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Posts from Light for the Necromancer.

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17 years ago
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Why are the troop numbers so disproportionate in the demo? Having only 1,000 goblins with 63 cyclops seems a bit low. Also, I didn't quite understand the upgrades for both players. But I disagree that it's bad for the light faction to develop against necromancers; there are also advantages, for example, Twilight and Secrets of Light are very good, even for necromancers.
17 years ago
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Neutral creatures could defeat the Goblins. In general, all 4 schools of magic are more or less useful for any race. However, no one will focus on developing all 4 schools at the expense of everything else. And even if they do, they are unlikely to win against another player.
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17 years ago
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Why feed so many goblins to the neutral creatures, and taking trappers against a mage seems like a bad idea as well. Also, comparing the light attribute of a human and a necromancer, the necromancer with the "Twilight" skill will be more effective.
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17 years ago
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I don't think you need any special magic to cast light spells.

It feels a bit wasteful to throw away such a large amount of magic power into nothing.
In reply to Мститель
17 years ago
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Avenger
I don't know, it doesn't really require any special magic to cast light spells.

It just feels a bit pointless to waste a huge amount of magic points on nothing.
I don't mind spending a lot of magic points on mass blessings. When playing as a Necromancer, I prefer to level up the native schools of magic. Light magic would also be useful if I could level up a dozen skills to expert level. But I'm happy to use it if I can get a light magic tome. Of course, if the slot isn't occupied by a more useful artifact.
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17 years ago
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Avenger
I don't know, it doesn't really require special magic to cast light.
It's a bit disappointing to waste a large amount of magic points on nothing.
And Dusk gives a bonus not only to light but also to darkness, and Battle Magic heavily depends on magic. Although light isn't really needed, it won't be of much help, but darkness can bring much more benefit.
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17 years ago
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Nope, Light is completely incompatible with the undead... I've never taken it and I won't:((( The same goes for Elves and Darkness:((
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17 years ago
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And if there’s a ring of protection from “light magic” associated with the book, then you can also cast some good spells on the dark creatures.
In reply to WoodElf
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17 years ago
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WoodElf
No, Light is completely incompatible with the undead... I've never taken it and I won't:(((The same goes for Elves with Darkness.
I agree here, Light is absolutely not needed. The undead have few turns, and they need to be used as efficiently as possible. There's nothing better than Darkness for the undead to be effective.

bonchik
YES, summoning is always worth taking; it's the undead's main magic. Set up mines, go into defense, and see who survives.
In reply to LordViRuS
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17 years ago
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LordViRuS
I agree, Light is absolutely not needed here. The Undead have few turns, and they need to be used as efficiently as possible. There is nothing better than Darkness for the Undead.

bonchik
YES, summoning is always worth it; it's the main magic of the Undead. Place mines, go into defense, and see who survives.
Well, after placing Darkness, you can also bless your own units; it won't hurt. Or, after placing mines and going into defense, place Skin, protection from arrows, and defend yourself.
In reply to VaRvArHawk
17 years ago
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The thing is, I haven't taken the "Defense" skill yet (so far), and initially, I had "Leadership," but what should I take for the last skill slot if I already have "Darkness," "Summoning," "Leadership," and "Logistics"?
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17 years ago
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Of course, magic is a must, no question about it!

There's no need to take the Light.
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17 years ago
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YES, light is absolutely not needed, especially since there are two types of magic. However, with sorcery, you can defeat any mage; just develop a counter-spell, and that's it, although mana runs out quickly, it's worth it. As for leadership, you're right; morale doesn't affect the undead.
VaRvArHawk
Well, after placing dark creatures, you can also bless your own; it won't hurt, or, after placing mines and going into defense, place skin, protection from arrows, and defend yourself.
First, you're suggesting three types of magic, which isn't a good idea, because you'll definitely lose. Second, why protection from arrows? It seems we're talking about dark magic? And there, dispersion is present, and you won't be able to cast many spells there.
In reply to LordViRuS
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17 years ago
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LordViRuS
you shouldn't have taken leadership, as it doesn't affect undead creatures.

This is Bonchik talking about a company led by Markel, and that hero initially has leadership (though it's a complete blunder).
17 years ago
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YES, light is absolutely not useless, especially since there are two types of magic. However, with sorcery, you can defeat any mage, you just need to develop a counterspell.
Every mage should also have sorcery. Counterspell is very useful if the hero casts spells much more often than the enemy and has a lot of mana. Otherwise, both heroes won't cast spells, and the one with the stronger army will win. Besides, spellcasting units can absorb the counterspell.

And here's another mage who, with some probability, can develop empathy and re-cast a Necromancer. For example, an elf with chaos, sworn enemies, and new druids.

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