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Discussion about Dungeon (Dark Elves).

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#568
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So, esteemed gentlemen, I've finally had enough time to play version 3.0 and gather my thoughts:D

So, let's begin (specifically regarding the Necromancer):smile10:

1. Skill Wheel
It has become much more extensive, and many previously unavailable upgrade tactics have appeared, but:
- it has become much more difficult to find the necessary perks:(
- someone tell me WHY they gave everyone Spellpower:confused:

2. Alt Upgrades
- Scouts are very good; you can really do in the first week what you used to start doing in the second week, and even then, only if the starting level of the city was higher than 1 (death to mages and archers). Against fast melee units and flyers, Aces are better.
- I prefer Furies (2 higher initiative)
- Against undead and demons, the new Minotaurs are better; against everyone else and neutrals, the old ones are better.
- The old Riders are better (they don't want enemies to line up diagonally:smile53:
- Against neutrals, the old Hydras are better; against the enemy, the new ones are better.
- For me, the old ones are better (very subjective)
- Against humans, orcs, and non-caster neutrals, the new ones are better; against everyone else, the old ones are better.

3. Does anyone know what to do with the Academics now:smile31: