Skip to content

Posts from Developing a Necromancer hero.

4.0 (1 rating)
In reply to KonServator
User Avatar
Auto-translated
So, what affects it then?
Tomorrow holds no promises
Except the ones we've made
In reply to Wistrit
User Avatar
Auto-translated
WisTrit;195636
What affects it then?..
A soldier's luck affects the activation of Fire Sign, Stunning Strike, Claw Strike, Blind, Fear Strike, Stopping Arrows, Whip Strike, and Maiming Wound. Therefore, this skill gives dwarves more advantages than other races.
from moderator: where did you get this information? please provide a link to it in the post
User Avatar
Auto-translated
And what about the incorporeality of ghosts? Isn't it on the list?
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель

:smile24::smile24::smile24::smile24::smile24:
In reply to Lord Vampire
Auto-translated
Lord Vampire
What about the incorporeality of ghosts? Isn't it on the list?
I don't think so. The probability is 50%, 0%, 100%, regardless of luck.
User Avatar
Auto-translated
Is this the percentage chance to hit? I should mention that it sometimes happens when you miss three times in a row.
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель

:smile24::smile24::smile24::smile24::smile24:
Auto-translated
Lord Vampire, quote from the manual:
No more than three hits/misses in a row can be made against an “incorporeal” unit; the fourth attack will definitely miss (after 3 hits) or hit (after 3 misses). This counter is shared by all incorporeal units.
Therefore, three times in a row is normal.
User Avatar
Auto-translated
I'm leveling up my Necropolis faction like this:
Darkness - Mind/Curses
Sorcery
Attack - Frenzy/Steel/Speed
Education - Mana Attraction/Scholar/Raise Dead
Summon or Luck (depending on who you're playing against) - mainly relies on the Dread Lord (-2 to luck with a scream, -1 deadly misfortune, and -2 cursed ring).
Прячься,скрывайся,наблюдай,слушай,запоминай - и нанеси удар когда его меньше всего ожидают
User Avatar
Auto-translated
Skeletons are incredibly powerful!
Here's how to develop a Necromancer:
- Attack - Archery, Battle Fury, Tactics
- Summoning Expert - Master of Life, Master of Earth, Mist Form
- Dark Magic Expert - Master of Pain, Master of Mind
- Luck - Soldier's Luck, Deadly Luck
- Higher Education - Attraction, Dark Revelation
In a battle against Haven, the most dangerous opponent, vampires blind the knights, and one and a half skeletons with the Luck skill can take down fifty enemies at once. It's not a problem to finish off the rest, as well as the Lich under protection.
User Avatar
Auto-translated
Looks like you haven't played much against Haven players. They'll give you a good beating, especially if they use a lot of Knights. They can take down two stacks with a single attack, so don't be so sure that you can cause a lot of trouble with just archers! There are also many other Haven units that can put up a good fight. Haven's strength lies in the fact that Knights move among the first.

За кланы! За кровь!
In reply to Ereb
User Avatar
Auto-translated
Ereb
Looks like you haven't played much against Haven players. They'll give you such a beating that you won't even notice... especially if they have a lot of knights. They can take down two stacks with a single attack, so don't be so sure that you can cause a lot of trouble with just archers! There are also many other units in Haven that can put up a good fight. Haven's strength lies in the fact that knights move among the first!
Looks like you haven't played much against Necropolis. On a large map, in the late game, Necropolis has a much better chance, especially if it has at least one Haven castle. I already wrote about the knights; skeletons can easily take down fifty of them - what prevents you from turning Necropolis into a war machine? Finding a Necklace of Blood is also not a problem. So what if knights take down one stack and damage another at the beginning of the battle? They'll immediately be blinded by vampires, and the rest can be easily defeated. Archers are a problem, but a small one. So, gain some experience and don't make such rash statements.
User Avatar
Auto-translated
Playing against the Necropolis on a large map can be difficult, sometimes impossible, and sometimes pointless, but there are Knights who can defeat even a superior Necropolis army. The key is the right hero build and development, and also agreeing on how to play in a standard game: i.e., with early rushes, mid-game rushes, hit-and-run tactics, or on a set schedule: here, you agree on which month or day you will meet... but in this case, the Necropolis has an advantage because its army grows not by the week, but by the turn!...
You're so confident that your Vampires will blind or even attack first: there's Lionheart, which allows the hero to move quickly and remove enchantments. There's also Antimagic + Genius; on a large map, you can get these, and then your Vampire plan will completely fail. They'll be hit by a counterattack, then the Knights will run and destroy two more stacks (or severely damage them). Don't jump to conclusions... in a long game, you can come up with ways to make the Knights a mega-unit that you'll hardly be able to neutralize so quickly!
There's the hero Laslo, who specializes in killing Necromancers; only Orson can stand against him (I think)... in the late game, Zealots hold up well, and their attack and defense stats are close to those of Paladins or Inquisitors, plus 20 weeks of training with archers... Antimagic on this unit + Teleport... (you think we won't find Antimagic in the late game? You're wrong; it's not as difficult as it seems)... and if we find another Fortress town, it will be even worse for the Necropolis!
Optimist! :smile24: :smile17: <-like this

За кланы! За кровь!
User Avatar
Auto-translated
Did you know that antimagic doesn't save you from blinding vampires? And ghosts or even vampires work great against zealots, and +20 zealots a week, even under Laslo, won't help against a horde of ghosts. Knights might go down first, but you can position the vampires so they don't even reach them. As I said, we're developing tactics, so if you don't have boots, you might not even make it. Removing enchantments also doesn't seem to remove blinding, especially if there are several curses on the stack at the same time. And in general, this topic is about developing necromancers, not knights, so before posting such comments, you should first read the topic title.
User Avatar
Auto-translated
Finding the Boots of Swiftness in the late game is easy; just play more... it's your right to underestimate the Knight! Practice shows that it's not that difficult to defeat a Knight if you have some skill! ...
Apologies to the admins for the off-topic comment!

За кланы! За кровь!
User Avatar
Auto-translated
Firstly, I’m not underestimating the Knight; I’ve already said that it’s the most dangerous opponent, so put on your glasses and read my messages properly. Secondly, even if the cavalry reaches and eliminates a stack, it’s not a big deal because that’s how it should be. But if the Knights are blinded, then the situation changes in favor of the Necropolis. And in general, the Necromancer should play in such a way as to amass enough units so that this doesn’t happen; otherwise, playing against Haven becomes risky. And in general, you’re writing off-topic; write if you have something to say about Necromancers, there’s no need to flood the chat here.
In reply to Саня Изи
User Avatar
Auto-translated
The ideal Necromancer (in my opinion):

Super ability: all skills leading to it.
Defense: resilience, evasion, fight to the last.
Spellcasting: it's up to your taste, the main thing is to be an expert in spellcasting.
Мертвые не кусаются :)

Statistics

Welcome our newest member: Emil