Unit list belonging to Necropolis.
| Skeleton
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| 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.
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| Undead
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Hitpoints: 6
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Attack: 4
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Defense: 1
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Damage: 1-3
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Cost: 40 Gold
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| Melee
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Morale: 0
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Luck: -5 to 5
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Speed: 3
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Initiative: 4
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Upgrade: 10 Gold
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| Skeleton Archer
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| 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.
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| Undead
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Hitpoints: 6
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Attack: 4
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Defense: 2
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Damage: 1-3
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Cost: 50 Gold
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| Ranged
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Morale: 0
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Luck: -5 to 5
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Speed: 3
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Initiative: 4
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Upgrade: N/A
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| Skeleton Warrior
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| With little care, skeletons can retain memories of their lives as soldiers or fighters; stripped of personality but still skilled.
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| Undead
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Hitpoints: 6
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Attack: 6
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Defense: 3
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Damage: 2-3
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Cost: 50 Gold
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| Melee
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Morale: 0
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Luck: -5 to 5
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Speed: 3
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Initiative: 6
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Upgrade: Gold
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| Wight
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| 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.
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| Memory Devourer
Converts 20% of the damage dealt into additional HP. This can create temporary units in this unit’s stack.
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| Undead
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Hitpoints: 9
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Attack: 3
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Defense: 0
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Damage: 2-4
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Cost: 85 Gold
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| Melee/Flyer
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Morale: 0
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Luck: -5 to 5
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Speed: 3
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Initiative: 6
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Upgrade: 25 Gold
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| Phantasm
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| Souls severed from their bodies succumb to entropy, flickering and fading as they desperately cling to dragons of identity while oblivion slowly consumes them.
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| 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.
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| Undead
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Hitpoints: 9
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Attack: 6
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Defense: 3
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Damage: 2-4
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Cost: 110 Gold
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| Melee/Flyer
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Morale: 0
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Luck: -5 to 5
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Speed: 4
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Initiative: 7
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Upgrade: N/A
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| Wraith
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| 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.
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| 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.
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| Undead
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Hitpoints: 9
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Attack: 6
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Defense: 0
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Damage: 2-4
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Cost: 110 Gold
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| Melee/Flyer
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Morale: 0
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Luck: -5 to 5
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Speed: 4
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Initiative: 7
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Upgrade: N/A
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| Undead Pets
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| 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?
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| Melee Defense I: Takes -30% melee damage.
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| Undead
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Hitpoints: 14
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Attack: 4
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Defense: 6
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Damage: 3-5
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Cost: 120 Gold
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| Melee
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Morale: 0
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Luck: -5 to 5
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Speed: 5
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Initiative: 5
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Upgrade: 40 Gold
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| Barghest
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| 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?
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| 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.
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| Undead
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Hitpoints: 14
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Attack: 8
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Defense: 6
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Damage: 3/5
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Cost: 160 Gold
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| Melee
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Morale: 0
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Luck: -5 to 5
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Speed: 6
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Initiative: 8
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Upgrade: N/A
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| Armoured Hound
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| 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.
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| 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.
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| Undead
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Hitpoints: 18
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Attack: 4
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Defense: 8
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Damage: 3-5
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Cost: 160 Gold
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| Melee
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Morale: 0
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Luck: -5 to 5
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Speed: 6
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Initiative: 8
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Upgrade: N/A
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| Graverobber
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| 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.
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| Dig Up Bones: Summons 2 skeletons per Graverobber on adjacent hex. Ability tier 2. Costs 2 focus charge.
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| Undead
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Hitpoints: 30
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Attack: 13
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Defense: 9
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Damage: 7-9
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Cost: 250 Gold
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| Long Reach
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Morale: 0
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Luck: -5 to 5
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Speed: 3
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Initiative: 2
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Upgrade: 90
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| Merchant of Death
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| 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.
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| 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
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| Undead
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Hitpoints: 30
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Attack:13
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Defense: 9
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Damage: 7-9
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Cost: 340 Gold
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| Long Reach
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Morale: 0
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Luck: -5 to 5
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Speed: 4
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Initiative: 5
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Upgrade: N/A
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| Kennelmaster
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| 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.
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| 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.
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| Undead
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Hitpoints: 30
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Attack: 13
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Defense: 9
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Damage: 8-10
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Cost: 340 Gold
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| Long Reach
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Morale: 0
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Luck: -5 to 5
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Speed: 4
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Initiative: 5
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Upgrade: N/A
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