| human_hero_1 |
Ister |
Dispirited — literally. Now, he wanders the land, searching for his wayward soul. |
“Ister” is not a name, but a fragment of one. For he himself is not a person, but a fragment of a person.A powerful mage once sought to rid himself of his body, aiming to free the spirit. The ritual succeeded — the spirit was freed. However, the body did not perish, instead rising to walk. Now, Ister wanders the world aimlessly, seeking the second half of his name... The second half of himself. |
Wayfarer |
Moves significantly more efficiently on roads. Has +{0}% Movement points for every {1} hero level(s). |
| human_hero_2 |
Leon Sticky‑Fingers |
He knew the land like his five (sticky) fingers — yet they still got him on a leash. |
Leon was once the most elusive bandit, outsmarting officials and knights alike. In the end, it was the inquisition that finally caught him. Rather than be summarily executed, he was offered a deal: serve the Church, using his unmatched skills to navigate even the densest forests, and they would spare his life.Devout souls fear not death, but Leon is far from devout. So he agreed to wear the Church collar, a magical shackle that binds him. Perhaps one day it will break. |
Pathfinder |
His movement takes no terrain penalties. He also has +{0} Sight Radius, plus another +{1} for every {2} hero level(s). |
| human_hero_3 |
John Johnson |
Just a soldier. |
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. |
Salt of the Earth |
Swordsman growth in your cities increases by {0}.Under his command, Swordsmen gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Swordsmen lose an equal amount of Attack and Defense. |
| human_hero_4 |
Kestrel |
Whatever you’re doing to impress her, save both of you the trouble, a’ight? |
She was once a bandit, Leon’s partner in crime.One day, the pair stopped in a village in the path of Kel’Ghul. The villagers were defenseless against the coming invasion, having never learned how to fight. So Kestrel taught them.Leon saw this as a betrayal of the pair’s freedom. But maybe the only way to protect freedom is to give up a little of it yourself. |
Jaeger |
Crossbowman growth in your cities increases by {0}.Under her command, Crossbowmen gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Crossbowmen lose an equal amount of Attack and Defense. |
| human_hero_5 |
Aeos the Exalted |
The sun kissed her cheek; every act of hers is blessed, whether you believe it or not. |
When the Hive attacked Aeos’s village and burned her face, a beam of light struck from the heavens. The village was saved, but the light took away Aeos’s ordinary human vision and the gift of speech. Yet she saw the Truth: that the Sun had chosen her for a sacred mission.The Church approved of this truth, making Aeos an official saint. Any mission of hers is blessed. Never you doubt that. |
Rousing Presence |
Friendly creatures have +{0} Morale. They also have a higher chance of triggering the positive Morale effect: +{1}% chance per Morale point. For every {3} levels, this bonus increases by {2}%. |
| human_hero_6 |
Heretic Avis |
The Philosopher’s Stone will bring it all back — his face, his wife, his life. It must. |
Avis used to be a renowned knight, with a wondrous life of nobility and marriage awaiting him. All of it was lost in a horrendous fire that left him disfigured and his fiancée dead. After receiving no answers from the Church, he donned a mask to hide his scars and seek out the Philosopher’s Stone, a miraculous item that can restore health and youth.No matter how hard he searches for it, the Stone eludes Avis. Maybe it’s just a myth — but it’s not like he has any other choice. |
Gem Seeker |
He produces +{0} Gem per day, plus another +{1} for every {2} hero level(s). Increases the amount of Gems found on the map by {3}%. |
| human_hero_7 |
Keandra |
Think fast. Ride faster. |
Keandra was always quick and clever. But during an expedition, she encountered Marl. When the ugly creature’s gaze fell on her, the ground turned to sand, wax, web — liquid beneath her feet. And her legs failed her.In that moment, she realized speed and bravery weren’t enough — she needed strength, better tools, and sturdier legs. So she became a cavalier, a jouster. And she swore never to feel helpless again. |
Jouster |
Cavalry growth in your cities increases by {0}.Under her command, Cavalry gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Cavalry lose an equal amount of Attack and Defense. |
| human_hero_8 |
Lord Edgar |
The Church of Sun teaches that perfection is earned — those who fall short simply did not try hard enough. |
Glory is everything to Lord Edgar. Years of training with the finest masters have made him a brilliant warrior, but on the battlefield (and perhaps beyond it) he cares only for himself. His sword strikes are near flawless, his skill undeniable.To him, everyone else is just the backdrop — and one day he might pay for his oversight. |
True Lord |
Friendly creatures gain {0}% of his Attack and Defense (as Attack and Defense), plus another {1}% for every {2} hero level(s). |
| human_hero_9 |
Old Lord Mandall |
A warrior learns from the past — both from triumphs and defeats. |
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. |
Heroic Smite |
His Heroic Strike deals +{0} Damage, plus another +{1} for every {2} hero level(s). It also increases all Damage taken by the target by {3}% until the end of the next round. This effect is stackable. |
| human_hero_10 |
Merry Elias |
What <i>is</i> a perfect man? Is the bliss after the fifth jug not blessedly perfect? |
What is self‑improvement, if not the pursuit of perfect happiness — best found at the bottom of a glass, or better yet, five?Sometimes, it seems Elias joined the Church just for its comforts. Yet fate has gifted him a body that endures endless indulgence, and a spirit that only grows stronger with each drink. The more he drinks, the more potent his magic becomes.Truly, libations reveal the depths of the soul! |
Spiritual Vigor |
He can use the Spellbook one more time per battle round. His maximum mana increases by {1}% for every {2} hero level(s). |
| human_hero_11 |
Pip |
A nameless village boy had one chance to learn to read — now the world is an open book. |
After Lord Edgar’s entourage fell to a bandit ambush, Pip and his mother — a pair of simple peasants — helped him recover. Conceited as he was, Edgar then valued hard work he witness and took on the sharp‑witted boy as a servant.In this new and unfamiliar environment, Pip quickly realized the power of reading and writing. Now, the world is an open book to him, and he still remembers how dim life was before he stepped into the wonders of a library. |
Wish to Learn |
When leveling up, he gains {3} additional attribute point(s) for every {4} hero level(s). He gains +{1}% XP for every {2} hero level(s). |
| human_hero_12 |
Zenith |
Climb the ranks; rise to the top — only then will you shine. |
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. |
Weaving the Light |
Lightweaver growth in your cities increases by {0}.Under her command, Lightweavers gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Lightweavers lose an equal amount of Attack and Defense. |
| human_hero_13 |
Lia the Untethered One |
A human soul is vast — rise in the Church, and shed the body’s chains. |
Lia was so wholly devoted to self‑perfection that her face became replaced by a vague, radiant form. Her soul had broken free, purified of body and shape. Unlike others who have reached this state, Lia does not hide behind a mask. She believes people turn away not from fear, but because her brilliance is blinding.Her ascension has granted her unparalleled mastery over Daylight Magic — after all, it’s hard to fight what you can barely look at. |
Radiating Knowledge |
She receives +{0} level to all Daylight spells, plus another +{1} for every {2} hero levels. Casting Daylight spells does not prevent her from using other spells of the same Magic School. Enemy hero cannot cast Daylight spells. |
| human_hero_14 |
Julius |
Kindness is the rarest treasure, yet the most abundant gift. |
Julius, born noble and Church‑raised, saw clergy hypocrisy firsthand. How can one claim to train the soul while the body still aches? With an exceptional healing talent, he left it all behind, staff in hand, to aid common folk. He mended broken bones, assisted births, and cured livestock — perhaps helping more souls than any grand ascension. |
Compassionate Healer |
He starts with the “Masterful Healing Water” spell. This version of the spell dispels all negative effects from friendly creatures.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| human_hero_15 |
Vesper |
Who is he, truly? And whose blessing does he bear? |
