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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 = Creature Gathering, Necropolis only, allows 10% of the creatures killed in combat to be brought back from the dead as [[skeleton]]s. | | | level = 4th |
| | A_effect = Creature Gathering, Necropolis only, allows 20% of the creatures killed in combat to be brought back from the dead as [[skeleton]]s. | | | cost = 24/20 |
| | E_effect = Creature Gathering, Necropolis only, allows 30% of the creatures killed in combat to be brought back from the dead as [[skeleton]]s. | | | duration = 1 rnd/sp |
| }} '''Necromancy''' is a [[secondary skill]] that allows hero to bring back creatures killed in combat as [[Skeleton]]s. Typically all [[Death Knight]]s and [[Necromancer]]s start with Necromancy skill, and no other hero class may learn it during level up nor can it be learned from [[University]]. In fact, non-necropolis heroes can only learn Necromancy from [[Witch Hut]] or [[Scholar]], and only if map maker has specifically allowed it. Additionally, Necromancy can be learned from a special [[event]] on [[Adventure Map]]. | | | 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. |
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| [[Isra]] the [[Death Knight]] and [[Vidomina]] the [[Necromancer]] [[Hero specialty|specialize] in Necromancy, which gives them 5% addition to the skill for every experience level. See [[hero specailty]] for furtherh 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}} |
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| | | [[Category: Spells]] |
| '''Recommended for:''' N/A. Heroes either start with this skill, or are typically unable to learn it.
| | __NOTOC__ |
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| 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.
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| ==Description==
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| All enemy creatures that are displayed after battle as casualties can be raised as skeletons, even if this includes [[sacrifice]]d creatures, [[clone]]d creatures, summoned [[elemental]]s or [[war machines]](!).
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| 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.
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| ==Heroes with a specialty in this skill==
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| ==Artifacts affecting this skill==
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| *[[Amulet of the Undertaker]] (Neck). Gives +5% Necromancy to a hero's Necromancy skill.
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| *[[Vampire's Cowl]] (Shoulders). Gives +10% Necromancy to a hero's Necromancy skill.
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| *[[Dead Man's Boots]] (Feet). Gives +15% Necromancy to a hero's Necromancy skill.
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| *[[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''.
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| ==Buildings affecting this skill==
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| *[[Necromancy Amplifier]]
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| *[[Soul prison]]
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| ==In-depth==
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| 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 Amplifier]]s 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%.
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| 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:
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| *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.
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| *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.
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| The total number of skeletons raised equals the sum of the number of skeletons raised from each separate stack.
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| 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.
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| 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.
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| == Operating principle ==
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| [[Category: Secondary skills]]
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