Outfit your band of wizards, warriors, and assassins with custom-made weapons and armor built using a full-fledged crafting system, then lead them into battle against legions of lethal foes as you race to thwart an ancient prophecy in this fast-paced strategy RPG!
User reviews: Mixed (26 reviews) - 61% of the 26 user reviews for this game are positive.
Release Date: Aug 21, 2014

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About This Game

Wielding sword or spell, help your party of heroes carve a pathway through hordes of demons, undead, and mythical monsters as you race to thwart an ancient prophecy of doom from unfolding in this action-packed fantasy role-playing epic. Blending combat and strategy, Heroes and Legends: Conquerors of Kolhar challenges you to pit your wits and reflexes against an array of vicious enemies in both story-driven and randomly-generated adventures.

Outfit your band of wizards, warriors, and assassins with custom-made weapons and armor built using a full-fledged crafting system, then lead them into battle against legions of lethal foes. Manage combat tactics, wield ice and fire against your adversaries, and obliterate your opponents in a spray of sparks using magical artifacts. As you explore and gain experience, you'll unlock more challenging scenarios and more powerful special abilities, and along the way you'll meet a host of new friends and enemies in this spellbinding tale that will leave you breathless right up to the end.

Featuring a massive menagerie of creatures to fight, and dozens of unique powers to poison, petrify and annihilate them with, Heroes and Legends: Conquerors of Kolhar invites you to experience the adventure of a lifetime.

The game also comes with a beautiful Bestiary containing 51 monsters from the game, and a set of 10 printable collectible cards!

Key Features:

• Epic blend of fantasy role-playing and strategy
• Manage a team of five powerful heroes
• Fight for glory in story-driven quests and random adventures
• Craft your own custom weapons and armor
• More than 100 bloodthirsty monsters to battle
• Dozens of powers and special abilities to pick from

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: AMD Phenom 9750 orPentium D 800+
    • Graphics: 512 MB
    • Storage: 300 MB available space
    • OS: Windows XP or later
    • Processor: Intel Core 2 Duo orAMD Athlon 64 X2 5600+
    • Graphics: 1 GB
    • Storage: 300 MB available space
    • OS: OX 10.6
    • Processor: 2.4 GHz
    • Memory: 2 GB RAM
    • Graphics: 512 MB
    • Storage: 300 MB available space
    • OS: OSX 10.6 or later
    • Processor: 2.4 GHz or higher
    • Memory: 4 GB RAM
    • Graphics: 1 GB or higher
    • Storage: 300 MB available space
    • Processor: 2.4 GHz
    • Memory: 2 GB RAM
    • Graphics: 512 MB
    • Storage: 300 MB available space
    • Processor: 2.4 GHz or higher
    • Memory: 4 GB RAM
    • Graphics: 1 GB or higher
    • Storage: 300 MB available space
Helpful customer reviews
7 of 8 people (88%) found this review helpful
11.2 hrs on record
Posted: August 27
I used to spend many hours playing free flash games from online sites like Kongregate, Armor Games, and Newgrounds. The budding indie companies there provided some awesome experiences through those channels, and it’s a great place to get your name on the internet as a game developer. However, now it seems like Steam Greenlight is where a lot of those up-and-coming folks are headed, and Cuve Games’ Heroes & Legends: Conquerors of Kolhar is an example of a game that might just want to stick to the Flash Sites. It’s not that Heroes & Legends isn’t entertaining, it just feels a lot more like an experiment in game design than a game fleshed out enough to be worthy of a $10 price point, especially when compared to its competition on the Steam marketplace.
Conquerors of Kolhar is an RPG strictly in the traditional combat sense. The story mode is a world map with fifteen battles preceded by talking head exposition. Each battle consists of ten to twenty waves of one to three monsters at a time with the parties arrayed against each other in a familiar face-to-face system. The gimmick of the game is that everything is on auto-battle with the exception of your cooldown skills. Both the enemy and player teams each have timer bars which fill up until they do a basic attack based on the weapon they have equipped. Your characters only attack the target directly in front of them, but you can rearrange your party’s formation at any time during the combat.
After every wave, you get an item, either equipment or some kind of potion, which you can equip or use to change the course of battle. You also level up instantly in combat and can choose your stat upgrade immediately. The system feels frantic at first since there’s no way to pause the game and think about strategy, but since every individual action you can take is based on a long cooldown, your ability to alter the events are spaced out enough to prevent it from becoming overwhelming.
It’s a good system, and a lot of fun. Outside of combat there is also a crafting system where you can break down items you don’t want into materials to make different weapons or armor upgrades. Between that and having five characters with ten abilities each to choose from, the game gives you plenty of room to setup your party how you like it to dominate the enemy.
And that’s the entire game explained in two paragraphs. The story mode is less than three hours long, and “Story” is probably too strong a word to describe the mode. The characters all have superficial personalities and each talking section is basically just setting up another excuse to commit mass genocide on some village of unsuspecting monsters. The cliché plot could be excusable if there was any kind of character or setting development worth spending your time on, but there’s not. In fact, the story presentation itself is done in the most lazy and boring manner possible, with dialog being spout off by the same character portraits for each speaker – no emoting – and this going back and forth until they come up with a reason to fight. The game might have been better off skipping the formalities and cutting to the chase. The story is a lost opportunity the game could have used to set itself apart from being just a presentation of its own mechanics.
Once you’ve finished the story mode the game also has twelve challenge modes, but they don’t use any sort of RPG progression like the story campaign, so there’s no opportunity for customization.
Overall, Heroes & Legends: Conquerors of Kolhor feels like a demo even with its full release. I like the combat system, and I think it would have been fantastic if it were put in a game with a larger scope. As-is, it’s a fun diversion comparable to the many free internet game options that have been available for years. Overall 5/10.
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5 of 8 people (63%) found this review helpful
19.9 hrs on record
Posted: August 20
This game in 5min

