Guildmaster Klastor
The best in the realm at finding bones… and striking good deals with bad people.
- Attack
- 1
- Defense
- 0
- Spell Power
- 2
- Knowledge
- 4
- Luck
- 0
- Morale
- 0
Biography
Klastor knew there was no better way to profit than by being among necromancers. With a shovel, a bit of preparation, and the will to scour battlefields, he built a thriving business.
His knack for sensing the next grim harvest drew many gravediggers into his ranks — after they paid him his share. It’s lucrative work, but make no mistake — Klastor goes where the money is, and for now, the necromancers pay well for fresh corpses.
Specialization
Graverobber growth in your cities increases by 2. Under his command, Graverobbers gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Graverobbers 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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LuckBasicLuckThe hero gains 1 Luck.
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.