Merchant of Death

From Heroes of Might and Magic: Olden Era Official Wiki


Merchant of Death
Faction Necropolis
Tier IV
Cost
(Upg. Cost)
360Gold
(100Gold)
Base Growth +10
SquadValue 370
Stats
Health
Health
Attack
Attack
Defense
Defense
Damage
Damage
30 11 9 7This stat is higher compared to the base unit.-9This stat is higher compared to the base unit.
Morale
Morale
Luck
Luck
Initiative
Initiative
Speed
Speed
0 0 5This stat is higher compared to the base unit. 4This stat is higher compared to the base unit.
Other Info
Dwelling Bone Exchange II
Specialist Hero Guildmaster Klastor
Related Units
Base unit Graverobber
Upgrade A Merchant of Death
Upgrade B Kennelmaster
Internal ID
graverobber_upg

Merchants of Death are upgraded tier-IV units of the Necropolis faction. They can be recruited from Bone Exchange II.

They are one of the upgrades of the Graverobber, the other being the Kennelmaster.

Description

Procuring bodies for necromancers is a lucrative business, but souls are even more valuable. Merchants of death have mastered the alchemical arts needed to capture only the most prized and love-stricken samples.

Abilities

Creature Type
Undead
NeutralMorale
|
-5 to 5Luck Range
|
NoCounts for Necromancy?
A creature or person whose life has been prolonged by unnatural means.

Morale: Always neutral.
Luck range: –5 to 5.

Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.
Attack Type
Long Reach
Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.
Passive Ability
Blighted Corpses
Long Reach attacks poison the target. Poisoned creatures take [ 3 × amount of units ] Magic Damage at the start of their turn. This effect is stackable.
Duration: 2 round(s).

Does not affect Undead, Dragons, Embodiments, or Constructs
Alternative Attack
Melee Attack
Performs an alternative Melee attack.
Active Ability
Dig Up Bones
2 Focus Charge(s)
Summons [ 2 × amount of units ] Skeleton(s) on an adjacent hex. They disappear after the battle.

Does not end the turn.
Active Ability
Ensnare Memories
3 Focus Charge(s)
Summons [ 2 × amount of units ] Wight(s) on an adjacent hex. They disappear after the battle.

Does not end the turn.

Laws

This unit is specifically affected by following Faction Laws:

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