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{{towns}} | {{towns}} | ||
'''Necropolis''' is an evil [[alignment]] [[town]] with [[ | '''Necropolis''' is an evil [[alignment]] [[town]] with the [[Necromancer]] and [[Death Knight]] [[hero class]]es. Necropolis represents [[Deyja]]. | ||
''"Necropolis towns are overrun and ruled by undead creatures. They are the natural bases for the Necromancer and Death Knight hero types. Necropolis armies have many units with abilities to weaken their opponents. This quickly gives them an edge over equal or even more powerful enemy armies."{{-}}<sup>[[Restoration of Erathia Manual Page 100|RoE manual]]''</sup> | ''"Necropolis towns are overrun and ruled by undead creatures. They are the natural bases for the Necromancer and Death Knight hero types. Necropolis armies have many units with abilities to weaken their opponents. This quickly gives them an edge over equal or even more powerful enemy armies."{{-}}<sup>[[Restoration of Erathia Manual Page 100|RoE manual]]''</sup> | ||
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Necropolis' [[native terrain]] is [[dirt]]. | Necropolis' [[native terrain]] is [[dirt]]. | ||
__TOC__ | |||
==Necropolis building tree== | |||
{| style="margin-right:20px; float:left;" | |||
| [[File:NecropolisBuildingTree.png|left|600px]] | |||
|} | |||
[[Image:Necropolis-in.png|none|border|500px|thumb|right|Fully upgraded {{PAGENAME}}]] | |||
{{Town cost summary| | |||
|common = {{Building cost|{{W}}<br>45||{{O}}<br>40||||{{G}}<br>37000}} | |||
|mage = {{Building cost|{{W}}<br>25|{{M}}<br>28|{{O}}<br>25|{{S}}<br>28|{{C}}<br>28|{{Gem}}<br>28|{{G}}<br>6000}} | |||
|dwelling = {{Building cost|{{W}}<br>60|{{M}}<br>32{{-wa}}<br>31{{-wh}}|{{O}}<br>70{{-wa}}<br>65{{-wh}}|{{S}}<br>22{{-wa}}<br>15{{-wh}}|{{C}}<br>17|{{Gem}}<br>17|{{G}}<br>48400}} | |||
|unique = {{Building cost|{{W}}<br>20||||||{{G}}<br>6000}} | |||
|total = {{Building cost|{{W}}<br>150|{{M}}<br>60{{-wa}}<br>59{{-wh}}|{{O}}<br>135{{-wa}}<br>130{{-wh}}|{{S}}<br>50{{-wa}}<br>43{{-wh}}|{{C}}<br>45|{{Gem}}<br>45|{{G}}<br>97400}} | |||
|troop = 26920 {{G}}, 2 {{M}} | |||
}} | |||
{{clear|left}} | |||
===Common Buildings and Mage Guild=== | |||
{{Necropolis common buildings}} | |||
===Creature Dwellings=== | |||
{{Necropolis creature dwellings}} | |||
===Unique Buildings=== | |||
{{Necropolis unique buildings}} | |||
{{clear|left}} | |||
==Heroes== | ==Heroes== | ||
{{ | {{Hero table}} | ||
{{{{PAGENAME}} hero table}} | |||
|} | |||
'''Banned secondary skills:''' | |||
Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es. | Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es. | ||
{{ | {{ss|Leadership}}, {{ss|First Aid}} and {{ss|Estates}} are not available for [[Death Knight|Death Knights]]. | ||
{{ | {{ss|Leadership}}{{swh|,| and|noicon=}} {{ss|First Aid}}{{showwithhota| and {{ss|Interference}}{{-wh}}}} are not available for [[Necromancer|Necromancers]]. | ||
==Creatures== | ==Creatures== | ||
{{Creature table | {{Creature table}} | ||
{{{{PAGENAME}} creature table}} | |||
|} | |||
==Town names== | |||
Unless specified by the mapmaker, towns will generate with a random name. Necropolis towns will use one of these following names: | |||
{| class="wikitable sortable" style="white-space:nowrap; text-align: left;" | |||
|- | |||
| width=85px | Agony || width=85px | Blackquarter || width=85px | Blight || width=85px | Cessacioun | |||
|- | |||
| Coldreign || Coldsoul || Death's Gate || Dark Cloud | |||
|- | |||
| Dark Eternal || Ghostwind || Grave Raven || Haunt's Wind | |||
|- | |||
| Sanctum || Shadow Keep || Terminus || Worm Warren | |||
|- | |||
|} | |} | ||
If there are more Necropolis towns on the map than possible names, they will use names taken from other towns. | |||
