In this case, Lordesat is right - the "Lord of the Dead" skill does not provide a bonus to dark energy.
Posts from Necropolis versus Academy.
I also maintain that I am right. That is, I don't see the point in leveling up this perk if you're not aiming for a "Supreme Archmage" build. So, it's useless. Even if it gave a 50% bonus... But its roots go back to version 1.0, where it was much more useful. They probably just forgot or didn't bother to change it... :(
It seems that some misunderstanding is brewing again... Lordesat is right that the "Lord of the Dead" skill does not provide a flow of dark energy. However, claiming that this skill is useless based solely on this fact is incorrect - because, in addition to increasing the "Knowledge" parameter by +1, the skill also enhances "Necromancy" by 5% - which is quite noticeable in the early stages of the game. And if it enhanced it by 50%, it would become almost a cheat.
Counterarguments (some are quite compelling):
1) We won't be able to research Eagle Eye and what's behind it!
2) We won't be able to research Magic Affinity!
3) I almost never have enough Dark Energy to raise all the suggested creatures within a week!!!
Even if we believe the manual, and it sometimes lies or doesn't say everything, we get the following effect:
Health of raised units = Health of killed units * Necromancy, Dark Energy is spent on creatures. That is, since there isn't enough to raise them, sometimes quite a lot, we get that the Health of raised units has an upper limit. Let's say it's 50. We fought 10 battles. We killed 200 HP in ten battles. Even with a well-developed Necromancy, we can raise (with a large amount of Dark Energy) 60 HP, with a Lich Lord 70 HP, but the limit is 50! We won't raise more than 50 HP (we are limited by Dark Energy).
Even in the late game with 4 developed heroes, when a huge amount of undead is raised in grand battles, we won't achieve the result, because there will already be huge armies, but they, because they have a huge amount of HP, will be raised according to the scheme described above.
For me, the Graduate perk is even more useful than this one...
So, what's the appeal then?
P.S. I would like to understand the position of antonag07. Maybe it will help my gaming experience, but as I noticed (for now, IMHO, unless I am convinced otherwise), it is useless if you are not aiming for a Soulbinder build.
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
Nah...
Counterarguments (some are quite weighty)
1) We won't be able to research Eagle Eye and what's behind it!
2) We won't be able to research Magic Affinity!
3) I almost never have enough Dark Energy to raise all the suggested creatures during the week!!!
Even if we believe the manual, and it sometimes lies or omits something :) , we get the effect:
Health of raised units = Health of killed units * Necromancy, dark energy is spent on creatures. That is, since there is not enough to raise them, sometimes quite a lot, we will get that the health of raised units has an upper limit. Let it be 50. We fought 10 battles. We killed 200 HP in ten battles. Even with a developed Necromancy, we can raise (with a large amount of Dark Energy) 60 HP, with Death Lord 70 HP, but the limit is 50! We will not raise more than 50 HP (we are limited by Dark Energy).
Even in the late game with 4 developed heroes, when a bunch of undead are raised in grand battles, we will not achieve the result, because there will already be huge armies, but they, because they have a huge amount of HP, will be raised according to the scheme described above.
For me, the Graduate perk is even more useful than this one...
What is the beauty of it then?
P.S. I would like to understand the position of antonag07. Maybe it will help my gaming experience, but as I noticed (for now, IMHO, unless I am convinced otherwise), it is useless if you are not striving for Soul Armor.
Of course, Dark Energy runs out quickly both in the first week, when the hero is just starting from level 1, and in the later stages of the game (I usually run out of it no later than the third day). The point is to use it (Dark Energy) as efficiently as possible. At the start, skeletons are our main force - ideally, it would be good to immediately convert all Dark Energy into simple skeletons (by killing, for example, peasants or goblins), and then you can upgrade and start dealing with more serious neutrals. Without Necromancy enhancers (pillar 10%, "Death Lord" 5%), we will raise only 8 skeletons from 55 peasants. And don't try to convince me that you will have the opportunity to fight dozens of battles with neutrals suitable for converting into skeletons during the week - most often you have to beat everyone подряд (and raise everyone подряд so that the Dark Energy points don't go to waste).
Of course, "Magic Affinity", "Uncover Secret" and others also have many advantages, which are often more significant than the increased raising of skeletons - however, this option is quite viable even without the "Amulet of Necromancy".
Of course, "Magic Affinity", "Uncover Secret" and others also have many advantages, which are often more significant than the increased raising of skeletons - however, this option is quite viable even without the "Amulet of Necromancy".
One expert told me that the dark energy doesn't increase there; instead, the number of undead raised increases!
If there's an error, it's only in the perk's description!
At the start, skeletons are our main offensive force – ideally, it would be good to immediately convert all available experience points into simple skeletons (by killing, for example, peasants or goblins), and then proceed with upgrades and start dealing with more serious neutral creatures.
