Breaking Down a DeFi Kingdoms Hero Card and What to Consider when Purchasing

Samichpunch
26 min readJan 14, 2022

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Twitter: @Samichpunch | Discord: Samichpunch#2518 | Reddit: u/Taelim

[12/13/22 UPDATE INCOMING! STAY TUNED]

Disclaimer: This article is for educational purposes only. Thoughts and opinions of the author do NOT reflect views and opinion of the official DeFi Kingdoms team, and nothing herein is financial advice.

The hero NFT cards in DeFi Kingdoms are amazing, beautiful and downright genius, but at the same time carry some complex mechanics. This article is intended to help guide you through breaking down the various aspects of a hero NFT card and how you can use that information to help guide your decisions. TLDR at the very bottom, but I think you are doing yourself a disservice if you don’t try to understand all these aspects of the hero NFT card.

What this article IS:

An article aimed to arm you with the tools and information you need to make the right decision for YOUR portfolio. I’ve tried to compile information from discord, the official docs, and other DeFi Kingdoms articles into this one comprehensive hero breakdown guide.

What this article IS NOT:

This article is not (and cannot be) a “HERE’S WHAT HERO YOU SHOULD BUY” guide (and frankly anything that claims to be so should be viewed with a healthy dose of skepticism).

If only all purchases or investments in crypto were as easy as someone just telling you exactly what to do (for free). The real answer to the question of “what hero should I buy” is “it depends” and there’s never going to be one right answer. You have to account for all the variables in an EVER-changing, dynamic DeFi Kingdoms economy, where different things are valued by the market at different times, with game mechanics that are still under development and subject to continuing change.

Other resources you should be reading on this:

  • The DeFi Kingdoms docs on Heroes — this is like the base level information you need to interpret and understand to really get into this game, highly recommend reading this.
  • The DeFi Kingdoms guide on picking a perfect hero for you (great high level resource) — this article attempts to get more in depth.
  • The DeFi Kingdoms Article on Breaking Down Advanced Hero Classes, Stats and Rarities. I crib several key pieces of information from this article.

Breaking Down the Various Parts of the Hero Card

Legend of each item currently shown on the NFT cards — Front and back

Let’s take a closer look at each one of these items and get into a bit more detail. Where I think there’s information that can be factored into your hero selection decision I will note such.

Gender

Nothing to plan around here. Other than if you get some validation or satisfaction by having a specific gender, otherwise I wouldn’t factor this into any decision making (for now).

Element

Little is known about this trait — other than that it will be “impact combat in a big way” [source].

As of the time of publication of this article (or its most recent update), there’s no information available to start making purchase/sale decisions based on hero element other than via speculation. The elements as of the time of this article are Fire, Water, Earth, Wind, Lightning, Ice, Light, and Dark.

How do you use this to make hero decisions? I don’t think you can do much at this point. To do so would be complete speculation until we know more details on how much element will impact combat. That being said, if you had identical heroes to choose from and had a chose between two elements, one of which you already have, maybe you consider picking up the element you don’t have.

Background

We also know almost nothing about Background other than that they will have some impact later (maybe combat) but not on the current profession quests (Foraging, Fishing, Mining and Gardening):

Hubert is the lead game mechanics developer at DeFi Kingdoms

Current backgrounds as of the time of this article are: Desert, Forest, Plains, Island, Swap, Mountains, City, and Arctic.

This trait isn’t impacting any decisions I make at the time of this article.

Rarity

This is a big and VERY important one. There are two major impacts that come from higher rarity cards: (1) bonus stats every five levels (including upon summon at lvl 1) and (2) increased chance for rarer summons. I’ll address each in turn below, but first, what is rare and what isn’t? See below.

Rarity Indicator

Rarity indicator: not only will there be a gemstone in the middle of the card indicating rarity, but the overall color on the card will match the color of the gemstone. Common is exactly as its name implies, common and the least rare. Mythic is the most rare.

As of January 10th, this was the distribution of rarity among all heroes in existence. As you can see, Mythics are very rare.

Source: MrZipper’s Hero’s Hold Issue 9.