{{ | |||
{{user commentary| | |||
* Necropolis armies have many units with abilities to weaken their opponents. This may give them an advantage over an equal or even a stronger opponent. | * Necropolis armies have many units with abilities to weaken their opponents. This may give them an advantage over an equal or even a stronger opponent. | ||
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* Harvesting leads to a situation, where it is profitable for heroes with Necromancy (mainly Death Knights and Necromancers) to carry through combats with wandering creatures instead of letting them flee if they are substantially less creatures and want to quit the battlefield. So, special months (see [[growth]]) where some creature types population doubles is actually a boon for Necropolis skeleton harvesters. This is especially valid for low-level creatures that come in large numbers, like hobgoblins. Random units blocking pathways on the map thus become a motivational boost because those wandering creatures mean additional [[Skeleton]]s. | * Harvesting leads to a situation, where it is profitable for heroes with Necromancy (mainly Death Knights and Necromancers) to carry through combats with wandering creatures instead of letting them flee if they are substantially less creatures and want to quit the battlefield. So, special months (see [[growth]]) where some creature types population doubles is actually a boon for Necropolis skeleton harvesters. This is especially valid for low-level creatures that come in large numbers, like hobgoblins. Random units blocking pathways on the map thus become a motivational boost because those wandering creatures mean additional [[Skeleton]]s. | ||
* [ | * Even without necromancy, you can turn any creature into [[Skeletons]]. This means that free level 1 map dwelling (like for [[Gremlins]] and [[Imps]]) will give you free skeletons indirectly, thanks to the [[Skeleton Transformer]]. That means you don't even need wandering enemies or the Necromancy secondary skill to raise huge hordes of skeletons as the Necropolis, and outnumber other towns. | ||
'''Pros:''' | |||
*A variety of good heroes to choose from. | *A variety of good heroes to choose from. | ||
*A variety of strategies available. | *A variety of strategies available. | ||
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*Unaffected by [[Mind spells]] like [[Elemental]]s, even [[Blind]] does not function on [[Undead]] units. | *Unaffected by [[Mind spells]] like [[Elemental]]s, even [[Blind]] does not function on [[Undead]] units. | ||
*[[Necromancy]] is a powerful secondary skill that only Necropolis town heroes can utilize effectively and that every [[Necropolis]] hero typically has. Given affordable [[Necromancy amplifier]] buildings (10% point building bonus to [[Necromancy]], '''unique''' town [[secondary skill]] boost building feature for all own heroes on the map, safe the [[Navigation]] centric building [[Lighthouse]] the only [[secondary skill]] bonus enhancer building available in the game) in [[Necropolis]] towns and a range of artifacts that further enhance the skill percentage like [[Vampire%27s_Cowl|Vampire's Cowl]] it is rather easy to recruit a small but steady number of [[Undead]] from most other creatures after fights. Every successful fight will increase the number of level 1 units one has even to astronomical amounts of stack sizes for steady motivation boosts after each encounter. [[Undead]] generally are [[Animate Dead]] resurrectable during combat additionally and the [[Skeleton Transformer]] in a [[Necropolis]] town can change foreign units to [[Skeleton]]s so mixing foreign units with [[Necropolis]] town units does not make them suffer [[morale]] penalty when converting them to [[Skeleton]]s first, one can recruit units off fights with the opponent and they are rather hard to kill and easily replenished given enough mana or [[Necromancy]] skill bonus points which are readily available via buildings or artifacts or even hero specials. | *[[Necromancy]] is a powerful secondary skill that only Necropolis town heroes can utilize effectively and that every [[Necropolis]] hero typically has. Given affordable [[Necromancy amplifier]] buildings (10% point building bonus to [[Necromancy]], '''unique''' town [[secondary skill]] boost building feature for all own heroes on the map, safe the [[Navigation]] centric building [[Lighthouse]] the only [[secondary skill]] bonus enhancer building available in the game) in [[Necropolis]] towns and a range of artifacts that further enhance the skill percentage like [[Vampire%27s_Cowl|Vampire's Cowl]] it is rather easy to recruit a small but steady number of [[Undead]] from most other creatures after fights. Every successful fight will increase the number of level 1 units one has even to astronomical amounts of stack sizes for steady motivation boosts after each encounter. [[Undead]] generally are [[Animate Dead]] resurrectable during combat additionally and the [[Skeleton Transformer]] in a [[Necropolis]] town can change foreign units to [[Skeleton]]s so mixing foreign units with [[Necropolis]] town units does not make them suffer [[morale]] penalty when converting them to [[Skeleton]]s first, one can recruit units off fights with the opponent and they are rather hard to kill and easily replenished given enough mana or [[Necromancy]] skill bonus points which are readily available via buildings or artifacts or even hero specials. | ||
*[[Vampire Lord]]s are by far the most cost-efficient level 4 unit (and arguably the most cost-efficient unit in the game), as they can beat armies of much greater size as long as they are not (like [[Undead]],[[Unliving|Construct]]s or [[Elemental]]s) immune to the Vampire Lords' [[Life drain]] ability and as long as the Vampire Lords are used properly (with [[Blind]] on extra enemy stacks for example or [[Counterstrike]] on the [[Vampire Lord]]s amidst low number/low hp enemy stacks, alternated with [[Animate Dead]] to help out if the [[Life Drain]] to damage inbound ratio is proving destructive to the [[Vampire Lord]] stack - perhaps also using [[Haste]] and the [[Flying]] feature of the [[Vampire Lord]]s to switch opponent melee stacks to feasible ones or to seek a safe point to replenish via [[Animate Dead]], [[Cure]] or [[First Aid]]). | *[[Vampire Lord]]s are by far the most cost-efficient level 4 unit (and arguably the most cost-efficient unit in the game), as they can beat armies of much greater size as long as they are not (like [[Undead]], [[Unliving|Construct]]s or [[Elemental]]s) immune to the Vampire Lords' [[Life drain]] ability and as long as the Vampire Lords are used properly (with [[Blind]] on extra enemy stacks for example or [[Counterstrike]] on the [[Vampire Lord]]s amidst low number/low hp enemy stacks, alternated with [[Animate Dead]] to help out if the [[Life Drain]] to damage inbound ratio is proving destructive to the [[Vampire Lord]] stack - perhaps also using [[Haste]] and the [[Flying]] feature of the [[Vampire Lord]]s to switch opponent melee stacks to feasible ones or to seek a safe point to replenish via [[Animate Dead]], [[Cure]] or [[First Aid]]). | ||
