Temple Might GrassZenith
Perhaps Zenith’s path would have been different if not for the peculiarities of her twin brother, Nadir. To protect him, Zenith needed influence — so she rose to become a leader of the Church. Sometimes, striving for the best version of oneself means embracing light… while also holding onto a trace of darkness.
- Cost
- 2,500
- Class
- Might
- Start
- Level 8
§ Statistics
Hero profile
- Offence
- 1
- Defence
- 2
- Spell power
- 4
- Intelligence
- 4
- 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
- 10%
- Defence
- 20%
- Spell power
- 35%
- Intelligence
- 35%
Lv 24+
- Offence
- 25%
- Defence
- 25%
- Spell power
- 25%
- Intelligence
- 25%
§ Starting army
Roster on day one
§ 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 Daylight Magic Level 3The hero can learn tier‑5 Daylight spells, and can learn Daylight spells unlocked in the Observatory, without visiting a Mage Guild. Daylight spells gain +1 level(s).
Available perks at rank 3
- Daylight Teachings

- Speed of Light

- Scholar Synergy: Arina

Expert Economy Level 3+1000 Gold daily.
Available perks at rank 3
- Experimenter

- Merchant

- Antiquarian

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

- Time Shift

- Draining

§ Starting magics