Rarity Impact on stats:

I’m going to relay you to the DeFi KingdomsBreaking Down Advanced Hero Classes, Stats and Rarities” article as well as that is the basis of most of this information, but the long story short is that every 5 levels a card with higher rarity than “common” will get some bonus stats, and over the course of 100 levels you are going to see some pretty significant stat difference.

For example, see this chart showing the stat differences over 100 levels of Knight/Knight heroes of different rarities.

Stat differences between a Lvl 100 Knight/Knight of different rarities.

The way that rarity bonus stats work is that upon every 5 levels they receive bonuses as follows:

  • Common: No bonus stats every 5th level
  • Uncommon: +2 total stats (+1 to two random, mutually exclusive stats)
  • Rare: +4 total stats (+1 to three random, mutually exclusive stats, and +1 to a random stat (including one that already received a bonus).
  • Legendary: +7 total stats (+1 to three random, mutually exclusive stats, +1 to two random, mutually exclusive stats (including any that received a bonus already), +2 to a random stat (including any that received a bonus already)) [So its possible to get +4 to a single stat based on the 3 different bonus stats applied, among many other stat bonus combinations]
  • Mythic: +10 total stats (+2 to three random, mutually exclusive stats, +1 to three random, mutually exclusive stats (including any that received a bonus already), and +1 to a random stat (including any that received a bonus already)) [So it’s possible to get +4 to a single stat and +3 to two other stats, among many other stat bonus combinations].

One thing to keep in mind is that higher rarity cards also have a bonus to stats applied AT THE TIME of summoning, so that is why you will see Mythic lvl1s with much higher base stats than a common. Here is an example of two lvl 1 cards, one is mythic and the other is common:

Mythic Lvl 1 Archer Stats — aggregate of 72 stats
Common Lvl 1 Archer Stats — aggregate of 62 stats. Notice the 10 stat difference, this is because the one above is a mythic and based on the mythic bonuses every 5 levels, they get 10 extra stats.

Rarity Impact on summoning:

This chart shows how rarity of the two parents impacts the rarity of the summoned hero. Example: Two common parents have a 58.3% chance to make a common child. Two mythic parents have only a 40% chance to summon a common child.

Chance of rarity for summoned hero based on rarity of the two parents

This impact of rarity scales linearly

How do you use this to make hero decisions? First I would put a lot of weight on rarity (and the market does too, you’ll see the price difference between rarities) but if you are having to make budget decisions you can do some math and figure out what you think is going to be best for you. For example once PVP comes out, you’ll be able to send heroes in groups of three on PVE tournaments for Jewel rewards. So what if you have enough for 1 floor mythic or 3 floor legendaries? Well maybe you style is go elbow deep on the mythic and just lean into it and throw PVP out the door but go for PVE. Mythic gets +10 additional stats every 5 levels, whereas Legendary gets +7. Keep in mind Rare gets +4. So a legendary is a 75% increase from a rare, but a mythic is a 42% increase from a legendary. Yet a Mythic floor is about 3x the cost of a legendary floor. But maybe you want to do PVP and so you need three heroes, these are things you’ll need to consider. Rarity also is an important consideration if you are planning to do summoning with the hero. Higher rarity = increased chance for higher rarity summons.

Primary Class

This is another really important one. Currently with the Harmony/Serendale realm there are 8 Basic classes, 4 advanced classes, 2 elite classes and 1 exalted class. Crystalvale expansion on Avalanche is going to release 2 new additional basic classes, which will introduce at least one new advanced class as well. Will update whether any new elite or exalted classes are released when Crystalvale launches, but as I understand it currently, we’d need another expansion and 2 more basic classes after Avalanche to create the next elite class.

The 8 basic classes have matching pairs, which have a chance to create an advanced class. The 4 advanced classes have two matches that have a chance to create an elite class. The 2 elite classes have a chance to make an exalted class.

Source: Albus

I won’t get into the chances of summoning, as that is a whole article (or two or three) of its own. However, if you want to learn a bit more about genetics and mutations involved in creating this higher tier classes, check out MrZipper’s article: Deep Dive: Hero Genetics.

What impact does Class have?

