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#4
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A small clarification regarding summoning and mines... this is what will allow us to rush on small maps, just like Kaspar.
Have you tried rushing with mines? Even if you manage to get them, you'll get very few Ghosts. Anyway, it didn't work for me, and now they've also nerfed Rise Dead.
And if you're playing with someone you know or against a Human, you can take Light and Mass Dispel because mass slow against Undead is deadly.
But why not respond in kind (that's why Master of Mind is essential)? Dispel doesn't affect everyone; it affects an area. In my opinion, fighting Necropolis with Darkness is difficult because at least 6 out of 10 spells don't work on it.
Take Chaos together with the Lord of Cold on small maps for a rush or in a not-too-long game, levels 12-15. If you see an Ice Elemental in the guild and a +50% cold damage amulet on the map.
I agree, but if there aren't many piles of skeletal meat scattered on the small map, the Necropolis is still doomed.
Luck, if there's a free slot. Deadly Luck is only useful if there are artifacts with similar effects and the opponent is playing WITHOUT LUCK, because a simple -1 is nonsense. And it's completely useless against an Elf with 5+ Luck.
P.S. Oh yes, and I almost forgot... Banshee's Cry is nonsense, IMO. -1 morale is the same as with Deadly Luck, and losing -10% initiative is, of course, not bad, but when the hero has few levels, you don't want to waste an extra one on this skill.
Cry also reduces Luck. And if you max out Deadly Luck on Deirdre, in her execution, Cry will give: -2 morale, -3 luck, -10% initiative, and it won't be resisted. But this is a specific case, although a pleasant one.

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