Milossa the Golden
Her father, a golden swine. Her mother, a gilded moth. She alone walks on, weeping gold for their avarice.
- Attack
- 1
- Defense
- 0
- Spell Power
- 2
- Knowledge
- 4
- Luck
- 0
- Morale
- 0
Biography
Milossa was the daughter of Milos, a greedy duke obsessed with gold. After attempting to capture the legendary Mearea, he was cursed to absorb gold into his body, wracked with excruciating pain.
Choosing a holy path, Milossa took pity on her dying father and transferred the curse to herself — along with his sins — before leaving. Years later, she returned, undead and transformed, doomed to weep tears of gold until every last coin of her father’s wealth had been shed from her hollow eyes.
Specialization
She produces +500 Gold per day, plus another +100 for every 3 hero level(s). Increases the amount of Gold found on the map by 25%.
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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Battle MagicBasicBattle MagicFriendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.
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.