ToE H5/HoF
Graveyard
Graveyard Cost Requirements Graveyard
  • 300
  • 5
Effect
The Graveyard allows you to recruit 20 Skeletons per week.
Boneyard
Boneyard Cost Requirements Boneyard
  • 900
  • 5
Graveyard
Effect
An upgrade of the Graveyard.
The Boneyard allows you to recruit 20 Skeleton Archers or Skeleton Warriors per week.
Crypt
Crypt Cost Requirements Crypt
  • 800
  • 5
Town Level 3
Village Hall
Effect
The Crypt allows you to recruit 15 Zombies per week.
Festering Crypt
Festering Crypt Cost Requirements Festering Crypt
  • 2000
  • 5
  • 3
Town Level 3
Crypt
Effect
An upgrade of the Crypt.
The Festering Crypt allows you to recruit 15 Plague Zombies or Rot Zombies per week.
Ruined Tower
Ruined Tower Cost Requirements Ruined Tower
  • 1000
  • 5
  • 5
  • 3
Town Level 6
Fort
Effect
The Ruined Tower allows you to recruit 9 Ghosts per week.
Haunted Tower
Haunted Tower Cost Requirements Haunted Tower
  • 2000
  • 5
  • 5
  • 5
Town Level 6
Ruined Tower
Effect
An upgrade of the Ruined Tower.
The Haunted Tower allows you to recruit 9 Spectres or Poltergeists per week.
Vampire Mansion
Vampire Mansion Cost Requirements Vampire Mansion
  • 1500
  • 10
  • 10
  • 5
Town Level 9
Tavern
Effect
The Vampire Mansion allows you to recruit 5 Vampires per week.
Vampire Palace
Vampire Palace Cost Requirements Vampire Palace
  • 4000
  • 10
  • 10
  • 5
  • 5
Town Level 9
Vampire Mansion
Effect
An upgrade of the Vampire Mansion.
The Vampire Palace allows you to recruit 5 Vampire Lords or Vampire Princes per week.
Sepulcher
Sepulcher Cost Requirements Sepulcher
  • 2000
  • 10
  • 10
  • 2
  • 2
  • 2
  • 2
Town Level 9
Pillar of Bones
Effect
The Sepulcher allows you to recruit 3 Liches per week.
Mausoleum
Mausoleum Cost Requirements Mausoleum
  • 6000
  • 10
  • 10
  • 3
  • 3
  • 3
  • 3
Town Level 9
Sepulcher
Effect
An upgrade of the Sepulcher.
The Mausoleum allows you to recruit 3 Archliches or Lich Masters per week.
Forlorn Hall
Forlorn Hall Cost Requirements Forlorn Hall
  • 4000
  • 10
  • 10
  • 10
Town Level 12
Shrine of the Netherworld
Effect
The Forlorn Hall allows you to recruit 2 Wights per week.
Forlorn Cathedral
Forlorn Cathedral Cost Requirements Forlorn Cathedral
  • 8000
  • 10
  • 5
  • 10
  • 5
Town Level 12
Forlorn Hall
Effect
An upgrade of the Forlorn Hall.
The Forlorn Cathedral allows you to recruit 2 Wraiths or Banshees per week.
Dragon Graveyard
Dragon Graveyard Cost Requirements Dragon Graveyard
  • 6000
  • 20
  • 20
  • 20
Town Level 15
Castle
Effect
The Dragon Graveyard allows you to recruit 1 Bone Dragon per week.
Dragon Vault
Dragon Vault Cost Requirements Dragon Vault
  • 8000
  • 20
  • 10
  • 15
Town Level 15
Dragon Graveyard
Effect
An upgrade of the Dragon Graveyard.
The Dragon Vault allows you to recruit 1 Spectral Dragon or Ghost Dragon per week.
Expert's Corner (by ThE_HyDrA)

The Necropolis, thanks to its slightly weaker creatures statistically, enjoys fairly low dwelling costs (they're punished for through the Mage Guilds, though). The main focus is on ore in the Necropolis town, and in fact, every dwelling requires some ore. Wood plays only a very minor role until the level 4 and above where it is a pivotal resource along with ore and mercury. In the early game, sulfur can be willingly traded for ore, and any surplus money can also go towards this cause. A lot of Necropolis' forces are augmented by Necromancy, meaning that you may have only payed for 3/4 of your army. Additionally, the skeleton dwellings are very cheap, and it is advised that you don't upgrade to skeleton archers too late, otherwise all of those skeletons will cost you gold.

Mercury is the predominant precious resource in the Necropolis town, though, importantly, it is only required in the dwelling upgrades until level 4, meaning that you can monitor your supply of mercury and assign its distribution to other areas without losing precious town developing time. Beyond the level 4 upgrade, the other resources come into play, the least of which is sulfur for the mausoleums. No significant amounts of secondary resources aside from Mercury are required in any one dwelling, again giving you flexibility when constructing your town.

The excess sulfur that you may attain can be put to good use early on with the construction of the Unearthed Graves to further boost skeleton population. The main stumbling block is having enough mercury to maintain developmental rates through and beyond level 5. You might consider building a forts earlier to boost creature growth early on, or go for the town halls to ensure end-game affluence. Most of all, exploit Necropolis' Necromancy to the full extent, and clean the land quickly for all sorts of resources, preferrably mercury and ore.

This information comes from the Heroes V release version (v3.0).

Thanks to Fiur and Vokial for in-game screenshots.
Thanks to sfidanza for the work on this page.
Thanks to ThE_HyDrA for creating and looking after the Heroes 5 section of Age of Heroes!