* The level 3 spell [[Animate Dead]] (which the necromancer hero [[Thant]] has built in) can resurrect units in combat, and they '''stay''' resurrected after combat. So given a good balance of [[Thant]]s undead and repairable units compared to the opponent, enough mana for the resurrects and having [[Shackles of War]] for unlimited turns (a smaller version would be using [[Blind]] on all remaining enemy units and killing one [[blind]]ed stack each turn, keeping the enemy locked until the enemy hero is lost to the opponent and the artifacts if any are transferred) he would not lose any units in combat but also often get additional [[Necromancy]] created skeletons (which would hamper movement on the adventure map a little, as [[Skeleton]]s are slow creatures (and even with [[Town Portal]] and [[Dimension Door]] there's an [[adventure map]] movement penalty to consider)). | * The level 3 spell [[Animate Dead]] (which the necromancer hero [[Thant]] has built in) can resurrect units in combat, and they '''stay''' resurrected after combat. So given a good balance of [[Thant]]s undead and repairable units compared to the opponent, enough mana for the resurrects and having [[Shackles of War]] for unlimited turns (a smaller version would be using [[Blind]] on all remaining enemy units and killing one [[blind]]ed stack each turn, keeping the enemy locked until the enemy hero is lost to the opponent and the artifacts if any are transferred) he would not lose any units in combat but also often get additional [[Necromancy]] created skeletons (which would hamper movement on the adventure map a little, as [[Skeleton]]s are slow creatures (and even with [[Town Portal]] and [[Dimension Door]] there's an [[adventure map]] movement penalty to consider)). | ||
*There are number of artifacts that are only useful to Necropolis (artifacts enhancing the created creature number of the unique secondary skill [[Necromancy]] like [[Cloak of the Undead King]], but also [[Pendant of Death]] which counters the mini, undead-only version of [[Armageddon]], damaging all undead on the battlefield, even those recruited in no Necropolis but on the adventure map). | *There are number of artifacts that are only useful to Necropolis (artifacts enhancing the created creature number of the unique secondary skill [[Necromancy]] like [[Cloak of the Undead King]], but also [[Pendant of Death]] which counters the mini, undead-only version of [[Armageddon]], damaging all undead on the battlefield, even those recruited in no Necropolis but on the adventure map). | ||
*Both Necropolis hero types begin with a spell book. | *Both Necropolis hero types begin with a spell book. | ||
'''Cons:''' | |||
* Necropolis produces the least amount of units per week. (Not counting Necromancy). | * Necropolis produces the least amount of units per week. (Not counting Necromancy). | ||
* [[Walking Dead]] and [[Zombie]]s slow armies down. | * [[Walking Dead]] and [[Zombie]]s slow armies down. | ||
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* Bone and [[Ghost Dragon]]s are near the bottom of the Level 7's in strength and usefulness. | * Bone and [[Ghost Dragon]]s are near the bottom of the Level 7's in strength and usefulness. | ||
* Necropolis heroes cannot learn first aid, even though their blacksmith produces first aid tents. | * Necropolis heroes cannot learn first aid, even though their blacksmith produces first aid tents. | ||
* [[Armageddon]] spell is in the Mage Guild, but is useless for Necropolis units since undead | * [[Armageddon]] spell is in the Mage Guild, but is useless for Necropolis units since the undead don't have fire magic immunity. Moreover, a [[Rampart]], [[Inferno]], [[Dungeon]], or [[Conflux]] hero may capture a Necropolis and learn Armageddon, which will be used in a proper way via [[dragogeddon]]. | ||
