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Posts from What mixed hero class of the (Necropolis) faction do you like?
The abilities of these advanced classes in version 3.0 (as well as version 3.51) are presented below.
Reaver - Rogue (bloodlust (Magic Mirror)) Assassin - Assassin (speed and initiative +3) Ninja - Ninja (poison attack (each attack is accompanied by the application of some harmful spell of the 1st and 2nd levels of the schools of Death, Order, and Chaos)) Dark Lord - Dark Lord (battle spirit on min. hit) Dark Priest - Dark Priest (vampiric melee attack) Shadow Mag - Shadow Mage (mirage spell) Demonologist - Demonologist (+50% to the effect of demon summoning spells) Lich - Lich (ages the enemy, attack -25% defense -20% speed and mobility -50% (does not have morale, healing and mind spells do not affect him, as well as poisoning, but he takes damage from Holy Word)) The Archmage - Archmage (receives +20% to the effect of creating all spells)
Dark Priest ;) I think it would be good to list the advantages of each class so that everyone understands who has what, just in case.;)
Necromancer (+10 magic points and 1 point restored per day)
Bard (maximum luck)
Demonologist (+50% to the effect of demon summoning spells)
Guardian (+10% to creature defense)
Summoner (summons creatures for 20 points per day additionally)
Nature Warrior (+20% to the effect of the wolf summoning spell)
Lich (ages the enemy, attack -25%, defense -20%, speed and mobility -50%)
Ninja (attack with poison)
Rogue (bloodlust)
Dark Priest (vampiric melee attack)
Assassin (speed +3)
Warlock (attack is accompanied by a wave of fear)
Guildmaster (chance to stun)
Dark Lord (battle spirit on minimum when attacking)
Warlord (army morale +2)
Cardinal (+5% resurrection)
Beastmaster (+20% to the effect of summoning wolves and tigers)
Voivode (+5 attack in melee)
Heretic (ignores the effects of protective spells)
Prophet (spiritual armor)
Crusader (maximum morale)
Paladin (protection from death)
Wizard (spends 2 less energy units)
Seer (+2 units to the radius of vision)
Shadow Mage (mirage spell)
Illusionist (+20% to the effect of illusions)
Monk (protection from chaos)
Enchanter (+20% to the power of summoning and illusion spells)
Battle Mage (+20% to the power of the magic fist and ice bolt spells)
Pyromancer (+20% to the effect of all fire spells)
Field Marshal (+10% to army attacks)
Ranger (+5 units to ranged attack)
Pyromaniac (fire shield)
General (+1 unit of army morale)
Sorcerer (reduces the opponent's luck to minimum)
That's about it, and if I forgot something, please don't be offended:o
I don't know how to do it, so I'll have to place what I wrote above in other classes so that there is no confusion.:o
It's better to cast the spell and take something else instead... :p
But to cast the spell, you need to have level 4 in death magic, and here, for example, there's a priest, and he's not going to have any success in death magic, so it's better when this ability is innate, because priests are often sent to the afterlife quickly, I know this from experience, because their healing is annoying:mad:. And here, if they attack, you can also restore health.
It's difficult to level up a Dark Priest because death doesn't favor life!
But in some campaigns, they work very well together. For example, in Heroes 4: The Gathering Storm, the campaign about Alita. And vampirism helps her not to die.