Editing Necromancy

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Secondary skills}}
{{Secondary skills}}
{{Secondary skill
{{Secondary skill
  | B_effect = 10% of enemy creatures killed are [[Animate Dead|resurrected]] (5% in [[HotA]]){{-wh}}.
  | B_effect = allows 10% of the creatures killed in combat to be brought back from the dead as skeletons.
  | A_effect = 20% of enemy creatures killed are [[Animate Dead|resurrected]] (10% in [[HotA]]){{-wh}}.
  | A_effect = allows 20% of the creatures killed in combat to be brought back from the dead as skeletons.
  | E_effect = 30% of enemy creatures killed are [[Animate Dead|resurrected]] (15% in [[HotA]]){{-wh}}.
  | E_effect = allows 30% of the creatures killed in combat to be brought back from the dead as skeletons."
}} '''Necromancy''' is a [[secondary skill]] that enables the hero to raise killed enemy creatures as [[Skeleton and Skeleton Warrior|Skeletons (or Skeleton Warriors)]]. All [[Death Knight]]s and [[Necromancer]]s start with basic Necromancy skill, except [[Isra]] the [[Death Knight]] and [[Vidomina]] the [[Necromancer]], who both start with advanced Necromancy. Other hero classes cannot learn Necromancy, but they can acquire it from [[Scholar (Adventure Map)|Scholar]]s, [[Pandora's Box]]es, [[Seer's Hut]]s, [[Event]]s or [[Witch Hut]]s (unavailable by default).
}}


'''Bug:''' AI heroes always raise exactly 1 Skeleton (or Lich), even if it should've raised 100% of the creatures slain. In {{hota}}{{-wh}}, this bug was fixed but another bug appeared: AI somehow raises more Skeletons than it should be able to.
==Background information==


'''Heroes with Necromancy as a starting skill:'''
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 or [[Scholar (Adventure Map)|Scholar]]s, and only if the mapmaker specifically allows it.


* [[File:Death Knight portrait.gif]] All [[Death Knight]]s
'''Recommended for:''' N/A. Necropolis heroes already start with Necromancy.
* [[File: Necromancer portrait.gif]] All [[Necromancer]]s


'''Heroes with Necromancy as a specialty and a starting skill:'''
On many maps, Necromancy is considered overpowered by tournament players, and its use is therefore frequently banned in competitive play.
* {{H2|Isra|Death Knight}} (Advanced Necromancy)
* {{H2|Vidomina|Necromancer}} (Advanced Necromancy)


'''Skill-affecting factors:'''
==Description==
* {{an|Amulet of the Undertaker}} – artifact increases Necromancy skill +5 %. (2,5 % in [[HotA]]){{-wh}}
* {{an|Vampire's Cowl}} – artifact increases Necromancy skill +10 %. (5 % in [[HotA]]){{-wh}}
* {{an|Dead Man's Boots}} – artifact increases Necromancy skill +15 %. (7,5 % in [[HotA]]){{-wh}}
* [[Necromancy Amplifier]] – structure increases Necromancy skill +10 %.  (bonus stacks if you have multiple towns with this building) (5 % in [[HotA]]){{-wh}}
* [[Soul prison]] – [[Necropolis]] [[grail]] structure, which increases Necromancy skill +20 %  (bonus stacks if you have multiple towns with this building via [[Map Editor]])


Additionally, with [[Cloak of the Undead King]], it is possible to raise other undead creatures instead of Skeletons. However, the cloak does not affect the skill percentages.
*Basic effect: After a victory, up to 10% of enemy creatures killed in combat are raised as [[Skeleton]]s.
*Advanced effect: After a victory, up to 20% of enemy creatures killed in combat are raised as [[Skeleton]]s.
*Expert effect: After a victory, up to 30% of enemy creatures killed in combat are raised as [[Skeleton]]s.
All enemy creatures, except [[clone]]d creatures and elementals that are summoned during battle, can be raised as skeletons.


