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Heroes Community > Library of Enlightenment > Thread: Can anyone help me out with Necropolis?
Thread: Can anyone help me out with Necropolis?
InU
InU

Tavern Dweller
Newbie forever!
posted December 24, 2001 07:22 AM
Edited By: Hexa on 26 Jan 2002

Can anyone help me out with Necropolis?

I really wish to play Necropolis, but when i do i cant find a way to not get beaten! I couldnt assemble any strategy at all with it.
Can anyone enlight me please? Thanks a lot ^_^

Matane!

InU

Edit: revived!@
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raZor_X
raZor_X


Promising
Known Hero
The mysterious Warlock
posted December 24, 2001 08:34 AM bonus applied.

Hi...

I used to play necro a lot before, but I like to know everything about every town so I changed it.
First of all, strategies for playing necro depends on the map you play. If the map is XL or L then nothing can beat you hoard of skeletons (or Liches if you have Cloack of Undead King).
Lets analyse the whole thing starting from necro heroes.

In the beggining you pick a hero which also depends on a map you play. If a map is large, the best hero for you is Isra (if you prefer might) or Vidomina (if you prefer magic). Both of them have a speciality of Necromacy. when your hero levels up you gain additional bonus to raise skeletons, you get 5% of your necromacy skill every level (not 5% to your necromacy).

If the map is medium and you need to advance fast then you should choose Aislinn. She has a meteor shower in the beggining and it is a huge advantage (you can defeat monsters with a weak army, you just have to focus in knownledge a bit till it reaches 5 or 6 so you can have it on reserve if the map is poor on wells, then you can boost your spell power).

Another good pick while playing necro is Thant. He has a pleciality of Animate dead which is good for the beggining too, cuz you can take out the wandering monsters without loosing any of your troops. It has an advantage over Resurrection, cuz the effects are permanent even if you dont have the Earth Magic as a secondary skill (try to boost your spell points too).

Secondary skills:
I usually choose these secondary skills when I ply necro:

Necromacy (all the necro heroes have it)- I explained it.

Diplomacy (which they often get) - Diplo is a must for necro heroes, cuz when you get joiners and you dont really need them, lets say in an XL map 500 imps offer to join you, then you let then join and take them to the skeleton transformer and cut their heads off, from 500 imps you get 500 skels. Notice that when you put Hydras, any type of dragons in the skeleton transformer you get Bone Drags (another way to get hordes of Ghost Drags).

Earth Magic - so your earth spells can have mass effect (like mass sloww) and to raise the effectivity of the Animate dead and Meteor Shower spells. Town Portal is a great spell too and in this way you raise the effectivness of this spell (you can choose the unoccupied town to portal too, instead of just teleporting you to the nearest town)

Air Magic - Same as earth magic (mass haste which is a must for you skels)

Water magic - you have mass dispel which is very handy. Here you have Clone too. Clone you liches in the right time (a good combination with the bow of sharpshooter). Prayer is a good one too.

Offence - Damage done hand to hand is raised for 30 %. Good for you skeletons.

Resistance - if you are plaing against a good spellcaster. If you are playing as Isra you should get this at all costs.

Armorer - To decrease the enemy damage to your troops. This is good for you Ghost drags which are no match to other 7th level creatures. I usually sacrifice ghost drags and if their speciality works (attack ages enemist and cuts their health in half) then I go with dread knights.

So mainly these are the secondary skill that I choose most which are map dependant also. Dont just wait to level up to learn a new secondary skill. Visit the Whitch Huts with you secondary heroes to learn with skill the witch teaches you. If it is the one you would like to have for your main then visit it with your main. Visit the universities also, they can teach you sec. skill for 2000 gold, which is a good way not to get skills like Eagle eye (which is useless). Getting sec. skills from universities and whitch huts and completing them early in the game you will get expert on them pretty quickly.

Necro troops (creatures)

Generally they have a advantages over other creatures. First of all they are undead and they are not afraid of Death, cuz they are alredy dead LOL. They cannot be cursed and this is great. The enemy cannot cast forgetfulness in your Leaches. They are imune to blind too.

