Necropolis is the strongest race for prolonged games on large maps.The strength of Necropolis lies in the number of troops and the player's ability to skillfully accumulate them. And there are many opportunities provided for this. Let us start in order.
As in previous parts of the game, the primary skill of necromancers is
to resurrect enemy creatures as skeletons after a victory, thereby replenishing their own ranks. Heroes V was no exception. Now, when upgraded, skeletons possess the ability to attack from a distance, making them an invaluable unit. A bit about why the size of the Necropolis army grows like wildfire. The operating principle of the "Necromancy" skill has been significantly adjusted. In previous versions, it resurrected skeletons based on the number of killed monsters. That is, the total number of all units in the defeated army was taken, a percentage of resurrectable skeletons was calculated from it, and then an adjustment was made based on health points. It was impossible to resurrect so many skeletons that their total health would exceed the health of all killed monsters. Previously, skeletons were "thick," having 10 hit points, and were poorly resurrected from fragile creatures like gremlins, fairies, and peasants. Now everything has changed. Skeletons have "slimmed down," but the limitation principle has also changed, turning a disadvantage into an advantage.
Now, without any artifacts, a hero with a leveled-up skill and at least one necromancy booster resurrects exactly as many skeletons as enemy creatures that perished on the battlefield (if we are talking about monsters of the third level and above), and slightly fewer if the opponent was of an overly fragile level. Add to this the transformation of skeleton warriors into archers, the ability to resurrect already upgraded skeletons without loss in quantity, and that's it – the army is ready.
But necromancers do not fight with skeletons alone. The building for transforming creatures from other castles into the undead army has been changed. Previously, it cut everyone and everything into skeletons. Whether a black dragon, a peasant, or even a higher-level creature of the Necropolis castle fell under the knife – it didn't matter. Everyone became a bag of bones, of which wild numbers accumulated. Looking at this meat grinder, the developers decided that there would be plenty of skeletons anyway, and that was wrong. The concept of the building changed, which greatly pleased fans of this race. Now creatures from other castles are transformed into analogous creatures of Necropolis. Moreover, completely for free. Did I mention necromancers at the very beginning? The most effective race on large maps in a prolonged game. Now it can be explained why.
Any captured castle will increase the growth of your creatures. It is enough to simply buy them and bring them to the Necropolis castle via a chain of heroes and turn them into undead. A high difficulty level allows you to collect skeletons from a large number of neutral detachments (their quantity depends on the difficulty). The external growth building of any castle is potential undead. No other castle possesses such wide opportunities. The most magnificent combination is Necropolis as the main castle, and a couple of Haven castles. It is enough to buy knights for each castle using their native hero and start upgrading the army there up to swordsmen. And then take this crowd of swordsmen to the slaughter in Necropolis and turn them into vampires. The effect will exceed all expectations. The main thing for implementing this plan is to find Haven heroes and accumulate a huge pile of money. Then victory will be in your pocket solely thanks to the number of creatures in the army.
Let's talk a bit about the monsters themselves. Necromancer units have the lowest stats among all castles; however, this disadvantage is fully minimized by the native abilities of the creatures and their quantity. Shooting skeletons are the lesser evil that will be at your disposal. The next unit that can be used very effectively during battles is ghosts. The ability to dodge physical attacks from both creatures and heroes with a 50 percent chance allows these incorporeal comrades not only to maintain their numbers in most battles but also to actively participate in combat operations. Ghosts, additionally, gain the ability to drain mana from the target, killing any possibility of the creature casting spells at the root. Their number can be increased through the unique "Ghost Mines" ability of necromancers in the "Summoning Magic" skill. It allows populating all mines with ghosts after their capture. However, if you return to a captured mine, you can take the creatures that appeared there and strengthen your army with them. Vampires, as always, are above politics and beyond competition. The only creature in the game capable of resurrecting its own unit by dealing damage. In addition to this very strong ability, vampires do not receive a counter-attack and, when upgraded, move using teleportation, ignoring obstacles on the battlefield. Liches are the strongest shooting unit of the undead army. Their shots deal damage not only to the target but also to all surrounding units that are not undead. Effective in battles with any castle except Necropolis. And, of course, dragons. The flying unit of the last level of the castle. The strength of this unit is that you can build a structure in the castle that increases dragon growth by one more unit, allowing them to breed in a quantity 1.5 times greater than any other last-level creature. Zombies and Undead are cannon fodder, capable of nothing.
