Posts from Fortress vs. Necropolis
The point is, even if the second one is a Knight or a Mage, it won't prevent transforming all this army into undead in a Necromancer's Castle.
That's the point – even if the second hero is a Knight or a Sorcerer, it won't prevent transforming the entire army into undead in a Necromancer's Castle.
Then, we also need to consider the fact that at least two enemy armies can be stronger than one.
Except the ones we've made
Yesterday, I played Tower versus Necropolis on a large map:
The combination mentioned above is deadly for everyone! The hero is constantly on the move, and there's plenty of mana thanks to artifacts and education. BUT! It requires high levels; it won't work on a small map.
The Necropolis suffered terribly without Dark Energy, but the arrival of high-tier units still caused significant damage!
With this combination, victory is guaranteed!
Added 4 minutes later
In general, mentoring is very effective on large maps. Before the main battle, thinning out the enemy army with low-tier heroes leveled up in Chaos is very effective + it's also very demoralizing!
And with summoning at a high level with such a frequency of turns, you can really cause a lot of trouble!
Regarding mentorship, I agree, but then the fun of empathy is lost.
Added after 10 minutes
Deadly Misfortune doesn't hinder much; there's about 7-8 luck, but the percentage still only goes up to 50%. And they fixed the morale reduction with the alt-grey min spell.
By the way, for an experiment, you can try taking the second magic instead of spellcasting; then you'll definitely be in for a surprise from the "Necromancer").
By the way, for the sake of the experiment, you can try taking the second magic instead of spellcasting) there, for sure, no surprises await the Necromancer)
How can a Warlock be without spellcasting???
After all, in this faction, the hero is the main character.
How can a Warlock be without magic???
After all, in this faction, the hero is the main character.
If you pump a lot of leadership, the hero will move constantly anyway. And thanks to mana regeneration, there will be plenty of it.)
Although you can also use attacks.)
If you accumulate a lot of leadership, the hero will move constantly anyway. And thanks to mana regeneration, there will be plenty of mana.
The chance of getting a leadership skill is extremely low, only 2%, and even then, you need to take diplomacy and empathy skills for it to work on the hero – it's a hassle, in my opinion. I still believe that Dungeon heroes can't function without magic! IMHO.
I'm not trying to convince anyone, I'm just presenting facts for discussion. This is perhaps the only example where a Dungeon hero can survive without magic. But I agree, and I mentioned it earlier, that this only works on large maps (i.e., in the late game, if I'm not mistaken).
Today, I'll try playing a Kifrey hero using this strategy. I'll report back.
Today I'll try playing a quick match in this game. I'll post an update.
1.
Leadership through the aura of speed.
2.
Luck through a lucky wizard.
3.
And magic with wisdom – the result is level 3 magic in our arsenal (fireball or ice ring).
Well, and the mines hold up simply better than all the others, and with luck, they deal good damage to strong neutrals and provide great help in battles against other players.
