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Heroes of Might & Magic V - The Necropolis Faction
System: PC
Rated: T
Shop: Buy It Cheap · Get The Guide

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INTRODUCTION

“Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”
• Aka: The Necromancers, The Undead
• Associated colors: black and fluorescent (toxic) green
• Worship: Necromancers worship the Primordial Dragon of Order in a twisted version of her destructive aspect
• Core philosophy: “Embrace the Void”. Morbid fascination for death and fanatic devotion to the cause
• Country / kingdom: None (they are a secret society hidden within Academy and Haven)
• Capital city: None (same reason)
• Key symbols: the mother spider

Description:
Necromancers are a split-order of the Wizards. They study death-magic to become eternal. They can control the spirits of the deceased (ghosts) or raise the dead form their graves (skeletons, zombies). Necromancers believe that pleasures are sensual (linked to our five senses) and that each pleasure leads to pain (being sick from eating too much, grieving the death of one’s beloved, etc.). The solution is to embrace death, which is perfection through sensory deprivation. Necromancers believe in an eternal, unchanging, neutral life rather than maintaining moderation in all things until the next life.
High-ranking Necromancers become Vampires: eternally young, beautiful and powerful, but as cold and insensitive as alabaster statues.

On the battlefield, Necropolis troops are generally weaker than their opponents. However their cost is lower as they are less dependent on “material” resources to grow. So they tend to benefit from a clear numeric advantage.

But Necropolis troops also compensate their relative weakness with other abilities. All Necropolis creatures are Undead. Undead creatures are not affected by morale: the dead don't care, you can't motivate them with the prospect of victory and they are not afraid to die. Mind Effects and poisons also don't work on them: they don't have minds or bodies.

On top of that some units will drain life from their enemies or remain untouched by non-magical attacks.
 

 


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