Mag
To a true scholar of magic, the body is nothing but dead weight.
- Attack
- 1
- Defense
- 0
- Spell Power
- 2
- Knowledge
- 4
- Luck
- 0
- Morale
- 0
Biography
Mag was once a master of Arcane Magic, seeking to push the limits of space and time. A unique ritual granted him deep understanding — but at a cost. Now a stream of thought akin to a ghost, he has lost much of his power, his sense of self, and even his body, which now wanders the world on its own.
Though he can no longer live among the living, his mastery of magic surpasses all. The Necromancers Guild offering him a place to continue his studies is merely a bonus.
Specialization
He receives +1 level to all Arcane spells, plus another +1 for every 10 hero levels. Casting Arcane spells does not prevent him from using other spells of the same Magic School. Enemy hero cannot cast Arcane spells.
Starting skills
-
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.
-
Arcane MagicBasicArcane MagicThe hero can learn tier‑5 Arcane spells.
Available skills
Roll chance on level-up. Every magic hero of the Necropolis faction shares this table.
-
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.
-
Sorcery6.5%Sorcery+10% Magic Damage dealt.
-
Wisdom6.5%WisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
-
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.
-
Luck6.5%LuckThe hero gains 1 Luck.
-
Insight6.5%InsightThe hero gains +20% more XP.
-
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.
-
Logistics4.3%Logistics+10% Movement points on the global map.
-
Scouting4.3%ScoutingThe hero gains 1 sight radius.
-
Economy4.3%Economy+500 Gold daily.
-
Siegecraft4.3%Siegecraft -
Recruitment4.3%Recruitment -
Nightshade Magic3.5%Nightshade MagicThe hero can learn tier‑5 Nightshade spells.
-
Diplomacy3.3%Diplomacy -
Tactics3.3%TacticsIn the Tactics Phase, creatures can be placed within a 3‑line area.
-
Arcane Magic2.6%Arcane MagicThe hero can learn tier‑5 Arcane spells.
-
Offense2.2%OffenseFriendly creatures’ basic attacks deal +15% Damage.
-
Defense2.2%DefenseFriendly creatures take –15% Damage from basic attacks.
-
Resistance2.2%ResistanceFriendly creatures take –15% Magic Damage.
-
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.
-
Primal Magic1.7%Primal MagicThe hero can learn tier‑5 Primal spells.
-
Daylight Magic0.9%Daylight MagicThe hero can learn tier‑5 Daylight spells.