Necropolis: Difference between revisions
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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. | |||
* [https://www.celestialheavens.com/viewpage.php?id{{=}}445 Strategy Guide for Necropolis from Jolly Joker on Celestial Heavens] | * [https://www.celestialheavens.com/viewpage.php?id{{=}}445 Strategy Guide for Necropolis from Jolly Joker on Celestial Heavens] | ||
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* 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 doesn'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]]. | * [[Armageddon]] spell is in the Mage Guild, but is useless for Necropolis units since undead doesn'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]]. | ||
* 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]]. | * 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]]. | ||
Revision as of 15:48, 9 December 2021
Towns | |
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Castle | |
Rampart | |
Tower | |
Inferno | |
Necropolis | |
Dungeon | |
Stronghold | |
Fortress | |
Conflux | |
Cove | |
Factory |
Necropolis is an evil alignment town with 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 creature dwellings
- Cursed Temple - (Skeleton, Skeleton Warrior)
- Graveyard - (Walking Dead, Zombie)
- Tomb of Souls - (Wight, Wraith)
- Estate - (Vampire, Vampire Lord)
- Mausoleum - (Lich, Power Lich)
- Hall of Darkness - (Black Knight, Dread Knight)
- Dragon Vault - (Bone Dragon, Ghost Dragon)
Necropolis specific buildings
- Cover of Darkness - creates unexplored area of 20 tile radius around the town for opposing players
- Necromancy Amplifier - (unique building, increases Necromancy skill of all player's heroes by 10% (5% in Horn of the Abyss) , stacks with each city)
- Skeleton Transformer - (unique building, which transfroms any creature into Skeleton, or, in case of Dragons, Hydras and Sea Serpents - into Bone Dragon)
- Shipyard - (allows to buy boats)
- Soul Prison - (Grail building, +20% Necromancy skill for allied heroes, +5k gold per day, +50% creature growth)
- Unearthed Graves - (Skeleton horde building, +6/week)
Necropolis building tree
Resource | Basic | Upgrades | All |
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33400 | 25500 | 96400 | |
45 | 25 | 135 | |
65 | 25 | 135 | |
5 | 12 | 45 | |
5 | 12 | 45 | |
5 | 27 | 60 | |
15 | 7 | 40 | |
Troop cost/week: | 26920 + 2 |
Common buildings
Halls | Fortifications | Miscellaneous | Mage Guilds | Banned spells | ||||||||||||||||||||||||||||||||
Village Hall | Village Hall (existing) |
Fort | Fort
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Tavern | Tavern
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Mage Guild level 1 | Mage Guild level 1
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File:Town Hall large.gif | Town Hall
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Citadel | Citadel
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Marketplace | Marketplace
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Mage Guild level 2 | Mage Guild level 2
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City Hall | City Hall
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Castle | Castle
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Resource Silo | Resource Silo ()
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Mage Guild level 3 | Mage Guild level 3
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Capitol | Capitol
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Blacksmith |
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Mage Guild level 4 | Mage Guild level 4
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Mage Guild level 5 | Mage Guild level 5
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Total Common Buildings: |
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Total Mage Guild: |
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Heroes
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, First Aid and Interference are not available for necromancers.
Creatures
Necropolis creatures | |||||||||||||
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Name | Town | Lvl | Att | Def | Dmg- | Dmg+ | HP | Spd | Grw | AI Val | Cost | Special | |
Skeleton | 1 | 5 | 4 | 1 | 3 | 6 | 4 | 12 | 60 | 60 | Undead | ||
Skeleton Warrior | 1+ | 6 | 6 | 1 | 3 | 6 | 5 | 12 | 85 | 70 | Undead | ||
Walking Dead | 2 | 5 | 5 | 2 | 3 | 15 | 3 | 8 | 98 | 100 | Undead | ||
Zombie | 2+ | 5 | 5 | 2 | 3 | 20 | 4 | 8 | 128 | 125 | Undead, Disease | ||
Wight | 3 | 7 | 7 | 3 | 5 | 18 | 5 | 7 | 252 | 200 | Undead, Flying, Regeneration | ||
Wraith | 3+ | 7 | 7 | 3 | 5 | 18 | 7 | 7 | 315 | 230 | Undead, Flying, Regeneration, Mana drain | ||
Vampire | 4 | 10 | 9 | 5 | 8 | 30 | 6 | 4 | 555 | 360 | Undead, Flying, No enemy retaliation | ||
Vampire Lord | 4+ | 10 | 10 | 5 | 8 | 40 | 9 | 4 | 783 | 500 | Undead, Flying, No enemy retaliation, Life drain | ||
Lich | 5 | 13 | 10 | 11 | 13 | 30 | 6 | 3 | 848 | 550 | Ranged (12 shots), Undead, Death cloud | ||
Power Lich | 5+ | 13 | 10 | 11 | 15 | 40 | 7 | 3 | 1079 | 600 | Ranged (24 shots), Undead, Death cloud | ||
Black Knight | 6 | 16 | 16 | 15 | 30 | 120 | 7 | 2 | 2087 | 1200 | Undead, Curse | ||
Dread Knight | 6+ | 18 | 18 | 15 | 30 | 120 | 9 | 2 | 2382 | 1500 | Undead, Curse, Death blow | ||
Bone Dragon | 7 | 17 | 15 | 25 | 50 | 150 | 9 | 1 | 3388 | 1800 | Dragon, Undead, Flying, Morale -1 | ||
Ghost Dragon | 7+ | 19 | 17 | 25 | 50 | 200 | 14 | 1 | 4696 | 3000 | , 1 | Dragon, Undead, Flying, Morale -1, Aging |
User commentary
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Pros
Cons
Some thoughtsIf 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. |