The Full Wiki

Hero: Misc


Did you know ...

More interesting facts on Hero

Include this on your site/blog:


Up to date as of February 02, 2010

Memory Beta, the wiki for licensed Star Trek content.

Series: Enterprise
Author(s): Lorraine Anderson
Publication information
Printed: Strange New Worlds 8
Date: 2153/4


The short but sweet tale of the final days of Enterprise's ships janitor James "Jimmy" Horn, and how he gave his life in the line of duty.

In 2153/4, Jimmy was cleaning Main Engineering when a spatial distortion hit, causing part of an engineering component to become exposed. Jimmy was injured, and quickly used his sweeper to seal the hole until a repair could be made. Later Jimmy awoke in Sickbay, and Phlox told him that he was "very sick," mortally injured. Finally, he drifted off to sleep, with the assurance that he was a hero.



  • Lorraine Andersons first Star Trek fiction to be published, she didn't even expect it to be accepted at a mere 900 words.
published order
Previous story:
Egg Drop Soup
Strange New Worlds 8
Next story:
chronological order
Previous Adventure:
Memory Beta Chronology Next Adventure:
Previous Adventure:
Pocket Next Adventure:
Previous Adventure:
Voyages of the
Enterprise NX-01
Next Adventure:

This article uses material from the "Hero" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Hero may refer to:

This article uses material from the "Hero" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki


This article is about the NPC type named Hero. However, the game often also refers to the player's character as a hero. For information on the user interface panel named Hero, see Hero Panel. For the PvP title of the same name, see Hero (Title).

A hero is a computer-controlled party NPC accessed through the Guild Wars Nightfall campaign or the Guild Wars Eye of the North expansion pack. Unlike henchmen, heroes are customizable by the player, including their weapons, armor, and, most importantly, their secondary profession and skills.

Each player can add up to 3 heroes to their party. There is no limit to the number of heroes that can be recruited, but the quests to recruit certain heroes (such as Acolyte Jin and Acolyte Sousuke) during the Nightfall storyline are mutually exclusive. However, upon completing the final mission (Abaddon's Gate) the 3 additional heroes that were not chosen can be recruited by talking to them in the Throne of Secrets and taking their quests, which require no more than speaking to a related NPC.

In addition to the customizability, players are able to command their heroes to "Fight", "Guard" or "Avoid Combat".

Recruiting a hero

Heroes can be recruited throughout the Nightfall and Eye of the North storylines by completing specific quests. Some heroes are mandatory to advance the storyline, others are not. When recruiting a hero through a quest, that hero becomes available for the character who completed the quest.

Most heroes are recruited through the primary quests of the Nightfall storyline, but some can also be recruited from side quests. Sometimes the player needs to select between two heroes, but after completing the final mission of the storyline the player will have access to quests to gain the missing heroes.

Forming a party with a hero

After recruiting one or more heroes you may add those heroes to your party when in a town or outpost. If your party has room for more party members, the party window will have an interface button to add heroes to the party. Each player may add up to three heroes at a time. You can also use the Party List to add and kick heroes.

Heroes are allowed everywhere where the party can be joined by henchmen, including Guild vs Guild and Hero's Ascent. In addition, heroes are also allowed in the Realms of the Gods and the Elite Missions.

Developing and customizing a hero

Experience and Level

Heroes in a party gain experience and levels, just as a player character does. If a hero's level is lower than the level of the player whose hero it is, the hero gains a larger amount of experience from each kill than a player normally does (5x the normal amount). Heroes in the party also gain experience for missions and quests that the player completes. For the sake of experience calculation for the players, heroes count as regular party members.

In addition to the regular hit points, energy and attribute points, the heroes also gain better armor when they advance in levels. The heroes also gain the extra 30 attribute points by reaching certain levels. They gain the first 15 when advancing to level 10 and the rest when advancing to level 15.

Note that heroes can, contrary to the official guide, have a higher level than the player. This used to usually only happen in relatively rarely, e.g. either when the hero started at a higher level than the player, or when the hero is close to leveling due to a quest reward. But with Eye of the North, it is now easy for low-level characters to acquire level 20 heroes. Heroes can also gain a higher level if they manage to kill enemies while the player is too far to gain experience from those enemies.

Heroes do not gain experience from combat while dead, however they do gain experience from quest rewards while dead.

Note that accepting quest rewards can be used to quickly level-up your lower level heroes. Be sure to have the heroes that need the experience in your party when accepting the reward.


