Might and Magic Wiki
For other uses, see Necromancy.

Necromancy is a faction ability in Might & Magic: Heroes VI. This faction ability is available only to Necropolis heroes. The gauge is filled when creatures are dealt damage. Friendly losses generate more points. Cooldown is 1 turn.

Icon Name Level
required
Description
Necromancy I N/A Raises friendly undead creatures based on the size of your army.
Can raise Core creatures.
Necromancy II 5 Raises friendly undead creatures based on the size of your army.
More powerful than Necromancy I.
Can raise Core and Elite creatures.
Necromancy III 15 Raises friendly undead creatures based on the size of your army.
More powerful than Necromancy II.
Can raise Core, Elite, and Champion creatures.
Necromancy IV 25 Raises friendly undead creatures based on the size of your army. Healing is distributed among friendly undead in targeted area.
More powerful than Necromancy III.
Can raise Core, Elite and Champion creatures.

Notes[]

  • Based on the rank, Necromancy heals the following stack(s) based the stack's health at the start of the combat:
    • Rank I: 2.75% health
    • Rank II: 5.5% health
    • Rank III: 8.25% health
    • Rank IV: 11% health (target area: 3x3)

Bonuses[]

  • Soulreaver (hero ability): The Hero's attacks mark the creature with Soulreaver for 3 turn. If a stack dies under the effect of Soulreaver, then the Hero gets 20 Necromancy Points. Constructs are not affected.
  • No rest for the Wicked (hero ability): Increase power of Necromancy by 3%.
  • Chamber of Necromancy (town building): Increases Necromancy Points gained by 10%. Effects of additional Chambers of Necromancy are cumulative, but for each new Chamber the bonus provided will be a little lower.
  • Asha's undying resolve (town building): Increases the effectiveness of the Necromancy faction Ability by 100%.
  • Amulet of Necromancy (neck artifact): The gain of Necromancy Points is increased by 10%.
  • Pendant of Mastery (neck artifact): The Hero's Faction ability is increased by 1 Rank and combat starts with racial gauge filled up to first Rank.


Secondary skills in the Heroes of Might and Magic series
Heroes II Archery · Ballistics · Diplomacy · Eagle Eye · Estates · Leadership · Logistics · Luck · Mysticism · Navigation · Necromancy · Pathfinding · Scouting · Wisdom
Heroes III Air Magic · Archery · Armorer · Artillery · Ballistics · Diplomacy · Eagle Eye · Earth Magic · Estates · Fire Magic · First Aid · Intelligence · Leadership · Learning · Logistics · Luck · Mysticism · Navigation · Necromancy · Offense · Pathfinding · Resistance · Scholar · Scouting · Tactics · Water Magic · Wisdom
Heroes IV Might Combat (Melee · Archery · Magic Resistance) · Nobility (Estates · Mining · Diplomacy) · Scouting (Pathfinding · Seamanship · Stealth) · Tactics (Offense · Defense · Leadership)
Magic Chaos Magic (Conjuration · Pyromancy · Sorcery) · Death Magic (Occultism · Demonology · Necromancy) · Life Magic (Healing · Spirituality · Resurrection) · Order Magic (Enchantment · Wizardry · Charm) · Nature Magic (Herbalism · Meditation · Summoning)
Heroes V Faction Counterstrike · Gating · Necromancy · Avenger · Irresistible Magic · Artificer · Runelore · Blood Rage
General Attack · Dark Magic (Shatter Dark) · Defense · Destructive Magic (Shatter Destruction) · Enlightenment · Leadership · Light Magic (Shatter Light) · Logistics · Luck · Sorcery (Shout) · Summoning Magic (Shatter Summoning) · War Machines
Heroes VI Faction Guardian Angel · Necromancy · Gating · Bloodrage · Honor · Shroud of Malassa
Might Paragon · Realm · Tactics · Warcries · Warfare
Magic Air Magic · Dark Magic · Earth Magic · Fire Magic · Light Magic · Prime Magic · Water Magic
Heroes VII Faction Righteousness · Bloodrage · Metamagic · Necromancy · Nature's Revenge · Shroud of Malassa · Rune Magic
General Air Magic · Dark Magic · Defense · Destiny · Diplomacy · Earth Magic · Economy · Exploration · Fire Magic · Leadership · Light Magic · Offense · Paragon · Prime Magic · Warcries · Warfare · Water Magic
Olden Era Faction Ascension · Necromancy · Murmuring · Triumvirate's Strength · Summon Swarm · Abyssal Communion
General Arcane Magic · Battlecraft · Battle Magic · Daylight Magic · Defence · Diplomacy · Economy · Insight · Intelligence · Leadership · Logistics · Luck · Nightshade Magic · Offence · Primal Magic · Recruitment · Resistance · Scouting · Siegecraft · Sorcery · Summon Avatar · Tactics · Thaumaturgy