When Vesper arrived in Jadame, he joined the Church of the Sun, claiming to be a mage from the obscure Order of Lightwood. He rose to prominence by bestowing powerful blessings and enchantments, yet the inquisition remained wary of his motives. To test him, they sent him to the frontlines in the Murmurwoods, unaware that this assignment played right into his own designs.While under constant scrutiny, Vesper bides his time, pursuing hidden goals while maintaining his carefully crafted facade of a humble mage. |
Blessing |
He starts with the “Masterful Blessing” spell. This version of the spell makes the target always deal maximum Damage. While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| human_hero_16 |
Anastasia the Meek |
Born with a stutter, she thought herself unworthy. But the Church of Sun has taught her that hymns carry over simple speech. |
Anastasia’s stutter meant she never took the inquisitor’s exam. But while tending to her duties in the Church, she realized that when she sang, her voice was steady — and her songs had a certain effect on those who listened.She prefers to see the best in people and believes in their strength. And perhaps, when she sings her favorite hymn to Arina, others feel it too. |
Hymn to Arina |
She starts with the “Masterful Arina’s Touch” spell. This version of the spell increases target’s Speed by {2}. While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| human_hero_17 |
Nadir |
No faith is bad faith if it serves the Church of Sun. |
Since childhood, Nadir had a knack for spotting weaknesses in others and using them to his advantage. His skills could have risen him high in the Church of Sun, but Nadir had little interest in its ideals. He could have pursued magic elsewhere, but his sister, Zenith, worked hard to keep him within the Church’s protection.Out of gratitude, he stays by her side. And, in a way, he is her greatest weakness. |
Heart of Hearts |
He starts with the “Masterful Vulnerability” spell. This version of the spell makes the target always take maximum Damage. While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| human_hero_18 |
Clarissa |
Warriors and mages are scary, but nothing tops an enraged tax collector. |
Clarissa is neither a warrior nor a mage. She is something far more formidable: an official. Well‑educated in magic, religion, and military affairs, her primary concern is ensuring everything follows the proper procedures. Strictly. As it should be.Yet somehow, the revenue she deposits into the city coffers always surpasses that of her equally “honest” peers. Perhaps she really is blessed. |
Wealthy |
She produces +{0} Gold per day, plus another +{1} for every {2} hero level(s). Increases the amount of Gold found on the map by {3}%. |
| necro_hero_1 |
Bulwark |
A literal bastion, forged from stone and human ashes, brought to unlife to defend. |
Bulwark was created through an ancient, forbidden ritual — melting the town’s walls together with its human defenders to withstand a minotaur raid. A grim response to brutal times.Tireless and single‑minded, it doesn’t quite remember what it protects — only that it must. Its unwavering nature and imposing presence make it an ideal leader for necromantic armies. |
Built Different |
Friendly creatures take –{0}% Damage from basic attacks, and an additional –{1}% for every {2} hero level(s). For every {4} hero levels, creatures in his army take –{3}% Damage from Ranged and Long Reach attacks. |
| necro_hero_2 |
King‑of‑Kings |
A walking amalgamation of countless undead memories, bound into a single form. |
As his mind began failing through the repetition of necromantic rituals, this lich gradually formed a narcissistic personality.Calling itself the King‑of‑Kings, it drew followers who wished to be remembered, to honor the dead, or to learn from the past. Eventually, its unbounded growth caught the attention of the Necromancers Guild — who recognized its potential and made it an agent. |
Charismatic |
It keeps its army when fleeing from battle against neutral squads. +{0}% Persuasion Power when using Diplomacy, plus another {1}% for every {2} hero level(s). |
| necro_hero_3 |
Onkos |
All the world’s a stage, and all the skeletons merely players. |
Onkos spent his life as a theatre director, constantly travelling and clashing with actors over artistic vision. In frustration, he turned to puppets, but they lacked the grandeur of live performance. So why not use necromancy? The perfect actors were already waiting beneath the flesh.To Onkos, the world is a stage, he is the director of its drama, and his beloved skeletons are both puppets and performers at once. |
Perfect Puppets |
Skeleton growth in your cities increases by {0}.Under his command, Skeletons gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Skeletons lose an equal amount of Attack and Defense. |
| necro_hero_4 |
Kel’Ghul |
He had a name once. A face. Now, he is only war. |
Once known as Kelianor Ghulermo, Kel’Ghul defended his city against an invasion. Aid never came, and he fell alongside his men — only to rise again as undead warriors and drive back the invaders.Bitter over the betrayal, Kel’Ghul cast aside his former life. Now, he roams with his undead army, seeking war wherever it may be found. |
Dreadful War |
Dread Knight growth in your cities increases by {0}.Under his command, Dread Knights gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Dread Knights lose an equal amount of Attack and Defense. |
| necro_hero_5 |
Natalida |
People scheme, betray, and backstab. Beasts have no hidden agendas — they’re the only ones you can trust. |
Natalida became undead through a cruel twist of fate — a vampire lord fell in love with her and turned her against her will. She tried to escape, but his influence over her small town was too strong; even her own neighbors could not shelter her before they would break under his thrall and return her to him. Facing betrayal at every turn, she found refuge in the wilds, where beasts and abandoned pets became her only family.Now a packmother, Natalida hunts alongside her ever‑loyal companions. |
Part of a Pack |
Undead Pet growth in your cities increases by {0}.Under her command, Undead Pets gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Undead Pets lose an equal amount of Attack and Defense. |
| necro_hero_6 |
Artorius Veritas |
Once a noble knight and monster hunter — now the very thing he swore to slay. |
Artorius Veritas was once a renowned knight, a hero who slayed monsters and aided the weak. But when he fell to an ancient vampire, he became what he once hunted.Though he escaped his sire, his fellow knights saw only a monster. Desperate, he turned to the Necromancers Guild, offering his service in exchange for the blood he needed to survive. He still fights, but his unrelenting fury poisons both friend and foe as he struggles to accept what he has become. |
Drive ’em Crazy |
He starts with the “Masterful Berserk” spell. This version of the spell affects all creatures adjacent to the target.The cost of this spell is reduced by {0} mana for every {1} hero level(s). |
| necro_hero_7 |
Marl |
The stillness of the earth… The only call worth heeding… |
Marl is a simple zombie raised by Funerella to do physical work. However, the body he was raised from had remained in the soil for too long, a piece of the Murmurwood lodged within. As a result, there’s a bond between him and the earth, the latter gently listening to the him and guiding him like an echo — be it by turning into a swamp beneath his enemies or into a smooth path before his feet.While not too smart and a bit irrational, he is a diligent and loyal servant of the tempestuous Funerella. |
Languid Soil |
He starts with the “Masterful Web” spell. This version of the spell affects all enemies.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| necro_hero_8 |
Tarius |
Become part of the breathless tide! |
Once among Jadame’s most powerful necromancers, Tarius was sealed away — until mortal greed freed him. Necromancy is more than raising the dead; it’s the reconstruction of body, soul… and patience. For now, he serves the Necromancers Guild, waiting. But when his full power returns, the world will remember why it once feared — and imprisoned — him. |
Undead Legion |
He has +{0}% Necromancy Power, plus another {1}% for every {2} hero level(s). |
| necro_hero_9 |
Zam |
An alchemist, first and foremost. A vampire? Distant second. |
Zam was a reclusive alchemist, wholly consumed by his craft and untouched by the need for companionship. Even the love of a vampire maid, who once longed for his heart, failed to stir him. He turned her away with cold indifference and returned to his experiments.Now in service to the Necromancers Guild, Zam toils away in a quiet lab, free from mortal needs and distractions. To him, undeath is no curse — it is the perfect solitude he always sought, sealed in a world of potions and unbroken silence. |
Alchemist |
He produces +{0} Mercury per day, plus another +{1} for every {2} hero level(s). Increases the amount of Mercury found on the map by {3}%. |