Without Necromancy boosters (the 10% "Necromancy" skill and the 5% "Undead" skill), we can only raise 8 skeletons from 55 peasants. And don't try to convince me that you'll have the opportunity to fight dozens of battles within a week with neutral creatures suitable for converting into skeletons – most often, you have to attack everyone (and raise everything, so that the experience points don't go to waste).
Besides, you can always raise a decent number of skeletons at the start + it's not easy to get undead creatures at the start + there are other perks... therefore, the importance of this perk tends towards 0! That is, it is useless, with some reservations!
Of course, "Magic Attraction" and "Unveiling Secrets," etc., also have many advantages, which are often more significant than the increased skeleton raising rate – however, this option is quite viable even without the "Amulet of the Necromancer."
Otherwise, it's useless compared to the rest of the upgrades. And you can't consider it in isolation – in that case, even "Morale" for a necromancer hero has "value."
So, I'm just more convinced of my own rightness. Even those "fantastic" 5 skeletons in the first week won't make a difference when we have hundreds of them.
Actually, it's not that easy to get dead creatures at the start of the game... And why would you even need them?
You don't need to convince me that the monument is important in Necromancy! It's more important for the increase in attack points – that's the main criterion!
That's exactly the point: the monument serves a dual purpose – it provides an increase in attack points and enhances "Necromancy" by 10% (and I also explained above why this enhancement is needed – especially since we will only get the attack point increase next week, but the enhancement will be available on the day of construction, which means we can conduct a series of necessary battles with already enhanced "Necromancy").
Besides, there will always be enough skeletons at the start.
Well, if you conduct 3 battles with 55-60 peasants each and replenish your army with 8 skeletons after each battle (a total of 24), and that's considered normal, then I don't even know what to consider abnormal...
P.S. If you don't have an external building of level 1, it's better not to approach serious monsters (you can practice on the "Grab and Run" map and compare your results – I think you'll quickly feel the difference, even with the presence of "extra" 20 skeletons).
+ it's not easy to get dead creatures at the start + there are other perks... therefore, the importance of the perk tends to 0! That is, it is useless, with some reservations!
So, does the difficulty of obtaining the skill automatically lead to the conclusion that its usefulness tends to zero?
I think I already explained it above – to enhance "Necromancy" (and even explained why enhancing "Necromancy" is needed).
That's the point, the pillar is a dual-purpose object – it serves as both an increase in Spell Power and a 10% enhancement to "Necromancy" (and I also explained above why this enhancement is needed – especially since we will only get the Spell Power increase next week, but the enhancement will be available on the day of construction, meaning we can conduct a number of necessary battles with already enhanced "Necromancy").
And: With already enhanced Necromancy, but without Spell Power, who will we raise?
So, does the difficulty of obtaining a skill automatically lead to the conclusion that its usefulness is close to zero?
- Comparing it to other skills that we could take + "unnecessary enhancement"
And besides, everything depends on many factors, but the greater difficulty of upgrading is only in 3rd place... the conclusions are obvious...
Secondary factors are of little importance when there is a greater variety of primary ones. Therefore, under certain conditions, as described above, the difficulty of obtaining it is not expressed in that sense. Some blame Lordesat, but they themselves hold a flawed point of view and are looking for excuses....
I'll repeat once more: you can't compare something that gives a benefit with nothing. You always need to compare it with the available options.
I'm ending this one-on-one discussion because it's pointless to continue in this situation, and it's also off-topic :(
Let everyone decide what is more important to them...
Enough with stating the obvious. We don't need to enhance Necromancy without increasing Mana. Why pay more if the result is the same?
Really? I was only talking about the main criterion.
And also: With Necromancy already enhanced, but without Mana, who will we raise?
I explained. If it's not clear: the main criterion for the uselessness of the skill is:
- Comparing it with other skills that we could take + "unnecessary enhancement"
And otherwise, everything depends on many factors, but this does not make the difficulty of upgrading only the 3rd most important thing... the conclusions are obvious...
secondary factors are no longer of great importance with a greater variety of the first ones. Therefore, under certain conditions, as described above, the difficulty of obtaining it is not expressed in this sense. Some blame Lordesat, but they themselves stand on a lame point of view, and are looking for excuses....
I will repeat once again: you cannot compare something that gives with nothing. You always need to compare with the available options.
I am ending this one-on-one discussion, because it is pointless to continue in this situation, and it is also off-topic :(
Let everyone decide what is more important to them...
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
Будьте осторожны со своими желаниями. Иногда они исполняются.Сервер в Discord
Стрим на twitch.tv
Стрим на GG
ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: ЛатникВступление в клан "Хранители небесных врат"
Now, another question. I don't want to create a new thread, so let's discuss it right here. The question is: how to defend against the Necromancer's Armageddon when using the "Horde" skill? I'm really struggling with this.
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
Maybe we should discuss this question in another thread.
But still, a counterspell is needed, although it can be dispelled by Warlocks. So, only artifacts and leveling remain.
Будьте осторожны со своими желаниями. Иногда они исполняются.Сервер в Discord
Стрим на twitch.tv
Стрим на GG
ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: ЛатникВступление в клан "Хранители небесных врат"
