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Posts from Developing a Necromancer hero.

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IMHO, sorcery is more reliable. For Chaos, you have to find spells somewhere. And, IMHO, it might be too much to level up 3 schools of magic. Besides, sorcery helps solve the problem of mana shortage. It's a pity to waste time restoring mana in a tough battle.
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yes, but the meteor shower can replace not only magic...
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My Necromancer development path: 1) Basics of dark magic - Master of Curses - Spiritual Bond - Cursed Land. 2) Second chain: Basics of Logistics - Finding the Path - Death's Pace - Silent Hunter. 3) Basics of Attack - Battle Frenzy - Cold Steel - Haste. 4) It is also necessary to develop Banshee's Cry. After this, the hero gains the ability "Scream of Terror" - reduces enemy morale by -6 + Banshee's Cry effect. This is a kind of super ability, assembled from the above (like in the third Heroes game, there were combo artifacts, here is a combo ability):smile54:
In reply to AnTotti
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AnTotti;109814

4) It is also necessary to develop the Banshee's Cry skill.

After that, the hero gains the "Scream of Terror" ability - it reduces the enemy's morale by -6 + the Banshee's Cry effect.
This is a kind of super ability, assembled from the above-mentioned ones (like in the third Heroes game, there were combo artifacts, so here is a combo ability):smile54:
YES, AND ALSO, PLUS A NEW ABILITY TO REDUCE THE MORALE OF DRAGONS + SOME KIND OF ARTIFACT THAT REDUCES MORALE, THEN YOU CAN DRIVE THE ENEMY INTO A DEEP...
In reply to SEMVMII
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AnTotti;109814
My Necromancer development path: 1) Basic Dark Magic - Curse Master - Spiritual Bond - Cursed Ground.
2) Second chain: Basic Logistics - Finding the Way - Death's March - Silent Hunter.
3) Basic Attack - Battle Frenzy - Cold Steel - Haste.
4) Also, it is necessary to develop Banshee's Cry.

After this, the hero gains the "Cry of Terror" ability - reduces enemy morale by -6 + Banshee's Cry effect.
This is a kind of super ability, assembled from the above (like combo artifacts in the third Heroes game, here it's a combo ability):smile54:
SEMVMII;125948
YES, AND ALSO, PLUS A NEW ABILITY TO REDUCE DRAGON MORALE + SOME ARTIFACT THAT REDUCES MORALE, THEN YOU CAN REALLY DRIVE THE ENEMY INTO A CORNER.
Morale may be different, but it still retains its 50% chance of either logging or being used, so the enemy will definitely act on the 3rd turn (at least) + there are also skills and artifacts that increase morale!!! Although, of course, Cry of Terror is always good for me!
Снова играю в Герои5!
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the ideal option: a dread knight (because all skills are free, and there's room to develop, dark magic doesn't count, as even the weakest hero will level it up). 1. Develop dark magic, take the "ensnare" spell, and attack the enemy with their own troops. Essentially, it's a legalized cheat, considering that magic levels up the fastest, and the spell's power becomes too strong for the opponent to counter for at least the next two turns. As for skills, it's probably best to take "master of curses/mind/pain." 2. Education: the ability to develop a hero faster than the opponent is always useful. Again, see point one about magic and "ensnare." Skills: magic attraction (given that their knowledge isn't phenomenal, it's necessary), graduate + magical reward. 3. Attack: initially weak, so bonuses won't hurt. Take archery, battle frenzy + haste (cold steel, magic resistance, and chaos magic are not available). 4. Defense: undead troops don't have great health or defense, so level it up + grave chill + resilience (or evasion) + reflection. 5. Logistics (or spell power, but in that case, magic becomes incredibly and pointlessly powerful) - because arriving at a location before the end of the week or before the opponent arrives can be very important for speeding up the process of building cities (if you don't get the ore in time, you lose the opportunity to build, which means you lose a week's worth of creature production) and capturing them, and it's also useful to retreat for reinforcements. Of course, all of this is accompanied by developing necromancy. In Lucretia's case, the logistics issue is not relevant because the spell power slot is already taken. It's a pity, because a bonus to vampires (the most resilient units, and therefore their attack power doesn't decrease from turn to turn) would be useful
Jackson Dinky DK1 (Copper $nake$kin) -> Mesa Boogie TriAxis
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Definitely, you need to upgrade "Scream of Horror" + Banshee Scream + Deadly Misfortune! And if you collect a Necropolis artifact, the opponent won't even get a turn, and if they do, they'll attack with a penalty!
In reply to M@)(iM
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M@)(iM;140239
You definitely need to upgrade "Scream of Horror" + Banshee's Cry + Deadly Misfortune! And if you collect a Necromancer artifact, the opponent won't even take a turn, and if they do, they'll attack with a misfortune!
I tried to level up to Scream of Horror and was disappointed.:mad:
It should cripple most of the opponent's turns. But even with the units' morale at -8 (Scream of Horror + artifacts), they moved perfectly fine and with approximately a 60% chance. And for this, I had to give up luck, which, as it turned out, was a mistake!
I suggest the following list of main skills:
1 Summoning magic, for good resurrection
2 Dark magic, to really mess with the enemy
3 Wizardry, the more often we cast spells, the weaker the enemy becomes
4 Education (better as a priority), I think everyone likes to level up quickly and also get an increase in characteristics
5 Of course, luck, in my experience, even with a value of +3, it manifests quite often. An 80% damage increase (I think) is very good!:smile14:
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Topic closed.