| necro_hero_10 |
Mag |
To a true scholar of magic, the body is nothing but dead weight. |
Mag was once a master of Arcane Magic, seeking to push the limits of space and time. A unique ritual granted him deep understanding — but at a cost. Now a stream of thought akin to a ghost, he has lost much of his power, his sense of self, and even his body, which now wanders the world on its own.Though he can no longer live among the living, his mastery of magic surpasses all. The Necromancers Guild offering him a place to continue his studies is merely a bonus. |
Arcane Dominion |
He receives +{0} level to all Arcane spells, plus another +{1} for every {2} hero levels. Casting Arcane spells does not prevent him from using other spells of the same Magic School. Enemy hero cannot cast Arcane spells. |
| necro_hero_11 |
Adahn |
He does not know himself. And so the torn and unsure flock to him, to find solace in unity, if not in memories that were shed. |
Adahn awakened in Jadame with no memories of who he was. He might have been a victim of cruel experiments, a warrior who sacrificed his past, or just a necromancer’s pet zombie — he simply doesn’t know.All that remains is a haunting void where his past should be, drawing restless ghosts to his forgotten existence. |
Amnesiac |
Wight growth in your cities increases by {0}.Under his command, Wights gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Wights lose an equal amount of Attack and Defense. |
| necro_hero_12 |
Ethric |
Truth lies buried deeper than bones — and it is twice as cursed. |
Once a brilliant but reclusive wizard of Bracada, Ethric delved too deeply into death magic, stumbling upon secrets no mortal was meant to learn. In his attempt to conceal his findings, he became the target of a betrayal that nearly cost him his life. Ethric embraced undeath to survive, becoming a lich. Yet he still clings to the pretense of life, walking among mortals with a cryptic purpose. In the shadowed corners of the world, whispers of his fate grow louder, and he is now known to some as Ethric the Mad. |
Tomb‑bound Will |
Lich growth in your cities increases by {0}.Under his command, Liches gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Liches lose an equal amount of Attack and Defense. |
| necro_hero_13 |
Guildmaster Klastor |
The best in the realm at finding bones… and striking good deals with bad people. |
Klastor knew there was no better way to profit than by being among necromancers. With a shovel, a bit of preparation, and the will to scour battlefields, he built a thriving business.His knack for sensing the next grim harvest drew many gravediggers into his ranks — after they paid him his share. It’s lucrative work, but make no mistake — Klastor goes where the money is, and for now, the necromancers pay well for fresh corpses. |
Bones Guild |
Graverobber growth in your cities increases by {0}.Under his command, Graverobbers gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Graverobbers lose an equal amount of Attack and Defense. |
| necro_hero_14 |
Shadespinner Oona |
In darkness, all truths are laid bare — desires, souls, fears. She sees them. She weaves them. |
As a child, Oona prayed to Naira to get a glimpse of her brother’s hidden soul. She succeeded — but at the cost of a streak of grey hair. Seeking more truths, she peered into her mother’s soul, then the village elder’s. Each revelation carried its price.Over time, Oona mastered the art of unveiling secrets. Though each spell brings her closer to age and death, neither has claimed her yet. |
Shadowmastery |
She receives +{0} level to all Nightshade spells, plus another +{1} for every {2} hero levels. Casting Nightshade spells does not prevent her from using other spells of the same Magic School. Enemy hero cannot cast Nightshade spells. |
| necro_hero_15 |
Laura |
Cursed. Hideous. Rotting. Spreading decay. Don’t look. |
Some say beauty is a woman’s greatest asset — a belief Laura once held dear. Desperate to preserve her youth, she devised a spell to steal it from another woman. But the magic backfired.Now cursed, her body endlessly decays without ever fully rotting, and all that she touches withers. She hides her face, hoping to stop dreaming of the youth she still covets. But sometimes, hope is the cruelest curse of all. |
Moldering |
She starts with the “Masterful Despair” spell. This version of the spell affects all types of enemies.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| necro_hero_16 |
Lord Rufus |
How <i>dare</i> time move forward and leave him behind? He won’t ever let reality slip from his grasp again. |
Long ago, Lord Rufus begged his beloved wife to embrace vampirism so they could remain together. She refused. Even resurrection spells failed, as if her very soul resisted him.When she passed, the lord’s grief turned to anger as the world moved on without her. Now, Rufus ensures that those he fancies never leave — turning them into vampires against their will, Natalida among them. He will not make the same mistake twice. No one he “loves” will ever escape him again. |
Wistful Nostalgia |
He starts with the “Masterful Rewind Life” spell. This version of the spell can revive units beyond their original amount.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| necro_hero_17 |
Funerella |
Putting the “fun” back in “funeral” — one grave at a time. |
Born the eldest daughter of a baron, Funerella was spoiled and capricious. The slightest mistake from her servants would lead to whippings — or worse. One day, in a fit of temper, she killed a worker and raised him as a skeleton, declaring that the dead served better. Necromancy came so naturally to her that soon, the entire barony, including her father, became her obedient deathless servants.Self‑absorbed, tempestuous, and utterly charming — she would see entire kingdoms bow before her. |
Undead Legion |
She has +{0}% Necromancy Power, plus another {1}% for every {2} hero level(s). |
| necro_hero_18 |
Milossa the Golden |
Her father, a golden swine. Her mother, a gilded moth. She alone walks on, weeping gold for their avarice. |
Milossa was the daughter of Milos, a greedy duke obsessed with gold. After attempting to capture the legendary Mearea, he was cursed to absorb gold into his body, wracked with excruciating pain.Choosing a holy path, Milossa took pity on her dying father and transferred the curse to herself — along with his sins — before leaving. Years later, she returned, undead and transformed, doomed to weep tears of gold until every last coin of her father’s wealth had been shed from her hollow eyes. |
Wealthy |
She produces +{0} Gold per day, plus another +{1} for every {2} hero level(s). Increases the amount of Gold found on the map by {3}%. |
| unfrozen_hero_1 |
Nihil |
She cannot undo the crime, but she can sever the guilt and fight for a cause that will save everyone. |
Nihil, once a garrison guard, failed in her duty, allowing necromancers to launch a devastating surprise attack. As her comrades fell, she fled. Haunted by guilt, she began hearing the voice of the Dragonfly King, beckoning her to join the Chorus. Desperate to resist, she cut her hair and cast aside her name, becoming “Nothing.”Now, she aids those who fight against demons, both within and without. Her crimes remain, but she hopes to earn redemption. |
Wayfarer |
He has +{0}% Movement points for every {1} hero level(s). Moves significantly more efficiently on roads. |
| unfrozen_hero_2 |
Blackhorn |
With frozen horns and burning wrath, he delves where others fear to tread. |
After Alvar surfaced, underground excavations required special permission. Mardit defied this law, disgracing his clan, who were all forced to pay the price with their horns. His youngest daughter vanished, while his sons reacted in starkly different ways.The elder, then known as Mardit son of Mardit, renounced both his father’s name and the traditions that bound him. Fueled by anger, he mastered ice magic, forging horns of Black Ice and pursuing the truth behind his father’s quest — bearing his new name: Blackhorn. |
Spellweaver |
He deals +{0}% Damage with spells, plus another {1}% for every {2} hero level(s). The Damage from the enemy hero’s spells is reduced by the same value. |
| unfrozen_hero_3 |
Matastala the White |
Politics is just a long game of chess. At least Gleard is a compelling opponent. |
Matastala does not fully embrace the Abyss but seeks balance; she allies with the Schism not out of faith, but to be a steady voice among them.Renowned for her intellect and logic, she serves as an advisor and engages in a perpetual game of chess with Gleard, their rivalry sharpening both minds. Amidst the Schism’s chaos, Matastala always finds a way to amuse herself. |
Chessmaster |
In the Tactics Phase, she has +{0} hex to the creature placement range and can see the positions of neutral armies. Creatures in her army gain {1} Initiative for every {2} hero level(s). |
