FIELD GUIDE 04
The ten heroes of Outposts: every strength and its cost
Ten heroes can lead your armies in Outposts. Each changes what an army does, and most of those changes come with a trade-off.
Meeting heroes at the Tavern
Heroes come from one shared pool of ten, open to all three kingdoms. The Tavern gives you one free summon each day, and the free summon resets at 00:00 UTC. If no hero answers, the Tavern reads "No hero answered this time." Each hero you own takes a place in your Tavern. When every place is taken, the daily summon is refused before the draw and the attempt is not used; upgrading the Tavern resumes summoning. Summons stop once all ten heroes are yours.

Leading an army
Assign a hero at the Tavern, then choose them when you send an army. A hero leads one army at a time, sets out only from your main outpost, and must return before leading another. A hero's effects are fixed when the army sets out.
Every strength and its cost
| Hero | Strength | Cost |
|---|---|---|
| Kael Varr, the Ember Vanguard | Attack +15%; attack marches take 5% less time | Defence −15%; casualties +10% |
| Dain Corven, the Iron Breacher | Attack +10%; faster destruction when besieging a logistics camp | Carry −15%; marches take 15% longer |
| Borin Hale, the Grand Quartermaster | Carry +30%; food upkeep of the army he leads −15% | Attack −10%; marches take 10% longer |
| Mireya Thorn, the Road Hawk | If every troop has speed 13 or more: marches take 20% less time and attack +5% | Otherwise marches take 10% longer; carry −20% always |
| Talia Fen, the Farpath Seeker | Scouting marches take 25% less time; attack +10% with your own current scout report of the target | Attack −10% without a current report |
| Oren Vale, the Standard Marshal | With at least three troop types, each at least 15% of the army: attack and defence +8% | A single-type army: attack and defence −8% |
| Garran Holt, the Gate Captain | When stationed at your outpost: defence +20%, and enemies take 25% longer to destroy it | On attacks: attack −12% and marches take 10% longer |
| Ilyra Reed, the Hearthguard | Casualties −20%; defence +8% | Attack −10%; carry −10%; marches take 8% longer |
| Sera Marr, the Camp Steward | Benefits for a logistics camp she is stationed at | On attacks: attack −8% |
| Nessa Wren, the Beastwarden | Against camps and dungeons: attack +15% and carry +10% | Defence −8%; attack −15% against players and logistics camps |

Some of these effects belong to situations the current version does not include, such as defending an outpost against an attack or fighting over a logistics camp. In today's game, choose heroes for what they do on attacks and scouting.
Heroes for moving and carrying
- More carry capacity: Borin Hale +30%; Nessa Wren +10% against camps and dungeons. Carry is only one of three limits on cargo, alongside your share of the damage and your plunder allowance.
- A long march: Mireya Thorn cuts march time by 20%, but only if every troop in the army has speed 13 or more, which in practice means scouts.
- Scouting: Talia Fen cuts scouting march time by 25%.
Heroes for fighting
- Keeping your troops alive: Ilyra Reed cuts casualties by 20%.
- More attack: Kael Varr gives +15% attack on every attack, at −15% defence and +10% casualties; Nessa Wren gives +15% attack against camps and dungeons, at −8% defence.
- A mixed army: Oren Vale adds 8% attack and defence when the army has at least three troop types, each at least 15% of it.
- A camp you have scouted: Talia Fen gives +10% attack while your own scout report of that camp is current, and −10% without one.
Numbers can change
Balance is still being tuned, so these numbers can change between releases. The logistics guide explains travel time and carry.