I focus a lot on skeletons and Dread knights, which are the best six level creatures, so protect them a lot...

Well this is it for the beggining I dont have time for more, but more will come soon...

raZor_X

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InU
InU

Tavern Dweller
Newbie forever!
posted December 24, 2001 09:24 AM

I cant thank you enough for this help.
Thanks!

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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 29, 2001 10:59 AM

wow, razor...

hey, that was pretty good... can yo go into more detail for all the people who wanna be necro masters? although i play necro a lot, i never thought of picking water magic...
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wiggy_wam
wiggy_wam


Promising
Famous Hero
local pirate
posted December 29, 2001 12:46 PM

very good advice razor ... I would like to add a few things:

- Galthran is also a great hero to choose, especially on small or medium maps.  He comes with 50-90 skeletons, gives them greater att / def bonus, and most important, gives them +1 speed.

- Septienna (on certain maps, not as main) ... she teaches death ripple to all your heroes, and may even learn and teach animate dead from thant.  Death ripple is the ULTIMATE scout killer when opponent has 7 stacks of goblins or wolf riders.  

- if you don't have haste and REALLY need it, Straker starts with haste.

- if you have LOTS of extra artifacts to sacrifice on the altar, give them to either a wizard scholar, or better yet, if you have heroes like sir mullich or crag hack, you could use them as a main after you raise all your skeletons.

- also, why clone 30 power liches when you can clone 1,000 skeletons?   (just make sure your skeletons would attack next)
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David_Ryan
David_Ryan


Adventuring Hero
posted December 29, 2001 06:44 PM

Hm...

A bit more about the development of the town.

This is what I build:

Normal: Town hall-mage guild I- Graveyard- mansion (how was the name in H3?)- Citadel-Castle- Mausoleum. This is how you get as many creatures as you can while you can still afford it. Next week you build Necromancy Ampl, Hall of Harkness, upgrade some of the structures. Now, a cover of darkness is a very useful one. Build it on week 3 when the enemies approach.

Expert: First I go for the City hall and the Castle. On week 2 I develop the castle for creatures. Reloading until you get Clavius or Nagash is a good idea as well.

Try to gain more defense than attack and more spellpower than knowledge though they advance equally.

And no, having Water magic is not that good of idea. Most mind spells are water magic and they don't work on undead. And no, I don't like resistance. Go for Intelligence instead. Or logistics.
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raZor_X
raZor_X


Promising
Known Hero
The mysterious Warlock
posted December 29, 2001 09:29 PM
Edited By: raZor_X on 29 Dec 2001

Some more...

You can always make combinations of secondary skills which depend on the map and the opponent you have, if the opponent is a good spellcaster then you better go for the resistance. Water magic is always good to have.
Fire magic can be devastating using the Berserk spell (if you have the speed than use berserk on the fastest unit if the opponent so when the turn goes to him then the berserk spell will take over).
Wiggy, when I said clone you Liches, I meant clone them if you had Cloak of the Undead King ...
Dont forget that in XL maps it is very easy to find (or make) the cloak so necro has an edge here...
About Wraiths, their ability is great against a spellcaster. If your opponent accidentally places his main hero near your main town and you are afraid of his spellponts, then hire some heroes, fill them with wraiths and lets their speciality work, in this way you drain his spellpoints, repeat this procedure till he is out of spellpoints and then attack with your main(if you are playing no rules of course, which I prefer).

raZor_X

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Thunder
Thunder


Responsible
Famous Hero
posted December 29, 2001 09:34 PM

Some creature strategies............................

Vampire Lords
These are the creatures you should first get and buy. With good numbers of them, you can wipe most of the wandering creatures without losses. In a real battle, hit tough stacks with them. If they got reduced badly attack weak stacks.