| unfrozen_hero_4 |
Jänhei |
In a world where everyone looks for power in the Rift, there is more power in staying <i>independent</i> from the Rift. |
Jänhei fights to preserve his individuality against the Abyssal pull. He joined the Schism not only to battle the Hive but to shape a future free from the Rift’s grasp.An adventurer and opportunist, he seeks kindred spirits among elves who refuse to yield, determined to forge his own path amid the chaos. |
Roguish |
Cultist growth in your cities increases by {0}.Under his command, Cultists gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Cultists lose an equal amount of Attack and Defense. |
| unfrozen_hero_5 |
Mara Mat’ha |
“Wheröthmarash mathash thövish sosh.” We are siblings in cold blood, forever. |
Mara Mat’ha was instrumental in forming the Schismatics’ Recon Cavalry during their first brutal northern winter. When traditional mounts failed, he devised a ritual to bond riders with Rift slugs — hardy beasts immune to the cold.By splitting his mind and leaving part of it in the Abyss, he created a sacrament that merged his instincts with an aga’shoth. This transformation reshaped him, and so he took on a title that simply means “Blood Brother.” |
Coldblood Siblings |
Aga’Shoth Rider growth in your cities increases by {0}.Under his command, Aga’Shoth Riders gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Aga’Shoth Riders lose an equal amount of Attack and Defense. |
| unfrozen_hero_6 |
The Iron Master |
Obedience and control are the only way to maintain true power. |
The Iron Master remains an enigma. Whether mortal or something born of the Abyss, his true nature is unknown. Whatever he is, his presence exudes undeniable power, drawing the boldest of the Schismatics to his side.His followers seek his guidance to resist the creeping corruption within their souls. Some whisper that he mesmerizes them, while others believe instinct binds them to him. In the end, they join him willingly. |
Leash of Chains |
Concubus growth in your cities increases by {0}.Under his command, Concubi gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Concubi lose an equal amount of Attack and Defense. |
| unfrozen_hero_7 |
Wal’kha |
“We haven’t opened up the Rift not to have fun, have we?” |
Wal’kha, once obsessed with the Abyss, pushed herself to the brink through forbidden rituals until the changes nearly consumed her. Forced to stop at this point, she fixated on a new challenge — Hel’Ghat, the enigmatic sorceress who left the Underworld to forge a fortress in the frozen wastes.To others, Hel’Ghat merely tolerates Wal’kha, but their friendship runs deeper — each sees in the other a force they cannot control. Hel’Ghat is an unyielding wall, and Walkha, relentless as ever, refuses to turn away. |
Primal Weaving |
She receives +{0} level to all Primal spells, plus another +{1} for every {2} hero levels. Casting Primal spells does not prevent her from using other spells of the same Magic School. Enemy hero cannot cast Primal spells. |
| unfrozen_hero_8 |
Changeling Urgo |
“Hello? Hello? Hello? Who’s there? Hello?” |
Urgo, a shapeshifter from the Abyss, appeared in a Schism city with no clear origin. Unlike other changelings, it harbors a genuine curiosity for mortal life and strives to integrate into its society.Changelings reproduce by budding, which allows Urgo to summon avatars with ease — sometimes uncontrollably. Each avatar, imbued with a fragment of Urgo’s personality, serves as a reminder of the Abyss from which it hails. |
Everchanging Essence |
Its summoned Avatar gains a barrier at the start of its turn that blocks one instance of Damage.When casting Summon Avatar, its effective Spell Power is increased by +{0} per {1} hero level(s). |
| unfrozen_hero_9 |
Martyr Tho |
Never once did he consider that the price he had paid for winning back a single outpost was too high. |
The schismatics experimented with various methods of warfare involving channeling power through a summoner’s heart. Tho agreed to become this “weapon,” in one engagement bringing down a bastion but sacrificing his life in the process. His bravery earned him respect enough to be resurrected via a modified necromantic ritual that replaced his heart with an alchemical apparatus.The ressurrection was only partially successful, stranding him in a liminal state between life and death, with his soul trapped in a body sustained by mercury. |
Alchemist |
He produces +{0} Mercury per day, plus another +{1} for every {2} hero level(s). Increases the amount of Mercury found on the map by {3}%. |
| unfrozen_hero_10 |
Grellekh the Betrayer |
Born unpleasant and weak, he only ever had one friend. A friend whom he betrayed, hoping for acceptance from the crowd. But traitors get none. |
Grellekh was born weak and ugly in a society that scorns the frail. His only solace was Tellaris, his closest friend, who helped him find work in the guard. Yet Grellekh always felt overshadowed. So when his fellow guards invited him into a plot to eliminate Tellaris for their own reasons, he was intoxicated by their trust.At the final moment, Grellekh faltered, allowing Tellaris to escape. Thus branded a traitor by both parties to the attempt, Grellekh now lives embittered and haunted by the guilt of betraying his only friend. |
Fighter |
Creatures in his army deal +{0}% basic attack Damage, plus another {1}% for every {2} hero level(s). Additionally, they deal +{3}% Melee Damage for every {4} hero level(s). |
| unfrozen_hero_11 |
Icequeen Hel’Ghat |
As cold as the stars, as unfathomable as the Abyss. |
Hel’Ghat was always known for her icy indifference, but even that paled before the Abyss. Gazing into its vast, unfeeling expanse for the first time, she glimpsed a cosmos devoid of warmth — and resolved to mirror it in herself.A cold and distant beauty, she sought to strip herself of all earthly ties, to become as frigid as the stars and as unfathomable as the void she saw. The madness of the Rift takes many forms, and for Hel’Ghat, it led to a desolate path of ice and silence. |
Heart of Ice |
Creatures in her army take –{0}% basic attack Damage, and an additional –{1}% for every {2} hero level(s). For every {4} hero levels, creatures in her army take –{3}% Damage from Melee attacks. |
| unfrozen_hero_12 |
Kwinri |
Sensed veins in the ground, learned to dig. Sensed ink in parchments, learned to read. Sensed Ra’Shoth in the Rift, learned to summon. |
Kwinri had always defied the odds, mastering literacy despite the scarcity of books. By attuning herself to the earth and stone, she uncovered a magical means to perceive ink on paper.When the Schism erupted, she left Alvar to join it, refining her craft in sacred literacy and summoning. Her gift, it seems, extends beyond mere ink — it allows her to excel in summoning spells involving ra’shoth, as she weaves their language into reality itself. |
Low Summoning |
Ra’Shoth growth in your cities increases by {0}.Under her command, Ra’Shoth gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Ra’Shoth lose an equal amount of Attack and Defense. |
| unfrozen_hero_13 |
The Eye Collective |
As we gaze into the Abyss, sometimes it produces telepathic <i>things</i> that almost resemble mortals. Perhaps this is how it gazes back at us? |
At times, entities emerge from the Rift, eerily resembling humanoids. They speak, interact, and even form semblances of relationships, leading some to believe they can be understood — perhaps even trusted.Yet their true intentions remain unknown. What do they seek? None can say. As we gaze into the Abyss, it gazes back. Perhaps these beings are mere reflections of that gaze, and placing faith in them may invite consequences beyond comprehension. |
Rift’s Envoy |
Grand Shoth growth in your cities increases by {0}.Under its command, Grand Shoth gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Grand Shoth lose an equal amount of Attack and Defense. |
| unfrozen_hero_14 |
Tölketh |
He sees the stars, and they whisper back. |
Mages of the Schism believe the stars hold ancient magic, their light inscribed with spells. Tölketh alone can harness this power directly.After the Rift opened, he felt an unshakable bond with the stars — seeing them always, hearing their whispers. This connection fuels his magic, letting him read the stars for spells and summon their raw energy with ease. Perhaps, within him, burns a star of his own. |
Stellar Dilation |
His Heroic Strike deals +{0} Damage, plus {1} more for every {2} hero level(s). Additionally, it reduces the target’s Speed by {3} until the battle end. This effect is stackable. |
| unfrozen_hero_15 |
Ulkuth |
He sees so much. Too much. Everything. He is exhausted. Yet he can never truly sleep — not anymore. |