== {{hota}} ==
When a victorious army contains [[Skeleton warrior]]s but no [[Skeleton]]s, and no empty army slot is available, [[Skeleton warrior]]s will be raised instead of [[Skeletons]], but only 2/3 of the usual number.
In {{hota}}, the skill percentages are decreased to 5%, 10% and 15%.{{-wh}}


== How it works ==
==Heroes with a specialty in this skill==
All killed '''enemy''' creatures can be raised as skeletons. This includes [[sacrifice]]d creatures, [[clone]]d creatures, summoned [[elemental]]s and even [[war machines]]. If the victorious hero's army has no empty slots available and no [[Skeleton]]s, but includes [[Skeleton Warrior]]s, the killed enemy creatures will be raised as Skeleton Warriors, but only 66.6% compared to Skeletons. If there are no available slots and no skeletons (either kind) in the army, none of the killed enemy creatures are raised.
*[[Isra]] the [[Death Knight]]
*[[Vidomina]] the [[Necromancer]]


The number of skeletons brought back at the end of the combat depends on three main factors:
==Artifacts affecting this skill==
# Number of creatures in killed stacks
*[[Amulet of the Undertaker]] (Neck, +5%)
# Amount of health of killed stacks
*[[Vampire's Cowl]]  (Shoulders, +10%)
# Level of Necromancy skill (calculated by adding up hero skill level, artifacts and [[Necromancy Amplifier]])
*[[Dead Man's Boots]] (Feet, +15%)
*[[Cloak of the Undead King]] (Shoulders, combination artefact, +30% skilled or 30% unskilled, with skill better type of undead than skeletons ([[Walking Dead]], [[Wight]]s, [[Lich]]es at Basic, Advanced, Expert) {{insod}}


First, the total number of raised Skeletons can never exceed the number of creatures slain in combat. Second, the total health of raised Skeletons can never exceed the total health of killed creatures. Third, the level of Necromancy skill used in calculations can never be more than 100%, although it is technically possible for a hero to have Necromancy skill above 100%. These rules in {{sod}} are applied to every killed stack individually (in {{hota}}{{-wh}} the amount of creatures raised is calculated by the overall number of killed creatures), and always rounded towards 1.
==Buildings affecting this skill==
*[[Necromancy Amplifier]]
*[[Soul prison]]


The health of the enemy creature killed affects the efficiency that it is revived as per table:
==Additional information==
If you don't have [[Skeleton]]s or an empty army slot, but do have [[Skeleton warrior]]s, you will get [[skeleton warrior]]s, but only 2/3 of normal numbers.


1 hp = 16.6% efficiency<br>
==In-depth==
2 hp = 33.3%<br>
3 hp = 50% efficiency<br>
4 hp = 66.6% efficiency<br>
5 hp = 83.3% efficiency<br>
6 hp or higher = 100% efficiency<br>


As an example, a hero with 50% necromancy who kills 100 creatures with 6 HP or higher will obtain 50 skeletons, whereas if they were to kill 100 peasants (a creature with only 1 HP), only 8 skeletons would be obtained. In the first case the number of skeletons raised is limited by the total number of creatures available (100 creatures * 50% efficiency = 50 skeletons). In the latter case by the total HP of the killed creatures, as each skeleton requires a minimum of 6 HP to raise ((100 HP / 6 HP) * 50% efficiency = 8 + ⅓ ≈ 8 skeletons). This can be also interpreted as the hero being able to revive only 50 HP total (8 skeletons have 48 HP).
This is copied from http://www.heroescommunity.com/viewthread.php3?FID=6&TID=11784,
and originally written by angelito. Edited for clarity.


Additionally, with [[Cloak of the Undead King]], the same rules apply to [[Walking Dead]], [[Wight]]s and [[Lich]]es. As they have more health, less is raised. And if a hero only has upgraded versions in the army and no free slots, the "two thirds rule" is applied (the health difference between basic and upgraded creatures does not play any role in this case).
Many times I thought about the necromancy skill and how it works exactly. When I read my "Heroes-updater-list", where there is described what was changed with which patch, there was a point about the "reworking" of that skill coming with the 1.3 patch.
So I think since this version, that skill works fine and could be explained very easy (with one exception....but read that later...).