Main class is the class shown on the hero and the front of the card. The main impact of class as of the time of writing this article is that it determines the stat growth percentages of each of the stats. Whenever you level up (leveling up needs to be its own in depth guide), the system will run through each of the 8 stats to see if it successfully rolls for +1 based on the roll rates for each class. It will then roll through each stat again, using the roll rates of the subclass x 25% (i.e. reduced by 4).

See the below chart — this shows that when a Warrior levels up, it will roll for STR and has a 75% chance to get +1, then it rolls for DEX and has a 70% chance to get +1, etc. etc. until it gets down to LCK, where it rolls and has a 35% chance to get +1.

Example of a Warrior’s roll rates for each stat upon level up.

As of right now only impacts of class on the hero NFT are (1) stat growths and (2) class of any summoned heroes.

There will surely be other things such as their active and passive abilities (if you go to the Graph API you can see their active and passive abilities, but we don’t know what they are yet, just that they are “Active 1” “Passive 3” etc. So until those details are released, the only thing we have to go by is that we know these primary and secondary classes are what drives our stat growth when we level up.

How do you use this to make hero decisions? If you are planning to run profession quests only and you are on a budget, then class (i.e. stats) then I would give the least weight to class. Obviously if you can get a knight miner that's ideal compared to a wizard miner. At the time of this article the tavern is showing a wizard miner floor of 38J yet a knight miner floor of 54J. That is a 42% increase in price, yet when I go to queue up a wizard miner vs a knight miner with similar mining profession skills the difference isn’t even close to a 42% difference. That is because the only difference between a wizard miner and a knight miner is their stats and (1) at lower levels a knight isn’t going to have drastically more STR/END than a wizard and (2) the stats have much less impact on your profession quest rewards that the level of the profession skill itself. *Note, floor prices are a little wonky right now due to both API and RPC issues, but you get the idea.*

If planning to build for PVP then consider building a team of three that would fit the stereotypical combat archetypes (e.g. tank (warrior/knight), weapon dps (archer/thief) or caster (priest/wizard)). We don’t know exactly how its going to work so that’s a bit of speculation. You could also just focus on getting the highest rarity cards you can. If you don’t plan to summon you can save some money by buying a later generation hero with little to no summons remaining. There’s not going to be a one size fits all answer here.

If you are planning to summon, then primary class if going to be very important because you’ll want to shoot for advanced, elite or exalted class, and so the primary class (and recessive genes, see check out MrZipper’s article: Deep Dive: Hero Genetics) is going to be extremely important. Example, if buying two heroes you’d probably want to buy two heroes that have a chance to make an advanced class so you can glean some extra value from your summon potentially.

Sub Class

Subclass is the exact same as main class, except that when leveling up, the roll rates for +1 to each stat are reduced by a factor of 4 (i.e. the roll rates are 25% of the main class rates).

See yellow roll rates — they are 25% of the primary class roll rates.

One important item on genetics: SUBCLASS HAS ZERO IMPACT ON THE OUTCOME OF THE PRIMARY CLASS. What does this mean? Take an example with an archer and thief. We know that those two have a chance to make a dark knight. But what if you have a wizard (main) / archer (sub) and a thief (main) / wizard (sub), do they have a chance to make a dark knight? No, they do not, the archer sub class on the wizard can not pair with the thief main class on the 2nd hero to make a dark knight main class. Main class and sub class are completely separate and do not impact each other. You can make advanced, elite and exalted subclasses however by matching the right classes in the subclass, but just remember their impact on stats is 1/4 of that of the primary class.

How do you use this to make hero decisions? I’m not giving much weight to subclass yet. Needed for min/maxing? Yes, but needed for an overall good character? No.

Summons and Generation

I’m combining these two because they go so close hand in hand — these are the two most important things in my book when it comes to summoning. The summons number on the front of the card tells you both how many summons total this hero can summon and how many remaining summons it has left. The generation of a hero impact summoning costs and total possible summons.

