Necropolis Units

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Unit list belonging to Necropolis.

Skeleton
Skeletons are the simplest product of necromancy, raised without elaborate rituals – just magic binding bones into a crude frame capable of basic movement and obedience.
Undead Hitpoints: 6 Attack: 4 Defense: 1 Damage: 1-3 Cost: 40 Gold
Melee Morale: 0 Luck: -5 to 5 Speed: 3 Initiative: 4 Upgrade: 10 Gold
Skeleton Archer
Skeletal archers are rather uncommon among necromancers. However, vampires especially value them as castle guards. After all, it is always easier to repel the would-be assailers from afar.
Undead Hitpoints: 6 Attack: 4 Defense: 2 Damage: 1-3 Cost: 50 Gold
Ranged Morale: 0 Luck: -5 to 5 Speed: 3 Initiative: 4 Upgrade: N/A
Skeleton Warrior
With little care, skeletons can retain memories of their lives as soldiers or fighters; stripped of personality but still skilled.
Undead Hitpoints: 6 Attack: 6 Defense: 3 Damage: 2-3 Cost: 50 Gold
Melee Morale: 0 Luck: -5 to 5 Speed: 3 Initiative: 6 Upgrade: N/A
Wight
A person once deeply cherished, forced back to life against their will. Wights, dissolving and lost, claw at each others’ memories in desperation, hoping to recover or steal their names and identities.
Memory Devourer

Converts 20% of the damage dealt into additional HP. This can create temporary units in this unit’s stack.

Undead Hitpoints: 9 Attack: 3 Defense: 0 Damage: 2-4 Cost: 85 Gold
Melee/Flyer Morale: 0 Luck: -5 to 5 Speed: 3 Initiative: 6 Upgrade: 25 Gold
Phantasm
Souls severed from their bodies succumb to entropy, flickering and fading as they desperately cling to dragons of identity while oblivion slowly consumes them.
Memory Devourer

Converts 20% of the damage dealt into additional HP. This can create temporary units in this unit’s stack.

Nightmares: Upon attacking, curses the target. Cursed targets take 1 pure damage at the start of its turn. This effect is stackable. Lasts 2 rounds.

Undead Hitpoints: 9 Attack: 6 Defense: 3 Damage: 2-4 Cost: 110 Gold
Melee/Flyer Morale: 0 Luck: -5 to 5 Speed: 4 Initiative: 7 Upgrade: N/A
Wraith
Sometimes a soul is brought back with enough clarity to grasp its eternal entrapment in the living world. This harrowing realization of rage and despair gives rise to a wraith.
Memory Devourer: Converts 40% of the damage dealt into additional HP. This can create temporary units in this unit’s stack.

Howl of the Banshee: Forces the target enemy creature to move to a random adjacent hex, if possible. Does not end turn. Ability tier 2. Costs 1 Focus Charge.

Undead Hitpoints: 9 Attack: 6 Defense: 0 Damage: 2-4 Cost: 110 Gold
Melee/Flyer Morale: 0 Luck: -5 to 5 Speed: 4 Initiative: 7 Upgrade: N/A
Undead Pets
Some necromancers reanimate elves and humans. Others choose companions truly dear to them, like loyal hounds. Dogs feel no torment in undeath – is there a greater fate than to remain by their master’s side for eternity?
Melee Defense I: Takes -30% melee damage.
Undead Hitpoints: 14 Attack: 4 Defense: 6 Damage: 3-5 Cost: 120 Gold
Melee Morale: 0 Luck: -5 to 5 Speed: 5 Initiative: 5 Upgrade: 40 Gold
Barghest
Among the simple folk, it is believed that the barghests abduct children who refuse to heed their parents, delivering them to vampiric lords who curse them with vampirism. Of course, it’s just a folk legend…isn’t it?
Melee Defense I: Takes -30% melee damage.

Bone Crusher: Reduces the target’s defense by 1 with each strike and gains an equal amount until the end of battle. This effect cannot be dispelled.

Call of the Pack: This creature can summon 20% of its current amount as temporary units. Ability tier 4. Costs 2 focus charges.

Undead Hitpoints: 14 Attack: 8 Defense: 6 Damage: 3/5 Cost: 160 Gold
Melee Morale: 0 Luck: -5 to 5 Speed: 6 Initiative: 8 Upgrade: N/A
Armoured Hound
Risen hounds are more precious than gold to certain vampires, treasured as armoured guards and hunting companions. These pets remain as loyal and loving in undeath as they were in life.
Melee Defense I: Takes -30% defense.

