Temple Might GrassCavalry Captain
Lord Mandall has always been a warrior with the mindset of an archivist. While his comrades and competitors eagerly sought new battles, he found it more interesting to sit in the library, studying the lessons to be gleaned from conflicts long since unfolded. There’s little point in rushing into battle oneself, he reasoned; let it come to you instead. Some say he awaits death in the same way, like one final enemy ever approaching. So far it has eluded him, and he is still waiting — after more than a hundred years.
- Cost
- 2,500
- Class
- Might
- Start
- Level 8
§ Statistics
Hero profile
- Offence
- 4
- Defence
- 4
- Spell power
- 2
- Intelligence
- 1
- Morale
- 0
- Luck
- 0
- View radius
- 6
- Casts/round
- 1
- Tactics
- 3 hex
§ Level up
Primary stat odds
On every level-up the hero rolls one primary attribute by these percentages.
Lv 1–23
- Offence
- 35%
- Defence
- 35%
- Spell power
- 10%
- Intelligence
- 20%
Lv 24+
- Offence
- 25%
- Defence
- 25%
- Spell power
- 25%
- Intelligence
- 25%
§ Starting army
Roster on day one
Alternate composition
§ Starting skills
Skill table
Expert Righteousness Level 3All who fall in battle do so in the hero’s name! Whenever a friendly creature dies or kills an enemy, the hero’s Attack, Defense, Spell Power and Knowledge increase by 1 for four rounds. This effect is stackable.
Available perks at rank 3
- Guardian

- The Chosen One

- Strong Faith

Expert Offense Level 3Friendly creatures’ basic attacks deal +25% Damage.
Available perks at rank 3
- Shadow Blades

- Reality Wardens

- Firmness

Expert Defense Level 3Friendly creatures take –25% Damage from basic attacks.
Available perks at rank 3
- Shields and Shells

- Wizard Contract

- Unstoppable Force

Expert Resistance Level 3Friendly creatures take –35% Magic Damage.
Available perks at rank 3
- Magic Suppression

- Time Shift

- Draining

§ Starting magics