4 remaining summons out of 10 total

Summoning is another topic that deserves a whole dedicated guide to it, but here are the key details you need to know when purchasing a hero:

  • Every time you summon the numerator (i.e. summons remaining) goes down.
  • Higher generation of hero = higher cost to summon with that hero (cost goes up by 10J for their first summon every time you increase generation.
  • The cost of summoning goes up ever generation by a base cost of 10. Every summon on a hero the cost goes up by an additional 2 (e.g. the Archer above is a Gen1, which has a base summon cost of 16, and it has summoned 6 times. That means the next summon will cost 16+2+2+2+2+2+2+2=30J for this one hero, then whatever the summon cost if for the other summoner using the same math.
Credit: Albus
  • Higher generation heros can’t summon as many times — every time you go up a generation the maximum number of summons goes down. (i.e. a Gen1 can have 10 total possible summons, a Gen2 can have 9, Gen3 8, etc).
  • The number of summons a hero will have will always be the LESSER of the two summoning parents REMAINING summons MINUS 1. Example — two parents summon, one has 9 summons remaining, the other has 4 summons remaining, the child summoned will have 3 summons possible.
  • The generation of the child will always be 1 GREATER than the GREATER of the two parents. Example Gen0 and Gen8 summon together (please don’t ever every do a Gen0 and a Gen8 together)… the resulting child hero will be a Gen9.
  • A child cannot summon with any of its two parents.
  • Every time you summon, the cost to summon with that hero goes up by 2J.
  • Every hero summoned has 24 HR “summoning sickness” during which you can’t sell or summon with them.
  • Every time you summon they get hit with another “summoning sickness” CD which goes up by an additional 4 hours every time. For a Gen0 this caps at 72 hours. For other generations you’ll never hit a cap that high because all other generations have limited summons.
  • Advanced classes can have AT most 5 maximum summons.

How do you use this to make hero decisions? It’s important to understand these before you go in and buy a hero. It’s also important to determine your strategy. It may very well be viable to buy a legendary or mythic with 1 or 0 summons remaining, and use it for purposes other than a parent. Everyone’s strategy, outlook and risk appetite will be different and formulate the decision they should make on what hero to purchase. If you plan to try your luck summoning though, summons remaining is going to be a huge factor. For example A Gen1 with 10/10 summons will only cost 16 J (for that hero) to summon with, whereas a Gen1 with 3/10 summons will cost 30J to summon with (and that’s just for that 1 hero).

Stamina:

Stamina is used to perform quests. If the hero has no stamina, they must rest naturally (1 stamina recovered every 20 minutes) or go to the inn and pay JEWELs to drastically increase their stamina recovery rate. — DFK Docs

So far we haven’t seen any “inn” features on the roadmap, but we have seen reference to “stamina potions” that will restore stamina. I think you can see how this could become very valuable in speed leveling a mythic or legendary hero (although at the time the materials are pricy and this would be more of “Whale Candy” as Hans HODL called it).

Stamina potion recipe

How do you use this to make hero decisions? I’m not really making hero purchase/sale decisions based on this. You’ll get 1 stamina point every other level, and it all regenerates at the same pace of 20 min per stamina. Until we start to see a point where heroes hit 30, and can go on an extra foraging or fishing quest, or until maybe they introduce combat quests that would require more stamina that we currently have, then I don’t think there’s much to factor into your decision here.

XP:

XP is the current xp compared to what is needed to hit the next level up. Once you fill this bar up you can go to the meditation circle and level it up. Every level up the total XP needed to level up increases.

Not really making decisions based on this value, what is key is that you look at the level of the hero, as its is quite a big time commitment to level a hero up. As of the time of this article, the market doesn’t really value it, but I think we will see a premium on higher level heroes (or at least a degradation of value of lower level heroes).

Hero Level:

Once the XP bar fills up, a hero can go to the meditation circle and level up. When they do so, they have a chance to get +1 to their stats (up to 3x — will make a leveling guide on this, but in the meantime, read the official DFK docs on leveling).

I try to be very diligent about leveling up heroes, and I have yet to hit lvl 4 on a hero. We’ve been able to gain experience since November 3, 2021 when the Wishing Well quest launched. It’s now been nearly 2.5 months and we are only seeing a few lvl 4 heroes.

