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.
- Attack
- 1
- Defense
- 1
- Spell Power
- 3
- Knowledge
- 2
- Luck
- 0
- Morale
- 0
Biography
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.
Specialization
Creatures in his army deal +10% basic attack Damage, plus another 1% for every 2 hero level(s). Additionally, they deal +1% Melee Damage for every 2 hero level(s).
Starting skills
-
Abyssal CommunionBasicAbyssal CommunionAfter each battle victory, the hero increases their Communion level by 1 (up to a max. of 4). Each level increases the number of friendly Schism units by 3% until the end of the battle. Each morning, all heroes’ Communion level is halved.
-
OffenseBasicOffenseFriendly creatures’ basic attacks deal +15% Damage.
Available skills
Roll chance on level-up. Every magic hero of the Schism faction shares this table.
-
Abyssal Communion8.5%Abyssal CommunionAfter each battle victory, the hero increases their Communion level by 1 (up to a max. of 4). Each level increases the number of friendly Schism units by 3% until the end of the battle. Each morning, all heroes’ Communion level is halved.
-
Thaumaturgy6.4%ThaumaturgyThe 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 +100% mana for each use after the first.
-
Insight5.3%InsightThe hero gains +20% more XP.
-
Economy5.3%Economy+500 Gold daily.
-
Offense4.3%OffenseFriendly creatures’ basic attacks deal +15% Damage.
-
Defense4.3%DefenseFriendly creatures take –15% Damage from basic attacks.
-
Resistance4.3%ResistanceFriendly creatures take –15% Magic Damage.
-
Battlecraft4.3%BattlecraftWhen a friendly creature waits on their turn, they gain +?% Attack until the end of the round. When they skip turn, they gain +?% Defense until the end of the round.
-
Sorcery4.3%Sorcery+10% Magic Damage dealt.
-
Wisdom4.3%WisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
-
Summon Avatar4.3%Summon Avatar -
Battle Magic4.3%Battle MagicFriendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.
-
Leadership4.3%LeadershipThe hero gains 1 Morale.
-
Luck4.3%LuckThe hero gains 1 Luck.
-
Logistics4.3%Logistics+10% Movement points on the global map.
-
Scouting4.3%ScoutingThe hero gains 1 sight radius.
-
Tactics4.3%TacticsIn the Tactics Phase, creatures can be placed within a 3‑line area.
-
Siegecraft4.3%Siegecraft -
Recruitment4.3%Recruitment -
Arcane Magic3.4%Arcane MagicThe hero can learn tier‑5 Arcane spells.
-
Nightshade Magic2.6%Nightshade MagicThe hero can learn tier‑5 Nightshade spells.
-
Diplomacy2.1%Diplomacy -
Daylight Magic1.7%Daylight MagicThe hero can learn tier‑5 Daylight spells.
-
Primal Magic0.9%Primal MagicThe hero can learn tier‑5 Primal spells.