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So, I suggest we discuss and share our ideas for the optimal development of a Necromancer hero, using different races besides his own.
Typically, besides the basic Necromancy skill (which we definitely develop right away), the hero also has Dark and Summoning magic. In Dark magic, we have two options:
1. Cursed Lands, but this won't give us mass slowing;
2. All mass spells.
Everyone can decide for themselves, but it's worth trying the first option; maybe we'll reach the "Howl" spell, especially since if we're unlucky, we'll end up with the second option anyway.
For Summoning, it seems we either develop "Banish," which might not be very useful if we're not fighting Necromancers, but it can help against Phantom mages, so I'm looking forward to your thoughts. I haven't encountered this problem myself, or we develop Summoning itself, but I don't really like it. In the beginning, elementals are good, but later, with a decent army, they don't harmonize well with your green and not-so-undead creatures.
Attack can be taken only for Battle Fury and Cold Steel, which is a good addition to your not-so-small army of skeletons and the like.
Next, Logistics: there's no accounting for taste here. If you want to move quickly across the map, definitely take it, but Navigation and Scouting don't seem necessary to me.
Machines: I think it's reasonable to develop it for the Plague Tent, but only for Kaspar, since it's already implied for him.
Defense: depending on the situation, it would be good to improve up to Resistance from the Wheel, but it's not essential. The Necromancer's army doesn't focus on losses, as it grows and regenerates by attacking with its undead warriors.
Leadership: if possible, it would be nice to have. Death Herald with Diplomacy is the best, plus Morale.
Sorcery with Education is not necessary; we can develop without them, and we'll have enough magic as is, but I'm open to suggestions here.
Light, Chaos: these are not our magic types, so they are not needed.
And if we're aiming for the optimum:
1. Necromancy
2. Dark Magic - Curses - Connection - Earth.
3. Logistics - Pathfinding.
4. Attack - Fury - Cold - and Shooting, for archers.
5. Leadership - Diplomacy - Troop Gathering - Death Herald.
6. Either Summoning with Banish, or Sorcery with Mana Regeneration and Secret Knowledge.
P.S. I didn't write anything about Luck; it might be needed against Elves with Deadly Luck, but I haven't used it with Necromancers, so it hasn't come up.
I'm not talking about the Super Ability; the algorithm is more or less clear there.
Typically, besides the basic Necromancy skill (which we definitely develop right away), the hero also has Dark and Summoning magic. In Dark magic, we have two options:
1. Cursed Lands, but this won't give us mass slowing;
2. All mass spells.
Everyone can decide for themselves, but it's worth trying the first option; maybe we'll reach the "Howl" spell, especially since if we're unlucky, we'll end up with the second option anyway.
For Summoning, it seems we either develop "Banish," which might not be very useful if we're not fighting Necromancers, but it can help against Phantom mages, so I'm looking forward to your thoughts. I haven't encountered this problem myself, or we develop Summoning itself, but I don't really like it. In the beginning, elementals are good, but later, with a decent army, they don't harmonize well with your green and not-so-undead creatures.
Attack can be taken only for Battle Fury and Cold Steel, which is a good addition to your not-so-small army of skeletons and the like.
Next, Logistics: there's no accounting for taste here. If you want to move quickly across the map, definitely take it, but Navigation and Scouting don't seem necessary to me.
Machines: I think it's reasonable to develop it for the Plague Tent, but only for Kaspar, since it's already implied for him.
Defense: depending on the situation, it would be good to improve up to Resistance from the Wheel, but it's not essential. The Necromancer's army doesn't focus on losses, as it grows and regenerates by attacking with its undead warriors.
Leadership: if possible, it would be nice to have. Death Herald with Diplomacy is the best, plus Morale.
Sorcery with Education is not necessary; we can develop without them, and we'll have enough magic as is, but I'm open to suggestions here.
Light, Chaos: these are not our magic types, so they are not needed.
And if we're aiming for the optimum:
1. Necromancy
2. Dark Magic - Curses - Connection - Earth.
3. Logistics - Pathfinding.
4. Attack - Fury - Cold - and Shooting, for archers.
5. Leadership - Diplomacy - Troop Gathering - Death Herald.
6. Either Summoning with Banish, or Sorcery with Mana Regeneration and Secret Knowledge.
P.S. I didn't write anything about Luck; it might be needed against Elves with Deadly Luck, but I haven't used it with Necromancers, so it hasn't come up.
I'm not talking about the Super Ability; the algorithm is more or less clear there.