Necropolis Might DeathlandTarius
Once among Jadame’s most powerful necromancers, Tarius was sealed away — until mortal greed freed him. Necromancy is more than raising the dead; it’s the reconstruction of body, soul… and patience. For now, he serves the Necromancers Guild, waiting. But when his full power returns, the world will remember why it once feared — and imprisoned — him.
- Cost
- 2,500
- Class
- Might
- Start
- Level 10
§ Statistics
Hero profile
- Offence
- 6
- Defence
- 6
- Spell power
- 6
- Intelligence
- 6
- 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
Expert Necromancy Level 3After winning a battle, transforms 20% of the strongest enemy stack into friendly Undead of the same tier. This requires Necromantic Energy, which stores up to 1500 and refills each week or when the hero has no stack of that tier in their army.
Available perks at rank 3
- Soul Reaper

- Eternal Service

- Fields of the Dead

Expert Offense Level 3Friendly creatures’ basic attacks deal +25% Damage.
Available perks at rank 3
- Shadow Blades

- Reality Wardens

- Firmness

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

- Wizard Contract

- Unstoppable Force

Expert Sorcery Level 3+30% Magic Damage dealt.
Available perks at rank 3
- Piercing Spells

- High Mage

- Sticky Magic

Expert Wisdom Level 3The hero can learn up to tier‑5 spells without knowing the corresponding Magic School skill.
Available perks at rank 3
- Rhythmic Cadence

- Eagle Eye

- Stargazer

§ Starting magics








