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Necromancy is the result of practicing the dark arts to raise creatures from the dead. The principles of Necromancy have been drastically altered in version 2.1 (and 1.5), and Necromancers are now able to raise undead creatures of all levels, not only skeletons, depending on the type of creatures killed in combat. At the end of each victorious combat, the life taken from the killed enemies determines the maximum amount of undead creatures that can be raised, and the Necromancer can choose to raise them or not. If he/she does, he/she uses Dark Energy points (as each undead creature raised costs DE points) from a pool shared by all of the player's heroes, that only regenerates at the start of the week.
In the new Necromancy system, there are 3 questions to answer:
- What type of undead creatures are raised from combat?
- How many such creatures can be raised?
- How much Dark Energy does it take from your weekly pool?
How many undead creatures are raised?
Undead creatures can only be raised after a victorious combat, and their proposed number depends on the hit points of the killed enemy creatures (except mechanical and elemental):
Hit_Points_Raised = Hit_Points_Killed x Necromancy
where Necromancy mainly depends on your hero's skills and the number of Pillar of Bones in your cities (see below). The number of undead creatures raised is capped by the number of killed creatures.
Therefore, if you killed 470 Hit Points worth of creatures, and your overall % of units raised via Necromancy totalled 40%, you would receive 188 Hit Points worth back, which is 47 Skeletons, or 37 Skeleton Archers for example. Provided of course you killed at least that many creatures.
Eternal Servitude (Necromancy)
Herald of Death (Leadership)
Lord of the Undead (Enlightenment)
Amulet of Necromancy (artifact)
Pillar of Bones
Tomb of the Lost (Grail structure)
Dark Energy: How much do you have?
Dark Energy is the commodity which makes raising undead units possible. All of your heroes share a Dark Energy pool, from which they draw points to raise undead troops. The amount of Dark Energy in your pool depends on your heroes' levels and skills and the buildings constructed in your Necropolis towns:
Dark Energy Pool = 200 + Hero_Bonus + Building_Bonus
- Hero_Bonus: each hero contributes to the pool according to his level. His Mastery of the Necromancy skill then basically serves as a multiplier (see the table below).
- Building_Bonus: each Pillar of Bones in your kingdom contributes 150 Dark Energy points, as does the Tomb of the Lost (Grail structure).
IMPORTANT 1.5 Note: The Dark Energy Pool formula has been amended to 250 + Hero_Bonus + Building_Bonus. Where the Hero Bonus is doubled, and the Pillar of Bones bonus is reduced from 150 to 20 DE points.
In Tribes of the East (3.0), the values are the same as in 2.1.
|Level 1||1||2||3||4||Level 21||48||97||145||194|
|Level 2||1||2||3||4||Level 22||52||105||158||211|
|Level 3||1||2||3||4||Level 23||57||114||171||228|
|Level 4||1||2||3||4||Level 24||61||123||185||246|
|Level 5||1||2||3||4||Level 25||66||132||198||265|
|Level 6||1||2||3||4||Level 26||70||141||212||283|
|Level 7||2||5||7||10||Level 27||75||151||227||303|
|Level 8||4||9||13||18||Level 28||80||161||241||322|
|Level 9||6||13||20||27||Level 29||85||171||256||342|
|Level 10||9||19||28||38||Level 30||90||181||271||362|
|Level 11||12||24||36||49||Level 31||85||191||287||382|
|Level 12||15||30||45||60||Level 32||100||201||302||403|
|Level 13||18||36||55||73||Level 33||106||212||318||424|
|Level 14||21||43||65||86||Level 34||111||223||334||446|
|Level 15||25||50||75||100||Level 35||116||233||350||467|
|Level 16||28||57||86||114||Level 36||122||244||367||489|
|Level 17||32||64||97||129||Level 37||127||255||383||511|
|Level 18||36||72||108||145||Level 38||133||267||400||534|
|Level 19||40||80||120||160||Level 39||139||278||418||557|
|Level 20||44||88||132||177||Level 40||145||290||435||580|
Dark Energy: How much does it cost?
Raising an undead creature costs Dark Energy points, depending on the power of the creature:
Dark Energy Cost = Power / 25
The following table lists, for all the undead creatures, their Dark Energy cost (DE), and the living creatures that will be transformed into it. The number below each living creature indicates how many undead will be raised if 10 such creatures are killed with Basic Necromancy (20%), provided the corresponding Dark Energy cost is paid, of course. To get the final costs and quantities, round-down the result after multiplying.
The creatures that do not appear in this table can not be raised as undead. They are of mechanical (Gargoyles, Golems), elemental (Elementals, Phoenix, Fire Dragons) or divine nature (Angels, Unicorns).
As seen in the Necromancy Modifiers table above, undead creatures themselves are not raised through Necromancy, but through the separate method of the Eternal Servitude ability.
The Necromancy skill
Basic NecromancyAllows a Necromancer to raise 20% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Influences the number of dark energy points.
Advanced NecromancyAllows a Necromancer to raise 30% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Increases the number of dark energy points.
Expert NecromancyAllows a Necromancer to raise 40% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Increases the number of dark energy points.
Ultimate NecromancyAllows a Necromancer to raise 50% of fallen enemy living creatures as own soldiers (A limited number of creatures can be raised per week). Increases the number of dark energy points.
Banshee HowlGrants a hero an ability to call upon death itself in combat. All enemy living creatures receive -1 to morale, luck and -10% on initiative.
Eternal ServitudeThe Necromancer receives an ability to raise some of the fallen undead creatures in his or her army after combat.
Mark of the NecromancerGrants a Necromancer the ability to tie his or her own spirit to the spirits of any creatures on the battlefield until the end of combat. If linked creatures receive any damage the Necromancer will gain some mana, feeding upon those creatures' suffering.
Howl of TerrorBanshee Howl special ability additionally dampens enemy morale by -6.
Necromancy is the most prevalent racial skill in the game. It is the lifeblood of the Necromancers, and, as such, there are a multitude of power-ups available for the skill from the town and the hero. Aside from the 2 different undead transformers (Unholy Temple and Herald of Death), it is possible to raise 100% of enemy units if there are enough Pillar of Bones built. Of course, that requires either a large pool of Dark Energy, or a careful contemplation over which troops to raise. Note that Leadership and Enlightenment are the two secondary skills needed to improve your prowess in Necromancy.
Howl of Terror
An extensive upgrade of Banshee Howl, Howl of Terror effectively always reduces enemy morale to a negative value, meaning even the most noble of Knights will cower in fear. Like Nature's Luck though, Archery will have to be forfeited, which can be a deal breaker if you're stacking a gargantuan number of Skeleton Archers and Liches with Necromancy. Boosting Banshee Howl effect, Howl of Terror requires the hero to spend a turn in combat to activate the Morale dampening, and one can wonder if it's really worth it. The answer is rather easy here, as the -6 morale penalty will make enemy troops lose some of their turns, effectively compensating for the turn spent. Moreover, Banshee Howl still comes with a -10% to enemy Initiative.
Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!