Like many outcasts, Ulkuth drew power from the Rift, gaining True Sight — an unrelenting gift that adorned his body with countless eyes, none of which ever sleep.Ulkuth is weary. He longs to see less, to filter away the endless deluge of visions and grasp some fleeting moment of rest. But respite is a luxury he cannot afford. Bound by duty, he turns his gaze toward the needs of people, using his gift for their sake. What else remains but to walk the world with eyes that never close? |
Pathfinder |
His movement takes no terrain penalties. He also has +{0} Sight Radius, plus another +{1} for every {2} hero level(s). |
| unfrozen_hero_16 |
Ra’Davok |
Impenetrable. Untouchable. The Rift’s grace says so. |
Arbitrators are a unique caste within the Schism, serving as intermediaries between mortals and the Abyss, claiming to understand its whispers.Ra’Davok embodies their arrogance, believing his kind supreme. Distant even among his own, he focuses solely on defense and isolation. He commands obedience, and even genuine respect, yet his mercy is fleeting — offered only as a brief protection before he withdraws it once more. |
Magic Fortress |
He starts with the “Masterful Carapace” spell. This version of the spell makes the target immune to negative effects and dispell.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| unfrozen_hero_17 |
Sister Keiri |
Blessed be Eridore, messenger of the gods, who brings Naira’s shadow underwater. |
Though the denizens of Alvar emerged into the light, Daylight Magic remained beyond their grasp. Undeterred, they formed a cult devoted to the Magical Sisters, believing their messenger, Eridore, could bestow divine power through sacred masks.When the Triumvirate outlawed the cult, the masks endured. Ambitious Keiri, sister to Deira, defied the ban, convinced they held secrets bridging the heavens and the depths. To uncover this forbidden link, she turned to the Schism. |
Mask of the Moon |
She starts with the “Masterful Umbral Grip” spell. This version of the spell also affects enemy creatures adjacent to the target.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| unfrozen_hero_18 |
Dhüvri |
The petty squabbling of mortals is not worth dedicating your life to. The shoth’s goals, however inscrutable, must be different. They have to be. |
Dhüvri has always struggled with a lack of purpose, disillusioned by the base pursuits of mortals. Her joining the Schism was thus inevitable. There, she found more than power — she encountered a transcendent, alien intellect that promised to be worthy of her higher ambitions.Embracing this revelation, Dhüvri devoted herself to the shoth, performing rituals and feeling their purpose flow through her. To her, their aims surpass all mortal endeavors, and she follows their will without question. |
True Believer |
She gains +{0} Communion level after a victory and has +{1} maximum Communion level for every {2} hero level(s). |
| nature_hero_1 |
Eith |
Grounded, yet seeing farther than any who soar. |
Eith, a bird‑human, lacked the gift of flight that his winged siblings enjoyed; his heavier, humanoid form kept him earthbound. Yet his avian essence remained.Refusing despair, he sought higher ground, discovering that while he could not soar, he could see farther than any bird. In time, his keen sight made him an invaluable scout for his village. His wings may have failed him, but his vision never did. |
Pathfinder |
His movement takes no terrain penalties. He also has +{0} Sight Radius, plus another +{1} for every {2} hero level(s). |
| nature_hero_2 |
Gorel Spearhead |
A wolf in sheep’s clothing can do a lot of harm. A moose in wolf’s clothing can deliver a lot of justice. For the meek shall rise. |
Born into a peaceful herbivore tribe, Gorel defied his own nature, choosing the path of a warrior.Though instinct urges him to flee, he pushes fear aside, believing that strength lies in overcoming one’s limits. He studies warfare, hones his resilience, and wears an enemy’s skin — a symbol that will and determination can transcend fate. |
Shooter |
Creatures in his army deal +{0}% basic attack Damage, plus another {1}% for every {2} hero level(s). Additionally, they deal +{3}% Ranged and Long Reach Damage for every {4} hero level(s). |
| nature_hero_3 |
Gingertail |
Is there that much of a difference between an arrow and a tune? Both must strike true. |
Raised by birds, Gingertail, an elf with a gift for mimicry and song, first used her talents merely for entertainment. But in time, she realized that music could transcend language itself.In the Murmurwoods, where words often fail, her melodies became a unifying force, inspiring and connecting those around her. Once a playful mimic, she now stands as a leader, bridging cultures through the power of song alone. |
Faunsong |
Faun growth in your cities increases by {0}.Under her command, Fauns gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Fauns lose an equal amount of Attack and Defense. |
| nature_hero_4 |
Old Pilgrim |
To change one’s path is to find true strength. |
Once a minor prince with martial ambitions, Old Pilgrim changed course after witnessing his friend Lord Rufus become consumed by obsession. Seeking transformation, he embarked on a pilgrimage that led him into the Murmurwoods.The forest embraced him, sensing his yearning for change. Through the Fungal Grove, he found the power he had long sought — not in steel, but in the elemental essence of the wood itself, which now sustains him. |
Natural Selection |
He starts with the “Masterful Guillotine” spell. This version of the spell’s Damage increases twice as fast when cast on the same target.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| nature_hero_5 |
Octavia |
Here only by chance, Octavia is starting to think about making her own fortune. |
Drawn by a Murmurwood druid’s failed attempt to summon a djinn, Octavia saw a chance to reshape the Murmurwoods in her own, fiery vision.Her burning presence brought chaos to the forest, yet she avoided its wrath, proving to be an unpredictable protector. Lately, she’s become fascinated by humans and their “coins,” eager to master the art of earning and spending. Ever optimistic and lucky, she’s certain she’ll strike it rich — someday. |
Four‑Leaf Horseshoe |
She has +{0} Luck, and creatures under her command have an increased chance of triggering a Lucky Strike: +{1}% chance per Luck point. For every {3} levels, this bonus increases by {2}%. |
| nature_hero_6 |
Mreowa |
Crystals mlem. |
Mreowa, a kittenhorn of simple mind, was once a mere beast until she devoured a massive crystal vein, its unstable energies reshaping her into a humanoid form.Though still ruled by animal instincts, she has begun to form a personality, slowly grasping her newfound sentience. Yet her greatest passion remains — hunting and consuming crystals — as she roams the ever‑shifting wilds of the Murmurwoods to puruse it. |
Charming Shine |
She produces +{0} Crystals per day, plus another +{1} for every {2} hero level(s). Increases the amount of Crystals found on the map by {3}%. |
| nature_hero_7 |
Faleor |
Where Hksmilla walked, they left a step, filled with enough elemental forces to beget life. Makes sense that Faleor has issues keeping his temper under control. |
Faleor, a rare pure elemental, was born when Hksmilla’s multiple heads unleashed wild flames that scorched the Murmurwoods. Aeliniel tamed the blaze, shaping it into sentience with a single rose as a focus.Hyper‑sensitive to elemental forces, Faleor wields magic effortlessly but is cursed to burn endlessly, consumed by an insatiable yearning. Only Aeliniel’s careful watch keeps his power from unraveling into devastation. |
Hksmilla’s Step |
He starts with the “Masterful Fireball” spell. This version of the spell hits a bigger area.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| nature_hero_8 |
Alluring Sh’a |
Shh. The rustle of leaves. The murmur of the woods. Enticing with smells that change your mind without you even knowing. |
Sh’a is a plant faerie, a sentient inflorescence without a fixed identity. Its name echoes the rustling of leaves and petals in the wind.Exuding a captivating aroma, Sh’a lures in those who inhale it, whispering promises of love, wealth, and power. Though it can mimic a humanoid form, its true purpose is to enact the will of the forest, instinctively spreading and extending its influence. |
Charismatic |
It keeps its army when fleeing from battle against neutral squads. +{0}% Persuasion Power when using Diplomacy, plus another {1}% for every {2} hero level(s). |
| nature_hero_9 |
Aunt Daliar |
Sit straight. Don’t slouch. And listen up, kid! ’Cause if you don’t, she won’t hesitate to slap some manners into you. |
Daliar, known as “Auntie,” is a humble yet formidable teacher of young forest beings. Though unassuming in size, she commands respect from even the mightiest elementals and plants through strict discipline.She demands both mental and physical order from her students, enforcing her lessons with unwavering rigor — and, when needed, a firm hand. Whether in the forest or beyond, her no‑nonsense approach shapes her approach to her every encounter. |
