Necromancy and Counterstrike: Difference between pages

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{{Secondary skills}}
{{Air spells}}{{Spell|10|20|16|10|10|10|10|0|0|10|10
{{Secondary skill
  | school      = Air Magic
  | B_effect = allows 10% of the creatures killed in combat to be brought back from the dead as skeletons.
| level      = 4th
  | A_effect = allows 20% of the creatures killed in combat to be brought back from the dead as skeletons.
| cost        = 24/20
  | E_effect = allows 30% of the creatures killed in combat to be brought back from the dead as skeletons."
| duration    = 1 rnd/sp
}}
| b_effect    = Target, allied troop can retaliate against one additional attack per round.
  | a_effect    = Target, allied troop can retaliate against two additional attacks per round.
  | e_effect    = All allied troops can retaliate against two additional attacks per round.
}} It enables allied troops to [[Retaliation|retaliate]] extra times. The effect becomes a [[List of mass spells|mass spell]] at expert level.


==Background information==
'''Units immune to Counterstrike:'''
* {{Cn|Royal Griffin|name=Royal Griffin}} (Counterstrike can be cast on Royal Griffins, but it's a waste, since they already have unlimited retaliations.)
* {{Cn|Gold Dragon|name=Gold Dragon}}
* {{Cn|Black Dragon|name=Black Dragon}}
* {{Cn|Magic Elemental}}


Necromancy is a [[Secondary Skill]] that all [[Necropolis]] heroes - both [[Death Knight]]s and [[Necromancer]]s - start with. No other heroes have Necromancy as a starting skill, nor can they learn basic Necromancy by levelling up. Even [[Witches]] are no longer offered this skill in later versions of the game. Non-[[Necropolis]] heroes can learn Necromancy only from [[Witch Hut]]s and [[Scholar (Adventure Map)|Scholar]]s, and only if the mapmaker specifically allows it.
[[Category: Spells]]
 
__NOTOC__
'''Recommended for:''' N/A. Heroes either start with this skill, or are typically unable to learn it.
 
On many maps, especially XL maps with droves of low-level creatures, Necromancy is considered overpowered by tournament players, and its use is therefore frequently banned from competitive play.
 
==Description==
 
*Basic Necromancy enables a victorious hero to raise as [[Skeleton]]s up to 10% of enemy creatures killed in combat, with a minimum of one.
*Advanced Necromancy enables a victorious hero to raise as [[Skeleton]]s up to 20% of enemy creatures killed in combat, with a minimum of one.
*Expert Necromancy enables a victorious hero to raise as [[Skeleton]]s up to 30% of enemy creatures killed in combat, with a minimum of one.
 
All enemy creatures, except [[clone]]d creatures and elementals that are summoned during battle, can be raised as skeletons.
 
When a victorious army contains [[Skeleton Warrior]]s but no [[Skeleton]]s, and no empty army slot is available, Skeleton Warriors will be raised instead of Skeletons, but only 2/3 of the usual number.
 
==Heroes with a specialty in this skill==
*[[Isra]] the [[Death Knight]]
*[[Vidomina]] the [[Necromancer]]
 
==Artifacts affecting this skill==
*[[Amulet of the Undertaker]] (Neck). Gives +5% Necromancy to a hero's Necromancy skill.
*[[Vampire's Cowl]]  (Shoulders). Gives +10% Necromancy to a hero's Necromancy skill.
*[[Dead Man's Boots]] (Feet). Gives +15% Necromancy to a hero's Necromancy skill.
*[[Cloak of the Undead King]] (Shoulders, combination artifact assembled from the other three Necromancy artifacts). Heroes without Necromancy can raise [[Skeleton]]s as if they have learnt Expert Necromancy. Heroes with Necromancy receive +30% to their total Necromancy percentage on top of the +30% Necromancy provided by the individual artifacts, and can raise [[Walking Dead]], [[Wight]]s and [[Lich]]es at, respectively, Basic, Advanced and Expert Necromancy. ''Note: Available only in the'' [[Shadow of Death]] ''expansion''.
 