In your Skills and Attributes panel (open by default with 'K') you can see icons for all heroes that you have in your party. By clicking on the icon of a certain hero you can manage the attributes of that hero. When you recruit a new hero you should check if the attribute set up is what you want it to be. Also, remember to assign all newly gained attribute points when the heroes gain levels.

As with your own attributes, you can use a hero's unused attribute points to raise an attribute at any time, but you can only lower an attribute in a town or outpost.

As already explained above, heroes gain the extra 30 attribute points in two sets just like the players. They gain the first 15 when they reach level 10 and the rest when they reach level 15.

Secondary Profession

In the Skills and Attributes panel you can also change the secondary profession of your heroes. This changes the attributes and skills available to be used on the hero.

  • Your heroes may use any secondary profession, including professions from campaigns that you do not own. For example - If a player owns Nightfall but not Factions, any of their heroes can use Ritualist or Assassin skills as a secondary profession even though their character cannot access these skills or buy them from a skill trainer.
  • The only way to teach your heroes additional skills from these professions (that are not accessible to your character) is with Hero Skill Points.


Each hero comes with an initial selection of skills. These skills are automatically unlocked when you recruit the hero.

You may freely change the skills used by your hero in the Skills and Attributes panel. It is important to note that heroes automatically have access to all skills that are unlocked on the player's account, including elite skills. This is a great incentive to unlock all skills (UAS) on your account for maximum flexibility.

On top of that players may unlock skills for their heroes by using hero skill points at a hero skill trainer. Unlike normal skill trainers these hero skill trainers charge no gold, only hero skill points, and will teach you and your heroes to use the skill. When you have used all of your hero skill points, the hero skill trainer will offer to convert one of your skill points to a hero skill point for a fee. Skills for all professions are available in this way from the hero skill trainers, including those not available to your player character.

Some people have speculated that the order in which skills are placed in the hero's skill bar can alter their effectiveness, saying that the hero AI prioritizes the left-most skills in their bar. However, there is currently no concrete evidence that this is the case.

Because they cannot be unlocked, most PvE-only skills, such as celestial skills, Disarm Trap, Lightbringer's Gaze or Sunspear Rebirth Signet, cannot be used by Heroes. The only exceptions are the Junundu skills.


Heroes' armor cannot be dyed or manually replaced. The base stats of heroes' armor is upgraded automatically as they level. In addition, it can be upgraded with runes and Insignia. All hero body armor comes without insignias and runes.

Profession Armor level
Monk, Necromancer, Mesmer, Elementalist, Ritualist level * 3
Ranger, Assassin, Dervish level * 3 + 10
Warrior, Paragon level * 3 + 20

Hero armor cannot be removed, nor can it be destroyed via salvage attempts. As a result of this, Runes and Insignia can be applied and salvaged at will with no risk of accidentally destroying your Hero's armor.

Hero headgear has the Item's attribute +1 (Stacking) property. What this means is that the headgear provides +1 to the attribute of whatever rune is applied to the headgear. If the headgear does not have an attribute rune in it, it provides no attribute bonus.

For the purposes of the Prophecies campaign, hero armor is always considered 'infused'. If you are not infused yourself (and are in an area where people normally aren't) and you find yourself against the mursaat, consider finding a partner who also has heroes, and top out your party with heroes.

From the official heroes guide:

"The top half of the Inventory panel includes an inventory interface (a "paper doll") showing your character or a Hero, along with the [...] armor that character or Hero is carrying.
You cannot replace a Hero's armor through the Inventory panel. A Hero's armor level improves as the character gains levels. Certain quests may change the appearance of a Hero's armor. In the retail version of the game, you can use Runes to alter a Hero's armor, but you cannot use Dyes to alter its appearance."

In addition to the default appearance, each hero has an additional armor style that can be unlocked (with the exception of M.O.X. whom uses Dervish Avatars instead). Some heroes have armor that does not share the appearance of the standard PvE armor of the same name, instead having a unique appearance.