Protect the Fallen: Whenever a friendly creature dies, this creature gains +3 defense until the end of battle.

Lacerated Wounds: Wounds the target. Wounded target takes 2 normal damage at the start of its turn. This effect is stackable Lasts 2 rounds. Does not affect undead, embodiments, or constructs.

Undead Hitpoints: 18 Attack: 4 Defense: 8 Damage: 3-5 Cost: 160 Gold
Melee Morale: 0 Luck: -5 to 5 Speed: 6 Initiative: 8 Upgrade: N/A
Graverobber
Graverobbers trail necromancers, assisting in acquiring skeletons and bodies for reanimation by any means; whether by exhuming the dead or creating new ones. This constant exposure to deathly energies leaves them almost indistinguishable from the dead.
Dig Up Bones: Summons 2 skeletons per Graverobber on adjacent hex. Ability tier 2. Costs 2 focus charge.
Undead Hitpoints: 30 Attack: 13 Defense: 9 Damage: 7-9 Cost: 250 Gold
Long Reach Morale: 0 Luck: -5 to 5 Speed: 3 Initiative: 2 Upgrade: 90
Merchant of Death
Procuring bodies for necromancers is a lucrative business but souls are even more valuable. Merchants of death mastered the alchemical arts needed to capture only the most prized and love-stricken assets.
Dig Up Bones: Summons 2 skeletons per unit on an adjacent hex. Ability tier 2. Costs 2 focus charge.

Blighted Corpses: Long reach attacks poisons the enemy. Poisoned enemies take 3 magic damage per Merchant of Death. Effect is stackable. Lasts 2 rounds. Does not affect undead, dragons, embodiments, or constructs.

Ensnare Memories: Summons 1 wight per Merchant of Death on an adjacent hex. Ability tier 2. Costs 2 focus charge

Undead Hitpoints: 30 Attack:13 Defense: 9 Damage: 7-9 Cost: 340 Gold
Long Reach Morale: 0 Luck: -5 to 5 Speed: 4 Initiative: 5 Upgrade: N/A
Kennelmaster
Vampires can be quite eccentric. Their refusal to accept the flow of time leads to hiring resurrectionists. These kennelmasters ensure their employers always have a stead pack of dogs to hunt and play with.
Dig Up Bones: Summons 2 skeletons per unit on adjacent hex. Ability tier 2. Costs 2 focus charge.

Smell of the Hunt: Generates 1 focus point when a friendly creature dies.

Fetch: Summons 1 undead pet for every 2 kennelmasters. Ability tier 2. Costs 2 focus charge.

Hail!: Marks an enemy, causing them to always take max damage. Ability tier 3. Costs 2 focus charge.

Undead Hitpoints: 30 Attack: 13 Defense: 9 Damage: 8-10 Cost: 340 Gold
Long Reach Morale: 0 Luck: -5 to 5 Speed: 4 Initiative: 4 Upgrade: N/A
Lich
A self-risen undead bound to the materium through a phylactery and a rite prepared before death. Liches seek immortality and power in the living world. On Jadame, they also delve into time-turning magic. Necromancy is not the only way to persist in the world, after all.
Rewind Death: Restores 20 HP per lich to a friendly unit. Revives fallen units. Ability tier 4. Costs 2 Focus Charge
Undead Hitpoints: 50 Attack: 12 Defense: 12 Damage: 11-16 Cost: 340 Gold
Ranged Morale: 0 to 0 Luck: -5 to 5 Speed: 2 Initiative: 4 Upgrade: 140 Gold
Pestilent Lich
Miasma is another form of eternal life; constantly shifting and changing, yet enduring. It’s no coincidence that deadly poisons and miraculous cures are often the same substance, administered in different amounts. Perhaps life and death are not opposites but foils of one card.
Area Strike: Deals damage to the target and all hexes around it.

Death’s Embrace: Triggers all effects applied on the target, instantly using their full remaining duration. These effects are then removed. Ability tier 4. Costs 1 focus charge.

Undead Hitpoints: 50 Attack: 17 Defense: 12 Damage: 16 Cost: 480 Gold
Ranged Morale: 0 Luck: -5 to 5 Speed: 3 Initiative: 5 Upgrade: N/A
Sanguine Lich
Necromancers are the finest healers, for the force of life is simply the power of death rewound. Yet there must be an agenda behind their studies of time. Could it be that everything we know about the liches of the past and everything we know about them is merely the deception of the present? Time will tell.
Unlife, Undeath: Restores 20% damage dealt as HP to all friendly units. Does not revive.