Zombies
This creatures wont do you much good if you have to reach the enemy lines. However, would the opponent be foolish (or strong) enough to attack your lines in the first round, Zombies are good creatures to eat up retalition (disease ability will make it more profitable). But, due to their low speed you have to wait with your creatures.

Wraiths
In early encounters with enemy heroes, their spell point reducing ability will help alot (as enemy heroes propably wont have much spell points). They can be used to damage low level creatures and shooters, but wont stand much damage themselves.





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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted December 12, 2003 09:09 PM

always get Vampire Lords ASAP.
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.

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Rhodan
Rhodan


Adventuring Hero
from Holland
posted August 25, 2007 01:00 AM

I've read something in another section about Wraith Bombs.

Buy all Wraiths, spread them out over all 7 stack options of a newly bought hero evenly and battle the intimidating hero. Just keep on defending until that hero's dead.

The focus is to prevent the big spells to be casted upon your castle's defending hero. You can kiss the hero of they reduce the spell points to 0 because then your curses will have the optimum effect.

You should definitely not do this when there's a well nearby.

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Hanzan
Hanzan


Hired Hero
May Sandro rule forever
posted March 17, 2014 12:12 AM

Ah damn, Ive gone at this the wrong way. Taking earth instead of other secondary skills would really make a huge diffrence.


Great post. Love it!
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AlHazin
AlHazin


Promising
Supreme Hero
النور
posted October 07, 2016 10:54 PM
Edited by AlHazin at 09:29, 08 Oct 2016.

Some Necrotips

Hello, if anyone is still interested I may give some points in how using Necropolis.



Creatures.

Necropolis armies can't rely solely on might, they are dependant to magic at some point. Their lower stats compared to the living creatures makes them vulnerable in the mightish departement. While some undeads are amongst the toughest units of their levels, others are really far below. The undead particluarities, their neutral morale, their magic immunities and vulnerabilities, their specialties, makes you using tactics you usually don't with other towns.

Undeads are immune to bless/curse, death ripple, resurrection, along to mind spells : Mirth, sorrow, blind, berserk, forgetfulness, frenzy.

- Skeleton/skeleton warrior : the necropolis base unit, average for its level. While it has no great stats or special ability, its main advantage is that you are likely to get hundreds and hundreds of them through the necromancy secondary skill, the skeleton transformer and the unearthed graves, making this unit following you to the very end of the game.

- Walking dead/zombie : Weak level 2 unit. Before the upgrade, not worth it at all. Zombies have 5 speed and a disease ability. Still not worth it, and should be kept at town for siege defence instead.

- Wight/wraith : Average level 3 unit. While their stats remain a bit low, their regenerating special acts on them just like a first aid tent with the first aid skill at expert level would, expending their durability. Upgraded, they drain mana from enemy heroes every turn before acting, independantly from it having used its spell or not.

- Vampire/vampire lord : Before the upgrade, average level 4 unit with a non enemy retaliation ability. When upgraded though, amongst if not the best level 4 unit. It improves in every way, mostly health and speed, and gains a ressurection ability allowing it to drain health from the living enemies it attacks. Along with its no enemy retaliation, it allows you some fights without losses. All this makes him play the key role of the necropolis army.

- Liches/power liches : The only necropolis shooter. The lich is better in almost every way than the monk/zealot, and more expansive. Being an undead, it is immune to forgetfulness, which is quiet handy for a shooter. It has a death cloud special, allowing splach damage in the hexes adjcent to the target, which doesn't affect undeads, like an intelligent fireball. It dosn't affect non livings as well. The only counterpart is the melee penalty, for both the base unit and the upgrade.

- Black knight/dread knight : Well, actually we can state it : the best level 6 of the game. Best stats. Durable. Excellent damage. Both have 20% chance to curse an enemy after attacking it. The upgrade has 20% chance of doing double damage. This makes this unit the best of this town.