* This town is often considered too strong and thus is ''banned'' in many multiplayer games/tournaments. In {{hota}} all percentages for [[Necromancy]] got halved in an attempt to balance this and also [[Galthran]] got replaced by [[Ranloo]]. | * Dirt which is Necropolis's [[native terrain]] doesn't give any [[movement penalty]] to the enemy. | ||
* This town is often considered too strong and thus is ''banned'' in many multiplayer games/tournaments. In {{hota}}, all percentages for [[Necromancy]] got halved in an attempt to balance this and also [[Galthran]] got replaced by [[Ranloo]]. | |||
'''Some thoughts''' | |||
If you can upgrade your Estate early, you should do so. The Vampire Lords are one of the best 4th-level creatures in the game. Since they draw life from their enemy, and resurrect themselves, they can be used to single-handedly take out large numbers of low-level creatures. Combine with "counterstrike" to get even better effect. | |||
"The month of the Hobgoblin" and the like are [[Necromancers]]' wet dream. Just take your strongest hero and stockpile Skeletons. [[Necromancy]] adds a little bit of motivation on clearing maps - who needs experience and levelups, when there's [[Skeletons]] aplenty? | |||
The Necropolis has only a few units they can rely on, the others can wait with being bought and, in time, even be ignored. The reliable units are: [[Skeleton Warrior]]s, [[Vampire Lord]]s, [[Power Lich]]es and [[Dread Knight]]s. | |||
You get [[Skeleton Warrior]]s only if your ranks are full at the *end* of combat and if you have a stack of [[Skeleton Warrior]]s and no stack of [[Skeleton]]s. The downpart is that you get less than if you'd get normal [[Skeleton]]s (2/3rds as many). Therefore, if it is logistically managable, it would be better to try and get a horde of normal [[Skeleton]]s first, and then upgrade them at a Necropolis or Hill Fort for the last battle. | |||
If there are any Level 1 dwellings nearby, recruit them and take them to the Necropolis. If you have a [[Skeleton Transformer]], you're practically getting free [[skeleton]]s, and even free [[Skeleton warrior]]s if there is a [[Hill Fort]] close by too. | |||
}}{{end of user commentary}} | |||
{{Town 'see also'}} | |||
[[Category: Necropolis]] | [[Category: Necropolis]] | ||
__notoc__ | __notoc__ |
Latest revision as of 15:00, 1 October 2024
Towns | |
---|---|
Castle | |
Rampart | |
Tower | |
Inferno | |
Necropolis | |
Dungeon | |
Stronghold | |
Fortress | |
Conflux | |
Cove | |
Factory |
Necropolis is an evil alignment town with the Necromancer and Death Knight hero classes. Necropolis represents Deyja.
"Necropolis towns are overrun and ruled by undead creatures. They are the natural bases for the Necromancer and Death Knight hero types. Necropolis armies have many units with abilities to weaken their opponents. This quickly gives them an edge over equal or even more powerful enemy armies." RoE manual
Necropolis' native terrain is dirt.
Necropolis building tree[edit | hide | hide all]
Common Buildings and Mage Guild[edit | hide]
Halls | Fortifications | Miscellaneous | Mage Guilds | Banned spells | ||||||||||||||||||||||
Village Hall (existing) |
Fort
|
Tavern
|
Mage Guild level 1
|
|||||||||||||||||||||||
Town Hall
|
Citadel
|
Marketplace
|
Mage Guild level 2
|
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City Hall
|
Castle
|
Resource Silo (1 , 1 )
|
Mage Guild level 3
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Capitol
|
|
Mage Guild level 4
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||||||||||||||||||||||||
Mage Guild level 5
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Total Common Buildings: |
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Total Mage Guild: |
|
Creature Dwellings[edit | hide]
