Necropolis
Ruled by Necromancers and Vampires, Shadowspire’s undead rise after each battle and often sap strength from their foes with every strike.
§ Heroes
Roster (18)
§ Units
Roster (21)

Skeleton
Tier 1

Skeleton Archer
Tier 1

Skeleton Warrior
Tier 1

Phantasm
Tier 2

Wight
Tier 2

Wraith
Tier 2

Armored Hound
Tier 3

Barghest
Tier 3

Undead Pet
Tier 3

Graverobber
Tier 4

Kennelmaster
Tier 4

Merchant of Death
Tier 4

Lich
Tier 5

Pestilent Lich
Tier 5

Sanguine Lich
Tier 5

Avatar of War
Tier 6

Dread Knight
Tier 6

Hollow Reaper
Tier 6

Vampire
Tier 7

Vampire Lord
Tier 7

Vampire Scholar
Tier 7
§ Faction laws
Tiered unlocks
Each tier opens at the listed win-count threshold. Within a tier, every group offers a mutually-exclusive choice — pick one card per group.
Tier 1
Unlocks at 0 winsPick one — Group 1

Resource Riches I
1 costProvides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Tax Collectors
2 costProduces 250 Gold daily.

Animate Dead I
3 costYour heroes gain 2% Necromancy Power.

Gifts of the Afterlife
2 costYour heroes gain 1 Luck.
Pick one — Group 2

Elite Skeletons
3 costSkeleton growth in your cities increases by 4. They gain 2 Attack and Defense.

Elite Wights
3 costWight growth in your cities increases by 4. Their minimum Damage increases by 1.

Black Death
2 costEnemy creatures take +50% from Damage-over-time effects.
Tier 2
Unlocks at 5 winsPick one — Group 1

Mining: Mercury
2 costProduces 1 Mercury daily.

Stand to the Death!
2 costYour heroes gain 1 Defense.

Animate Dead II
3 costYour heroes gain +250 maximum Necromantic Energy.

Laws of the Immortals
2 costYour cities generate +20% Law points.
Pick one — Group 2

Elite Undead Pets
3 costUndead Pet growth in your cities increases by 2. They gain 2 Initiative.

Elite Graverobbers
3 costGraverobber growth in your cities increases by 2. They summon +50% units.

Death Equalizes All
4 costFriendly creatures from different factions don’t decrease each other’s Morale.
Tier 3
Unlocks at 15 winsPick one — Group 1

Resource Riches II
2 costProvides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Moon’s Grace
3 costNightshade spells of your heroes gain 1 level(s).

Animate Dead III
4 costYour heroes gain 3% Necromancy Power.

Forbidden Alchemy
2 costYour spell upgrades cost –20% Alchemical Dust.
Pick one — Group 2

Elite Liches
3 costLich growth in your cities increases by 1. Their healing abilities restore 100% more HP.

Elite Dread Knights
3 costDread Knight growth in your cities increases by 1. Their maximum Damage increases by 6.

Bloodthirst
3 costVampirism of friendly creatures increases by 50%.
Tier 4
Unlocks at 30 winsPick one — Group 1

Free Death
3 costYour Necropolis creatures cost –10% Gold.

Terra Mortis
5 costYour Necropolis heroes always battle on their Native Terrain.

Animate Dead IV
3 costYour heroes gain +250 maximum Necromantic Energy.
Pick one — Group 2

Elite Vampires
3 costVampire growth in your cities increases by 1. They gain 25 HP.

Return to the Soil
4 costFriendly creatures battling on their Native terrain gain 1 Speed.

Terror and Dread
3 costThe chance of Morale or Luck triggering for enemy creatures decreases by 1% for each point of their Morale or Luck, respectively.
Tier 5
Unlocks at 50 winsPick one — Group 1

Resource Riches III
3 costProvides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Magic Absorption
6 costThe enemy loses 1 level(s) on all Magic School spells.

Animate Dead V
5 costYour heroes gain 4% Necromancy Power.
Pick one — Group 2

Morituri te Salutant
4 costFriendly creatures can make +1 counterattacks per round.

Death’s Presence
4 costEnemy non‑Necropolis creatures deal –5% and take +5% Damage. Your non‑Necropolis creatures gain the opposite effect.