- Bone dragon/ghost dragon : Below average level 7 unit. Weak stats (the dread knight rivals with the ghost dragon), even with the upgrade it reamins weak. With a speed of 14 you're not at an advantage. The only bright side is that the ghost dragon has an aging ability which makes it worth it. Aging reduces an enemy stack health by 50%, taht means that if a ghost dragon attacks 20 archangels and succeeds in aging them (20% chance), the 20 archangels will have a sum of health that equals that of 10 archangels (but will keep their damage huh).



Spells.

Most necropolis useful spells but not all, are found in the earth magic school.

Slow : Mass slowing the enemy might give you a tactical advantage against faster lineups, as the ghost dragon with a speed of 14 is not going to. :/

Death ripple : An excellent spell, causing all non-undeads to receive a certain amount of damage at once. It won't any undead on the battlefield, be it freind or foe. So if you are using living creatures, think benefit/losses. It doesn't effect any non-living creature as well : gargoyles, all golems...

Animate dead : Acts on allied undeads just like ressurection works on livings. The spell doesn't require any level of earth magic to make the animated units stay in your army after battle though. So it's really useful.

Stoneskin : Stoneskin is a beautiful spell that makes your units defence increase. At expert level it will help all you units receiving hits with minimal losses.

Shield : Reduces hand-to-hand damage. As undead creatures are weaker in stats than their living counterparts, this spell will make them more durable, since all but the liches are hand-to-hand attackers.

Sorrow : while your complete lineup is totally unnaffected by morale bonuses, when you are facing living enemies, you might use this spell to reduce its troops morale if it happens to be high (example when facing castle with archangels). At expert level, reducing the morale of all the living enemy units will give you more balance in the battlefield, and sometimes even an edge.

Water magic school:

Cure : Despite the undeads being dead, cure will restore their health as well, and remove any harmful spell from them.

Prayer : An important spell that helps you making the most of your skeletons.

Clone : Cloning the ghost dragons or the skeletons might give you more damage and increasing you chance of aging strong enemy stacks.

Avoid : destroy undead (it will harm your undead units). Spells like resurrection, bless are useless.



Skills.

Necromancy : Necromancy is unaviodable for necropolis heroes, it allows you to ressurect 10, 20 and 30% of enemy casualties as skeletons. This allows you to amass swarms of skeletons fast.

Earth magic : Death ripple, animate dead, ppreotection from earth, sorrow at expert level give a considerable edge to the necropolis army.

Water Magic : for some spells like cure, prayer.

Offense : Will make your units hit harder. This helps boosting the low stats.

Armourer : Giving higher defence to your units to make them more durable. This skill despite being useful to all towns, is particularly for this one, along with stronghold and inferno.

Logistics : well with necropolis, you will be using the necromancy skill and thus ressurecting certain amounts of skeletons after every won battle. When no room is available but you have skeleton warriors in your army, risen skeletons will rise instead as skeleton warriors but with a 33% penalty. Some players will then want keep their skeltons unupgraded. The problem is, skeletons' speed is 4 and that will slow down your heroes. This skill at expert level will give you an increased 30% mouvement points per day, which will counter that mouvement penalty.

Avoid : Leadership, archery. First aid is a non-reliable skill, both necromancers and death knights can't learn it from normal meens, yet the blaksmith produces the first aid tent war machine. I don't know what 3DO had in mind when doing that.



Heroes.

- Death knight : put aside Straker (which has walking dead specialty) the others are pretty good. Isra particularly has a necromancy specialty. Clavius got +350 gold/day. Others might be Moandor, Tamika, Vokial, Galthran. Death knight is the class that has the most restrictions on secondary skills (First aid, estates, leadership).

- Necromancers : Aislinn rocks with meteor shower, Sandro too with his sorcery specialty, Thant with animate dead, Xsi with stone skin and Septienna with death ripple, so we notice here that necromancers are earth magic oriented. Vidomina has a necromancy specialty as well. Avoid Nimbus and his eagle eye.

Hope it helps.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 08, 2016 05:47 AM

Well, today this thread is funny as the Necropolis is considered overpowered because of great heroes, raise dead and necromancy...

to the point it is often banned in multiplayer (much as Conflux)
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