A group of Necromancers who broke away from the Mage Guild after finding a mysterious book made of human skin and written in blood. This book taught them powerful Necromancy as well as how to become strong beyond their wildest dreams... Racial Bonus: Death Pact
The Death Cult being Undead must be slain twice before finally resting in peace.
Racial Bonus: Curse of Undeath
Any slain by the Death Cult shall rise as one of them.
Death Cult Skeleton
405 HP 2.10 HP Regeneration 19-22 Damage 1.30 Attack Cooldown 2 Defense
Death Cult Initiate
500 HP 2.60 HP Regeneration 26-31 Damage 1.10 Attack Cooldown 2 Defense
Death Cult Skeleton Archer
520 HP 2.00 HP Regeneration 48-58 Damage 2.00 Attack Cooldown 4 Defense
Death Cult Necromancer
470 HP 2.40 HP Regeneration 30-36 Damage 1.10 Attack Cooldown 3 Defense
Death Cult Armored Skeleton
630 HP 3.40 HP Regeneration 30-33 Damage 1.30 Attack Cooldown 3 Defense
Death Cult Elite Skeleton Archer
550 HP 2.55 HP Regeneration 60-72 Damage 2.00 Attack Cooldown 3 Defense
Death Cult Skeleton Raider
600 HP 3.55 HP Regeneration 32-35 Damage 1.00 Attack Cooldown 2 Defense
Death Cult Skeleton Horseman
770 HP 4.50 HP Regeneration 74-78 Damage 1.50 Attack Cooldown 3 Defense
Death Cult Skeleton Knight
810 HP 4.10 HP Regeneration 72-84 Damage 1.50 Attack Cooldown 4 Defense
Death Cult Grand Necromancer
900 HP 6.00 HP Regeneration 300 Mana 1.50 Mana Regeneration 47-52 Damage 1.10 Attack Cooldown 2 Defense
Death Cult Death Guard
1070 HP 4.80 HP Regeneration 51-59 Damage 1.30 Attack Cooldown 7 Defense
Runeblade
Increases damage by 27 and increases defense by 3
Death Cult Death Guard Captain
1270 HP 7.50 HP Regeneration 51-53 Damage 1.30 Attack Cooldown 5 Defense
Runeblade
Increases damage by 27 and increases defense by 3
Rune Armor
Increases defense by 7 and reflects 25% of melee damage back.