Morass GamesWiki

Scripts of Power · Wiki

Heroes

4 verified entries.

All four heroes are available from the start and play the same room layouts. Compare their starting HP, resource rules and spells below. Portraits are the game’s shipped hero sprites.

Rune-bladeMelee: gets close and cuts. Every hit charges the blade; charge pays for the runes.
44 starting HP6 maximum chargeSchools: Edge · Charge · Ward

No automatic charge regeneration.

Gains 1 charge per creature hit, capped at two hits per cast.

Starts with Slash and Lunge.

Each hero plays the same 200 room layouts. Spell choices and historical build saves change how you solve them.

Grove-callerClose range and hard to kill: bark shields, thorns, and beasts that fight beside you.
36 starting HP8 maximum sapSchools: Bark · Thorns · Beasts

Regenerates 1 sap per turn.

Starts with Thorn whip and Bark skin.

Each hero plays the same 200 room layouts. Spell choices and historical build saves change how you solve them.

Battle-wizardRanged: fire, frost and lightning from afar. Juggles mana and cooldowns.
30 starting HP10 maximum manaSchools: Fire · Frost · Storm

Regenerates 1 mana per turn.

Starts with Spark and Firebolt.

Each hero plays the same 200 room layouts. Spell choices and historical build saves change how you solve them.

EngineerUtility: builds turrets, plants bombs and mines, winds up clockwork helpers.
32 starting HP10 maximum steamSchools: Turrets · Explosives · Clockwork

Regenerates 1 steam per turn.

Starts with Rivet gun and Bolt turret.

Each hero plays the same 200 room layouts. Spell choices and historical build saves change how you solve them.