== Chance to get ==
===Basic===
{{Secondary skill chance explanation}}
Some question had to be figured out:
{{ZET SEC SKILL CHANCE TABLE| 0| 0| 0| 0| 0| 0| 0| 0|10|10| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0| 0}}


{{user commentary|
;Which necromancy skill counts, the one you have before you go into a fight, or the one which you have after the fight?  Normally the level-up happens first, and then the result of the risen [[skeleton]]s is shown. : After some testing, it's clear. The skill you have before you get into a fight is counted.
Necromancy is the basis of [[Necropolis]] faction. By default there cannot be a Necropolis hero without this skill and the chance of upgrading this skill is also very high, so if a very important basic skill like [[Wisdom]] or [[Earth Magic]] is offered together with improving Necromancy, ignore Necromancy. You will get it sooner or later.


For heroes from other towns, the Necromancy skill is undesirable as Skeletons are weak, slow and will spoil [[morale]].


Necropolis and Necromancy are often considered to be overpowered, and therefore frequently banned in multiplayer games (and tournaments).
;How do the necromancy bonuses count? Are they cumulative, or are they all based on your necromancy skill? : I also did some testing here. They are all cumulative.
}}{{end of user commentary}}


{{secondary skill 'see also'|top=* [http://heroescommunity.com/viewthread.php3?FID=6&TID=11784 ''How does the necromancy skill work exactly?''] Heroes Community thread started by angelito.}}
 
That means that if you have expert necromancy, have built the [[Necromancy amplifier]], and have the [[Vampire's Cowl]], then your effective necromancy skill is 50%.
 
;One exception : The skill specialty "Necromancy", like [[Isra]] has, is always based on the "natural" necromancy skill the hero has. That means, if [[Isra]] is level 20, his necromancy skill does NOT rise to 100%, but up to 80% (30% expert necromancy, 30% specialty (20*5% of 30), 10% amplifier, 10% [[Vampire's Cowl]]).
 
 
;When I have expert necromancy (30%) and fight against a stack of 100 creatures, how come there are not exactly 30 [[skeleton]]s raised after the fight? :This is the most misunderstood fact of this skill, and I think that is what is meant with the "reworking of that skill". The number of raised skeletons is ''not'' based on the number of creatures you are fighting, but rather on the total of their [[health|hit points]]! <nowiki>*</nowiki><br>
<nowiki>*</nowiki>This is not entirely true. Both Health and numbers are calculated, and the smaller of those are used. This means that numbers are the limiting factor in almost all cases.
 
===Examples===
====Example 1====
 
You fight against 1000 [[Gremlin]]s and have expert necromancy.
How many [[Skeleton]]s will be raised?
 
*Total [[health|hit points]] of the gremlins were 1000*4 = 4000
*Expert necromancy means 30% of "hit points" will raise = 1200
*How many skeletons will you "get" for 1200 hit points?
Right...exactly 200.
 
====Example 2====
 
You fight against 30 [[Gremlin]]s and have basic necromancy.
How many [[Skeleton]]s will be raised?
 
*Total [[health|hit points]] of the gremlins were 30*4 = 120
*Basic necromancy means 10% of "hit points" will raise = 12
*How many skeletons will you "get" for 12 hit points?
Exactly 2.
 
====Example 3====
 
You fight against 500 [[Gremlin]]s and have expert necromancy, a [[Necromancy amplifier]], the [[Amulet of the Undertaker]], and [[Isra]] Level 10.
How many [[Skeleton]]s will be raised?
 
*Total [[health|hit points]] of the gremlins were 500*4 = 2000
*Expert necromancy (30%), [[Isra]] Level 10 (10*5% of 30% = 15%), amplifier (10%), amulet (5%); that makes 60%
*60% of 2000 hit points = 1200 hit points.
*How many skeletons will you "get" for 1200 hit points?
Exactly 200.
 
====Summary====
So there are some points to notice:
 
*You can't raise more [[skeleton]]s than the number of creatures you are fighting against.
*Your necromancy skill can't rise above 100%.
 
This fact is especially relevant when you play with [[Isra]] or [[Vidomina]], who have necromancy as their specialty.
 
