
Necropolis · Native: DeathlandSanguine Lich
Necromancers make the finest healers, for the force of life is simply the power of death rewound. Yet there must be an agenda behind their study of time. Could it be that everything we know about the liches of the past — and everything we will know about them — is merely a deception of the present? Time will tell.
§ Statistics
Combat profile
vs. roster maximum
- Damage
- 12–16
- Action pts
- 1
- Morale
- 0 [0…0]
- Luck
- 0 [-5…5]
§ Cost
Recruitment
- Gold
- 450
§ Abilities
Active abilities
Rewind Death
Restores [ 60 + 15 × amount of units ] HP to a friendly creature. This can revive fallen units. Usable twice per battle.
§ Alternative attacks
Secondary attack modes
Melee Attack
Performs an alternative Melee attack.
§ Passives
Always-on traits
Ranged Attack
passiveCan attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage. Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
Unlife, Undeath
passiveEach attack restores 20% Damage dealt as HP to all friendly creatures.
Knowledge of Death
passiveIncreases the amount of XP gained by the hero by 10%. This effect does not stack.
§ Attack patterns
Hits these hexes
Accent hex is the targeted tile; red hexes take damage, with fill intensity tracking the multiplier; the dashed hex with a dot is the attacker. Ranged attacks push the attacker back with a dashed connector; an ∞ marker on the line means the engine resolves the actual distance at attack time. Self-cast abilities stamp the attacker dot directly on the targeted tile. Cells that deviate from the 100% baseline carry a label — ¼ / ½ / ¾ for partial hits, ×N for empowered ones.
Default attack
shoot
Any range · −10%/hex past 4 (max −50%)
single
Counter attack
melee
single
Rewind Death
cast
single buff
§ Lineage
Upgrade path
Each base unit branches into two upgrade paths — switch any time in-game, and each stack can pick a different one.