Players may update the visual appearance (not the stats!) of their heroes' armor by giving reward items from the following Challenge Missions to hero armor NPCs:

Challenge Mission Reward Item Hero Armor Upgrade Available for Heroes
Dajkah Inlet Stolen Sunspear Armor Elite Sunspear armor Koss, Dunkoro, Melonni, Acolyte Jin, Acolyte Sousuke
Remains of Sahlahja Ancient Armor Remnants Ancient armor Tahlkora, Zhed Shadowhoof, Margrid the Sly, Master of Whispers, Razah
The Shadow Nexus Mysterious Armor Piece Mysterious armor Norgu, Goren, General Morgahn, Zenmai, Olias
Gate of Anguish1 Primeval Armor Remnants Primeval armor all Nightfall heroes
Glint's Challenge Cloth of the Brotherhood Brotherhood Armor all Eye of the North heroes
Slavers' Exile Deldrimor Armor Remnant Deldrimor armor all Eye of the North heroes
  1. Primeval Armor Remnants are dropped in an explorable area instead of challenge missions.

Once a hero's armor has been upgraded to a specific prestige version once, the appropriate hero armor NPC can switch that hero's armor between the default version and any prestige version already acquired at no additional cost.

The hero armor upgrade also allows the hero to be placed in the Hall of Monuments.

See also: Category:Hero armor galleries


From the official heroes guide:

"The bottom half of the Inventory panel shows your inventory items; your character and all your Heroes share that same inventory. The top half of the Inventory panel includes an inventory interface (a "paper doll") showing your character or a Hero, along with the weapon, armor, and shield or focus item that character or Hero is carrying.
A menu at the top of the Inventory panel can change the character or Hero shown on that inventory interface. After you've selected your character or a Hero, you can move a weapon, shield, or focus item from your shared inventory to that character or Hero (or move them back).

Heroes share their inventory with their master and can use their master's weapons, including customized weapons. The 20% damage bonus from the customization also applies to the heroes.

Unlike their armor, the heroes' weapons do not upgrade automatically, but you have to upgrade them manually. To do that, simply give them weapons that you have obtained from loot, from collectors, from weaponsmiths or any other way.

A character from another campaign than Nightfall will be given a set of better initial weapons when they recruit the first few heroes in the nightfall storyline. These weapons will be placed in the character's inventory. You need to manually replace the starter weapons with the enhanced versions.

The original weapons for some heroes (verified for Livia and Xandra) cannot be placed in storage.

Ranger Pets

Any hero with ranger as primary or secondary profession is able to tame any animal as a pet (except Rainbow Phoenix) , and the process for taming the animal is the same as for a player's character.

Simply equip Charm Animal in the skill bar of your hero ranger and activate it as the ranger's next skill to be used. You will need to get your ranger to target the animal by first selecting the animal yourself and then using the targeting button at the left of the hero skill bar to get your hero to target it too, the hero AI should then move the ranger to the animal and charm it.

Once charmed the animal will be a companion to the hero whenever the hero has the Charm Animal skill equipped.


  • Heroes will spam Comfort Animal when their pet gets attacked regardless of their attribute in Beast Mastery.
  • A hero's pet cannot be renamed (unlike players' pets with the /petname command).
  • While charming an animal...
    • Set all your heroes to "Avoid Combat" mode or even better have them (except the ranger of course) move well away from the place where the animal is being charmed.
    • Non-hero henchmen should be moved out of the way to ensure they don't attack the animal during the charming process.
  • If you want a dire pet, make sure you review the method for evolving a dire pet for your hero prior to attempting to charm an animal for your hero.
  • It seems that the pet will only attack/defend if the hero owning the pet is not set on the 'Avoid Combat' mode.
  • Pet Tamers can be given hero pets as well as player pets, so you will be able to change the pets of your heroes.
  • Heroes used with a PvP character will always have an Elder Wolf as their pet.

Controlling a hero in battle

Hero commands

From the official heroes guide:

Nightfall includes commands you can use for controlling and directing your Heroes. Once you leave town with a Hero in your party, you can direct where that Hero travels using your Compass.
Under your Compass, you'll see a set of four flags. With the first flag, you can set a common destination for all of your Heroes and henchmen. To set a destination for them, click once on the first flag, and then click on the mini-map in the center of your Compass. All of your Heroes and henchmen will then walk to that destination. Double-click the same button can remove the destination flag from your compass. When you remove a destination flag for a Hero or henchman, that NPC no longer walks to that location; instead, the NPC returns to your location.
If you want to 'pin' all heroes and henchmen except a specific hero, you can place an 'all' flag to pin everyone, then place a flag for the specific hero you want to release, if you then double-click the specific hero's flag they will not return to the 'all' flag but instead follow you as though no flags were placed, the rest of the AI players will stay at the flag unless also freed this way.
When you look at your Party Members window, you'll see a list of Heroes in your party. (You can show or hide the Party members window by pressing "P.") Each Hero has a number in front of his or her name; each number corresponds to one of three numbered flags below your compass. You can set a destination for a Hero by double-clicking on the flag button with that Hero's number, and then clicking the Compass mini-map. Double-click the same button to remove the destination flag from your compass.
If you like, you can set a destination flag by clicking on the terrain in front of your character instead of using the Compass; when you do, a corresponding destination flag appears on your Compass."

