Graverobber
Graverobber
- 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 Summons [ 2 × amount of units ] Skeleton(s) on an adjacent hex. They disappear after the battle.
Immunities
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
- 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 Summons [ 2 × amount of units ] Skeleton(s) on an adjacent hex. They disappear after the battle. -
Ensnare Memories Summons [ 2 × amount of units ] Wight(s) on an adjacent hex. They disappear after the battle.
Immunities
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
- 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! Summons [ 1 × amount of units ] Undead Pet(s) on an adjacent hex. They disappear after the battle. -
Hail! Marks an enemy, causing them always take maximum Damage. Duration: 2 round(s).- Target:single
Immunities
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.