Has Light spell that increases visibility. Has Restoration spell that removes a debuff from a friendly unit. Has toughness (chance to reduce damage to 0).
Lizzy Royale is a Celestial, the descendants of Angels who
remained on Ylinthia and became mortal, who hails from a noble family.
Lizzy is one of a small number of master healers on the face
of Ylinthia, most of them being of the Celestial race. Mortal healing magic can
only be used to heal wounds and broken bones. Master healers are the most
powerful mortal healers and can heal back missing limbs, surpassing paladins in
healing power.
Similarly, restoration magic can be used to remove poisons
and similar effects. Master healers, while their power is still only a fraction
of the power of Jesus, can cure sicknesses and diseases.
BOOK SPOILERS
Bearing the original armor, sword, and shield of
The Sentinel, Lizzy glows with a radiant aura, empowering nearby allies with
divine courage and strength and weakening the forces of evil around her.
General Ability: Radiant Aura: Your units near Lizzy take less damage, deal more damage, and have increased accuracy. They also gain the Iron Will (immunity to fear and beauty) ability. Enemies near Lizzy take more damage, deal less damage, and have decreased accuracy.
Warrior hero. Has Heroic Master Heal spell that heals friendly units in an area. Heals much more than regular heal spell. Has Beauty passive ability that makes male units have less accuracy against this unit.

BOOK SPOILERS
The Angelic Sentinel was the former guardian of the Eye of
Terror, the prison of the Shadow Wraiths. After being slain and raised as one
of Zandryx’s minions, The Sentinel eventually returned to life.
Bearing a powerful magical shield that can slow projectiles
and spells to a halt and render them useless, The Sentinel now wanders Ylinthia
as the self-proclaimed “Protecter of Ylinthia”.
General Ability: Vigilance: Your units build faster. In addition, The Sentinel returns from being defeated faster.
Warrior hero. Has Heroic Paladin Heal spell that heals friendly units in an area. Heals more than normal heal spell. Deals increased damage against Shadows and undead. Has Restoration spell that removes a debuff from a friendly unit. Has Shield of the Sentinel ability that makes The Sentinel and nearby friendly units immune to ranged attacks and spell attacks.

First of his family to sit on the Lilzerian throne, the
merciful Draethon Shadowwhisper was elected when the previous ruler left no
heirs.
Though he hails from a noble house, Draethon shares a
connection with the lower and middle classes, bringing a humble approach to
rulership rarely seen.
Bearing his family’s ancestral blade, Winter’s Chill, able to freeze anything it touches, Draethon serves as the Riddocian Alliance’s high general.
General Ability: Riddocia's Finest: Your units deal more damage and have more health, but cost more.
Warrior hero. Has Winter's Touch passive ability that chills enemies hit. Has Winter's Bite ability that freezes (cannot act) the next enemy hit.
The sorceress supreme of Lilzeria and wife of Draethon,
Ilyen is one of the most powerful spellcasters on Ylinthia. From her demeanor,
however, you would never know it. Dismissing all royal staff, Ilyen cooks her
family’s food and cleans their royal home like a normal housewife.
When Lilzeria goes to war, Ilyen joins her husband on the battlefield, defeating the enemies of Lilzeria in a storm of ice and cold.
General Ability: Sorceress Supreme: your spellcasting units have more health, deal more
damage, their durations are increased, and their range for their
attacks and spells is increased.

Quae’ela Sundancer is princess of the Riddocian state of
Tethelor, though she shares little in common with her haughty Elven people.
Quae’ela would rather be on a dirt path in the middle of the forest than a
crowded city.
The nature loving Elf wears gloves given to her by her Aunt Ilyen, able to conjure weapons and tools out of thin air made of various types of energy.

Jobius Tahzarek is a seeker of knowledge, an assistant to
his father who is a professor of history, and now a hero of Ylinthia. The
Spellsword knows a little about a lot and possesses many skills.
Bearing a blade that can silence a spellcaster, preventing them from casting spells, and a Dwarven pistol able to fire pools of lava, Jobius enters battle with a sharp wit and a joke at the ready.
General Ability: Efficiency: Reduce the mana cost and cooldown of your unit's abilities and spells and the cost of your upgrades.
Mid-level versatile hero. Has Silencing Blade ability that prevents enemies hit in melee from casting spells. Has Lava Pool ability that deals high damage in an area. Has Dispel Magic spell that removes a buff from an enemy unit.
BOOK SPOILERS
Gareth Shadowsbane III is the most powerful paladin alive on
Ylinthia. Bearing the mighty holy blade Light’s Victory, the only weapon
capable of destroying The Shadow King, Gareth is a mighty ally of good.
Gareth took on the mantle of The Tower after being
physically corrupted by Shadows. After he had been purified and returned to
normal, he continued to wear the armor of The Tower.
A mighty wall of armor, Gareth is a bulwark in battle,
suffering little damage through his heavy defenses.
General Ability: Bulwark: Your units have more armor. Vanquisher of Tyrants: Your units and The Tower deal more damage to titans.
Warrior hero. Has Heroic Paladin Heal spell that heals friendly units in an area. Heals more than normal heal spell. Deals increased damage against Shadows. Has Deflect passive ability that lowers accuracy of attacks against The Tower. Has Blinding Flash spell that lowers the accuracy of nearby units.

The Boron brothers Pete and Joe Ork hail from the town of
Lighthaven. They work for a band of Shadow hunters, sharing the seething hatred
for Shadows that most from the town bear.
An expert hunter, Pete hunts his quarry with his loyal pet
boar Choppy by his side.
The strong armed Joe enters melee with Choppy while Pete
provides covering fire.
Together the three work together as a cohesive fighting force, Choppy protecting the brothers from harm as best he can.
General Ability: Master Hunters: Increase your starting and max population.
Mid-level hero. Has half health and damage of normal hero. Has Teamwork passive ability that increases damage while near Joe and Choppy. Has Enrage ability that increases damage when Joe is defeated. Has critical chance (chance to deal double damage).
