Temple Might GrassSecond Angel
- Cost
- 2,500
- Class
- Might
- Start
- Level 15
§ Statistics
Hero profile
- Offence
- 2
- Defence
- 1
- Spell power
- 6
- Intelligence
- 7
- 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
- 15%
- Defence
- 15%
- 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 Nightshade Magic Level 3The hero can learn tier‑5 Nightshade spells, and can learn Nightshade spells unlocked in the Observatory, without visiting a Mage Guild. Nightshade spells gain +1 level(s).
Available perks at rank 3
- Nightshade Teachings

- Hour of the Wolf

- Scholar Synergy: Naira

Expert Leadership Level 3The hero gains 3 Morale.
Available perks at rank 3
- Inspiring Strike

- March!

- Enthusiasm

Expert Wisdom Level 3The hero can learn up to tier‑5 spells without knowing the corresponding Magic School skill.
Available perks at rank 3
- Rhythmic Cadence

- Eagle Eye

- Stargazer

Expert Thaumaturgy Level 3The hero can use the Spellbook one more time per battle round, but only to cast a spell of a Magic School that hasn’t been used this round. Spells cost +50% mana for each use after the first.
Available perks at rank 3
- Thaumaturge Brilliance

- Vast Soul

- Archmage

Basic Economy Level 1+500 Gold daily.
§ Starting magics








