Skip to content

Developing a Necromancer hero.

User Avatar
#2
Auto-translated
So, usually, in addition to the basic characteristic – Necromancy (which must be developed immediately), the hero has: Dark and Summoning magic. In Dark magic, we develop 2 options:
1. Cursed Lands, but there will be no mass slow;
2. All mass spells.
Everyone decides for themselves, but it is worth trying the first option, maybe we will reach the Howl, especially if we are not lucky, then we will still come to the second option.
Undoubtedly, Dark Magic is absolutely essential for a Necromancer.
But personally, I prefer the option with Master of Mind, Master of Curse, and Spirit Link. In my opinion, mass slow and confusion are more beneficial than Cursed Lands. For example, they can be obtained very quickly, and then battles with many neutrals become much easier, and most archers turn into minced meat in any quantity.
Summoning, here it seems we either develop Banish, which is not very useful if we are not initially fighting against Necromancers, but it will help against Phantom mages, so I am waiting for your reasoning, I have not encountered this problem, or we develop Summoning itself, but I don't like it, at the beginning, elementals are not bad, but later, with a good army, they don't harmonize well with your green and not very undead creatures.
I would develop Summoning up to Expert, there are useful spells, and most importantly, Rise Dead is strengthened, and you can save a lot of money. But I usually don't take derivatives from it. Increasing spell power by 4 for some spells looks weak, as do Haunted Mines. And Summon Creature requires Chaos Magic.
Attack can only be taken because of Battle Fury and Cold Steel, a good addition to your not small army of skeletons and Co.
Attack is a must, and even more so, Battle Fury, Cold Steel, and Ballistics.
Next, Logistics, here there are no comrades in taste and color, if you want to run around the map quickly, take it, but Navigation and Scouting are not needed in my opinion.
Logistics is always useful, and on large maps, or with water and sand, it is vital.
Machines, for the sake of the Plague Tent, I think it is reasonable to develop, only for Kaspar, because he already implies it.
I don't think it's worth taking them, just like playing as Kaspar.
Defense, depending on the situation, it would be good to improve to Resistance from the wheel, but not necessarily, the Necromancer's army is not fixated on losses, because it grows and is reborn by attacking its warrior-undead.
I take Defense or Luck if I haven't taken Logistics. But I don't strive to take derivatives in them.
Leadership, if possible, it would be nice, Death Messenger with Diplomacy is the best + morale.
Leadership doesn't work, because morale doesn't affect the undead, and IMHO, the Death Messenger with Diplomacy doesn't compensate for this. I don't like to wait for mercy from probability theory.
Wizardry with Education is not necessary, we can develop without them, and there is enough magic, but I am waiting for suggestions here.
Wizardry is needed for the Dungeon, but the Necromancer almost always casts spells with half the initiative. Education, if you plan to develop at least to level 15, is ABSOLUTELY NECESSARY. 1. Necromancy 2. Dark Magic 3. Attack 4. Summoning 5. Education 6. Logistics / Luck / Defense

Statistics

Welcome our newest member: artem

Users Online 0 users 1611 guests

The tavern is quiet... be the first to arrive!