Structure | Base Cost | Upgrade Cost | Creature | Max Grw |
Upg Cr Cost |
Cost/ Week | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cursed Temple |
|
|
Skeleton Skeleton Warrior |
30 | 70 | 2100 | |||||||||||||||
Graveyard |
|
|
Walking Dead Zombie |
16 | 125 | 2000 | |||||||||||||||
Tomb of Souls |
|
|
Wight Wraith |
14 | 230 | 3220 | |||||||||||||||
Estate |
|
|
Vampire Vampire Lord |
8 | 500 | 4000 | |||||||||||||||
Mausoleum |
|
|
Lich Power Lich |
6 | 600 | 3600 | |||||||||||||||
Hall of Darkness |
|
|
Black Knight Dread Knight |
4 | 1500 | 6000 | |||||||||||||||
Dragon Vault |
|
|
Bone Dragon Ghost Dragon |
2 | 3000 1 |
6000 2 | |||||||||||||||
Total Dwelling Cost: |
|
Weekly Troop Cost: | 26920 2 |
Unique Buildings[edit | hide]
Structure | Effect | Cost | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Necromancy Amplifier | Increases the Necromancy skill of all your heroes by 10%. |
| ||||||||
Cover of Darkness | At the beginning of the player's turn, creates an unexplored area of 20 radius around the town for opposing players. |
| ||||||||
Skeleton Transformer | Allows converting of creatures to Skeletons and Bone Dragons |
| ||||||||
Unearthed Graves | Horde Building. Growth +6/week for Skeleton / Skeleton Warrior |
| ||||||||
Shipyard | Allows building boats if the town has access to water. |
| ||||||||
Soul Prison | Grail Structure. +5000 /day, +50% creature growth Increases the Necromancy skill of all your heroes by 20%. |
n/a | ||||||||
Total Cost: |
|
Heroes[edit | hide]
Name | Class | Specialty | Skill 1 | Skill 2 | Spell | |||||
---|---|---|---|---|---|---|---|---|---|---|
Straker | Death Knight | Walking Dead | Basic Necromancy | Basic Resistance | Haste | |||||
Straker | Death Knight | Walking Dead | Basic Necromancy | Basic Interference | Haste | |||||
Vokial | Death Knight | Vampires | Basic Necromancy | Basic Artillery | Stone Skin | |||||
Moandor | Death Knight | Liches | Basic Necromancy | Basic Learning | Slow | |||||
Charna | Death Knight | Wights | Basic Necromancy | Basic Tactics | Magic Arrow | |||||
Tamika | Death Knight | Black Knights | Basic Necromancy | Basic Offense | Magic Arrow | |||||
Isra | Death Knight | Necromancy | Advanced Necromancy | Magic Arrow | ||||||
Clavius | Death Knight | Gold | Basic Necromancy | Basic Offense | Magic Arrow | |||||
Galthran | Death Knight | Skeletons | Basic Necromancy | Basic Armorer | Shield | |||||
Ranloo | Death Knight | Ballista | Basic Necromancy | Basic Artillery | Haste | |||||
Haart LichLord Haart | Death Knight | Black Knights | Advanced Necromancy | Slow | ||||||
Septienna | Necromancer | Death Ripple | Basic Necromancy | Basic Scholar | Death Ripple | |||||
Aislinn | Necromancer | Meteor Shower | Basic Necromancy | Basic Wisdom | Meteor Shower | |||||
Sandro | Necromancer | Sorcery | Basic Necromancy | Basic Sorcery | Slow | |||||
Nimbus | Necromancer | Eagle Eye | Basic Necromancy | Basic Eagle Eye | Shield | |||||
Thant | Necromancer | Animate Dead | Basic Necromancy | Basic Mysticism | Animate Dead | |||||
Xsi | Necromancer | Stone Skin | Basic Necromancy | Basic Learning | Stone Skin | |||||
Vidomina | Necromancer | Necromancy | Advanced Necromancy | Curse | ||||||
Nagash | Necromancer | Gold | Basic Necromancy | Basic Intelligence | Protection from Air |
Banned secondary skills:
Some skills are not available for certain hero classes, which means they can only acquire them from Scholars, Witch Huts (except for Necromancy and Leadership, if not allowed by a map-maker), Seer's Huts, Events or Pandora's Boxes.
Leadership, First Aid and Estates are not available for Death Knights.
Leadership, and First Aid and Interference are not available for Necromancers.