How do you use this to make hero decisions? This is a huge time commitment. The market doesn’t value it very much yet it seems. If you go look at the tavern, you probably won’t see a big premium fetched for a hero that is lvl 2 vs a lvl 1 hero. Nor with lvl 3. That is because the only quests available right now are professions and lvling up really only impacts all your stats, and as I note elsewhere in this article, stats have small impact on profession quests. I see two opportunities here, higher level heroes not being appreciated by the market that you can scoop up and hold and continue to level up until the market does (they’ve hinted towards lvl gated quests, so imagine what would happen if you couldn’t run a combat quest unless you were at least lvl 5?). The other opportunity would be for people who have time but maybe not the money. Once the market does appreciate the value of the time commitment it takes to level up a hero, you could say “listen I’ll buy your lvl 1 hero for cheap, I’ll grind out the XP, and then I’ll flip it for a profit when a whale with big bags but no time needs to get into those level gated quests.

MP

Mana Points are used to cast spells and use skills. When this reaches zero, the hero can no longer use spells or skills until they use a potion. — DFK Docs

How do you use this to make hero decisions? We don’t really have much to go by here yet since we don’t have combat. There’s also some details about how this is leveled up, but that shouldn’t really impact any purchase decisions on a hero since its RNG, rather I’d just be looking at the value of the MP and working from there based on comparables. Because MP and HP bonuses per level are RNG, you might see a hero who hit the RNG jackpot and has really great MP for a low level, this could have some value when combat comes out.

HP

Hit Points is the measure of how alive a hero is. If they become injured, they will need to rest or use potions to recover HP. If this goes to 0, the hero can become exhausted, or worse… — DFK Docs

How do you use this to make hero decisions? Likewise with MP above — this is pretty self explanatory. Higher HP is better. HP on tankier heroes (heroes with high END and VIT) is going to be better. DFK’s medium account has a good article out on how HP/MP leveling works. Because MP and HP bonuses per level are RNG, you might see a hero who hit the RNG jackpot and has really great HP for a low level, this could have some value when combat comes out. For example, I had a dark knight gain +48 HP on its first level up, but other dark knights I have only gain +25. So that's a big win, and over 100 levels of good RNG you could see a stark difference in HP of some similar heroes.

Current Stats

Here are the current stats and descriptions of each from the DeFi Kingdoms docs. It’s important to understand these as a base level and then I’ll explain afterwards what your focus should be when selecting a hero.

Strength (STR)
Strength adds a multiplier to various actions, especially physical attacks and skills.

Dexterity (DEX)
Dexterity plays a lesser role in defense, and modifies attack damage from certain weapons.

Agility (AGI)
Agility determines the time between a hero’s actions in combat. It also plays a role in evasion.

Vitality (VIT)
Vitality is the primary stat that impacts HP growth, and has added benefits to recovering from certain debuffs.

Endurance (END)
Endurance adds to defense, and increases debuff resistance.

Intelligence (INT)
Intelligence adds a multiplier to various actions, especially skills and magic, and modifies magic evasion. This stat also plays into how much MP is gained when leveling up.

Wisdom (WIS)
Adds a multiplier to magic attacks and skills and increases magic defense. This stat also plays into how much MP is gained when leveling up (to a lesser extent than INT).

Luck (LCK)
The higher a hero’s luck, the more likely it is for a hero to land a critical strike. Luck also slightly increases chances to get rare items and plays a small role in evasion.

So what should you be looking for in a hero? Well, you can’t really shop for stats, what you are shopping for is your class (recall the discussion above about primary/main class and the sub class and how they drive your stat growths? Sure, you have your starting base stats and you’ll see some variation among Lvl 1 heroes, but I wouldn’t base ANY decisions based on the starting stats, since those will change a lot as you level up more and more. Instead you should focus on class, rarity and stat genes.

I’ll get into the blue and green stat genes below but in terms of what you should be looking for there are really two things right now that you could be shopping for in stats:

  1. Shopping for stats (i.e. classes) with an eye towards combat; or
  2. Shopping for stats (i.e. classes) with an eye towards profession quests.

Shopping for stats (i.e. classes) with an eye towards combat:

Hubert has said that a hero’s top stat growths will generally be the ones that focus on their combat. What does that mean? Let’s take Thief as an example. It’s top three stats are high AGI — so helps with quicker turns and more evasion, LCK — critical strikes and STR/DEX — physical and weapon damage. So a thief as a general matter would be more tailored to a DPS role if we are looking at combat.

Thief stat growths

At the time of this article, they’ve mentioned that once PVP quests come out, we’ll be able to send heroes in groups of three to tournaments. So if you are thinking of combat in mind, and you already have a thief and an archer, both DPS focused, you’d probably want a tankier hero (Warrior, Knight, Paladin, Dark Knight) because they have higher END and VIT growth rates.

The combinations are endless and frankly its a bit of speculation on how combat is going to play out right now, but these are viable factors to consider when making your purchasing decision if you can’t focus on a perfect profession quester.

Shopping for stats (i.e. classes) with an eye towards profession quests.

The other focus you could take on stat and stat growths (i.e. which class to get) would be whether they would be good at a profession.

Each of the 4 professions has two stats that boost the rewards for that profession. The other 6 stats do NOTHING for that profession. Check out this chart that shows which two stats boost each profession and which class is theoretically the best professioner BASED ON STAT GROWTH

Credit: Albus

BIG DISCLAIMER HERE PEOPLE, we’ve done the calculations and have been able to see lots of quest rewards and how they are impacted by various things. What we can tell is that if you are going to focus on running a profession quest, (1) the profession gene is generally the most important element, (2) the profession skill level is the next most important variable and (3) the stats are the least important for now in what determines the drop rates and rewards from your profession questing.

On this note — you should definitely check out my article on whether you should run profession quests based on your class/stats or based on the profession gene that you have (in other words, you have a warrior fisher, warriors are high on the mining chart based on their high growth rates of STR/END but they have the fishing profession gene, should they go mining or fishing)?

Lastly on this note of profession quests, keep in mind that profession quests are the tip of the ice berg and not the end all be all. So while you may be tempted to pay out the nose for a high rarity Paladin miner with green/blue stat genes on STR and END, you might want to assess your future outlook and whether you think that Paladin will be mining the rest of his days. If he won’t, and will ultimately be going into combat, then does it matter if he has STR/END green/blue genes? Does it matter if he has mining? Maybe not.

Blue/Green Genes

Let’s address the green stat and the blue stat (or in some cases the purple stat) on the back of the card:

Green stat: +2 to the particular stat. It’s just a flat bonus (it’s not EVERY time you level or when you level at all, it’s just a +2 modifier, that’s it, there’s nothing else to it.

Blue stat: +2% increase to the success growth rate on primary rolls and +4% growth rate on secondary rolls. Hubert has said these can be amplified later in the game.

Purple stat: when the green stat and the blue stat are on the same stat.

How do you use this to make hero decisions? Well obviously from a min/max perspective you could try and get the blue/green stat to align with the stats that align with a profession (i.e. a warrior/knight/paladin/dark knight/dragoon with blue and green stats on either STR or END). That gets pricy real fast. Personally I'm not paying a big premium to have these align, it’s just too expensive and you don’t see the returns yet.

You could also use those to fill in on weaker stats, but I wouldn’t lean into this until we know more about combat. An example of this would be getting END/VIT on a thief who might be mad DPS so that he’s not such a glass cannon.

Another is trying to Min/max for combat. This would be like focusing on AGI/LCK/STR for a thief to make him a crit machine.

This falls into secondary considerations for me, as the profession gene and class are generally going to be way more important when selecting a hero in my book.

Profession Skills

There are four professions, Foraging, Fishing, Mining and Gardening. This isn’t going to be a guide on profession questing so if you are really wanting to learn more about those check out the following:

I don’t have separate foraging and fishing guides because they are less complex. You just send your guy on the profession and each run takes x amount of stamina (less if you have the profession gene for that quest).

Profession skill has a significant impact on rewards you receive from profession quests. The profession skill is 2/3 of the weight in determining your rewards from the initial profession quests whereas the two applicable stats only account for 1/3 of the weight. As such profession skill is huge.

Key note: Profession skill only increases rewards when it hits the next full integer. In other words 1.1 is the same as 1.9, it’s not until it hits 2.0 that it benefits you.

How you level up profession skill? It’s a % chance to get a skill up on it, and its like its own reward from the quest, sometimes you get it sometimes you don’t. Here is what Hubert has said on this in the past.

How does this impact decisions you make in selecting a hero?

