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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).
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