Necropolis

Necropolis

21 creatures18 heroesDeathlandMercury

Ruled by Necromancers and Vampires, Shadowspire’s undead rise after each battle and often sap strength from their foes with every strike.

Generated from the game files · build 25672315 ·

Creatures

Grouped by dwelling tier

Stats are compared against each line's base form: green is higher, red ▼ lower. A badged glyph is a power the base form does not have; a gold-ringed one is a power it has under the same name but with different rules.

T1Tier 1
Base
6
4
1
1–3
—
0
4
3
Skeleton
35 Gold
+30/week
T2Tier 2
Base
8
3
0
2–4
—
0
5
6
Wight
100 Gold
+19/week
Upgrade
8
6
0
2–4
—
0
7
7
  • New
Wraith
130 Gold
+19/week
Upgrade
8
6
4
2–4
—
0
6
7
  • New
Phantasm
130 Gold
+19/week
T3Tier 3
Upgrade
14
4
6
3–5
—
0
8
6
  • New
  • New
Barghest
160 Gold
+14/week
T4Tier 4
Upgrade
30
14
10
6–9
—
0
5
6
  • New
  • New
  • New
Kennelmaster
340 Gold
+10/week
T5Tier 5
Base
45
12
12
13–16
—
0
4
2
Lich
320 Gold
+5/week
T6Tier 6
Upgrade
80
25
18
24–26
—
0
11
7
  • New
  • New
Hollow Reaper
  • New
1,100 Gold
+3/week
T7Tier 7
Base
150
22
20
25
—
0
11
6
Vampire
1,200 Gold1 Mercury
+2/week
Upgrade
175
22
26
30
—
0
13
8
  • New
Vampire Lord
2,000 Gold2 Mercury
+2/week
Upgrade
150
27
20
30
—
0
12
5
  • New
  • New
Vampire Scholar
  • New
2,000 Gold2 Mercury
+2/week

Heroes

Faction laws

Each tier unlocks once enough Seals are spent on earlier tiers; groups are alternatives
Available from the start
Resource Riches I
1 Seal

Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Tax Collectors
  1. Lv 12 Seals

    Produces 250 Gold daily.

  2. Lv 22 Seals

    Produces 500 Gold daily.

Animate Dead I
3 Seals

Your heroes gain +500 maximum Necromantic Energy.

Gifts of the Afterlife
  1. Lv 13 Seals

    Your heroes gain 1 Luck.

  2. Lv 23 Seals

    Your heroes gain 2 Luck.

Elite Skeletons
  1. Lv 13 Seals

    Skeleton growth in your cities increases by 4. They gain 2 Attack and Defense.

  2. Lv 22 Seals

    Skeleton growth in your cities increases by 8. They gain 2 Attack and Defense.

Elite Wights
  1. Lv 13 Seals

    Wight growth in your cities increases by 4. Their minimum Damage increases by 1.

  2. Lv 22 Seals

    Wight growth in your cities increases by 8. Their minimum Damage increases by 1.

Black Death
  1. Lv 12 Seals

    Enemy creatures take +25% from Damage-over-time effects.

  2. Lv 22 Seals

    Enemy creatures take +50% from Damage-over-time effects.

Unlocks after 5 Seals spent
Mining: Mercury
  1. Lv 12 Seals

    Produces 1 Mercury daily.

  2. Lv 22 Seals

    Produces 2 Mercury daily.

Stand to the Death!
  1. Lv 12 Seals

    Your heroes gain 1 Defense.

  2. Lv 22 Seals

    Your heroes gain 2 Defense.

  3. Lv 32 Seals

    Your heroes gain 3 Defense.

Animate Dead II
3 Seals

Your heroes gain 2.5% Necromancy Power.

Laws of the Immortals
  1. Lv 12 Seals

    Your cities generate +10% Law points.

  2. Lv 22 Seals

    Your cities generate +20% Law points.

  3. Lv 32 Seals

    Your cities generate +30% Law points.

Elite Undead Pets
  1. Lv 13 Seals

    Undead Pet growth in your cities increases by 2. They gain 2 Initiative.

  2. Lv 22 Seals

    Undead Pet growth in your cities increases by 4. They gain 2 Initiative.

Elite Graverobbers
  1. Lv 13 Seals

    Graverobber growth in your cities increases by 2. They summon +50% units.

  2. Lv 22 Seals

    Graverobber growth in your cities increases by 4. They summon +50% units.

Death Equalizes All
4 Seals

Friendly creatures from different factions don’t decrease each other’s Morale.

Unlocks after 15 Seals spent
Resource Riches II
2 Seals

Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Moon’s Grace
3 Seals

Nightshade spells of your heroes gain 1 level(s).

Animate Dead III
4 Seals

Your heroes gain +500 maximum Necromantic Energy.

Forbidden Alchemy
  1. Lv 12 Seals

    Your spell upgrades cost –20% Alchemical Dust.

  2. Lv 21 Seal

    Your spell upgrades cost –30% Alchemical Dust.

  3. Lv 31 Seal

    Your spell upgrades cost –40% Alchemical Dust.

Elite Liches
  1. Lv 13 Seals

    Lich growth in your cities increases by 1. Their healing abilities restore 50% more HP.

  2. Lv 22 Seals

    Lich growth in your cities increases by 2. Their healing abilities restore 50% more HP.

Elite Dread Knights
  1. Lv 13 Seals

    Dread Knight growth in your cities increases by 1. Their maximum Damage increases by 6.

  2. Lv 22 Seals

    Dread Knight growth in your cities increases by 2. Their maximum Damage increases by 6.

Bloodthirst
6 Seals

Vampirism of friendly creatures increases by 60%.

Unlocks after 30 Seals spent
Free Death
  1. Lv 13 Seals

    Your Necropolis creatures cost –10% Gold.

  2. Lv 22 Seals

    Your Necropolis creatures cost –15% Gold.

  3. Lv 32 Seals

    Your Necropolis creatures cost –20% Gold.

Terra Mortis
5 Seals

Your Necropolis heroes always battle on their Native Terrain.

Animate Dead IV
3 Seals

Your heroes gain 2.5% Necromancy Power.

Elite Vampires
  1. Lv 13 Seals

    Vampire growth in your cities increases by 1. They gain 25 HP.

  2. Lv 22 Seals

    Vampire growth in your cities increases by 2. They gain 25 HP.

Return to the Soil
  1. Lv 14 Seals

    Friendly creatures battling on their Native terrain gain 1 Speed.

  2. Lv 24 Seals

    Friendly creatures battling on their Native terrain gain 2 Speed.

Unlocks after 50 Seals spent
Resource Riches III
3 Seals

Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Magic Absorption
6 Seals

The enemy loses 1 level(s) on all Magic School spells.

Animate Dead V
5 Seals

Your heroes gain +500 maximum Necromantic Energy.

Morituri te Salutant
4 Seals

Friendly creatures can make +1 counterattacks per round.

Death’s Presence
  1. Lv 14 Seals

    Enemy non‑Necropolis creatures deal –5% and take +5% Damage. Your non‑Necropolis creatures gain the opposite effect.

  2. Lv 24 Seals

    Enemy non‑Necropolis creatures deal –10% and take +10% Damage. Your non‑Necropolis creatures gain the opposite effect.

Terror and Dread
  1. Lv 13 Seals

    The chance of Morale or Luck triggering for enemy creatures decreases by 1% for each point of their Morale or Luck, respectively.

  2. Lv 23 Seals

    The chance of Morale or Luck triggering for enemy creatures decreases by 2% for each point of their Morale or Luck, respectively.

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