Combat modes

There are three combat modes available that the players may assign to their heroes.

  • Image:Hero command Fight.jpg Fight: The hero will attack any enemy in combat with the party and any called targets. The hero will charge ahead of the party if necessary.
  • Image:Hero command Guard.jpg Guard: The hero will attack any targets that the party is attacking, but only if it doesn't require the hero to leave the guarded area, ie the player controlling the hero or the flag.
  • Image:Hero command Avoid Combat.jpg Avoid Combat: The hero will never attack and tries to avoid enemies. The hero will use non-attacking spells as usual.

Hero Control Panel

From the official heroes guide:

Outside a town or outpost, you can see more information about a Hero in your party by using a Hero Control panel; you can also use it to change that Hero's combat mode. A button to the left of the Hero's name in your Party panel opens (or closes) a Hero Control panel. Click and drag on a panel to change its location on your screen.
How much you use Hero Control panels is entirely up to you. You do not need to open Hero Control panels every time you play the game; instead, each panel gives you more information about and control over a Hero. Each Hero Control panel contains these elements:
  • The upper-left corner of the panel shows the Hero's name and picture.
  • The upper-middle of the panel shows the Hero's Health and Energy.
  • The upper-right corner has icons for selecting from your three choices of combat modes, as described above.
  • The bottom of the panel shows a small Skill Bar for this character. You can see when the Hero's skills are activated and watch to see how long they take to recharge.
  • Your Hero's AI determines when skills are used, but you can interrupt that routine by clicking on a skill on the Hero's small skill bar. By clicking on a skill, you prioritize that skill; you'll see a green check mark over that skill on the small skill bar. The Hero will not use any other skills until successfully using that skill. The Hero will attempt to use your target. You may also double-click on that skill to force the hero to execute it immediately. Additionally, it is possible to configure hotkeys for hero skills using the control options.
  • Directly under the panel to the left, you can see the Hero's Morale Boost (or Death Penalty), if there is one. Next to that icon, you'll see a list of Enchantments, Conditions and Hexes affecting that character.
  • When you call a target (that is, hold down "Ctrl" and double-click on it), all of your Fight Mode Heroes attack it. Guard Mode Heroes attack it if they're in range. Avoid Combat Mode Heroes do not attack it. The same condition applies if you assist with another character's attack (After a character in your party calls out an attack, you can assist with that attack by clicking on the target symbol next to that character's name.)"

Omitted from the Official heroes guide:

  • Your Hero's AI can be told to disable certain skills. This prevents the AI from using that skill unless you specifically tell it to (as described above). To do this, shift click the skill icon. A red circle with a slash through it will appear over the skill. Shift click again to re-enable the skill.