Wish to Learn |
When leveling up, she gains {3} additional attribute point(s) for every {4} hero level(s). She gains +{1}% XP for every {2} hero level(s). |
| nature_hero_10 |
Vatawna |
Rooted in wonder, torn between wisdom and the wild. |
Vatawna grew up near the Murmurwoods, drawn to its quiet wisdom. After her parents’ passing, she became an Alvari mage’s apprentice, travelling in pursuit of knowledge. Years later, she returned — and saw the forest anew, alive with mana and secrets. She joined a druidic circle, embracing its magic. Now, she must choose: protect the woods she loves, or seek a truth beyond them. |
Spiritual Vigor |
She can use the Spellbook one more time per battle round. Her maximum mana increases by {1}% for every {2} hero level(s). |
| nature_hero_11 |
Elder Tss’kish |
A piece of the Murmurwoods’ root system. He disconnected to travel, find more knowledge, and bring it back to the roots. |
Tss’kish is an ancient, living tree, cycling through phases of growth and renewal. With each cycle, he gains knowledge and power, before merging again with the forest’s roots, shedding his memories yet leaving behind faint echoes of his acquired wisdom.This makes him a revered source of instinctive insight. After every renewal, he emerges once more, relearning the world and serving as a courier to the Fungal Grove, always followed by druids eager to glean what remains of his past knowledge. |
Oldest Known Tree |
Herbomancer growth in your cities increases by {0}.Under his command, Herbomancers gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Herbomancers lose an equal amount of Attack and Defense. |
| nature_hero_12 |
Aeliniel |
Fire isn’t just about the blaze and the power. It’s also about calm control. You won’t be able to shape it if you give in to your impulses. |
Fire is often seen as wild, yet it also lingers placidly in embers and candlelight. While impulsiveness might conjure fireballs, true mastery demands calm and restraint.Aeliniel, known for her self‑control, mastered fire through meditation, wielding it with precision rather than passion. This discipline makes her exceptional at spells requiring focus and steadiness; her flames burn longer and more reliably, proving that control, not haste, is the key to true power. |
Tempered Embers |
She starts with the “Masterful Firewall” spell. This version of the spell stays active for +{2} round(s).While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| nature_hero_13 |
Glacia |
...Hm? Oh. She was asleep. A‑deep‑sleep, reaching the Abyss of the Plane of Water… almost. |
Glacia is an elemental summoned from the deepest reaches of the elemental planes. Unlike most of her kind, she remains perpetually slow and serene, untouched by haste.Her tranquil nature shapes her ice magic, imbuing it with a pacifying chill. Yet beneath her calm lies quiet menace — those who provoke her find themselves frozen in place, ensnared by her effortless, indifferent control. |
Ice Bolt |
She starts with the “Masterful Ice Bolt” spell. The Initiative penalty of this version of the spell is twice as strong.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| nature_hero_14 |
Vim |
There ain’t a problem in the world that can’t be tackled head‑on! Preferably with horns. |
Vim is a spirited satyr who solves problems with sheer force — especially using his forehead.Convinced that stones crave movement, he sees them as eager allies, happily rolling toward his foes when he charges. His battle style blends raw strength with a playful, almost childlike belief in the will of the earth itself. |
Rock It up! |
He starts with the “Masterful Cave In” spell. The obstacles created by this version of the spell must be damaged +{2} more times to be destroyed. While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| nature_hero_15 |
Halon |
Following the will of higher forces, Halon aims to bring order to Jadame with thunder and lightning! |
Halon’s arrival in Jadame was fraught with frustration. A miscast summoning ritual called an efreet instead of him, and when he finally appeared, humans had encroached on his summoning site.What’s worse, no one explained why the djinn was summoned! Despite the Murmurwoods’ reputation for harmony, Halon found it quite disorganized. With his commanding presence and lightning powers, he aims to bring order and stability, believing it’s the will of a higher power. |
Thunder and Lightning |
He starts with the “Masterful Chain Lightning” spell. This version of the spell loses half as much Damage when jumping between targets.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| nature_hero_16 |
Echolily |
A voice not her own; an echo of the world. |
Echolily is a forest‑born entity shaped by nature’s instinct to replicate. Though she naturally resembles an elf, she can mimic almost any race.Unable to speak on her own, she echoes fragments of the words she hears. Through touch, she conjures whispering reflections of others, like echoes in a nocturnal forest. She is the forest’s living imitation — a being of endless replication. |
Murmuring Copy |
She starts with the “Masterful Mirror Copy” spell. This version of the spell can target enemy creatures.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| nature_hero_17 |
Sullie |
A carefree wanderer, carrying the Murmurwoods’ wisdom. |
Though not bound to the Mycelium, Sullie is deeply attuned to the forest’s consciousness. Wandering between villages, she gathers knowledge, serving the Murmurwoods’ pursuit of understanding.Adopting the human name “Sullie,” she cultivates a carefree persona, effortlessly charming those she meets. Whether seeking information or simply following her instincts, she expands the forest’s awareness with every step. |
Murmurwood Native |
Her summoned Avatar is immune to Magic DamageWhen casting Summon Avatar, its effective Spell Power is increased by +{0} per {1} hero level(s). |
| nature_hero_18 |
The Minstrel |
Words are superficial. Melodies can evoke so much more. |
A mute minstrel from the Murmurwoods, he was born into a telepathic forest community and never needed words — until one day he came to the aid of a lost dwarf and his ram, using his flute to bridge their worlds.Now a wandering musician, he discovers melodies that enhance each creature’s strengths, inspiring confidence and skill. Though unremarkable himself, his music forges deep, wordless connections, drawing travelers to his side. |
Wandering Musician |
At the beginning of each round, he generates +{0} Focus Point(s), plus another +{1} for every {2} hero level(s). The enemy loses the same amount of Focus Points. |
| demon_hero_1 |
Niev |
Five steps ahead, with no glance behind. |
Nieven never fit into the Murmurwoods; her mind was too rigid for the Mycelium’s wild flow. She questioned what others simply felt, seeking logic in the intangible. When the Chorus offered a new way to see the world, she accepted it. Instead of clarity, she gained expanded focus — thinking in five directions at once, mastering strategy, and commanding the Hive’s swarms with ease. As for the Murmurwoods? Her old home rarely crosses her mind anymore. |
Shooter |
Creatures in her army deal +{0}% basic attack Damage, plus an additional {1}% for every {2} hero level(s). Additionally, they deal +{3}% Ranged and Long Reach Damage for every {4} hero level(s). |
| demon_hero_2 |
Maelstrom |
A former assassin who failed his mission, Maelstrom was given new life and purpose among the Hive’s apex predators. |
Once a dark elf assassin, Maelstrom became something deadlier after a failed mission left him dying. The Dragonfly King offered him a second chance — rebirth as a hybrid creature, but stronger and sharper. Unlike the brute reavers, he retained his cunning, blending a predator’s instincts with an assassin’s honed skill. Now he fights to prove his worth, a relentless hunter bound by loyalty and purpose. |
Reave Away |
Reaver growth in your cities increases by {0}.Under his command, Reavers gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Reavers lose an equal amount of Attack and Defense. |
| demon_hero_3 |
Nor |
There is but one fate awaiting us all, and Nor has found a way to make sure it won’t erase him. Have you? |
Ubunor spent years at war, losing his children and fighting with nothing to hold him back. When peace came, he became a gladiator, chasing the height of battle in conflicts that no longer mattered — until his body gave out. As he lay dying, the Dragonfly King offered him more time. Ubunor didn’t fear death, only being forgotten. Now reborn in the Hive, he fights not for survival but to find a warrior truly worthy of remembrance. |
Wish to Learn |