Creatures[edit | hide]
Name | Town | Lvl | Att | Def | Dmg- | Dmg+ | HP | Spd | Grw | AI Val | Cost | Special | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Skeleton Skeleton | 1 | 5 | 4 | 1 | 3 | 6 | 4 | 12 | 60 | 60 | Undead | ||
Skeleton Warrior Skeleton Warrior | 1+ | 6 | 6 | 1 | 3 | 6 | 5 | 12 | 85 | 70 | Undead | ||
Walking Dead Walking Dead | 2 | 5 | 5 | 2 | 3 | 15 | 3 | 8 | 98 | 100 | Undead | ||
Zombie Zombie | 2+ | 5 | 5 | 2 | 3 | 20 | 4 | 8 | 128 | 125 | Undead, Disease | ||
Wight Wight | 3 | 7 | 7 | 3 | 5 | 18 | 5 | 7 | 252 | 200 | Undead, Flying, Regeneration | ||
Wraith Wraith | 3+ | 7 | 7 | 3 | 5 | 18 | 7 | 7 | 315 | 230 | Undead, Flying, Regeneration, Mana drain | ||
Vampire Vampire | 4 | 10 | 9 | 5 | 8 | 30 | 6 | 4 | 555 | 360 | Undead, Flying, No enemy retaliation | ||
Vampire Lord Vampire Lord | 4+ | 10 | 10 | 5 | 8 | 40 | 9 | 4 | 783 | 500 | Undead, Flying, No enemy retaliation, Life drain | ||
Lich Lich | 5 | 13 | 10 | 11 | 13 | 30 | 6 | 3 | 848 | 550 | Ranged (12 shots), Undead, Death cloud | ||
Power Lich Power Lich | 5+ | 13 | 10 | 11 | 15 | 40 | 7 | 3 | 1079 | 600 | Ranged (24 shots), Undead, Death cloud | ||
Black Knight Black Knight | 6 | 16 | 16 | 15 | 30 | 120 | 7 | 2 | 2087 | 1200 | Undead, Curse | ||
Dread Knight Dread Knight | 6+ | 18 | 18 | 15 | 30 | 120 | 9 | 2 | 2382 | 1500 | Undead, Curse, Death blow | ||
Bone Dragon Bone Dragon | 7 | 17 | 15 | 25 | 50 | 150 | 9 | 1 | 3388 | 1800 | Dragon, Undead, Flying, Morale -1 | ||
Ghost Dragon Ghost Dragon | 7+ | 19 | 17 | 25 | 50 | 200 | 14 | 1 | 4696 | 3000 | 1 | Dragon, Undead, Flying, Morale -1, Aging |
Town names[edit | hide]
Unless specified by the mapmaker, towns will generate with a random name. Necropolis towns will use one of these following names:
Agony | Blackquarter | Blight | Cessacioun |
Coldreign | Coldsoul | Death's Gate | Dark Cloud |
Dark Eternal | Ghostwind | Grave Raven | Haunt's Wind |
Sanctum | Shadow Keep | Terminus | Worm Warren |
If there are more Necropolis towns on the map than possible names, they will use names taken from other towns.
User commentary
[Show user commentary]
[Hide user commentary]
|
Pros:
Cons:
Some thoughts If you can upgrade your Estate early, you should do so. The Vampire Lords are one of the best 4th-level creatures in the game. Since they draw life from their enemy, and resurrect themselves, they can be used to single-handedly take out large numbers of low-level creatures. Combine with "counterstrike" to get even better effect. "The month of the Hobgoblin" and the like are Necromancers' wet dream. Just take your strongest hero and stockpile Skeletons. Necromancy adds a little bit of motivation on clearing maps - who needs experience and levelups, when there's Skeletons aplenty? The Necropolis has only a few units they can rely on, the others can wait with being bought and, in time, even be ignored. The reliable units are: Skeleton Warriors, Vampire Lords, Power Liches and Dread Knights. You get Skeleton Warriors only if your ranks are full at the *end* of combat and if you have a stack of Skeleton Warriors and no stack of Skeletons. The downpart is that you get less than if you'd get normal Skeletons (2/3rds as many). Therefore, if it is logistically managable, it would be better to try and get a horde of normal Skeletons first, and then upgrade them at a Necropolis or Hill Fort for the last battle. If there are any Level 1 dwellings nearby, recruit them and take them to the Necropolis. If you have a Skeleton Transformer, you're practically getting free skeletons, and even free Skeleton warriors if there is a Hill Fort close by too. |