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.
- Attack
- 1
- Defense
- 1
- Spell Power
- 3
- Knowledge
- 2
- Luck
- 0
- Morale
- 0
Biography
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.
Specialization
Ra’Shoth growth in your cities increases by 1. Under her command, Ra’Shoth gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Ra’Shoth lose an equal amount of Attack and Defense.
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.
-
RecruitmentBasicRecruitment
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.