General Behavior

  • Heroes will only cast "maintained" enchantments (i.e. the ones with -1 energy upkeep cost) during combat; otherwise, they will be cancelled after a short delay. To stop them from cancelling, disable the skill (as explained above), and activate it manually. The only known exceptions are Mending, Divine Boon, Unyielding Aura, Blessed Aura, and Watchful Spirit.
  • When teammates die, Heroes will immediately use resurrection skills regardless of who else is using such a skill. For example, if you bring Rebirth on your heroes and a teammate dies, all of them will immediately begin to cast Rebirth and will not stop even if that person is alive. Therefore it's best to disable resurrections for heroes until they are needed.
  • Heroes will use the single-use Resurrection Signet on any dead party member, regardless if other dead members of the party have multi-use resurrection skills. Therefore it's best to disable it and cast it manually, after targeting e.g. a dead Monk.
  • Heroes will only use skills such as Death's Charge and Death's Retreat to heal instead of the skills' normal tactical usage.
  • When Hero Elementalists are given a skill that includes "nearby foes" or "adjacent foes" they will often charge forward and try to use these skills in the front lines.
  • Unlike human players, Heroes can switch and evaluate targets instantly, making Mesmer interrupt skills such as Power Drain an efficient form of interrupt and energy management for all heroes with a Mesmer secondary profession.
  • Heroes won't stop to (re)cast enchantments and spells when running. If you want them to maintain or cast enchantments, you will have to stop from time to time (for instance, a Necromancer hero will cast Jagged Bones on dying minions when not moving, but if you keep running, he will let the minions die).
  • Using a flag to direct a hero or clicking on a skill to make a hero use it will cause them to cancel their current action to follow orders. This includes canceling a skill they were using even if it's the same skill you selected.
  • Heroes with healing skills will heal all allies, with each type of ally seemingly having a different prioritization, in the order of party members first, then allies on the party list (including pets), and lastly allies not on the list (including minions). For these unlisted Allies, they will heal with Signets and Heal Area liberally, but only cast other energy heals when their energy is full. Thus, healing heroes won't waste energy healing minions during a heated battle.
  • When posted with a flag heroes will stay near that flag and attack monsters (or not) in accordance with their general orders, and will remain there even if the flag is no longer on your sphere of influence. If you clear the orders while they are not within your sphere of influence, they will follow their own footprints until they get to your footprints, then follow your footprints until they reach your Aggro bubble, at which point they will follow you again. Heroes that are posted with a flag and then reposted to a different spot will take the most direct route to that spot ignoring footprints. When footprint paths overlap, heroes will ignore the loop and follow the more recent footprints, getting to you faster. Thus, if you leave a posted hero behind that you then want to retrieve, it's better to redirect the hero with a series of flagged waypoints than to simply remove the orders.
  • This following of footprints has been noted to result in some strange occurrences, when players use Necrotic Traversal to cross impassable terrain, such as in the Frost Gate or Dunes of Despair missions. When heroes flagged to remain on the other side of a gap are unflagged after the controlling player has traveled far enough away, they will somehow cross the impassable gap and run to the player.
  • If a hero wanders into a portal they will automatically be teleported to you/your corpse. This is particularly useful for a runner who may die: bring a hero with a resurrection skill and post them by the portal. Direct the hero into the portal if the runner dies, after waiting for foes near the dead runner to wander off. This can also be used by farming groups who prefer to be shorthanded for most of the area but want extra firepower later in the area.
  • If your hero has a pet, and that pet leaves your sphere of influence for any reason (e.g. because its master is standing at a flag), it will cease to move until it is again within your sphere of influence. It will not follow its master unless it is within your sphere of influence.
  • Heroes, when controlled remotely by flags, will not activate resurrection shrines.
  • Like henchmen, they take their share of gold and loot when defeating enemies. This loot does not go into your 'shared' inventory; it is lost.

List of heroes

Currently, there are a total of 15 heroes from Nightfall, 10 from Eye of the North, and one special hero only usable with all 3 campaigns.

By profession

A list of the available heroes by profession:

Profession Nightfall Eye of the North Special
Warrior Male Goren Male Koss Female Jora
Ranger Female Acolyte Jin Female Margrid the Sly Male Pyre Fierceshot
Monk Male Dunkoro Female Tahlkora Male Ogden Stonehealer
Necromancer Male Master of Whispers Male Olias 1 Female Livia
Mesmer Male Norgu   Female Gwen
Elementalist Male Acolyte Sousuke Male Zhed Shadowhoof Male Vekk
Assassin Female Zenmai 2   Male Anton
Ritualist Image:NA-icon-small.png Razah   Female Xandra
Paragon Male General Morgahn   Female Hayda
Dervish Female Melonni   Male Kahmu Image:NA-icon-small.png M.O.X.3
  1. Also requires Prophecies.
  2. Also requires Factions.
  3. Requires all three campaigns. PvE only.

By storyline progression

The heroes are listed in order of recruitment as one progresses through the storyline:

