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Posts from Light for the Necromancer.

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18 years ago
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What do you think about Light magic? I, for example, really liked it:smile20: I played as Lucretia in the late game – highly upgraded vampires with Light magic destroyed EVERYTHING!!!!!!!!!! Of course, I understand that the chance of getting Light magic is 2%, and that it will only work if you have 1-2 easily conquerable castles where Light magic is available, but still???
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18 years ago
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That's a great question! So, the question is, which magic should you develop? But light magic is great against Necropolis (in my opinion). I would try developing both light and luck! That would be fun! And even add darkness to the mix! The damage would be pretty good, especially for Lucrezia in the late game. That's how the new vampires with soldier's luck will be useful!
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18 years ago
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Good question. Light will significantly empower the undead: in skirmishes and prolonged battles, victory will almost certainly be yours, and if you add some darkness to the mix, it will be even more certain... I think stone skin would be a great ability to apply to the undead.
P.S.: Indeed, with the new vampires, soldier's luck will be very useful.
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18 years ago
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IMHO, forget about Light; a mass Stone Skin spell from the defense branch is more than enough.
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18 years ago
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Leveling up the light skills will bring you more benefits than focusing on defense... in my opinion, although it should be repeated that light is an exotic skill.
In reply to Amko
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18 years ago
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Night Nazgul;160904
In my opinion, forget about Light; a mass Stone Skin spell from the Defense branch is more than enough.
You're right in some ways. At least because you need to spend hero turns on Light spells, while Defense will always be working. But the thing is, Necromancers often develop two schools of magic, usually Summoning + Darkness. I suggest that, if the opportunity arises (when there's a Castle with Light nearby and you're offered a skill point), instead of Summoning, develop Light, and then continue developing as usual, without spending a level on the "Stone Resilience" perk. This makes the "Twilight" perk available, but it's not necessary to take it, as Necromancer's Spell Power is already good, and Light and Darkness don't depend that much on Spell Power.
I don't want you to think that I don't like Summoning (remember our argument about filler units); I just think that the most effective Summoning spell is Duplicate, and I already had access to it because I was playing as Lucretia (inherent Sorcery) and took the "Wisdom" perk.
P.S. - Mefisto, five stars!!!! I somehow didn't think of "Soldier's Luck." And yet, in the late game, I often take Vampire Lords because, in 90% of cases, my hero's first turn is "Mass Slow."
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18 years ago
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In the topic “Defensive gameplay and other tricks,” I wrote about how I used the “Divine Retribution” spell with the “Spirit Link” ability as a Necromancer; if anyone is interested, you can take a look. And in general, pumping up the “Light” skill for a Necromancer is a very good thing!
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18 years ago
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Downloading Light in order to get mass Stone Skin is still possible, but in my opinion, if you choose Light, you need to give up some other magic, either Darkness – which is unrealistic – or Summoning, which is more likely. But I (I've said this twice now), if I have to choose between two 2% skills for a Necromancer, I wouldn't even go for Light. In the late game, Leadership (which gives tons of various units) and Luck are definitely 10 times more important than Stone Skin. P.S.: In my opinion, Light is practically useless except for mass Stone Skin and speed, and since Necromancers already have mass speed in attack, Stone Skin can be sacrificed (if you still get Light).
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18 years ago
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Isn't mass protection from defense and mass haste from attack enough as a light spell?
Plus, you could also upgrade mass darkness, for example.
But there just isn't enough time to cast all of that.
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18 years ago
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in my opinion, Light is not very useful except for mass Cure and speed, and since Necropolis has mass speed in attack, Cure can be sacrificed (if Light is still needed=)) )

