- 6
- 4
- 1
- 1–3
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- 0
- 4
- 3


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 ·
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.










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

Produces 250 Gold daily.
Produces 500 Gold daily.

Your heroes gain +500 maximum Necromantic Energy.

Your heroes gain 1 Luck.
Your heroes gain 2 Luck.

Skeleton growth in your cities increases by 4. They gain 2 Attack and Defense.
Skeleton growth in your cities increases by 8. They gain 2 Attack and Defense.

Wight growth in your cities increases by 4. Their minimum Damage increases by 1.
Wight growth in your cities increases by 8. Their minimum Damage increases by 1.

Enemy creatures take +25% from Damage-over-time effects.
Enemy creatures take +50% from Damage-over-time effects.

Produces 1 Mercury daily.
Produces 2 Mercury daily.

Your heroes gain 1 Defense.
Your heroes gain 2 Defense.
Your heroes gain 3 Defense.

Your heroes gain 2.5% Necromancy Power.

Your cities generate +10% Law points.
Your cities generate +20% Law points.
Your cities generate +30% Law points.

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

Graverobber growth in your cities increases by 2. They summon +50% units.
Graverobber growth in your cities increases by 4. They summon +50% units.

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

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

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

Your heroes gain +500 maximum Necromantic Energy.

Your spell upgrades cost –20% Alchemical Dust.
Your spell upgrades cost –30% Alchemical Dust.
Your spell upgrades cost –40% Alchemical Dust.

Lich growth in your cities increases by 1. Their healing abilities restore 50% more HP.
Lich growth in your cities increases by 2. Their healing abilities restore 50% more HP.

Dread Knight growth in your cities increases by 1. Their maximum Damage increases by 6.
Dread Knight growth in your cities increases by 2. Their maximum Damage increases by 6.

Vampirism of friendly creatures increases by 60%.

Your Necropolis creatures cost –10% Gold.
Your Necropolis creatures cost –15% Gold.
Your Necropolis creatures cost –20% Gold.

Your Necropolis heroes always battle on their Native Terrain.

Your heroes gain 2.5% Necromancy Power.

Vampire growth in your cities increases by 1. They gain 25 HP.
Vampire growth in your cities increases by 2. They gain 25 HP.

Friendly creatures battling on their Native terrain gain 1 Speed.
Friendly creatures battling on their Native terrain gain 2 Speed.

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

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

Your heroes gain +500 maximum Necromantic Energy.

Friendly creatures can make +1 counterattacks per round.

Enemy non‑Necropolis creatures deal –5% and take +5% Damage. Your non‑Necropolis creatures gain the opposite effect.
Enemy non‑Necropolis creatures deal –10% and take +10% Damage. Your non‑Necropolis creatures gain the opposite effect.

The chance of Morale or Luck triggering for enemy creatures decreases by 1% for each point of their Morale or Luck, respectively.
The chance of Morale or Luck triggering for enemy creatures decreases by 2% for each point of their Morale or Luck, respectively.