Prof. Name Unlocked by quest (Location) Recruitment notes1 Faction2
Warrior Koss
(Sunspear Warrior)
Into Chahbek Village, Take the Shortcut (Island of Shehkah) or Battle Preparations (Sun Docks) Mandatory, required for Chahbek Village, Venta Cemetery, and Jennur's Horde 3,000
Monk Dunkoro
(Sunspear Monk)
Leaving a Legacy (Churrhir Fields or Kamadan) or Battle Preparations (Sun Docks) Mandatory, required for Consulate Docks, Moddok Crevice and Gate of Pain 3,000
Dervish Melonni
(Sunspear Dervish)
Signs and Portents (The Astralarium) or Battle Preparations (Sun Docks) Mandatory, required for Jokanur Diggings and Nundu Bay 3,000
Ranger Acolyte Jin
(Zaishen Ranger)
Student Jin (Plains of Jarin) or Gain Jin (Throne of Secrets) Optional, prevents recruitment of Acolyte Sousuke until completion of Nightfall Campaign 3,000
Elementalist Acolyte Sousuke
(Zaishen Elementalist)
Student Sousuke (Plains of Jarin) or Gain Sousuke (Throne of Secrets) Optional, prevents recruitment of Acolyte Jin until completion of Nightfall Campaign 3,000
Monk Tahlkora
(Young Monk)
Big News, Small Package (Sunspear Great Hall)or Battle Preparations (Sun Docks) Mandatory, required for Blacktide Den and Grand Court of Sebelkeh 6,000
Necromancer Olias
(Tyrian Necromancer)
All for One and One for Justice (Consulate Docks (location)) Optional, Prophecies campaign needed 3,000
Assassin Zenmai
(Mo Zing Assassin)
Chasing Zenmai (Consulate Docks (location)) Optional, Factions campaign needed 3,000
Elementalist Zhed Shadowhoof
(Centaur Elementalist)
Centaur Blackmail Mandatory, required for Kodonur Crossroads and Gate of Desolation 6,000
Ranger Margrid the Sly3
(Corsair Ranger)
For a PriceNo Me, No Kormir or Gain Margrid (Throne of Secrets) Semi-mandatory, required for Pogahn Passage and Dasha Vestibule, prevents recruitment of Master of Whispers until completion of Nightfall Campaign 6,000
Necromancer Master of Whispers3
(Elonian Necromancer)
Secrets in the ShadowTo Kill a Demon or Gain Master of Whispers (Throne of Secrets) Semi-mandatory, required for Rilohn Refuge and Dzagonur Bastion, prevents recruitment of Margrid the Sly until completion of Nightfall Campaign 6,000
Warrior Goren 4
(Vabbian Warrior)
Brains or Brawn → Goren's Stuff: Part 1 or Gain Goren (Throne of Secrets) Optional, prevents recruitment of Norgu until completion of Nightfall Campaign. 6,000
Mesmer Norgu 4
(Vabbian Mesmer)
Brains or BrawnThe Role of a Lifetime or Gain Norgu (Throne of Secrets) Optional, prevents recruitment of Goren until completion of Nightfall Campaign. 3,000
Paragon General Morgahn
(Kournan Paragon)
Grand Court of Sebelkeh (mission) Mandatory, required in Ruins of Morah 3,000
Ritualist Razah
(Ritualist Entity)
Finding a Purpose Optional. 6,000
Eye of the North
Monk Ogden Stonehealer
(Dwarven Monk)
The Beginning of the End Mandatory. 3,000
Elementalist Vekk
(Asuran Elementalist)
The Beginning of the End Mandatory. 3,000
Mesmer Gwen
(Vanguard Mesmer)
Against the Destroyers (upon viewing the First Vision from Scrying Pool) Mandatory. 3,000
Ritualist Xandra
(Luxon Ritualist)
Round One: Fight! Optional, Norn arc. 3,000
Dervish Kahmu
(Elonian Dervish)
Round One: Fight! Optional, Norn arc. 3,000
Necromancer Livia
(Krytan Necromancer)
Finding Gadd Mandatory, Asura arc. 3,000
Paragon Hayda
(Shining Blade Paragon)
Give Peace a Chance Optional, Asura arc. 3,000
Ranger Pyre Fierceshot
(Charr Ranger)
Warband of Brothers Mandatory, Ebon Vanguard arc. 3,000
Assassin Anton
(Ascalonian Assassin)
The Assassin's Revenge Optional, Ebon Vanguard arc. 3,000
Warrior Jora
(Norn Warrior)
Curse of the Nornbear Mandatory, Norn arc. 3,000
Dervish M.O.X.
(Dervish Construct)
None (Found outside of Lion's Arch, Kaineng Center, or Kamadan, Jewel of Istan) Optional, requires all 3 campaigns N/A
(PvE Only)
  1. At the Throne of Secrets, you can get quests to gain any Nightfall hero (except Razah, Olias and Zenmai) that you haven't recruited yet.
  2. Heroes can also be unlocked in PvP by faction (3000 or 6000 depending on hero).
  3. The choice to recruit either Margrid the Sly or Master of Whispers is mandatory in order to progress in the Nightfall campaign, however recruiting the other hero is optional (after finishing the campaign).
  4. For Goren and Norgu, during the quest Brains or Brawn, read the dialogue carefully; select the hero that you do not want.

