The Iron Master
Obedience and control are the only way to maintain true power.
- Attack
- 3
- Defense
- 2
- Spell Power
- 1
- Knowledge
- 1
- Luck
- 0
- Morale
- 0
Biography
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.
Specialization
Concubus growth in your cities increases by 1. Under his command, Concubi gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Concubi lose an equal amount of Attack and Defense.
Starting skills
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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.
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ResistanceBasicResistanceFriendly creatures take –15% Magic Damage.
Available skills
Roll chance on level-up. Every might hero of the Schism faction shares this table.
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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.
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Combat6.4%Combat -
Insight5.3%InsightThe hero gains +20% more XP.
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Economy5.3%Economy+500 Gold daily.
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Offense4.3%OffenseFriendly creatures’ basic attacks deal +15% Damage.
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Defense4.3%DefenseFriendly creatures take –15% Damage from basic attacks.
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Resistance4.3%ResistanceFriendly creatures take –15% Magic Damage.
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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.
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Sorcery4.3%Sorcery+10% Magic Damage dealt.
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Wisdom4.3%WisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
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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.
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Leadership4.3%LeadershipThe hero gains 1 Morale.
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Luck4.3%LuckThe hero gains 1 Luck.
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Logistics4.3%Logistics+10% Movement points on the global map.
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Scouting4.3%ScoutingThe hero gains 1 sight radius.
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Tactics4.3%TacticsIn the Tactics Phase, creatures can be placed within a 3‑line area.
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Siegecraft4.3%Siegecraft -
Recruitment4.3%Recruitment -
Arcane Magic3.4%Arcane MagicThe hero can learn tier‑5 Arcane spells.
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Nightshade Magic2.6%Nightshade MagicThe hero can learn tier‑5 Nightshade spells.
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Diplomacy2.1%Diplomacy -
Daylight Magic1.7%Daylight MagicThe hero can learn tier‑5 Daylight spells.
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Primal Magic0.9%Primal MagicThe hero can learn tier‑5 Primal spells.