Since this is such an important stat, you have to consider it. You have to consider how much time it takes as well. Let’s consider that fishing and foraging have bene out for ~6 weeks now and that I don’t have a single fisher or forager above 13 (although some do). So its a decent time investment to hit those last 7 levels (the first 5 levels happen relatively quickly). The higher you have your profession skill level it also starts to snowball and level up even faster.

If you see two equal heroes other than one is Foraging 1.1 and the other is Foraging 10.6, unless there’s a drastic price difference (5–10J) I would go for the higher foraging one, because it saves a lot of time.

They’ve said they will have lvl 10 profession quests that require you to have at least lvl 10 of the applicable profession to do it (right now all they have are the lvl 0 profession quests). Once those come out, you’ll see a premium for the lvl 10+ profession skills I’m sure (or a degradation in value of those that are below 10).

Main Profession Gene

Like profession skills, this one is also super important to the profession rewards. Again, I can’t turn this into a profession questing guide, but the important items to note are that the profession gene (the green profession), among other things:

  • reduces stamina spent to quest for foraging and fishing;
  • allows miners and gardeners to burn through a full bar of stamina faster;
  • provides higher drop rate for runes; and
  • better gold and Jewel rewards for gardeners and miners.
Green Gardening = Bonuses when this hero runs the gardening quest.

How does this impact your decision making?

I see this impacting your decisions in two major ways — do you buy someone now planning to make them a beast professioner? If so then this gene is going to be very important, particularly with jewel mining where the difference in rewards is significant. Do you plan to just have a hero for combat? If so, then this gene doesn’t matter as much and you can just get the class/rarity that you want and then run whatever profession gene they have until combat quests come out.

Something to remember again is that profession quests are tip of the iceberg in terms of quests. If you have a mythic paladin miner, are you really going to be spending that hero’s stamina mining for the rest of their days? Probably not. You’ll want that bad boy doing some PVE and PVP, in which case his mining profession gene becomes irrelevant.

Fox said at on point in the discord that commons make for great farmers. If you just need a bunch of profession questers, commons can be a great budget option. Having legendary and mythic profession questers is a luxury of the rich and the famous. For those that are lucky enough to have 1 or 2 legendaries or mythics, the reality is that they’ll likely be doing combat quests with those heroes once combat quests release and not doing profession quests.

Current Owner

This just shows who the current owner is. You can look up a persons wallet on kingdom.watch or https://dfktracker.app/ by pulling the wallet from a card they own if you are ever curious.

No decision making impacted by this.

Lineage

This will show you the ID’s of the two parents, which is nice, but if you really want some good details use the “/genes” command with herobot in Discord to pull lineage and the heroes recessive genes. At the end of the day, now that we know how recessive genes work (again check out MrZipper’s article: Deep Dive: Hero Genetics) lineage doesn’t matter. Lineage might have given you a hint as to what the recessive might be for a summoned hero, but with such clear information on recessives, knowing who the two parents were doesn’t really matter anymore.

Price History

You can pull up price history of a card by clicking on its hero details.

Hero ID

The ID can be used to query in the tavern, or when you are using third party apps like https://dfk-tavern.herokuapp.com/heroprice, https://kingdom.watch/hero, or https://www.dfk-professions.com/.

TLDR:

There are a few traits of every card that are going to be important, here are the ones I think are most important depending on what you want to do with the hero:

If profession questing:

this is MY order of importance (first bullets being more important than later bullets)

  • Profession gene
  • Profession skill level
  • Class and Rarity on about equal weight

If planning for PVE/Combat:

this is MY order of importance (first bullets being more important than later bullets)

  • Rarity
  • Class
  • Subclass

If planning to use for summoning to sell:

this is MY order of importance (first bullets being more important than later bullets)

  • Generation / Class
  • Summons remaining
  • Rarity

If summoning and questing:

You’ll have to weigh factors from both lists and do a cost benefit analysis on what's available on the market.

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Check out my Index of Samichpunch DeFi Kingdoms Articles for a list of all of my other articles. You should definitely bookmark this index. Follow my medium account to get updates when they go live!

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Samichpunch

An ex-biglaw corporate attorney that is passionate about crypto. Dragon's Crossing co-Founder and Trusted source of DFK content.