HoMM 5 >Towns and creatures >Death
The town of Death
Of all towns, death will have the largest transformation, because it has to go from a mixture of demonic and undead, back to a pure undead town. In the story, I explained that the demonic creatures were murdered by the large hordes of undead after the return of the necromancer's expidition. There were only six undead in HOMM4 and I will have to turn that into at least twelve. Of course, the lich should be brought back and some others from HOMM3. The rest must come from the resurrected demons.
After the demons were killed and resurrected, the necromancers did some more experiments. They managed to connect a demon summoning device with an undead transformer, which gave them a steady supply of undead creatures.
Level 1:
Skeleton (Excavation).
This classic creature is back and still has the increased ranged defense, although it should be scaled down to 50%. My proposal is also that the necromancy skill goes back to skeletons only. The skeleton is quite slow and is therefore less of a threat during combat. This eliminates the complaints about the overpowered vampire stacks from HOMM4, but still gives necromancy its usefullness. Besides, those armies of 5000 skeletons walking around was more fun than the 200+ vampire horde.
Minion (Minion well). The murdered imps were brought back as these small and powerless ghost-like creatures. They lost their mana drain ability, but gained the ability to attack without retaliation. Minions are fast but very fragile. They come in great numbers, though.
Level 2:
Zombie (Graveyard).
Often considered the worst creature of the HOMM series, the zombie comes back in a bit more usefull form. They are still very slow, but have good damage and lots of hitpoints for their level. They gained the ability to infect their target, which is always triggered and decreases attack with 20%. Also, they can move to a dead stack and gain hitpoints by feeding off them. They heal 3 hitpoints per zombie per turn of eating, as long as there are enough hitpoints in the stack.
Ghost (Barren mounds).
The ghost is still fast, but does little damage. It still has an aging attack, but that has been scaled down to decreasing speed by half (not movement) and hitpoints by 20%. It is still insubstantial, which should be able to keep it alive.
Level 3:
Darkhound (Darkhound kennel).
The poor murdered cerberi lost two of their heads (it was too hard to animate three minds at once), but the remaining head now has a ferocious attack. They have a first strike and an acid attack ability (which lowers attack and defense and any creature hit cannot be raised or resurrected). Good attack, but relatively low defense and hitpoints. They are fairly fast, but not incredibly.
Revenant (Crypt).
The revenant is a typical tank-troop unit. They move faster than the zombie, though. The revenant casts either weakness or disrupting ray on it's target, at a 50/50 chance.
Level 4:
Lich (Mausoleum).
The lich now has a dual function. It is a spellcaster, but the only one without a direct damage spell. It has the ability to cast Fatigue, Weakness, Sorrow, Misfortune, Raise Skeleton and for a lot of spellpoints, Mass Cancellation. The lich also attacks as a ranged attacker and does good damage. However, the attack has been scaled down to one target per shot.
Vampire (Mansion).
The vampires will appear in less numbers, since the necromancy ability should not be able to make them anymore. They keep their draining ability and no retaliation. They are still fast flyers, but their defenses have been scaled down drastically. Their numbers in the towns have increased, but it will be harder to fight and keep all vampires intact. It's still a great unit for its level, though.
Wraith (Spirit tomb).
The wraith is now a lot tougher than it used to be. The top creature still regenerates and it sucks two mana per turn out of enemy spellcasters. It also has a panick attack, which makes the target lose it's next turn. I think this creature should not be in towns, but wonder around as a neutral creature.
Level 5:
Screel (Venom laberatory).
It took the necromancers many experiments before they discovered how to make undead from venom-based demons. Finally, they managed to turn dead venom spawns into screels. The screel cannot shoot, but has a fair speed and a very high defense and a good attack. The venomous claws of the screel cause the victim to be poisoned with 25% of the actual damage done. The screel is also hard to shoot, like the skeleton it. In appearance, think of it as a smaller version of a bone behemoth.
Dark Knight (Palace of Darkness).
The dark knights are few in numbers, but they have by far the best damage of their levels. The defense and speed are fair, but they have high hitpoints. The attack of a dark knight is guaranteed to cause sorrow and they also have two retaliations per round.
Level 6:
Bone Dragon (Dragon vault).
The bone dragon is back with its fear attack and its boney structure that protects against arrows. They can fly, but not good (not really fast). Their attacks do good damage, but their melee defense is fairly low. They have a good number of hitpoints to expend, but they are still a bit easier killed than other level 6 creatures.
Grim Reaper (Gate of Doom).
The grim reapers are in fact undead devils. They teleport and attack with scythes. These weapons do good damage. Grim reapers also have good defense, but lower hitpoints than bone dragons. They are able to cast animate dead during battle a few times. This spell can be used on both friend and enemy. If you animate your own undead creatures with this, then 50% of these will be alive after battle.