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Top Heroes – Guide to Villager System

Villager System for Newcomers

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New villagers came knocking around, and a new building just dropped. The old ones suddenly disappeared, leaving the building empty and the economy crumbling.

The old system was fine with few people; now that they have been snapped away, new ones have been coming in and will be coming regularly too, to take refuge. Little do they know, life in this village is not going to be easy on them.

Welcome George, welcome to your new home!

They have come with their own guidelines. Not hard to grasp, but tricky are these new villagers. It will take some time to turn them from fleeing from monsters to Lord worshippers. All in a day’s work.

Each villager has got its own traits, so nice of them to come to these forgotten lands with their uniqueness. Should be a fun play with so many of them available.

A fancy looking Julian catches the eye. Lets see what he brings.

Interesting. Julian brings 2 traits, so he can serve under 2 different buildings, benefiting the Lord in multiple ways. But, to upgrade Julian, depending on his ilk and brethren, right now only 1 can be upgraded (the one with the green arrow beside it). It’s very interesting. This means that right now normal Julian can be put in Monastery or Nature statue, but the upgraded one is suited for Monastery. Each Julian comes with 2 traits, which is going to be a massive problem when deciding where to put him. This Julian comes recommended for Monastery. So if you do not want to do anything, just do Quick Dispatch – no headache, no worries and he will go to Monastery. But if you are an OCD Lord, an optimizer Lord, prepare to have headaches squared.

To upgrade, Julian needs another similar Julian and at the end only the winner will survive. So 1 is gone to upgrade the other. At higher levels of upgrade, Julian might even need to eat more of his kind.

Oh Julian, my dear Julian, what have you walked into… You should not have come here.

This means that the Lord’s work will be quite increased. To get the best out of these new villagers, the Lord will have to read each trait, then decide where to put them to work, and when it comes to upgrading, even decide what skill to upgrade and then where again to put them to work. Each building can hold a maximum of 4 villagers and the output depends on their levels too. Very bad move, Julian, very bad move…

This is going to affect Lord’s power, fight power and passive power both. It might even have an effect upon being War Lord or Harvest Lord. Lord’s resource production has already tanked and it will keep taking a hit, unless these villagers are added and kept on being upgraded optimally. If doing Quick Dispatch, it will take even more time to get back to prior levels. Even the buildings which were working by magic will now need these puny villagers to work well. In the earlier days (before the update), adding villagers would add a fixed value to the output of the building. Now it’s going to be a percentage benefit. This means to have a substantial difference or increase, you need to sacrifice so many Julians per building.

More friends for Julian.

Yes, Josh, welcome. Soon you will admire me no more.

Oh you poor poor Charles… You have not yet seen the world!

The only truthful one. I like Mike. Remind me to not sacrifice Mike.

Upgrading the Villagers

It takes 2 villagers of the same kind to come together and merge and combine and do things to give a better villager out. But that is only for 1 trait. Each villager has 2 traits.

Meet Larry, the miner. Upgraded Larry with another Larry like person, who had the common trait of “Increase Mine Yield” and only that trait got upgraded. The other trait, “Horde Hero Attack” is still at lv-1.

The maths is quite simple, it is a power series for the upgrade.

To get to the next level you need 2 Larry of the current level. Max level (we assume to be) lvl-10, so you would 2 to the power 10 (2^10) lvl-1 Larrys to get 1 trait to be lvl-10. 

  • That equals 1024 lvl-1 Larry.
  • 2 Еraits per Larry
  • 4 Larry per building
  • 27 buildings with 4 Larry, 5 Queue buildings with 1 Larry = 28 building with 4 Larry +1 Larry
  • (28 buildings * 4 villagers * 2 traits * 1024 lvl-1 Larry) +(1024 lvl-1 Larry) = 

230,400 lvl-1 Larry

  • Initial lvl-1 Larry’s  received (with extra tickets included) = 66
  • Remaining lvl-1 Larry’s = 230,344
  • Lvl-1 Larry (foolishly) arriving (for freedom and salvation ) each day = 3No. of days to max out all traits of Larry to lvl-10 = 76,778 days

There are some Larry’s who are identical, whose trait 1 and trait 2 are same so combining them will reduce the values somewhere.

Hopeless Hope of Light – Since these Larry & Julian are adding value in terms of % and not at a flat rate, hope is that at higher levels of Larry with higher %, we might see the benefit.

Some Notes

  • 3 villagers will arrive daily, appearing at 12:00 AM server time, with a maximum of 18 villagers waiting outside your village.
  • Villagers can be obtained through Adventure Rescues, Villager Visits, and Recruitment.
  • Once the castle reaches level 7, up to 3 villagers will visit the village entrance daily. Accepting them will add them to your population. The entrance can hold a maximum of 18 villagers at a time.
  • Villagers have unique skills, which can be upgraded by merging them with another villager of the same level and skill. The consumed villager will be lost in the process.
  • A villager’s combat power and skills only activate when they are assigned to the correct building.
  • Upgrading a villager requires consuming another villager with the same level and same skill.
  • If no same-level villager is available, multiple lower-level villagers can be combined to upgrade. You can check progress in the upgrade menu.
  • Dispatched or locked villagers cannot be used for upgrades.
  • Villagers have unique skills, each affecting combat power differently.
  • Skills only activate when villagers are assigned. Active skills provide combat bonuses.
  • Skills apply only to their designated buildings. Assigned villagers will activate their effects.

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