Heroes of Might and Magic 3: Necropolis




Heroes of Might and Magic 3: Necropolis



Necropolis Rating

I. Creatures - a weird mix of very strong and plain bad units; mid-level troops are some of the best in the game, but the rest can use a sympathy hug; mobility is good; attack/defense ratings are not; above-average over-all cost; potentially, the best growth (Skeletons); excellent specials make this army ... well, special; regardless, it is ill-suited for siege combat
+ troops: Skeletons can grow to astronomical numbers; Vampire Lords are scary; Lich area attack is awesome a/st living opponents; Dread Knights are a notch away from being (unupgraded) lvl 7 units

- troops: Zombies should learn to stay buried ...; Wraiths are ok as long as they don't fight something that can fight back, i.e. almost anything; Ghost Dragons have a good special, but when the effects of that special can be reversed by a simple Cure spell, it makes them look even more like a failed creation


important upgrades: Vampires, Liches, Black Knights, Bone Dragons

rating: 7
II. Special buildings - excellent; possibly the best in the game, since they fit so well with the whole Necromancer theme; the Cover of Darkness gives players a great advantage in multiplayer games and even keeps unwanted computer attention away; the Necromancy Amplifier accentuates the Necromancer's best weapon; Skeleton Transformer - even more Skeletons!; and on top of all that, the Necropolis is one of the few towns which can sail the seas at will
rating: 10
III. Magic - level 5 Mage Guild; spell restrictions: Bless, Cure, Destroy Undead, Fire Elemental, Hypnotize, Magic Mirror, Prayer, Water Elemental; earth magic is predominant in this town, naturally, since it enhances the undeads' performance on the battle field (yet another point of specialization for the Necropolis)
rating: 9
IV. Grail building - +20% to Necromancy for all allied heroes; this is the cherry that tops the Skeleton pie
rating: 10
V. Heroes - Death Knight: one of the most balanced hero in the game with special like 350 gold/day and Necromancy (can you say 100% Skeleton conversion rate?)
rating: 7
Necromancer: the classic hero class returns with a vengeance and more balanced than ever; with a host of useful specials like Meteor Shower, Sorcery, Necromancy, and Animate Dead, this is a good class to develop
rating: 8
VI. Resource requirements - lots of everything, especially wood, ore, and mercury; the high wood and ore needs of creature generators may interfere with the economical aspects of the town; some building dependencies
rating: 8
VII. Best opponent - Inferno: the Skeleton/Vamp Lord/Dread Knight combo will win the day for the undead; with the Inferno armies forced to tie up the powerful Lich, the hordes of slow Skeletons and Zombies will play a significant role, while Vampires and D. Knights soak up (and dish out) a lot of damage; Ghost Dragons can successfully tie up enemy archers for a little while, until the heavy-hitting Devils and Efreeti are crushed under the weight of numbers

VIII. Worst foe - Castle: the roles are switched as the Necromantic armies are the ones forced to advance; and unless the Teleport spell is put to use, this advance will come in two seperate waves - Vamps/Knights/Dragons first, then Skeletons/Zombies and Wraiths - which will spell doom for the undead in most cases

IX. Final grade: 8.4



Thanks to The Nether Gods team - the author of this rating is Maneater. Creature art by Valera.