Zenith
Climb the ranks; rise to the top — only then will you shine.
- Attack
- 1
- Defense
- 1
- Spell Power
- 2
- Knowledge
- 3
- Luck
- 0
- Morale
- 0
Biography
Perhaps Zenith’s path would have been different if not for the peculiarities of her twin brother, Nadir. To protect him, Zenith needed influence — so she rose to become a leader of the Church.
Sometimes, striving for the best version of oneself means embracing light… while also holding onto a trace of darkness.
Specialization
Lightweaver growth in your cities increases by 1. Under her command, Lightweavers gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Lightweavers lose an equal amount of Attack and Defense.
Starting skills
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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.
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WisdomBasicWisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
Available skills
Roll chance on level-up. Every magic hero of the Temple faction shares this table.
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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.
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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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Leadership6.4%LeadershipThe hero gains 1 Morale.
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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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Insight4.3%InsightThe hero gains +20% more XP.
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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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Economy4.3%Economy+500 Gold daily.
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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 -
Daylight Magic3.4%Daylight MagicThe hero can learn tier‑5 Daylight spells.
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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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Luck2.1%LuckThe hero gains 1 Luck.
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Primal Magic1.7%Primal MagicThe hero can learn tier‑5 Primal spells.
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Nightshade Magic0.9%Nightshade MagicThe hero can learn tier‑5 Nightshade spells.