What about Divine Retribution? It's not in the Guild, but you can find it somewhere.
In reply to Psionic
18 years ago
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Psionic;161103
Isn't mass protection and mass haste from attack enough as a light spell?
Plus, you could also level up mass darkness, for example.
But there just isn't enough time to cast all of that :)
I agree. Moreover, sometimes it might be more beneficial to cast a high-level spell rather than casting mass spells one after another... Although, mass protection + weakness, etc. - sounds powerful :) But there are too many "ifs" here... I wouldn't rely on it, IMHO... And it doesn't really fit the Necropolis faction ideologically :)
In reply to Майор Вихрь
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18 years ago
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Major Whirlwind;161163
And it doesn't really fit Necropolis ideologically.
Here, I must disagree with you! Magic is not tied to ideology in any way (and even with races, everything is quite relative). Here's a simple example: Haven and Castle are representatives of the "good" side, but Haven can perfectly develop Darkness (they have the best Darkness perk), and Castle (simply the "very best") - Chaos. So, what is the connection between the Knights of Elrath and Darkness? And between the "good" Castle and Chaos? That leaves Light and Summoning. Summoning is clear: 2 out of 3 "evil" races capable of developing magic really like it. Now, let's return to Light. Above, I explained quite clearly (and several times) in what situation I used it for Necropolis. I repeat: late game + Lucrecia + access to a castle with Light + Light magic (in my case, a witch hut). I developed it as usual (a very deep late game), but instead of Summoning, I took Light, and I was VERY satisfied! I was simply DELIGHTED with the vampires buffed with Light, starting from the 3rd week, I put almost all battles (except for the 4 most difficult) with ONLY VAMPIRES and went WITHOUT LOSSES. Easily destroying EVERYTHING along the way - all sorts of neutral creatures (sometimes quite strong), all the AI player's armies. The main thing is that it's all very easy and without any tricks - Light for vampires, Darkness for the enemy, and that's it! In the main battle, my opponent (a human player, Dungeon) was simply torn to shreds! I was even surprised myself. I'm not saying that you should always develop this way! There are indeed many "ifs," or rather, 2: Light magic + access to spells. BUT if there is an opportunity, I will now develop Necropolis specifically through Light; IMHO, it is more useful than Summoning and Leadership combined. Regarding the "Magic of Speed" and "Stone Strength" perks. Here, it's a matter of "either/or." There are several options: 1) Take both perks, but only one magic; 2) 2 perks + 2 magics, but don't take Logistics; 3) Take one perk; 4) Take everything, but play as Orson (zombie), Dryad, Vlad, or Nadir. The first option is not appealing to me, the second and fourth are unacceptable (IMHO, late game - Lucrecia, not late game - Kaspar). The third is the most realistic, but again, I remind you that perks spend levels and only give an advanced level of Light (sorry for the pun). And finally, about ideology. As far as I know, Demons are very vulnerable to "weakening," but what if, on the contrary, they are strengthened?
18 years ago
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[off]
I hasten to remind you that people are people; they are neither inherently evil nor good. In most fantasy works, people can side with either good or evil. Take, for example, The Lord of the Rings... The same can be observed in Heroes, so, considering the human faction and some "fantasy principles," everything looks quite logical.

I wouldn't call Chaos purely evil magic. Good-aligned dwarves are quite capable of wielding Chaos, especially fire magic. However, Chaos in the Silvan Elves is a paradox. They shouldn't have it. Chaos and harmony are incompatible concepts, as Mdanс already pointed out. A summoning skill would look much better for them. Remember the fourth game. I repeat, Chaos is not "evil" magic; Darkness is the only magic that can be considered as such. There is a real chance to upgrade Chaos for 3 "good" and 3 "evil" races, meaning the chance of it appearing is no less than 8%. This is neutral magic (if you can call it that), just like summoning.

However, the statement "Magic is not tied to ideology in any way" is simply not true... Do I really need to explain why dwarves like Chaos and fire, why undead prefer Darkness and summoning, and why Silvan Elves like Chaos, etc.? This is precisely what is explained by their ideology.
[/off]

And I perfectly understood your situation. In exactly the same situation, you can take the extremely useful Light skill for a demon. You can even put Blindness on a forest elf's arrow and blind three stacks at once... But these are all isolated cases. Personally, I don't feel any better knowing all this, because, with a high probability, you still won't have a city with the magic you need, and even if you do, the magic might not appear.
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18 years ago
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In a long campaign, it's common to switch between different heroes, using one for the early game and another for the endgame. In such cases, Logistics might only be needed for scouting and capturing enemy units, which means you can focus on developing Attack, Defense, Darkness, Intelligence, and Light skills. If you're not relying on summoning, I don't see much point in investing in Lucretia, as Sorcery becomes almost useless. Although, you could try focusing on non-mass spells, but you'll have to sacrifice something else. While Light magic is rare for a Necromancer, it can be useful, not because of mass buffs (as there are already some), but because of Antimagic (to prevent magical races from wiping out a strong stack with spells like "Explosion," for example, against skeletons or vampires), Divine Vengeance (which is extremely effective and, frankly, almost overpowered against units composed of numerous low-level troops. A single powerful strike against skeletons equals death from Divine Vengeance), and, less frequently, Fire Protection. However, building a guild in a non-core castle for just 4 points is not efficient. Of course, if you find the "Book of Light Magic" and are offered the Light skill, it's worth considering. However, all other things being equal, developing a Demon hero in Light magic is much better than in Darkness, except when playing against Orcs.
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18 years ago
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Here I go again, trying to get a good duel servant... But look at that Dreadlord!!! Twilight hasn't been cancelled, after all. A Light artifact, if it drops within the first 5 levels, is definitely a useful and necessary item for a Necromancer.

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