==Buildings affecting this skill==
*[[Necromancy Amplifier]]
*[[Soul prison]]
 
==In-depth==
 
The exact number of skeletons raised depends on a hero’s total Necromancy percentage. This is calculated by summing all the Necromancy percentages as provided by a hero's Necromancy skill ''prior to'' combat (including any Necromancy [[specialty]]), Necromancy artifacts, [[Necromancy amplifier]]s and the [[Soul Prison]], . Thus, a level 10 [[Isra]] with Advanced Necromancy, the Amulet of the Undertaker, two Necromancy Amplifiers and a Soul Prison has a total Necromancy percentage of (10 × 0.05 × 20% + 20%) + 5% + 2 × 10% + 20% = 75%. The maximum percentage is 100%.
 
The number of raised skeletons is ''separately'' calculated for each enemy stack and is not affected by whether either a victorious or a defeated hero had any health artifacts such as the [[Vial of Lifeblood]] equipped:
*If an enemy stack consisted of creatures with 6 [[health]] or more, the number of raised skeletons from that stack is equal to the ''number of creatures'' killed multiplied by a hero’s total Necromancy percentage.
*If an enemy stack consisted of creatures with less than 6 [[health]], the number of skeletons raised from that stack is equal to the ''total number of health points'' of the killed creatures multiplied by a hero’s total Necromancy percentage.
The total number of skeletons raised equals the sum of the number of skeletons raised from each separate stack.
 
To illustrate, a hero with 35% Necromancy will raise 5 Skeletons if she defeats an enemy hero who has fled after losing one stack of 8 [[Stone Gargoyle]]s, one stack of 1 [[Gremlin]], and 15 Gremlins from one stack of 20 Gremlins. That is, 35% of 8 Stone Gargoyles is enough for 2 skeletons, the stack of 1 Gremlin consists of too few hitpoints to raise a skeleton from, and the 15 Gremlins that were killed provide 60 health, of which 35% (i.e., 21 health) can be raised into 3 skeletons. The total number of skeletons raised is therefore 2 + 0 + 3 = 5.
 
Finally, when having killed at least one enemy creature, even if it is just a [[Peasant]], victorious heroes with Necromancy will always raise at least one skeleton, regardless of their total Necromancy percentage.
 
[[Category: Secondary skills]]

Revision as of 06:12, 26 March 2020

School of Air Magic
Symbol for the School of Air Magic
Level 1
 Haste
 Magic Arrow *
 View Air
Level 2
 Disguise
 Disrupting Ray
 Fortune
 Lightning Bolt
 Precision
 Protection from Air
 Visions *
Level 3
 Air Shield
 Destroy Undead
 Hypnotize
Level 4
 Chain Lightning
 Counterstrike
Level 5
 Dimension Door
 Fly
 Magic Mirror
 Summon Air Elemental
 Titan's Lightning Bolt
School of Earth Magic
School of Fire Magic
School of Water Magic
Counterstrike
School:  Air Magic
Level:  4th
Cost:  24/20
Duration:  1 rnd/sp
 Basic effect
Target, allied troop can retaliate against one additional attack per round.
 Advanced effect
Target, allied troop can retaliate against two additional attacks per round.
 Expert effect
All allied troops can retaliate against two additional attacks per round.
 Probability of occurrence (%):
Castle   10
Rampart   20
Tower   16 (10*)
Inferno   10
Necropolis   10
Dungeon   10
Stronghold   0
Fortress   0
Conflux   10
Cove Horn of the Abyss   10
Factory Horn of the Abyss   
* Without Library

Counterstrike is a 4th level spell in the School of Air Magic. It enables allied troops to retaliate extra times. The effect becomes a mass spell at expert level.

Units immune to Counterstrike: