Ethric
Truth lies buried deeper than bones — and it is twice as cursed.
- Attack
- 1
- Defense
- 0
- Spell Power
- 2
- Knowledge
- 4
- Luck
- 0
- Morale
- 0
Biography
Once a brilliant but reclusive wizard of Bracada, Ethric delved too deeply into death magic, stumbling upon secrets no mortal was meant to learn. In his attempt to conceal his findings, he became the target of a betrayal that nearly cost him his life. Ethric embraced undeath to survive, becoming a lich. Yet he still clings to the pretense of life, walking among mortals with a cryptic purpose. In the shadowed corners of the world, whispers of his fate grow louder, and he is now known to some as Ethric the Mad.
Specialization
Lich growth in your cities increases by 2. Under his command, Liches gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Liches lose an equal amount of Attack and Defense.
Starting skills
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NecromancyBasicNecromancyAfter winning a battle, transforms 10% of the strongest enemy stack into friendly Undead of the same tier. This requires Necromantic Energy, which stores up to 1000 and refills each week or when the hero has no stack of that tier in their army.
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WisdomBasicWisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
Available skills
Roll chance on level-up. Every magic hero of the Necropolis faction shares this table.
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Necromancy8.7%NecromancyAfter winning a battle, transforms 10% of the strongest enemy stack into friendly Undead of the same tier. This requires Necromantic Energy, which stores up to 1000 and refills each week or when the hero has no stack of that tier in their army.
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Sorcery6.5%Sorcery+10% Magic Damage dealt.
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Wisdom6.5%WisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
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Summon Avatar6.5%Summon Avatar -
Battle Magic6.5%Battle MagicFriendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.
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Luck6.5%LuckThe hero gains 1 Luck.
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Insight6.5%InsightThe hero gains +20% more XP.
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Thaumaturgy6.5%ThaumaturgyThe hero can use the Spellbook one more time per battle round, but only to cast a spell of a Magic School that hasn’t been used this round. Spells cost +100% mana for each use after the first.
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Logistics4.3%Logistics+10% Movement points on the global map.
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Scouting4.3%ScoutingThe hero gains 1 sight radius.
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Economy4.3%Economy+500 Gold daily.
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Siegecraft4.3%Siegecraft -
Recruitment4.3%Recruitment -
Nightshade Magic3.5%Nightshade MagicThe hero can learn tier‑5 Nightshade spells.
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Diplomacy3.3%Diplomacy -
Tactics3.3%TacticsIn the Tactics Phase, creatures can be placed within a 3‑line area.
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Arcane Magic2.6%Arcane MagicThe hero can learn tier‑5 Arcane spells.
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Offense2.2%OffenseFriendly creatures’ basic attacks deal +15% Damage.
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Defense2.2%DefenseFriendly creatures take –15% Damage from basic attacks.
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Resistance2.2%ResistanceFriendly creatures take –15% Magic Damage.
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Battlecraft2.2%BattlecraftWhen a friendly creature waits on their turn, they gain +?% Attack until the end of the round. When they skip turn, they gain +?% Defense until the end of the round.
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Primal Magic1.7%Primal MagicThe hero can learn tier‑5 Primal spells.
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Daylight Magic0.9%Daylight MagicThe hero can learn tier‑5 Daylight spells.