In reply to WitcheR-L
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Usually, I develop:
1) Summoning magic (whatever comes up).
2) Logistics (again, whatever comes up).
3) Luck, resistance, and soldier's luck.
And for skills 4 and 5, whatever comes up, but I usually try to get Chaos magic and vehicle control.
Графомания путешественника
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1. And the darkness? 2. A life lord is needed to answer the call!
Клан "ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ"

Рейтинг: Лучник


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For Necromancer, I study: 1. Dark Magic (if the opponent is not a Necromancer) 2. Summoning Magic - Master of Spells - Master of Life 3. Education - Magic Attraction - Sorcerous Reward 4. Enchantment - Arcane Knowledge 5. Luck
In reply to Нэйко
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Mutare Drake;190822
Usually, I develop:
1) Summoning magic (whatever comes up).
2) Logistics (again, whatever comes up).
3) Luck, resistance, and soldier's luck.
And for 4 and 5, whatever comes up, but I usually try to get chaos magic and vehicle control.

Why would Necromancers need Soldier's Luck? What's the point of investing in luck just for the Shield Bash skill of Bone Throwers, considering its 2% chance of appearing?
And why would Necromancers need vehicle control? Their ballista is weak, and the catapult? - what's the point, it's better to have Earthquake, and the first aid tent - again, raising the dead is much more effective.

Lately, I've been preferring Attack with Battle Fury/Magic, Speed, and Defense with Endurance/Evasion, because Necromancer troops are somewhat slow, and it's difficult to reach the archers quickly (of course, if there's no Mind Control).
In reply to KonServator
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KonServator;195368
Why would Necromancers need Soldier's Luck? What's the point of investing in Luck because of the Bone Throwers' Shield Bash, considering the 2% chance of it occurring?
And why would Necromancers need Machine Mastery? Their Ballista is weak, and the Catapult? - what's the point, it's better to have Earthquake, and a Healing Tent - again, Raise Dead is much better.

Lately, I've been preferring Attack with Battle Fury/Magic Resistance, Speed, and Defense with Stamina/Evasion, because Necromancer units are somewhat slow, and it's difficult to reach the ranged units quickly (of course, if they don't have Mind Control).
Maybe Atris is playing with Vampire Lords. Then Soldier's Luck becomes not so unnecessary. However, it's difficult to rely on luck at the very beginning of the game - a 2% chance of it occurring.
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Actually, a soldier's Luck stat does not affect the chance of stunning an enemy.

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