Necropolis Might DeathlandLord Galthran
Once a wealthy elven merchant, Galthran turned his cunning into power, raising the Grimstone name from mere town to fiefdom in his mortal days. Fearing the end of this hard-won legacy after centuries of toil, he embraced undeath, becoming a vampire lord. Though his powers are still new, his influence is undeniable. Galthran refuses the Guild’s “guidance,” seeking control on his own terms. He has time, wealth, and ambition — yet one mystery remains: who gave him his vampiric blood to begin with?
- Cost
- 2,500
- Class
- Might
- Start
- Level 12
§ Statistics
Hero profile
- Offence
- 4
- Defence
- 6
- Spell power
- 8
- Intelligence
- 5
- Morale
- 0
- Luck
- 0
- View radius
- 6
- Casts/round
- 1
- Tactics
- 3 hex
§ Level up
Primary stat odds
On every level-up the hero rolls one primary attribute by these percentages.
Lv 1–23
- Offence
- 45%
- Defence
- 25%
- Spell power
- 15%
- Intelligence
- 15%
Lv 24+
- Offence
- 25%
- Defence
- 25%
- Spell power
- 25%
- Intelligence
- 25%
§ Starting army
Roster on day one
§ Starting skills
Skill table
Basic Necromancy Level 1After 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.
Expert Luck Level 3The hero gains 3 Luck.
Available perks at rank 3
- Lucky Hit

- Lightning Strikes Twice

- Lucky Day

Expert Defense Level 3Friendly creatures take –25% Damage from basic attacks.
Available perks at rank 3
- Shields and Shells

- Wizard Contract

- Unstoppable Force

Expert Resistance Level 3Friendly creatures take –35% Magic Damage.
Available perks at rank 3
- Magic Suppression

- Time Shift

- Draining

Expert Arcane Magic Level 3The hero can learn tier‑5 Arcane spells, and can learn Arcane spells unlocked in the Observatory, without visiting a Mage Guild. Arcane spells gain +1 level(s).
Available perks at rank 3
- Arcane Teachings

- Mana Flex

- Scholar Synergy: Doreath

§ Starting magics