When leveling up, he gains {3} additional attribute point(s) for every {4} hero level(s). He gains +{1}% XP for every {2} hero level(s). |
| demon_hero_4 |
Zoran, the Self‑Founded |
Waurmos are complex and intelligent creatures, but few of them stoop to finding personhood. This one did. |
The Waurmos are the Hive’s collectors, consuming the bodies and souls of enemies to convert them into energy. Among them, Zoran emerged after consuming a passionate soul, which sparked his identity. He called himself the Self‑Founded.Recognizing that other Waurmos could also develop personalities, he began fostering their strength and independence within the Hive. Zoran’s leadership and teachings have garnered the attention of the Dragonfly King, who allows these efforts — for now. |
Waurmification |
Waurms growth in your cities increases by {0}.Under his command, Waurmos gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Waurmos lose an equal amount of Attack and Defense. |
| demon_hero_5 |
Curson, Duke of Rage |
Three were Beelzebub’s Riders summoned by the Dragonfly King. Curson was the first, the patron of inner power and tempered rage. |
Curson, one of three dukes summoned by the Dragonfly King, embodies fury and inner strength. Ironically, unlike many demons, he is not driven by blind aggression but by mastery of his power through self‑awareness. He accepts his place in the hierarchy without resentment, though idleness tests his patience. Controlled yet formidable, his unwavering loyalty makes him a steadfast servant of Beelzebub. |
Intimidating Strike |
His Heroic Strike deals +{0} Damage, plus {1} more for every {2} hero level(s). Additionally, it reduces the target’s Initiative by {3} until the battle end. This effect is stackable. |
| demon_hero_6 |
Tavi |
She desired the best for her children, but they rejected her for her crimes. Thus, she is now the Hive’s Matron. |
Taviola, a light elf from the Murmurwoods, sought greater rewards for her progeny than the forest could allow.Denied by the Mycelium, she secretly conspired with the insects to defy its will, leading to the first betrayal from within the Woods. Exiled for her crimes and lamenting her children’s rejection, she was found by the Dragonfly King. Through him, she embraced the Hive’s potential, becoming its mother and transforming into a figure of great purpose. |
Proliferation |
Her summoned Fire Larva stacks have +{0}% health, plus another {1}% for every {2} hero level(s). |
| demon_hero_7 |
Lo |
She used to have a name. Lorinda? Lorissa? Then her village was starved, and now all she has is a gleeful hunger. |
Once a peasant with a family, she lived near the Murmurwoods until a faerie ritual cursed her land with famine. Desperation led to cannibalism, and when she tasted human flesh, she heard the Dragonfly King’s Chorus. Embracing his promise of endless feasting, she renounced her name and became Lo. Now, she devours without end, drawing in the Hive’s hungriest scavengers to her side, her past lost to insatiable hunger. |
Scavenger |
Locust growth in your cities increases by {0}.Under her command, Locusts gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Locusts lose an equal amount of Attack and Defense. |
| demon_hero_8 |
Goldentongue |
A clever tongue can get you anywhere. Even into Beelzebub’s good graces. |
Goldentongue sought out the Dragonfly King himself, craving more than mere survival. A petty thief and con‑artist, he offered his services in exchange for the gift of sweet speech. The Dragonfly King granted this wish, giving him a magical tongue that can sway even the unwilling. Unlike others in the service of the King, Goldentongue controls the Song and can break free from the Hive’s grasp — though he sees no reason to do so. |
Rousing Presence |
Friendly creatures have +{0} Morale. They also have a higher chance of triggering the positive Morale effect: +{1}% chance per Morale point. For every {3} levels, this bonus increases by {2}%. |
| demon_hero_9 |
Abigor, Duke of Battle |
Three were Beelzebub’s Riders summoned by the Dragonfly King. Abigor was the second, the patron of tactics and victory. |
Abigor, one of three dukes summoned by the Dragonfly King, is a true demon and a master tactician in war and love. His followers believe he can foresee enemy actions, exploiting their every weakness. As the voice of reason, he mediates between the impatient Curson and the greedy Bathym, ensuring balance in their service to Beelzebub. |
Chessmaster |
In the Tactics Phase, he has +{0} hex to the creature placement range. Creatures in his army gain {1} Initiative for every {2} hero level(s). |
| demon_hero_10 |
Fleu |
Drawn to the light of rebirth, bound in His grace. |
The Dragonfly King remains an enigma — even to his followers. Yet one soul remembers who this King once was: a healer desperate to save young Fleurine from a wasting illness. She was the first to receive the Master’s gift. Reborn in a sacred form, Fleu now serves as herald and harbinger, spreading hope and gathering new acolytes for her friend — and liege. |
Wayfarer |
She has +{0}% Movement points for every {1} hero level(s). Moves significantly more efficiently on roads. |
| demon_hero_11 |
Xirr |
Stripped of his honor and his horns. Cast away from Alvar, together with his brother. Beelzebub offered him family and acceptance. |
After Alvar surfaced, underground excavations required special permission. Mardit defied this law, disgracing his clan and costing them their horns. His youngest daughter vanished, while his sons reacted in starkly different ways.The younger, then called Ramman, was devastated, and desperate to reclaim his pride. Answering Beelzebub’s call, he joined the Hive as Xirr, undertaking perilous missions in hopes of restoration — yet he cannot fathom why true redemption still eludes him. |
Resistant to Elements |
He and friendly creatures are immune to negative effects in battles and on the global map. His creatures take –{0}% Magic Damage, and an additional –{1}% for every {2} hero level(s). |
| demon_hero_12 |
Bathym, Duke of Jewels |
Three were Beelzebub’s Riders summoned by the Dragonfly King. Bathym was the third, the patron of crystals, jewels, and hidden paths. |
Bathym, one of three dukes summoned by the Dragonfly King, is a true demon serving Beelzebub.Linked to celestial symbols and falling stars, he claims his domain holds rare crystals coveted by alchemists and mages. Though bound by the Hive’s hierarchy, he remains indifferent to mortal affairs — except when striking lucrative deals, ever the embodiment of cunning and greed. |
Charming Shine |
He produces +{0} Crystals per day, plus another +{1} for every {2} hero level(s). Increases the amount of Crystals found on the map by {3}%. |
| demon_hero_13 |
Leira |
The Church persecuted her for “immodest behavior.” So let them run now. |
Aleira was never one for obedience. Sent on a crusade by the Church, she spent more time playing cards than offering prayers. Her sharp tongue and reckless defiance led to punishment — she was locked away, given a knitting needle to perform “proper” handiwork.She had other plans. The needle found a far better use in the neck of the overseeing nun, paving the way for her escape. And in that desperate flight, she heard the Chorus. It offered Leira an opportunity for vengeance — and a needle that could pierce anything. |
Stinging |
Hornet growth in your cities increases by {0}.Under her command, Hornets gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Hornets lose an equal amount of Attack and Defense. |
| demon_hero_14 |
Groo |
Gronk sought the love and care of queens — and he has found it. It’s a shame he can no longer so much as speak his name. |
Gronk the Fourteenth was the pampered heir of a dwarf clan. When the Chorus echoed through the lands, Gronk eagerly embraced the chance to join a power that promised victory and wealth.Charming and likable, he sought the affection of the Hive’s Queens. While he succeeded, he underestimated their love, and it transformed him in unexpected ways. Finding one day his body covered in oils, Groo lost his hair, his skin sagged, and his once‑strong hands weakened, gradually turning him into a sentient larva. |
Son of All Mothers |
Hive Queen growth in your cities increases by {0}.Under his command, Hive Queens gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Hive Queens lose an equal amount of Attack and Defense. |
| demon_hero_15 |
Mila |
She ran away once, the coward. But Beelzebub has shown her that sensitivity is not a sin. |
Mila served the Church, until demons attacked her village. Overwhelmed by fear, she fled, abandoning the wounded. Desperate for guidance, she prayed to Arina — only to be met with silence.But the Dragonfly King answered, calling her sensitivity a strength. Clinging to his words, Mila embraced the Hive, transforming into a moth‑like being who commands the wind. Now, she drifts weightlessly, believing Arina’s silence was a sign of approval all along. |
