Lv 1
Temple Might Grass
Temple Might GrassJohn Johnson
John was just a soldier until the Ravenshore campaign, where he carried his fallen commander to safety and led a retreat. Proving himself in battle, he rose through the ranks as a general who fought alongside his men. The loyalty of his army never wavered — even against a dragon. When they slew the beast together, John was the last to believe it. He still sees himself as just a soldier, but hero or not, his greatest deeds may yet lie ahead.
- Cost
- 2,500
- Class
- Might
- Start
- Level 1
§ Statistics
Hero profile
- Offence
- 2
- Defence
- 2
- Spell power
- 1
- 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
Basic Scouting Level 1The hero gains 1 sight radius.
§ Starting magics
Spellbook on day one
- No starting magics recorded.

