
How to use this hero
Home faction: Death / Necropolis
Death support through learned spells
Build a Necromancer around Death spells acquired in the current game. Occultism supports mana and daily recovery. Check the actual Necromancy skill and rank before planning undead reinforcements; the class name does not establish that skill.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
What the profile establishes
Listed starting skills
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Death Magic · Basic Occultism. Match further choices to available ranks and the current army.
Two further development routes
- Assassin
Adds three to the hero’s action speed and three to combat movement.
- Reaver
The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Creatures I would consider
Spells for this plan
- CurseLearning option · not confirmed in spellbook
Target a dangerous large stack with a wide gap between minimum and maximum. A fixed-damage target without Bless may not suffer from merely selecting its minimum.
- PoisonLearning option · not confirmed in spellbook
Affect a durable living target in a long battle and check whether the enemy can heal it. For an immediate necessary kill, compare direct damage.
Equipment I would compare
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Necropolis · Death · 1,500 gold. All locations and prices →
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Learning options from the starting school
Sourced starting skill: Death Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Cap of KnowledgeSuggestionThe wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
Ring of FlaresSuggestionThe wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.



