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Developing a Necromancer hero.

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#17
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I'll try to outline my approach to developing the hero; I always play as Vlad (also known as Vladimir).
As everyone knows, Vlad starts with Necromancy and Summoning magic, which is very useful given his ability to resurrect fallen undead. As the hero levels up, I have several options:
1. Take the "Raise Archers" skill to gather not just weak skeletons, but useful skeleton archers.
2. Take the "Education" skill to gain more experience and quickly develop the other skills, and "Mana Attraction" is also a very good thing for a necromancer, whose focus is on magical power rather than knowledge. This solves the mana shortage problem.
3. Take the "Haunted Mines" skill and create an army of ghosts out of thin air; after all, ghosts are not to be trifled with!
My main focus is on developing the skills listed above, and then I take the following skills:
Skeleton archers are taken, without a doubt, immediately. But taking Education before level 12, in my opinion, doesn't make sense: the experience gain is minimal, about one level, and you won't add much to your stats at the beginning either. Mana Attraction solves the mana problem much worse than Spiritual Bond. And you also need to invest in Necromancy and grab Attack and Battle Fury as soon as they are offered. And on random maps, you can't do without Logistics, and Finding Path and Scouting are also useful there. So, I don't see any reason to take Education right away or to develop Summoning skills at all (especially in a game that lasts for a while). And by the way, Attack adds 15% damage in melee combat. And this is generally small compared to the ability to cast mass Curse, Weakness, and, continuing the list, Punishing Strike, Blessing, and Stone Skin.