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Authora quick guide to skeles
Necromancy
This ability teaches Necromancers how to raise skeletons from dead bodies of the opponent's living creature. Raised warriors are fully controlled by the Necromancers, and populate their troops. Only the victorious party can raise skeletons from living creatures of the defeated party. Undead, elemental and mechanical creatures cannot be transformed into skeletons. If the winning party consists of several Necromancers, they divide the raised skeletons in proportion to their skill levels.
The probability of raising skeletons depends on the Necromancer skill level and is proportional to the original living creature's health points. The rate of raising creatures at successful hunts is 5 times lower.
The skeletons total amount in the castle reserve is limitless, however, only a certain part of them, depending on the Necromancer skill level, can be taken into combat.

Faction skill level = Recruitable reserve
1 = 12
2 = 18
3 = 25
4 = 40
5 = 65
6 = 95
7 = 130
8 = 170
9 = 210

in simpler terms, the ability of necromancer is twofold.

1: CONVERTING SKELES
i: necros can convert fallen living troops of the enemies into skeletons.
ii: you need to WIN the battle to get skeles though.
iii: the number of skeles you get depends on the number of troops you kill, racial level etc. the exact formula has not been revealed.
iv: incase of two or more necros in the victorious party, the skeles are divided according to racial points
v: only living creatures can be turned into skeles.
vi: for the sake of an exhaustive list, undead units, gargoyles, enchanted gargoyles, golems, modern golems, (and other elemental, mechanical) creatures can't be converted into skeles

2:USING SKELE FROM RESERVE:
you will notice in your recruiting page your skele reserves.
this is where your racial level comes to play.

skeles have a base recruit count which depends on combat level.
(35 at lv 5, 38 at lv 6, 56 at lv 7, 63 at lv 8, 72 at lv 9 and so on.)
(i might have messed up some base counts, feel free to correct)

the necromancer skill allows you to recruit skeles from your reserve over the base count.

eg:
Combat 5 necro with racial 3 can recruit 35(base) + 25(reserve) = 50 skeles
Combat 5 necro with racial 4 can recruit 35(base) + 40(reserve) = 75 skeles
Combat 5 necro with racial 5 can recruit 35(base) + 65(reserve) = 100 skeles

another example:

Combat 6 necro with racial 5 can recruit 38(base) + 65(reserve) = 103 skele
Combat 6 necro with racial 6 can recruit 38(base) + 95(reserve) = 133 skele

https://www.lordswm.com/photo_pl_photos.php?aid=1750
this photo guide will give a fair idea about the possibilites of reserve.

remember the base count can change depending on the other recruit counts, but you can always recruit from reserve as per your faction level.



Other commonly asked questions:

•i bought skeles, what do i do? or how do i use them?
skeles bought from the market can be used ONLY by necros. these are added to your reserve counts.

sure other factions can buy and sell it to earn a few gold, but they can't use it in combat.
also necros in dire need of money can sell their reserve for quick cash.
(i prefer collecting them for world domination! )


•how many skeles do i lose from reserve?

i'll use my racial level as an example.
i take 202 skeles to battle (72 base + 130 reserve)

3 possible outcomes.

i: i lose the battle, then i'll lose all those 130 skeles from reserve.
ii: i win and none of my skeles are hurt. i get to keep all 130
iii: i win, but i lose some skeles.

the 3rd case is tricky, when you lose skelesin battle, they are always deducted from your reserve first.
but if you win the battle, 75% is regained.

eg, out of 202, at the end i have 162 skeles remaining.
i have lost 40 in battle which will be deducted from the reserve,
but since i win the combat, i regain 75% = 30 of them effectively losing 10 from reserve.
Base recruit for Level 6 is 41, not 35.

At least it is for me...
This topic is long since last update and considered obsolete for further discussions.

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