Nadir
No faith is bad faith if it serves the Church of Sun.
- Attack
- 1
- Defense
- 1
- Spell Power
- 2
- Knowledge
- 3
- Luck
- 0
- Morale
- 0
Biography
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.
Specialization
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 1 for every 3 hero level(s).
Starting skills
-
RighteousnessBasicRighteousnessAll 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 one round. This effect is stackable.
-
Nightshade MagicBasicNightshade MagicThe hero can learn tier‑5 Nightshade spells.
Available skills
Roll chance on level-up. Every magic hero of the Temple faction shares this table.
-
Righteousness8.5%RighteousnessAll 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 one round. This effect is stackable.
-
Sorcery6.4%Sorcery+10% Magic Damage dealt.
-
Wisdom6.4%WisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
-
Summon Avatar6.4%Summon Avatar -
Battle Magic6.4%Battle MagicFriendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.
-
Leadership6.4%LeadershipThe hero gains 1 Morale.
-
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.
-
Insight4.3%InsightThe hero gains +20% more XP.
-
Diplomacy4.3%Diplomacy -
Logistics4.3%Logistics+10% Movement points on the global map.
-
Scouting4.3%ScoutingThe hero gains 1 sight radius.
-
Economy4.3%Economy+500 Gold daily.
-
Tactics4.3%TacticsIn the Tactics Phase, creatures can be placed within a 3‑line area.
-
Siegecraft4.3%Siegecraft -
Recruitment4.3%Recruitment -
Daylight Magic3.4%Daylight MagicThe hero can learn tier‑5 Daylight spells.
-
Arcane Magic2.6%Arcane MagicThe hero can learn tier‑5 Arcane spells.
-
Offense2.1%OffenseFriendly creatures’ basic attacks deal +15% Damage.
-
Defense2.1%DefenseFriendly creatures take –15% Damage from basic attacks.
-
Resistance2.1%ResistanceFriendly creatures take –15% Magic Damage.
-
Battlecraft2.1%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.
-
Luck2.1%LuckThe hero gains 1 Luck.
-
Primal Magic1.7%Primal MagicThe hero can learn tier‑5 Primal spells.
-
Nightshade Magic0.9%Nightshade MagicThe hero can learn tier‑5 Nightshade spells.