Marl
The stillness of the earth… The only call worth heeding…
- Attack
- 3
- Defense
- 1
- Spell Power
- 1
- Knowledge
- 2
- Luck
- 0
- Morale
- 0
Biography
Marl is a simple zombie raised by Funerella to do physical work. However, the body he was raised from had remained in the soil for too long, a piece of the Murmurwood lodged within. As a result, there’s a bond between him and the earth, the latter gently listening to the him and guiding him like an echo — be it by turning into a swamp beneath his enemies or into a smooth path before his feet.
While not too smart and a bit irrational, he is a diligent and loyal servant of the tempestuous Funerella.
Specialization
He starts with the “Masterful Web” spell. This version of the spell affects all enemies. 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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LogisticsBasicLogistics+10% Movement points on the global map.
Available skills
Roll chance on level-up. Every might 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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Offense6.5%OffenseFriendly creatures’ basic attacks deal +15% Damage.
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Defense6.5%DefenseFriendly creatures take –15% Damage from basic attacks.
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Resistance6.5%ResistanceFriendly creatures take –15% Magic Damage.
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Battlecraft6.5%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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Luck6.5%LuckThe hero gains 1 Luck.
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Insight6.5%InsightThe hero gains +20% more XP.
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Combat6.5%Combat -
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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Sorcery2.2%Sorcery+10% Magic Damage dealt.
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Wisdom2.2%WisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
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Summon Avatar2.2%Summon Avatar -
Battle Magic2.2%Battle MagicFriendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.
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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.