Lord Rufus
How dare time move forward and leave him behind? He won’t ever let reality slip from his grasp again.
- Attack
- 1
- Defense
- 0
- Spell Power
- 2
- Knowledge
- 4
- Luck
- 0
- Morale
- 0
Biography
Long ago, Lord Rufus begged his beloved wife to embrace vampirism so they could remain together. She refused. Even resurrection spells failed, as if her very soul resisted him.
When she passed, the lord’s grief turned to anger as the world moved on without her. Now, Rufus ensures that those he fancies never leave — turning them into vampires against their will, Natalida among them. He will not make the same mistake twice. No one he “loves” will ever escape him again.
Specialization
He starts with the “Masterful Rewind Life” spell. This version of the spell can revive units beyond their original amount. While casting this spell, effective Spell Power is increased by 1 for every 3 hero level(s).
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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ThaumaturgyBasicThaumaturgyThe 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.
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.