Skills and unique abilities
Logistics:Death's Tread (requires Pathfinder) – increases the movement radius of creatures by 4 units when storming an enemy castle.
Silent Hunter (requires Death's Tread) – the enemy sees only the strongest creatures in the army, but does not see their quantity.
Death's Tread is mandatory for the main hero to obtain; otherwise, the assault on the castle will turn into a catastrophe. Silent Hunter is necessary to obtain Banshee's Wail.
Military Education:Lord of the Dead (requires Scholar) - adds 1 unit to the Knowledge parameter and 5% to the Necromancy skill.
Dark Revelation (requires Lord of the Dead, Raise Archers) – increases the hero's level.
Lord of the Dead, besides necromancy, provides such a scarce parameter as Knowledge, without which the hero's mana is almost always at zero.
Engine Management:Plague Tent (requires First Aid) - allows the tent to deal damage to enemy units.
Light Magic:Burden of Evil (requires Blessing Magic Master) – when casting light or darkness spells, the Spellpower parameter increases by 3 units.
Given that necromancers already have off-the-charts Spellpower, and in light and dark magic this only affects duration, there is no point in this ability.
Dark Magic:Spiritual Link (requires Curse Master) – allows the hero to link their spirit with the spirit of an enemy unit. When the unit takes damage, the hero will replenish mana through its suffering.
Cursed Land (requires Spiritual Link, Dark Revelation) – enemy creatures take damage when moving on the battlefield.
A very useful skill for mage heroes. You will suffer from a lack of mana most often; spiritual link can fix this.
Destructive Magic:Deadly Cold (requires Lord of Cold) – when casting cold spells, kills at least one creature in the unit.
Secrets of Chaos (requires Deadly Cold, Secret Superiority) – the hero receives 2 units to the Knowledge parameter and a random spell from the chaos school of the first, second, or third circle that is not yet in the book.
Summoning Magic:Ghost Mines (requires Lord of Life) – by occupying an enemy mine, the hero populates it with ghosts. The number of ghosts depends on how long the game has been running.
Banishment (requires Banshee's Wail, Secrets of Chaos) – allows the hero to destroy a certain number of summoned creatures.
Ghost Mines allow for a good increase in the army at the initial stage by capturing neutral resources, as the appeared spirits can be taken from the mine. Banishment is a good aid in battle with Inferno.
Sorcery:Undead Magic Protection (requires Wisdom) – gives the undead army 20% resistance to chaos magic.
Secret Superiority (requires Undead Magic Protection, Eternal Service) – adds +2 to the Spellpower parameter and temporarily adds 100 units of mana.
Offense:Cold Steel (requires Battle Frenzy) – gives 10% additional cold damage for all physical attacks of the army.
Haste (requires Cold Steel, Eternal Service) – provides the ability to cast the Haste spell without mana.
Defense:Grave Cold (requires Reflection) – endows undead units with the ability to return part of the damage dealt in close combat.
Resistance (requires Grave Cold, Raise Archers) – adds 2 units to the defense parameter.
Luck:Deadly Misfortune (requires Banshee's Wail) – lowers the luck parameter of the opponent hero by one unit.
The "Deadly Misfortune" ability is used excellently with "Banshee's Wail," lowering the opponent's luck by 2 units, and the "Battle Luck" ability will make ghosts an insanely difficult target.
Leadership:Herald of Death (requires Troop Gathering) – all neutral creatures that join the hero will be transformed into undead of the corresponding level.
This action can be performed in the castle without monetary cost or loss in quantity. So why spend a whole skill on this?