Zam
An alchemist, first and foremost. A vampire? Distant second.
- Attack
- 3
- Defense
- 1
- Spell Power
- 1
- Knowledge
- 2
- Luck
- 0
- Morale
- 0
Biography
Zam was a reclusive alchemist, wholly consumed by his craft and untouched by the need for companionship. Even the love of a vampire maid, who once longed for his heart, failed to stir him. He turned her away with cold indifference and returned to his experiments.
Now in service to the Necromancers Guild, Zam toils away in a quiet lab, free from mortal needs and distractions. To him, undeath is no curse — it is the perfect solitude he always sought, sealed in a world of potions and unbroken silence.
Specialization
He produces +1 Mercury per day, plus another +1 for every 5 hero level(s). Increases the amount of Mercury found on the map by 100%.
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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BattlecraftBasicBattlecraftWhen 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.
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.