5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
Necropolis: Necromancy
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.
Necromancy
20%
30%
40%
50%
+5%
+10%
+10%
+50%
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.
Necromancy Modifiers
Eternal Servitude (Necromancy)
Effect: The hero can also raise fallen friendly undead units
Herald of Death (Leadership)
Effect: All joining neutral creatures will be transformed into the undead creatures of their respective level
Requires: Recruitment
Lord of the Undead (Enlightenment)
Effect: +5% Necromancy
Requires: Scholar
Amulet of Necromancy (artifact)
Effect: +10% Necromancy (1.5/2.1) (3.0: Reduces rising costs by 10%)
Pillar of Bones
Effect: +10% Necromancy and +150 points of Dark Energy (for each Pillar owned)
Requires: Town Level 6, Mage Guild 1
Cost:1000, 10
Tomb of the Lost (Grail structure)
Effect: +50% Necromancy and +150 points of Dark Energy
Requires: Tear of Asha
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
where:
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.
DE: 2.16
1.50
3.00
2.00
3.00
6.00
6.00
8.00
8.00
3.00
DE: 3.36
2.80
4.00
4.00
5.60
2.00
2.40
4.00
5.60
4.00
DE: 4.20
1.53
3.65
3.06
1.18
1.41
DE: 6.00
1.88
3.06
1.53
4.12
0.82
1.41
DE: 9.28
3.75
1.88
0.75
10.00
3.13
DE: 12.48
3.68
1.58
5.26
6.95
0.53
13.16
3.68
3.16
2.63
DE: 20.72
1.33
2.67
4.00
1.33
DE: 29.56
5.14
5.71
1.71
5.71
1.43
DE: 46.64
2.16
1.36
0.72
DE: 60.72
2.91
1.20
1.09
2.91
3.27
2.91
2.18
2.55
DE: 87.20
2.32
3.68
0.69
0.84
DE: 103.52
2.40
3.32
3.98
3.62
2.40
2.80
3.50
3.80
2.00
2.40
DE: 126.96
2.67
2.67
1.60
DE: 156.20
2.50
3.00
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 Necromancy
Allows 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 Necromancy
Allows 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 Necromancy
Allows 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 Necromancy
Allows 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.
Associated abilities
Banshee Howl
Grants 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 Servitude
The Necromancer receives an ability to raise some of the fallen undead creatures in his or her army after combat.
Mark of the Necromancer
Grants 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 Terror
Banshee Howl special ability additionally dampens enemy morale by -6.
Strategies
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.
This information comes from the Heroes V release version (v2.1).