Necropolis laws

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Tax Collectors
Cost (level 1)
2
Cost (level 2)
2

Produces 250 Gold daily.

Faction
Elite Undead Pets
Cost (level 1)
3
Cost (level 2)
2

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

Faction
Elite Graverobbers
Cost (level 1)
3
Cost (level 2)
2

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

Faction
Gifts of the Afterlife
Cost (level 1)
3
Cost (level 2)
3

Your heroes gain 1 Luck.

Faction
Mining: Mercury
Cost (level 1)
2
Cost (level 2)
2

Produces 1 Mercury daily.

Faction
Forbidden Alchemy
Cost (level 1)
2
Cost (level 2)
1
Cost (level 3)
1

Your spell upgrades cost –20% Alchemical Dust.

Faction
Animate Dead III
Cost (level 1)
4

Your heroes gain +0 maximum Necromantic Energy.

Faction
Resource Riches II
Cost (level 1)
2

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

Faction
Bloodthirst
Cost (level 1)
6

Vampirism of friendly creatures increases by 60%.

Faction
Elite Liches
Cost (level 1)
3
Cost (level 2)
2

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

Faction
Elite Dread Knights
Cost (level 1)
3
Cost (level 2)
2

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

Faction
Animate Dead I
Cost (level 1)
3

Your heroes gain +0 maximum Necromantic Energy.

Faction
Terra Mortis
Cost (level 1)
5

Your Necropolis heroes always battle on their Native Terrain.

Faction
Animate Dead IV
Cost (level 1)
3

Your heroes gain 2.5% Necromancy Power.

Faction
Free Death Laws
Free Death
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
2

Your Necropolis creatures cost –10% Gold.

Faction
Elite Vampires
Cost (level 1)
3
Cost (level 2)
2

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

Faction
Return to the Soil
Cost (level 1)
4
Cost (level 2)
4

Friendly creatures battling on their Native terrain gain 1 Speed.

Faction
Beyond the Final Rest
Cost (level 1)
2
Cost (level 2)
2
Cost (level 3)
2

Friendly creatures’ abilities summon +20% units.

Faction
Black Death
Cost (level 1)
2
Cost (level 2)
2

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

Faction
Animate Dead V
Cost (level 1)
5

Your heroes gain +0 maximum Necromantic Energy.

Faction
Resource Riches III
Cost (level 1)
3

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

Faction
Terror and Dread
Cost (level 1)
3
Cost (level 2)
3

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

Faction
Resource Riches I
Cost (level 1)
1

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

Faction
Morituri te Salutant
Cost (level 1)
4

Friendly creatures can make +1 counterattacks per round.

Faction
Death’s Presence
Cost (level 1)
4
Cost (level 2)
4

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

Faction
Moon’s Grace
Cost (level 1)
3

Nightshade spells of your heroes gain 0 level(s).

Faction
Magic Absorption
Cost (level 1)
6

The enemy loses 0 level(s) on all Magic School spells.

Faction
Elite Skeletons
Cost (level 1)
3
Cost (level 2)
2

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

Faction
Elite Wights
Cost (level 1)
3
Cost (level 2)
2

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

Faction
Stand to the Death!
Cost (level 1)
2
Cost (level 2)
2
Cost (level 3)
2

Your heroes gain 1 Defense.

Faction
Animate Dead II
Cost (level 1)
3

Your heroes gain 2.5% Necromancy Power.

Faction
Laws of the Immortals
Cost (level 1)
2
Cost (level 2)
2
Cost (level 3)
2

Your cities generate +10% Law points.

Faction
Death Equalizes All
Cost (level 1)
4

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

Faction