External links

  • Guild Wars Insider, issue #1, information on Heroes
  • How Heroes Work, on the official North American Guild Wars website.
  • Guild Wars Nightfall Impressions at GameSpot
Facts about HeroRDF feed

This article uses material from the "Hero" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 08, 2010
(Redirected to Hero! Medal article)

From Halopedia, the Halo Wiki

The Hero! medal
(2 votes)

A Hero! Medal is a medal awarded in Halo 3: ODST's Firefight mode for being the only player left alive, and surviving a wave. Upon the next wave, your team is revived and you are awarded with the Hero! medal.

Originally, According to the Bungie Day (7/7/09) Podcast, the last man standing will be able to revive his/her entire team by earning three hero medals. However this was changed for the final release of the game.

Halo 3: ODST Multiplayer Medals
Sprees Killing SpreeKilling FrenzyRunning RiotRampageUntouchableInvincible
Weapon Sprees Shotgun SpreeSniper SpreeSplatter SpreeHammer SpreeSticky SpreeOpen SeasonSharpshooterVehicular ManslaughterDreamcrusherSticky Fingers
Consecutive Kills Double KillTriple KillOverkillKilltacularKilltrocityKillimanjaroKilltastropheKillpocalypseKillionaire
Style Medals Beat DownAssassinHeadshotGrenade StickLaser KillIncinerationDeath from the GraveSplatterHighjackerNeedler KillEMP KillHero!Assist!Vehicle Jack!

This article uses material from the "Hero! Medal" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

This article is about the non-player character. For the quest, see Heroes' Quest.

The Hero is an NPC that walks around East Ardougne wearing what appears to be rune armour platebody and platelegs but is a slightly different colour, it looks a bit like blurite. He wields a rune longsword and square shield. The Hero can be pickpocketed by players with level 80 or greater Thieving, which gives 275 experience plus coins or other items.

The Hero is often present near the marketplace in East Ardougne. Unlike Guards, Knights of Ardougne and Paladins in the marketplace, the hero does not attack players when they steal from market stalls, unless the player has recently stolen from the stall and attempts to trade with the stall owner. This hero becomes a prime target for pickpocketing once a player reaches level 80 Thieving. He is always near a bakery stall, so the player can easily steal food to heal from failed pickpocketing attempts. A successful pickpocket attempt usually gains 200-300 coins, so high level thieves can make thousands of coins fairly quickly.



100% Drops

Pickpocketing Swag

A successful pickpocketing attempt will gain one of the following loot:


  • The armour that heroes wear appears to be a lighter colour than standard rune armour although it used to bear the same resemblance in RuneScape Classic. Heroes will never drop this armour, and is not obtainable anywhere else.
  • After the Animation Pack 1 Update, their longswords look like iron, not rune.
  • There is a possibility their armour is made from blurite as it at first appears to be rune, but is a lighter shade of blue.

This article uses material from the "Hero" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From TibiaWiki

This creature is in the Humans class.