This is a real time rpg with no dungeon crawling, just battles.
Here you get 15 levels of wave rpg fights, 1 random encounter & 1 random events will also load each time you go to the map screen.
In battles your 3 (out of 5) characters are on auto attack but you can swap/use items and also use abilities/spells any time they are ready.
Instead of abilities using mp they go on a turn counter after a use before you can use them again.
There is a inventory on the left where items will pop up for you to use or swap your gear with & you get 1 item after you take out a group or steal it but after you have 5 items the 6th will make you drop the bottom one.
Items can be melee weapons, magic weapons, shields, guns for shooting outside your lane, & potions that will heal or revive allies some also will add a temp. buff.
As you kill enemies you'll get levels where you can pick 1 of 3 randomly picked states out of 9 (stats ups can increase phys attack, mag attack, defense, mag defense, dodge, speed, charisma, luck, and hp).
There is also a crafting system where you can break down the items you found to make new ones or upgrade your armor.

Overall the game is not vary hard and it's really easy to over level for the story quests.
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28 of 31 people (90%) found this review helpful
1.6 hrs on record
Posted: October 6, 2014
Saying no might be a bit harsh, it is a mindless game that is best suited on facebook or a tablet or something of that nature.

Worth the money? No
Totally crap? Not really, but gets boring REAL fast

Story is so so, the game mechanics is meh it is like an endless flood of Final Fantasy fights with some options to how the character evolves. It was really fun the first few fights and then it just got plain boring.

I hope that this review helps you to either buy it because it has what you want: endless final fantasy fights with a cliche filled fantasy story or leave it alone if it sounds boring.
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19 of 26 people (73%) found this review helpful
1.6 hrs on record
Posted: November 14, 2014
This game is a dumbed down Questrun

I came in and bought this game hoping for a more complete and overall better Questrun (who had a few glaring flaws), and I was sourly disappointed. To make a comparison, my review for Questrun starts like this :

"I first tried it out in Desura when I got it from a bundle... It was a terrible game. [...] What first looked like a pretty stupidly simple game was actually an hidden gem imo."

Well if I was to summarize this one as shortly, I'd say :

"I instantly bought it after playing Questrun for hours... it was a great game. [...] What first looked like a pretty great game was actually a no-brainer idle game."

Seriously, I feel like this is a downgrade compared to Questrun. First of all, the artistic side of things didn't get noticably revamped, so it's out of the balance, only thingthat really matters when comparing the 2 is the gameplay.

So what's new in Kohlar? Persistence, mainly. You keep items and levelup bonuses after each "quests", and you have some stuff you can do between quests (crafting, team customization and some "events" that are basically you choosing one of 2 options).

What this mean is that you cannot re-spec your heroes anymore between quests since they keep the same levelup patterns. So whatever defense/offense you chose will stik to you until you reset your save slot. This means that you will inevitably end up getting stuck against either a physical-heavy quest, or magical-heavy quest at one point.

Next, because of item persistence, as soon as you get ahead of monsters, by doing side quests and/or crafting efficiently, the game becomes an idle game. You will be much stronger than your opponents meaning that you can mostly kill 1-2 waves without interaction so all you have to do is alt-tab every now and then to proc skills and alt-tab back.

Honestly, I've kinda got burnt of the game after 2 hours, and I've got 30+ logged into Questrun, and I would go bac kto Questrun any day whereas I can't say the same for Kohlar.
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23 of 36 people (64%) found this review helpful
5.8 hrs on record
Posted: August 21, 2014
Pre-Release Review
More Reviews @ TheVideogameBacklog.com

Heroes & Legends: Conquerors of Kolhar is an RPG that came out of nowhere and at first glance reminded me of similar games that I’ve really enjoyed before. That’s about as far as it went though because Heroes & Legends had a bit more meat on its bones than meets the eye. It’s a mix of strategy and tactics, timing, RPG related bits like leveling and crafting, with an easy to follow and enjoyable story.