Wingflap |
She starts with the “Masterful Haste” spell. This version of the spell affects all friendly creatures.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| demon_hero_16 |
Oriax |
A devil’s pact is no servant’s bond. |
Oriax is a powerful ally of the Hive, but not its servant. In truth, Beelzebub himself is one of her kin — devils as described in ancient legends. Mastering the ability to slip between realms, Oriax entered this world on her own terms, twisting a summoning ritual cast by a reckless mage.Since then, she has woven a complex web of subterfuge across Jadame and beyond, advancing the Hive’s goals — or preparing to seize its mission herself, should Beelzebub falter. |
Here and There |
She starts with the “Masterful Blink” spell. This version of the spell can target enemy creatures.The cost of this spell is reduced by {0} mana for every {1} hero level(s). |
| demon_hero_17 |
Khariseth |
Now exiled, these insects that betrayed the Murmurwood use their stolen energies in service of the Hive. |
Khariseth was born from Murmurwoods’ first betrayal, formed from insects that gorged on mana in Taviola’s wake.Exiled but empowered, they formed a crude collective, drawn to the Dragonfly King’s call. To wield their stolen magic, they needed an identity. Using a piece of knowledge taken from the forest, they adopted the name “Khariseth.” Now compressed into a humanoid form, they are a hivemind within the Hive, consuming and wielding stolen energies, forever hungry for more. |
Primal Weaving |
They receive +{0} level to all Primal spells, plus another +{1} for every {2} hero levels. Casting Primal spells does not prevent them from using other spells of the same Magic School. Enemy hero cannot cast Primal spells. |
| demon_hero_18 |
Pauper |
From filth to fury, her swarm never rests. |
For many, Ravenshore is a city of opportunity. For Wistari, it was a gutter. Struggling to survive, she scavenged through filth — until the Dragonfly King offered her peace.But instead of asking for riches, she shed her discomfort. Fleas and bedbugs, once pests, became her allies, infiltrating her enemies and driving them to madness. Now known as Pauper, she commands a relentless swarm, their ceaseless bites pushing her army to move ever faster. |
Flea Bites |
Friendly creatures have +{0} Speed, plus an additional {1} for every {2} hero level(s). |
| dungeon_hero_1 |
Enatee |
One day, the medusae shall strike again. |
When Alvar moved to the surface, most medusae — who were summoned to serve — followed, but a small faction remained, fractured by internal conflict, as if their many serpent heads whispered dissenting thoughts.Enatee, one of these early dissenters, resents life above ground. Vengeful and cunning, she quietly sows discord among her kin, drawing more medusae to her cause, one whisper at a time. |
Slithering Menace |
Medusa growth in your cities increases by {0}.Under her command, Medusae gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Medusae lose an equal amount of Attack and Defense. |
| dungeon_hero_2 |
Tellaris the Betrayed |
He was captain of Alvar’s guard and got a knife in the back from his best friend as payment. Now he sleeps with one eye open. |
Tellaris, an elven warrior, rose to command in Alvar’s guard, valued for his integrity. His closest friend, Grellekh, was his opposite, yet Tellaris stood by him.However, his blunt honesty made him unpopular, leading to a conspiracy against him by the guard and Grellekh himself, from which he barely escaped. Now a fugitive, he struggles with paranoia and the question that haunts him — why did his friend turn against him? |
With One Eye Open |
He starts with the “Masterful Early Start” spell. This version of the spell cannot be dispelled by any means.While casting this spell, effective Spell Power is increased by {0} for every {1} hero level(s). |
| dungeon_hero_3 |
Stinger |
Come closer, sweetie. This will only hurt a bit. |
Raised in Alvar’s slums, Stinger became a mercenary known for her fiery temper and sharp tongue. While she was orphaned young, she did learn one lesson from her father: strike to kill. After his mysterious death in prison, she was left with unanswered questions.Alone in a ruthless world, she walks a morally grey path, sometimes working for Alvar, but always driven by a relentless pursuit of vengeance and truth. |
Venomous Strike |
Her Heroic Strike deals +{0} Damage, plus another +{1} for every {2} hero level(s). It additionally poisons the target until the end of the battle, dealing {3} Magic Damage each round. This effect is stackable. |
| dungeon_hero_4 |
Kieran |
Branded as a heretic by the Church for his inability to see the Chalice, he found mutual respect with those who had no such prejudice. |
Born blind in a society that saw blindness as a sin, Kieran was falsely accused of heresy over a cattle dispute. Rather than confess, he chose a trial in an underground labyrinth, where troglodytes aided his survival.His return was seen as divine favor, but feeling betrayed by humans, he left them behind, choosing to stand with the troglodytes instead. |
The Blind Folk |
Troglodyte growth in your cities increases by {0}.Under his command, Troglodytes gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Troglodytes lose an equal amount of Attack and Defense. |
| dungeon_hero_5 |
Mouaren |
They say he has a key to any door and any mind. But does anyone have a key for his…? |
Mouaren, once a skilled thief, turned to lock‑making not for redemption but for curiosity — crafting locks, keeping keys, and uncovering secrets.His actions drew the Triumvirate spymaster’s attention, leading to his capture and recruitment. Now, under scrutiny, he serves as a cunning commander, proving the spymaster’s instincts right. |
Spy |
Infiltrator growth in your cities increases by {0}.Under his command, Infiltrators gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Infiltrators lose an equal amount of Attack and Defense. |
| dungeon_hero_6 |
Devir, son of Devir |
Things are simpler down in Balthazar’s Lair. You always know who your enemies are. Not so clear‑cut up in Alvar. |
Devir, son of Devir, was raised in Balthazar’s Lair, where warriors earned honor through battle. Ever since he was sent to the capital for greater opportunities, he has struggled with its intrigues, longing for the simplicity of his homeland.Though he resents Alvar’s decadence, he serves dutifully, earning respect for his strength and experience while wrestling with his place in this chaotic world. |
Balthazar’s Lair |
Minotaur growth in your cities increases by {0}.Under his command, Minotaurs gain {1} Speed, {1} Initiative, and {2}% HP. Their Attack and Defense increase by {3} for every {4} hero levels, and enemy Minotaurs lose an equal amount of Attack and Defense. |
| dungeon_hero_7 |
Creta, daughter of Navarr |
Every piece of jewelry she makes tells a story — something to be remembered after her civilization falls. |
Creta, middle daughter of the revered minotaur patriarch Navarr, was raised to value history. Rather than merely archive it, she chose to craft it. A master jeweler and skilled body painter, she weaves stories into her adornments — marking victories, births, and celestial events. In her hands, history is not just preserved but worn and lived. |
Gem Seeker |
She produces +{0} Gem per day, plus another +{1} for every {2} hero level(s). Increases the amount of Gems found on the map by {3}%. |
| dungeon_hero_8 |
Rhea |
Has Mearea, godling of luck, chosen her? Maybe. Why? Chance! |
Rhea was never meant to survive. From the smallest, driest egg of the clutch, she hatched against all odds and evaded the many dangers of the tunnels. Believing Mearea herself watched over her, she nurtured a whimsical notion — perhaps she was the goddess’s descendant. Unlikely as this seems, Rhea’s remarkable luck is hard to deny. |
Four‑Leaf Horseshoe |
She has +{0} Luck, and creatures under her command have an increased chance of triggering a Lucky Strike: +{1}% chance per Luck point. For every {3} levels, this bonus increases by {2}%. |
| dungeon_hero_9 |
Gleard the Grey |
Magic is merely an intellectual pursuit for Alvar’s top vizier — just like chess, which he always wins. |
Born with pale scales, Gleard straddles two worlds — neither fully dragon nor biped. But in Alvar, talent outweighs heritage, and Gleard’s gifted proficiency in mathematics, magic, and logic let him rise to become a Triumvirate vizier. A master of both politics and strategy, he outmaneuvers rivals in chess as effortlessly as he navigates the complexities of magic and war. |
Arcane Dominion |
He receives +{0} level to all Arcane spells, plus another +{1} for every {2} hero levels. Casting Arcane spells does not prevent him from using other spells of the same Magic School. Enemy hero cannot cast Arcane spells. |