1400 Hit points
1200 Experience points per kill

Summon/Convince: --/--
Abilities: Melee (0-240), Arrows (0-120), Self-Healing
Pushable: ?
Push Objects: ?
Est. Max. Damage: 360 hp per turn
Immune To: Invisibility, Paralysis
Strong To: Physical (-30%), Holy (-50%), Fire (-30%), Energy (-40%), Ice (-10%), Earth (-50%)
Neutral To: Drown?, Life Drain?
Weak To: Death (+20%)
Sounds: "Let's have a fight!"; "I will sing a tune at your grave."; "Have you seen princess Lumelia?"; "Welcome to my battleground!".
Behavior: Heroes attack the enemy with deadly hits and shoot them with arrows when they try to escape.
Field Notes: A powerful and often hunted creature, also the only creature that has the Crown Set in its loot. It wears an outfit similar to the old gamemaster's outfit, but in different colors.
Location: In Hero Cave in Edron, it has many rooms with many kinds of monsters and different amounts of Heroes. Also in Magician Quarter, accompanied by other monsters.
Strategy: A team may consist of any amount of players of any vocation, but more than four players would barely give any experience, and the loot for each player would also be very small, once it’s shared among the hunters. There are several combinations that can be set up, so just keep in mind the following: the knight who’s blocking can wait until two summoned creatures (Demon Skeletons) from someone on the party start attacking, so he attack on full attack mode while the summons break the heroes shield for some nice damage/experience; if anyone in the party use melee summons the knight MUST have the Challenge spell to not get the summons killed; Mages, besides attacking with Explosion, can summon Demon Skeletons to melee, or just break the heroes shield, or Minotaur Archers for some extra damage; if a Sorcerer use Exori Mort, he/she may bring a Staff, and use the Enchant Staff spell to not take so much damage; a Druid should do as usual: sio the knight and mass heal the summons; mid level Pallies could convince some summons so the mages can summon more creatures. Anyone in the party who doesn’t wear Aol may consider wearing a Protection Amulet to reduce some possible physical damage from the hero.
Knights: may solo these soon, but only at higher levels will get profit out of the hunt. Try always fighting one hero at a time, unless you’re a high level knight who can run from spawn to spawn and slay all groups of heroes in sight with Exori Gran.
Mages: can take one hero at a time very soon by shooting sd’s (for no profit, of course), or at lvl 60+ with Exori Mort. Mages could start hunt them at level 30+ by stairhoping and use Exori Mort and death wand/rod. This works great in Yalahar Magician Quarter and it use to be profit. Don’t bother summoning anything, you’d spend more time healing your summons than actually doing damage. If you wear no AOL, bring a couple Protection Amulets to reduce the damage taken. Sorcerers are recommended to bring a Staff and use Enchant Staff on it for some very high defense. Try to not ever use Magic Shield, unless you’re facing more heroes than you can handle. When you are mage lvl 55+ you can solo this with only exura.
Paladins: do as you’d do with any other creature: run and shoot with a crossbow and bolts, or use Royal Spears with a shield. If you wear cheap equipment, may also wear a Protection Amulet.
Loot: 0-100 gp, 0-15 Arrows, Rope, Scroll, Lyre, Green Tunic, Bow, Scarf, Meat, Grapes, Red Rose, Wedding Ring, Two Handed Sword, 0-6 Sniper Arrow, War Hammer (semi-rare), Red Piece of Cloth (semi-rare), Crown Armor (rare), Crown Shield (rare), Crown Helmet (rare), Fire Sword (rare), Great Health Potion (rare), Piggy Bank (very rare), Might Ring (very rare), Crown Legs (very rare). (Loot Statistics)
See also: Creatures.
Add historical information about this creature.
Creature Types of Tibia
Creature Types
of Tibia

Frogs Quara
Arachnids Insects
Demon Lords
Demon Lords The Ruthless Seven
The Ruthless Seven
Demons Triangle of Terror
Triangle of Terror
Bio- Geo-
Cryo- Hydro-
Electro- Pyro-
Elemental Lords
Elemental Lords Blobs
Amazons Outlaws
Barbarians Pirates
Monks Sorcerers
Necromancers Voodoo Cultists
Voodoo Cultists
Dwarves Goblins
Elves Orcs
Giants Trolls
Chakoyas Minotaurs
Dworcs Misc
Magical Creatures
Beholders Shapeshifters
Apes Felines
Artiodactyls Glires
Bears Misc
Canines Mutated Mammals
Mutated Mammals
Annelids Bosses
Arena Bosses
Arena Bosses Event Creatures
Event Creatures
Birds Traps
Dragons Misc
Lizards Serpents
The Undead
Ghosts Skeletons
Pharaohs Undead Humanoids
Undead Humanoids

This article uses material from the "Hero" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

This article uses material from the "Heroes" article on the Yugioh wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Heroes are extremely powerful entities. They con +5 to their level. Their HP are usually in the tens of thousands (ten times that of standard bosses), substantial regeneration and recovery, high damage, and have a cycling period of near-immunity to all Status Effects except Sleep and Immobilization. Approach with extreme caution and several teammates.

Heroes are basically Archvillains, only with a Hero identifier, thus, they use the same debuff resistance tables, and will spawn as weaker Elite Bosses against teams which are small and/or using low notoriety settings.

Starting from Issue 10, there has been a number of Hero entities, which, although labelled as such, do not possess the proper amount of HP, endurance, damage levels, regeneration, recovery, and resistance levels, although they may still possess the purple triangles of Archvillain Resistance. They are almost always Allied units, though sometimes, they may be enemies. It is unknown if this is intentional or if this is a bug.

A listing is made below.

This article uses material from the "Hero" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Got something to say? Make a comment.
Your name
Your email address