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Posts from Fortress vs. Necropolis

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Probably Orson hired him. But in general, this is also a tactic – to buy all the heroes and grind them into experience if you have a lot of money.
Эх, опять идти за сигаретами... :smile34:
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That's why Orson is one of my favorite Necropolis heroes... His strength lies in his undead army; it's always a pleasure to watch a large group of zombies effectively take down high-level units. And towards the end, I switch to summoning spells. If there's a Celestial Shield in the guild, the opponent is doomed! But usually, I adapt to the situation.

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Yeah, zombies are definitely good, they're slow but there are a lot of them. But I think that vampires are the backbone of the Necropolis faction, because they specialize in putting enemies to sleep. I haven't played much with Orson, although he's a good choice at the beginning and for defending the castle.
Эх, опять идти за сигаретами... :smile34:
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It's not just the start; the game goes well throughout. And when you have over 300 of them, the opponent has to really try hard to defeat them. Plus, you can always take mass Stone Skin as a precaution. Another great thing is Phantoms. If the Phantom Zombies manage to get a turn, it's really bad news for the enemy! Vampires from the Darkness faction also look good; they'll definitely take a long time to defeat, but the main thing is to try to find the Celestial Shield. Without it, the endgame will be a bit more difficult. I don't know about Vampires, but when playing as many factions, Vampires are one of the main targets against Necropolis. And they rarely withstand attacks from units of levels 5 to 7: Unicorns (some of the most dangerous enemies for Vampires, especially level 5 Combat Unicorns), Nightmares, Djinns (they are weak themselves, but their damage is high), Ogres or Executioners. For the Tower faction, Riders are dangerous for Vampires; they can knock them down to zero with a charge attack. So, if you're lucky, you might put one to sleep, but you'll definitely take damage from the other. If you're going to play as Vampires, you need to have some support. But with what? Spirits fly slowly, Messengers also aren't very fast, and Dragons can work if you have a lot of them. Speaking of the Tower faction, Riders often attack with luck, or at least, heroes playing as Chaos will get annoyed

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The Riders are almost immediately blocked by the Vampires, and they are unlikely to scatter. While fights are dangerous for the Vampires, the Lava Golems are the most problematic – they cannot be put to sleep, they don’t sacrifice health, and they retaliate with fire. Regarding Phantoms – this is quite useless if the opponent has a Ballista, so I usually only use this spell against neutral creatures. After that, they will overwhelm the Vampires, but at least the others will remain intact. Therefore, the main goal of the Vampires is to put as many enemies to sleep as possible and then switch to attacking the ranged units.
Эх, опять идти за сигаретами... :smile34:
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If anyone doesn't know, the Phantom is sometimes incorporeal, so if you miss with a ballista, you'll have to attack it with a hero's magic or take the hit from the Phantom.

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Usually, the ballista fires 2-3 times per turn for the Engineer. Besides, why use a hero when you have units? By the time the hero's turn comes, the enemy's army will have already attacked.
Эх, опять идти за сигаретами... :smile34:
In reply to Крестьянин-ZOMBIE
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Peasant-ZOMBIE
By the time the phantom gets to move, the polar bears will have already kicked it around.
Well, that's if the phantom is created by a low-level hero. If the level is approximately 18 or higher, then the phantom usually moves earlier than its clone, so there's no question of the polar bears kicking it around before the phantom's turn.
In reply to antonag07
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antonag07
Well, that's if the phantom is created by a low-level hero. If the level is around 18 or higher, the phantom usually moves before its clone – so there's no question of kicking around with the army before the phantom's turn.
If the hero is well-leveled, the phantom not only moves before its clone but also moves immediately (or almost immediately) after the hero. No one will have time to react, so the phantom will move at least once. :smile29:
In reply to R.Ll.S.h57
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I have a rather noobish question...
Is the "Deadly Cold" skill only for Necromancers? Because in the skill tree (I'm playing version 3.0), it doesn't say that cold only enhances Necromancer spells, but in the game, when this skill appeared, it was written that it's for Necromancers. :confused:
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Nah, it seems like a typo. They probably wouldn't give a purely Necromancer ability to other factions. It used to be exclusive to Necromancers, but now they probably just forgot to update the description.
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By the way, the skill is completely useless.
In reply to Ple-Sen
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"Sort of" doesn't inspire confidence. I'd like someone knowledgeable to comment on this.
In reply to Lawless
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Lawless
I have a noob question...
Is the "Deadly Cold" skill only for Necromancers? Because in the skill tree (I have version 3.0), it doesn't say that cold enhances only Necromancer spells, but in the game, when this skill appeared, it said that it was for Necromancers. :confused:
Where does it say that it's for Necromancers? I also have skill tree version 3.0, but there's no mention of Necromancers.
In reply to Саня Изи
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Lordesat
Where does it say anything about Necromancers? I also have Wheel 3.0, but there's not a word about Necromancers.
:smile30:
Rereading my message. I wrote that the Wheel doesn't mention Necromancers, but the game does state that it increases the power of the spell specifically for Necromancers.

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