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Posts from Developing a Necromancer hero.

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In reply to erazial
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16 years ago
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erazial
The ideal Necromancer (in my opinion):

Super ability: all skills leading to it.
Defense: resilience, evasion, fight to the last.
Spellcasting: it depends on your preference, but the most important thing is to be an expert in spellcasting.
I wouldn't recommend skills leading to the super ability. There's almost nothing useful there for a Necromancer. Why would a Necromancer need banishment, for example? Or counterspell? All skills leading to the ability in the education branch are useless. The same goes for "Lord of the Dead" - it's nonsense. +1 to knowledge is only useful at the beginning of the game, not in the middle or at the end, when you already have a lot of knowledge. Defense. It's also unclear whether it's needed or not. Resilience and evasion seem useful, but "fight to the last" is only needed for Naadir. Spellcasting. It's also unclear why it's needed; it's better to take attack. So, I think this is far from the ideal build, although everyone has their own opinion.
In reply to Саня Изи
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16 years ago
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It's very simple:
The super ability is needed in itself. And you can't take it without the skills that lead to it.
I wrote about defense in the Knight thread, I'll briefly repeat that it's the second skill after magic power, and this should be used. If you don't like BDP, you can take Solid Defense.
Spellcasting is needed so that the hero moves more often and has more influence on the game as a result. I believe that the hero is the main strength of the Necropolis, and the troops are needed to last longer.
Attack is not needed. This is the weakest indicator for the Necropolis. You can take it only for Lucretia or if you only found Vampirism and don't have Subjugation.

BDP is needed for the Necropolis primarily at the start for the vampires. Replays have been posted where 4 vampires with BDP clear Utopia.
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15 years ago
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By the way, has anyone ever taken the "Spoils" skill in the Luck branch?
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15 years ago
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I took it, but not for a Necromancer. I think this skill is better suited for secondary heroes.
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15 years ago
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Lol, maybe you mean good luck on your journey?
In reply to Саня Изи
15 years ago
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Lord_de_Sat
Lol, maybe you mean luck on the road?

well, "Luck on the Road" is almost a given here (without it, what "Trophies" are we talking about?) - based on personal experience: I also believe that "Trophies" are more suitable for secondary heroes, because the bonus from them is too weak (I developed 3-4 secondary heroes with this skill - unfortunately, the results of "Luck on the Road" are much more noticeable).
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15 years ago
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Actually, the wheel states that the gold and resources gained through this skill depend on the number and quality of defeated units. From this, we can conclude that it is not beneficial for a secondary hero to develop this skill, as it would require them to sacrifice a significant portion of their army to attack reasonably strong mobs. However, in that case, the secondary hero would gain experience instead of the main hero. Furthermore, I believe that taking "trophies," as well as "luck of the road," is only advantageous at the beginning when you are building up, but after that, these skills are not particularly useful. So, for example, on small maps with well-guarded mines, I think it might be worth taking, at least "luck of the road" for sure.
15 years ago
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it's not worth relying on information from the "Skill Wheel" (it contains errors), and even more so, drawing conclusions from it (based on incorrect information) – as far as I remember, the difference in trophies is practically negligible.
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15 years ago
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the difference in trophies is practically unnoticeable in practice.
I wouldn't say so. There is a difference; for example, I received 30,000 gold for destroying an army of Orcs, with a legion of each unit type. And I think they also gave me a hundred sulfur.

But still, the skill barely justifies itself.
14 years ago
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Many people are writing here about summoning magic, and this raises a question. Is it possible to play as Dungeon without summoning, relying instead on education + witchcraft?
In reply to Lion_Jonson
14 years ago
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Lion_Jonson
Many people are writing here about summoning magic, which leads to this question. Is it possible to manage with just one Dungeon faction, but with education + witchcraft, without summoning?


Yes, it is possible - but not always ;)
14 years ago
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Up there, something was mentioned about Necromancers not needing skills that lead to the "Scream of Terror" spell; I don't know, I liked all the skills. "Banish" is also a good skill, especially if the opponent is a summoner or a demon. "Dark Regeneration" and "Master" are the only two skills that seem unnecessary. I took almost all the skills up to that special skill, except for "Dark Regeneration." Instead, I got "Firestorm" and "Mind Control," and that's it. I reloaded the game three times to get the experience. Does anyone know what the percentage chance is of getting "Dark Regeneration"? I'm playing as Markel in the original campaign, meaning it's a mod of the original in "Tribes of the East."
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14 years ago
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I'm not sure. There are special tables in data.pak that contain information about skills, but as for abilities... I somehow thought that the probability of them appearing was the same for all.
14 years ago
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The Luck skill is not very useful – Trophies, for 50 mages, give 63 gold, and various ores and stones, etc., only dropped once in more than 30 battles. I gave this skill to Isabel, thinking it was a good skill.
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14 years ago
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besides Dark Replenishment, instead of it, Fire Earth and Mind Lord appear, and that's it. I reloaded 3 times to gain experience. Does anyone know what the percentage chance is to get Dark Replenishment?

Reloading is useless. You either have to wait until the next level or find a mentor.

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