The Minstrel
Words are superficial. Melodies can evoke so much more.
- Attack
- 1
- Defense
- 2
- Spell Power
- 2
- Knowledge
- 2
- Luck
- 0
- Morale
- 0
Biography
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.
Specialization
At the beginning of each round, he generates +2 Focus Point(s), plus another +1 for every 3 hero level(s). The enemy loses the same amount of Focus Points.
Starting skills
Available skills
Roll chance on level-up. Every magic hero of the Grove faction shares this table.
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Murmuring8.5%MurmuringGenerates 1 Focus Charge(s) at the start of every battle.
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Sorcery6.4%Sorcery+10% Magic Damage dealt.
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Wisdom6.4%WisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
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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.
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Insight6.4%InsightThe hero gains +20% more XP.
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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.
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Luck5.3%LuckThe hero gains 1 Luck.
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Diplomacy4.3%Diplomacy -
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 -
Primal Magic3.4%Primal MagicThe hero can learn tier‑5 Primal spells.
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Leadership3.2%LeadershipThe hero gains 1 Morale.
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Arcane Magic2.6%Arcane MagicThe hero can learn tier‑5 Arcane spells.
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Offense2.1%OffenseFriendly creatures’ basic attacks deal +15% Damage.
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Defense2.1%DefenseFriendly creatures take –15% Damage from basic attacks.
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Resistance2.1%ResistanceFriendly creatures take –15% Magic Damage.
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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.
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Economy2.1%Economy+500 Gold daily.
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Daylight Magic1.7%Daylight MagicThe hero can learn tier‑5 Daylight spells.
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Nightshade Magic0.9%Nightshade MagicThe hero can learn tier‑5 Nightshade spells.