Necropolis Laws
From Heroes of Might and Magic: Olden Era Official Wiki
List of Laws for
Necropolis:
| Law | Faction | Tier | Category | Description | Cost |
|---|---|---|---|---|---|
| I | Provides a one-time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted. | 1 | |||
| I | Produces 250/500 Gold daily. | 2/2 | |||
| I | Your heroes gain +500 maximum Necromantic Energy. | 3 | |||
| I | Your heroes gain 1/2 Luck. | 3/3 | |||
| I | Skeleton growth in your cities increases by 4/8. They gain 2 Attack and Defense. | 3/2 | |||
| I | Wight growth in your cities increases by 4/8. Their minimum Damage increases by 1. | 3/2 | |||
| I | Enemy creatures take +25%/50% from Damage-over-time effects. | 2/2 | |||
| II | Produces 1/2 Mercury daily. | 2/2 | |||
| II | Your heroes gain 1/2/3 Defense. | 2/2/2 | |||
| II | Your heroes gain 2.5% Necromancy Power. | 3 | |||
| II | Your cities generate +10%/20%/30% Law points. | 2/2/2 | |||
| II | Undead Pet growth in your cities increases by 2/4. They gain 2 Initiative. | 3/2 | |||
| II | Graverobber growth in your cities increases by 2/4. They summon +50% units. | 3/2 | |||
| II | Friendly creatures from different factions don’t decrease each other’s Morale. | 4 | |||
| III | Provides a one-time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted. | 2 | |||
| III | Nightshade spells of your heroes gain 1 level(s). | 3 | |||
| III | Your heroes gain +500 maximum Necromantic Energy. | 4 | |||
| III | Your spell upgrades cost –20%/30%/40% Alchemical Dust. | 2/1/1 | |||
| III | Lich growth in your cities increases by 1/2. Their healing abilities restore 50% more HP. | 3/2 | |||
| III | Dread Knight growth in your cities increases by 1/2. Their maximum Damage increases by 6. | 3/2 | |||
| III | Vampirism of friendly creatures increases by 60%. | 6 | |||
| IV | Your Necropolis creatures cost –10%/15%/20% Gold. | 3/2/2 | |||
| IV | Your Necropolis heroes always battle on their Native Terrain. | 5 | |||
| IV | Your heroes gain 2.5% Necromancy Power. | 3 | |||
| IV | Vampire growth in your cities increases by 1/2. They gain 25 HP. | 3/2 | |||
| IV | Friendly creatures battling on their Native terrain gain 1/2 Speed. | 4/4 | |||
| V | Provides a one-time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted. | 3 | |||
| V | The enemy loses 1 level(s) on all Magic School spells. | 6 | |||
| V | Your heroes gain +500 maximum Necromantic Energy. | 5 | |||
| V | Friendly creatures can make +1 counterattacks per round. | 4 | |||
| V | Enemy non-Necropolis creatures deal –5%/10% and take +5%/10% Damage. Your non-Necropolis creatures gain the opposite effect. | 4/4 | |||
| V | The chance of Morale or Luck triggering for enemy creatures decreases by 1%/2% for each point of their Morale or Luck, respectively. | 3/3 | |||
Note: When upgrading Faction Laws in-game, the tooltip for Laws you have already invested seals into will display the benefit you have already gained from them, and then another displaying the cumulative effect after improving the Law. This page merges the descriptions for each level of a Law into a single text, highlighting the differences where relevant. Each level only improves numeric values and is colorized as follows: Level 1 / Level 2 / Level 3