So there you are sent off by the queen on a quest to get this artifact that will end the coming cataclysm. That’s all well and good since no one really wants a cataclysm to happen anyway. Your starting party consists of an overzealous paladin named Allen, a grumpy mage named Benedict and a fighter who likes to stab things with sharp-pointed objects named Yaha. It’s a fun combination of personalities that merge well knowing the gravity of their quest. Later you meet a rogue-ish bard named Tysha whose personality was interesting, but ultimately forgettable. Lastly there’s a ranged-rogue Grenk named Jomon who joins you with guns and I like guns. I won’t tell you what’s up with him due to spoilers.

I wanted to like most of the characters, but I had to drop Yaha due to poor DPS and Allen (even with his healing) couldn’t pull his weight. (Jeez, I sound like an elitist WoW guild.) In combat, there are time bars below your character’s health and when it fills up you (or the bad guys) attack. You also have additional special moves you can use when they are off cooldown. Even with picking mostly offensive stats when my characters leveled up, Yaha was lackluster and would have benefited from dual wielding sword-chucks (who wouldn’t be, even if they are hard to hold), but there isn’t any of that in Heroes & Legends, just a weapon in one hand and a shield in the others. Allen and his heal bomb was replaced when Benedict, Tysha and Jomon who all had a decent heal ability.

The combat was pretty interesting as well. First off you choose three of the five teammates, but then you have to pick the moves that would not only help you deal damage, but they’d have to benefit the party as well. You get a mixture of buffs, debuffs, stuns and other sorts of damage moves or evasive maneuvers. The heals were always nice to have and Tysha’s heal and damage buff was a no brainer; she needed to come along and jump into the action. You also get to move your characters around by swapping spots if you don’t want a certain person taking another hit (or getting exp for that bad guy dying). Then problem arrives when you realize that every fight is an endurance test with quite a few rounds that you had to survive in order to progress. At first what was interesting became tedious and that wasn’t even halfway through the campaign.

Combat is waiting game in Heroes & Legends. You’re either waiting for the bar to fill up or for a move to come off of cooldown. It’s neat, but not super engaging. Since you moves didn’t come off of cooldown if your character wasn’t in front of an enemy, you would sometimes hesitate on using a move since you may have to wait for longer than the cooldown actually lists. It’s a catch-22. One could say that it’s just more tactical and you have to plan accordingly, but it just didn’t really feel like that.

Crafting is where this game almost shines the most. Items drop in fights and you can equip them in mid battle. At the end of the fight you’re left with the five remaining items on the “loot bar” (good enough name right?) to either equip or recycle for parts. You can then trade up if you have too much of one lesser crafting ingredient and not enough of another that’s a single tier up (ten for one, it’s a bum deal, but one for the impatient player like myself). What needed to happen here was to add another ingredient that would add some random status buff to the weapon. Too many times have I created a weapon only to have the same tier item drop in the next fight but with an attack buff on it. If an item your recycling has a stat bonus on it, there should be a chance to receive that back as well. The armor was the only thing that felt completely worth it. It had some combination of defense, attack, evasion or what-have-you that would usually go along with whatever playstyle you favored for that character. As a bonus, it also changed the aesthetics of the character too.

The story was well told until the end. The characters had changed and developed a bit and they even fleshed out some NPC’s. The problem is that the story is more epic in scope than is allowed here within the time frame it takes to finish the game. Heroes & Legends is set up as that epic game, but is not long enough. As such, some questions I had on why things went one way or why a character chose thus were left unanswered. The ending, while fitting, felt squished while still being complete. I knew “how” the story ended, but not completely the “why”. One of the main characters goes off on some grand plan for the aftermath of it all and how things will change and that felt like it came out of left field. I just remember reading it and thinking to myself, “Where in the crap is this line of thought coming from all of a sudden?” At the same time, they developed the story well enough that if fit the character’s profile, just not the situation and timing without much of the setup.

Score: Meh.../Gewd.

While it may have seemed like a lot of complaining, I don’t feel my time was wasted here. There were some wasted opportunities here that would have made a fairly decent difference in the enjoyment factor, but that’s not to say that it wasn’t enjoyable. I just wish the game was larger in scope. Shorten the fights and give use more of them with more of the story spread out. The writing was enjoyable up until the ending where while you can see what was said coming from who said it, it didn’t seem to fit with how you got there. There’s not much to the main campaign, but it’ll make you want to finish it. You can then replay the levels you want to level up more and max out on gear and the like after completing the campaign if you so choose. There is even a list of challenges that give you specific characters with specified move-sets that can prove quite difficult and that’s fun too. I just wanted more and like I’ve said before,
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