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Graverobber
Necropolis · Tier 4

Graverobber

Graverobber
Base

Graverobber

Undead
260 gold
Health
30
Attack
11
Defense
9
Damage
6–8
Initiative
4
Speed
3
Morale
0
Luck
0

Graverobbers trail necromancers, assisting in acquiring skeletons and bodies for reanimation by any means — whether by exhuming the already‑dead or creating new corpses. Their constant exposure to deathly energies leaves them almost indistinguishable from the dead themselves.

Passive abilities

  • Long Reach Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.

Active abilities

  • Dig Up Bones
    Dig Up Bones Summons [ 2 × amount of units ] Skeleton(s) on an adjacent hex. They disappear after the battle.
    Concentration: 2 Cooldown: 2 round(s)

Immunities

UndeadCurseBleedingPoison
About class "Undead"

A creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.

Merchant of Death
Upgrade

Merchant of Death

Undead
360 gold
Health
30
Attack
11
Defense
9
Damage
7–9
Initiative
5
Speed
4
Morale
0
Luck
0

Procuring bodies for necromancers is a lucrative business, but souls are even more valuable. Merchants of death have mastered the alchemical arts needed to capture only the most prized and love‑stricken samples.

Passive abilities

  • Long Reach Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.
  • Blighted Corpses Long Reach attacks poison the target. Poisoned creatures take [ 16 + 3 × amount of units ] Magic Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).

Active abilities

  • Dig Up Bones
    Dig Up Bones Summons [ 2 × amount of units ] Skeleton(s) on an adjacent hex. They disappear after the battle.
    Concentration: 2 Cooldown: 2 round(s)
  • Ensnare Memories
    Ensnare Memories Summons [ 2 × amount of units ] Wight(s) on an adjacent hex. They disappear after the battle.
    Concentration: 3 Cooldown: 3 round(s)

Immunities

UndeadCurseBleedingPoison
About class "Undead"

A creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.

Kennelmaster
Alt. upgrade

Kennelmaster

Undead
360 gold
Health
30
Attack
12
Defense
13
Damage
6–8
Initiative
5
Speed
5
Morale
0
Luck
0

Vampires can be quite eccentric; their refusal to accept the flow of time leads them to hire resurrectionists. These kennelmasters ensure their employers always have a steady pack of dogs to hunt and play with.

Passive abilities

  • Long Reach Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.
  • Smell of the Hunt Whenever a friendly creature dies, generate 1 Focus Point(s)

Active abilities

  • Fetch!
    Fetch! Summons [ 1 × amount of units ] Undead Pet(s) on an adjacent hex. They disappear after the battle.
    Concentration: 2 Cooldown: 2 round(s)
  • Hail!
    Hail! Marks an enemy, causing them always take maximum Damage. Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 round(s)
    • Target:single

Immunities

UndeadCurseBleedingPoison
About class "Undead"

A creature or person whose life has been prolonged by unnatural means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.

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