Knowledge of Death: Increases the amount of XP gained by 10%. Does not stack.

Rewind Death: Restores 30 HP per lich to a friendly unit. Can revive

Undead Hitpoints: 50 Attack: 12 Defense: 17 Damage: 11-16 Cost: 480 Gold
Ranged Morale: 0 Luck: -5 to 5 Speed: 3 Initiative: 5 Upgrade: N/A
Dread Knight
A soul fused with their armour, dread knights exist by a single rule: to fight is to live and to live is to fight.
Double Strike

Dreadful Presence: Reduces all enemies’ morale by 1. This effect does not stack. Only the strongest one is active.

Undead Hitpoints: 100 Attack: 19 Defense: 18 Damage: 12-14 Cost: 700
Melee Morale: 0 Luck: -5 to 5 Speed: 6 Initiative: 9 Upgrade: 400 Gold
Avatar of War
“There went out another mount that was emerald; and power was given to them that sat thereon to take peace from the earth, and that they should kill one another; and there was given unto them a great scythe.”
Double Strike

Dreadful Presence: Reduces all enemies’ morale by 2. Effect does not stack. Only the strongest one is active.

War Incarnate: Reduces target’s attack by 1 with each strike and gains an equal amount until the end of battle. This effect cannot be dispelled.

Undead Hitpoints: 100 Attack: 19 Defense: 18 Damage: 18-20 Cost: 1100 Gold
Melee Morale: 0 Luck: -5 to 5 Speed: 7 Initiative: 11 Upgrade: N/A
Hollow Reaper
As carnage mounts, certain knights grow even more powerful; each soul cleaved from their enemies and added onto their scythes. They inspire such terror that common folk liken them to death itself.
Dreadful Presence: Reduces all enemies’ morale by 2. Effect does not stack. Only the strongest one is active.

Hungering Hollow: Whenever a friendly unit dies, this unit gains +3 attack until the end of battle.

Death Stare: Kills +1 enemy units with each attack. Works on units up to tier 7

Undead Hitpoints: 100 Attack: 24 Defense: 18 Damage: 22-24 Cost: 1100 Gold
Melee Morale: 0 Luck: -5 to5 Speed: 6 Initiative: 10 Upgrade: N/A
Vampire
The origin of vampires remains a mystery to most. Powerful and vain, they see themselves as the pinnacle of creation. The draconic society of Garrote Gorge, however, dismisses such lofty notions.
Vampirism: Restores 40% of damage dealt as HP. Revives fallen units. Does not affect undead, embodiments, or constructs.
Undead Hitpoints: 150 Attack: 25 Defense: 22 Damage: 25 Cost: 1200 Gold + 1 Mercury
Melee/Flyer Morale: 0 to 0 Luck: -5 to 5 Speed: 5 Initiative: 11 Upgrade: 800 Gold + 1 Mercury
Vampire Lord
Vampires tend to thrive in aristocratic circles rather than among commoners. It seems only logical – eternal life surrounded by opulence is far more spectacular. The decadence of nobles fuels their midnight ascension into darkness.

Vampirism: Restores 40% of damage dealt as HP. Does not affect undead, embodiments, or constructs.

Revives fallen units. Swift Strike: Enemies do not counterattack

Undead Hitpoints: 175 Attack: 25 Defense: 29 Damage: 30 Cost: 2000 Gold + 2 Mercury
Melee/Flyer Morale: 0 Luck: -5 to 5 Speed: 7 Initiative: 13 Upgrade: N/A
Vampire Scholar
Some vampires view their condition as an opportunity, delving into the powers hidden within blood. Their experiments make them dangerously unpredictable.
Vampirism: Restores 40% of damage dealt as HP. Revives fallen units. Does not affect undead, embodiments, or constructs.

Blood Transfusion: Connects an enemy to target friendly unit. The enemy takes 30 magic damage per vampire. The friendly unit restores 50% of the damage dealt as HP. Revives fallen HP. Does not affect embodiments or constructs. Ability tier 1. Costs 3 Focus Charge.

Corpse Explosion: Blows up chosen corpse. All adjacent enemies take 20 damage and all adjacent friendly units restore 10% This does not revive fallen units. Does not affect embodiments or constructs. Ability tier 1. Costs 3 Focus Charge.

Undead Hitpoints: 150 Attack: 27 Defense: 22 Damage: 30 Cost: 2000 Gold + 2 Mercury
Flyer/Long Reach Morale: 0 Luck: -5 to 5 Speed: 5 Initiative: 12 Upgrade: N/A