20—30 Skeletons
6—8 Walking Dead
4—6 Wights
20—30 Skeletons
1 War Machine
4—6 Wights
20—30 Skeletons
20—30 Skeletons
20—30 Skeletons
6—8 Walking Dead
6—8 Walking Dead
6—8 Walking Dead
20—30 Skeletons
4—6 Wights
4—6 Wights
20—30 Skeletons
2—3 Vampires/Grim Guards
2—3 Vampires/Grim Guards
20—30 Skeletons
6—8 Walking Dead
2—3 Liches
20—30 Skeletons
6—8 Walking Dead
1 Black Knight
SPECIALTY:
Receives a 5% per level bonus to Estates skill.
SECONDARY SKILLS:
Basic Necromancy
Basic Estates
NOTES:
No longer "special" by default.
Specialty changed from giving Black Knights a flat stat point boost to Estates, providing Necropolis with a hero that has an otherwise banned skill and specialty.
"Once a Sherif of the Seven Cities, Merikh remained a stern agent of the law after being turned into an Undead by Archon Belketh himself. It was Merikh who presided over the trial of the nefarious Nethermancer Sandro, banishing him from the Wizard lands. When Sandro returned, some sixty years later, he had not forgotten Merikh's role in his exile, and perpetrated his revenge by trapping his soul within a ghoul's body. It took Belketh several years and a great amount of power to track down the creature and salvage Merikh's essence, binding it to a more appropriate vessel: a black suit of armour. Relentless, unbendable and incorruptible, Merikh has become a terrifying embodiment of Justice."
SPECIALTY:
Increases the Speed of allied Grim Guards, Black Guards, and Dread Guards by 1 and their Attack and Defense skills by 20% for every 4 levels (rounded up).
SECONDARY SKILLS:
Basic Necromancy
Basic Armorer
SPELLS:
Shield
ARMY:
20—30 Skeletons
2—3 Grim Guards
2—3 Grim Guards
"Born the daughter of the Duke of Bull, Ludmilla found from a young age that the politics of court were about as volatile and world-changing as a mouse's wind. Instinctively grasping for a surer, faster form of power, Ludmilla found herself living a secret life as she fell in with a den of Necromancers who had great plans for the future. When one of their number, a lascivious Vampire, became her lover, she took to wearing a studded collar as a coded symbol of her blossoming rebellion - that or to cover the bite marks. It was only a matter of time before she took the ritual, and became a Vampire herself. Immortality is such a boon when you're a power-hungry sybarite."
SPECIALTY:
Increases the Speed of allied Bone Dragons, Ghost Dragons, and Spectral Dragons by 1 and their Attack and Defense skills by 20% for every 7 levels (rounded up).
SECONDARY SKILLS:
Basic Necromancy
Basic Dark Magic
SPELLS:
Death Ripple
ARMY:
20—30 Skeletons
6—8 Walking Dead
4—6 Wights
"Naadir despises the world of flesh, even more so than his fellow Necromancers. To him, perfection is only to be found in the naked spirit, cleansed from its material impurities. On the battlefield, his intimate knowledge of the spirit world allows him to "capture" the souls of his enemies and use them as reinforcements to his own forces."
SPECIALTY:
Increases the Speed of allied Mummies by 1 and their Attack and Defense skills by 20% for every 3 levels (rounded up). Can upgrade Walking Dead, Plague Zombies, and Rot Zombies to Mummies.
SECONDARY SKILLS:
Basic Necromancy
Basic Fire Magic
SPELLS:
Curse
ARMY:
20—30 Skeletons
4—5 Mummies
4—5 Mummies
"Once, Ariana was a Necromancer, but seduced by the power of the Void, she betrayed the cult of the Spider Queen and struck a deal with the Netherlord Sandro. She shares Sandro's goal of destroying all of creation, though she never truly understood his motivations and how dangerous the Void really is. Above all, she is attracted by the tremendous powers the Void offers to those who embrace it. She has met Vein before, though the magic of the Void has a tendency to distort memories. She is cold, calculating, and constantly drunk with her Void-fuelled powers."
SPECIALTY:
Allied undead units have a 10% chance to age enemies (Ghost Dragons gain +10% chance on top of their base 20% chance).
SECONDARY SKILLS:
Basic Necromancy
Basic Dark Magic
SPELLS:
Sorrow
ARMY:
20—30 Skeletons
6—8 Walking Dead
4—6 Wights
"Kaspar was a great doctor and healer who was able to cure even the most terrible wounds. Delving deeper and deeper into the secrets of life and death, Kaspar made a particularly risky experiment that went wrong... and brought him to the realm of the dead. Though he now leads an undead army, his knowledge of anatomy and the treating of wounds remains unparalleled."
SPECIALTY:
Casts Poison at the start of battle.
SECONDARY SKILLS:
Basic Necromancy
Basic Earth Magic
SPELLS:
Animate Dead
ARMY:
20—30 Skeletons
6—8 Walking Dead
4—6 Wights