'''Take a look at this situation:'''<br>
You are an expert necromancer, have all 3 necromancy artifacts ([[Amulet of the Undertaker]], [[Vampire's Cowl]], and [[Dead Man's Boots]], but not as a [[combination artifact]]) and 2 towns where the [[Necromancy amplifier]] is built. That will give a total of 80% necromancy skill. When your hero now is Level 20, normally this number will rise to 110% (Level 20= 20*5% of 30 = 30%).
<br>But that is not possible.
 
If you fight against 1000 [[gremlin]]s with 100% necromancy skill, you will raise 666 [[skeleton]]s (1000*4=4000, 4000/6=666).
There is nothing you can do to raise this number of skeletons after that fight. (I made [[Isra]] a level 50 hero and she raised exactly 666 skeletons).
 
===The 3 stack thing===
But now I will mention the one exception I could not figure out.
 
When I did those test fights, the [[gremlin]]s were split into 1 or 2 [[stack]]s (I fought with 100 [[Titan]]s) and the calculations were all great, in theory and in practice.
But sometimes, the gremlins were split into 3 stacks, and then the calculation did not work exactly: the number of risen skeletons was smaller than calculated.
 
So I tried to figure out when 1 or 2 stacks would appear and when there were more stacks of gremlins.
 
I tried it with nearly every number between 10 and 100.
Only when there were 40 gremlins were they separated into 3 stacks. I tried 80, 120, 160... every time there were 2 stacks.  I tried 400, 4000... every time 2 stacks (I changed the number of my [[titan]]s, I changed the spreading... always the same).
The next number I could figure out where the gremlins were split into 3 stacks was 2000 (I chose some random numbers and was lucky).
 
 
Here are the test results against a neutral stack of 40 gremlins (which were split in 3 stacks: 14, 13, and 13):
 
With basic necromancy, only 1 skeleton was raised after the fight (normally it would be at least 2: 40*4=160, 10% of 160=16; this makes 2 skeletons with 4 hit points left).
 
With expert necromancy, only 6 skeletons were raised after the fight
(normally it would be exactly 8: 30% of 160 = 48; this makes exactly 8 skeletons).
 
 
Then I did the same fight against a hero with 40 gremlins:
 
Against 1 stack.............. 8 skeletons raised
Against 2 stacks (20, 20).... 8 skeletons raised
Against 3 stacks (14, 13, 13) 6 skeletons raised???
 
I tried it with more than 3 stacks (500 gremlins in 5 stacks to 100), and it works fine, exactly as calculated.
 
Tried it with different numbers per stack (4 times 100, 1 time 101), works fine also.
 
So there has to be a (for me) "unknown" factor when fighting against a stack of creatures which were split into 3 stacks... does anybody know this? ''Or it's just a bug. --[[User:Terra|Terra]]''
 
 
I'm not quite sure, but I think the program may calculate each stack separately.
 
For example, let's look at the above 3-stack case.
With expert necromacy, the stack of 14 skeleton gives you only 2 as:
14*4=56 hit points, 30% of 56 = 16.8; this makes 2 skeletons with 4.8 hit points left(or wasted..).
Similarly, two stacks of 13 also give you only 2 each.
 
I'm not sure whether the program uses round-up or round-down, but
This explains your question.
 
This seems a little bit ridiculous to you. However, in my opinion,
this is something should be. For instance, you may fight with a force which consists of 40 gremlins
(assuming one stack) and 1 titan. Then you will get 9 skeleton:
8 from one stack of 40 gremlins and 1 from one stack of one titan.
So actually this is natural and `should be' to me.  -- a Guest
 
===Afterword===
Please remember, that this calculation works only since version 1.3!
Hope I helped some guys to figure out how they can raise 3000 skeletons on week 6...
 
Though I know necro is banned in the zone mostly, this could be interesting stuff for some of you.
 
So it is safe to conclude that Necromancy re-raises Skeletons equal to damage you caused required to fill up one Skeleton. As above, If you fight 1000 Gremlins with 4HP and your Necromancy is capped at 100%, you will re-raise 666 (Gremlin's 4HP X 1000 = 4000 / Skeleton's 6HP = 666 re-raised).


[[Category: Secondary skills]]
[[Category: Secondary skills]]
__NOTOC__
Please note that all contributions to Heroes 3 wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)