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Posts from Developing a Necromancer hero.

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In reply to Черный Жнец
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Black Reaper;58154
I'll try to outline my hero development strategy; I ALWAYS play as Vlad (also known as Vladimir).
As everyone knows, Vlad starts with Necromancy and Summoning magic, which is very useful with his ability to resurrect fallen undead. As the hero levels up, I have several options:
1. Take the "Raise Archers" skill to gather not weak skeletons, but useful skeleton archers.
2. Take the "Education" skill to gain more experience and quickly reach high levels in the development of other skills, and "Mana Attraction" is also a very good thing for a necromancer, whose focus is on magical power, not knowledge. This solves the problem of mana shortage.
3. Take the "Haunted Mines" skill and create an army of ghosts out of thin air, because ghosts are not to be trifled with!
I mainly focus on developing the skills listed above, and then I take the following skills:

1. Defense
2. Offense
3. Logistics

Defense is an incredibly useful skill for necromancers; losses among skeleton archers are significantly reduced, which is important when their number in the army exceeds 2000. The "Evasion" skill is also very useful, especially when sieging a castle. Combined with "Raise Dead," it gives good results.:)

Offense - :smile10: This skill has huge advantages for the undead. Again, "Battle Frenzy" doubles the damage of your archers, and the "Archery" skill deals an additional 20% maximum damage from archers. As a result, the enemy will have to attack the skeleton archers with all available forces and suffer incredible losses from your melee troops, whose damage is increased by the "Offense" skill by 30%.

Logistics is also a good skill, but it is best to take it on large maps; on smaller maps, this skill is not very effective. However, "Navigation" and "Scouting" with the subsequent "Silent Hunter" skill should not be taken, as it is a waste of a level. :smile18:

As I was writing this post, another question arose: each hero has basic skills inherent to his class ("Raise Skeleton Archers," etc.), and there is also one special skill! So, at what level does it become available?:smile39:

Hey! And luck is also very important for necromancers! Because if you max out luck + a lucky artifact + deadly misfortune (-1 to enemy luck), and when there are legions of skeletons, then double damage from luck is... yyyy....:smile14:
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
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I'll try to outline my approach to developing the hero; I always play as Vlad (also known as Vladimir).
As everyone knows, Vlad starts with Necromancy and Summoning magic, which is very useful given his ability to resurrect fallen undead. As the hero levels up, I have several options:
1. Take the "Raise Archers" skill to gather not just weak skeletons, but useful skeleton archers.
2. Take the "Education" skill to gain more experience and quickly develop the other skills, and "Mana Attraction" is also a very good thing for a necromancer, whose focus is on magical power rather than knowledge. This solves the mana shortage problem.
3. Take the "Haunted Mines" skill and create an army of ghosts out of thin air; after all, ghosts are not to be trifled with!
My main focus is on developing the skills listed above, and then I take the following skills:
Skeleton archers are taken, without a doubt, immediately. But taking Education before level 12, in my opinion, doesn't make sense: the experience gain is minimal, about one level, and you won't add much to your stats at the beginning either. Mana Attraction solves the mana problem much worse than Spiritual Bond. And you also need to invest in Necromancy and grab Attack and Battle Fury as soon as they are offered. And on random maps, you can't do without Logistics, and Finding Path and Scouting are also useful there. So, I don't see any reason to take Education right away or to develop Summoning skills at all (especially in a game that lasts for a while). And by the way, Attack adds 15% damage in melee combat. And this is generally small compared to the ability to cast mass Curse, Weakness, and, continuing the list, Punishing Strike, Blessing, and Stone Skin.
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Necromancy expert / archers
Dark magic expert / mass slow
Summoning expert / minefield (the most overpowered spell) – evil Fenka
Take all native skills
Sorceress expert / arcane power
Attack expert / all native skills
On small maps, max out Luck / Logistics (as much as possible)
On large maps, max out Education.
In reply to DerFantom
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DerFantom;71314
expert necromancy / archers
What other archers? It's been several months since this skill was removed from the game, and I see you just can't get used to it :D
As for the Necromancer, they should be developed with:
Expert Summoning--enhanced raise dead and phoenix(mandatory)
Higher Education--magic attraction(mandatory)
Constant Luck--Deathly Misfortune(mandatory)-magic resistance
Expert Defense--Fortitude(mandatory)-evasion-magic resistance(reaching nearly 30%)
And for the last one, you can put many things; here are some options:
Expert Attack-battle frenzy(needed for skeletons)--shooting(also for skeletons)
Expert Dark Magic--take all mass spells(especially like weakness and scatter)
Expert Sorcery--reduction of spell cost(mandatory)
Well, that's basically it.:cool:
Тот, кто находит удовольствие в уединении, либо дикий зверь, либо Бог (с) Аристотель

:smile24::smile24::smile24::smile24::smile24:
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for me, the most important skills for a Necromancer are:
1. Black Magic - Curses, Spirit Bond, Cursed Earth.
2. Attack - Frenzy, Cold Steel, Haste.
3. Logistics.
4. Education.
5. Leadership/Defense.
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The Necromancer of my dreams:
Dark magic (Curse Master, Mind Master)
Attack (Battle Fury, Cold Steel, Haste)
Luck (Deadly Luck)
Education
They also say that summoning is a good thing, but for some reason, I tend to focus more on defense...
In reply to Игрок
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Hi everyone.
I was thinking: on large maps with many inhabited castles, the "Death March" logistics skill would definitely be useful – it makes capturing castles much easier.
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Castles are easier to capture if you have a powerful Phoenix. And Necromancers always have a powerful one. In the campaign, I upgraded Marcella with both Darkness and Summoning skills.
In reply to Boris K
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Logistics + summoning + controlling machines + dark magic + luck = everything a Necromancer hero needs:smile24: :smile24: :smile24:
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A scream of horror + Deadly Misfortune (and if you also find Rings with -2 luck and -2 spirit), that will be complete fun!!!
Validity will rescue the world
In reply to M@ximus
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Personally, I try to develop the following skills for a Necromancer hero:
1. Logistics
2. Necromancy
3. Education
4. Dark Magic
5. Attack.

Of course, with all the consequences...
The hero becomes very strong, even at level 15...
The game is played without losses; skirmishes with the computer... hardly cause any damage...
С уважением, Vlad

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In reply to M@ximus
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M@ximus;102487
A Scream of Horror combined with Deadly Misfortune (and if you also find Rings that reduce Luck and Spirit by 2), that will be a lot of fun!!!
Why not the Cloak of Deadly Shadows instead?
:cool: Свет везде, где Я :cool:
In reply to Магистр
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Magistr;102544
Why not the Cloak of Deadly Shadows?
It would certainly be great to acquire it....
It's a shame that it's not always available....
And when you do find it, you can focus on developing other skills, such as various elemental magic spells...
С уважением, Vlad

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I advise taking the "Haste" skill for the Necromancer; it's an indispensable asset in battles against more initiative-based troops and in situations where you need to cast spells but don't want to spend mana (especially if you have little mana)... and with all this, you'll also have the "Cold Steel" skill.
Ваши интересы и учеба\работа


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and here is my setup: summoning magic - Lord of Life (the one with raising the dead and magical fist), can also be used for inhabited mines. dark magic - Lord of Curses and Lord of Pain. education - mana attraction. logistics - cursed lands - death march - pathfinding. you can choose enchantment or chaos magic, I always hesitate.

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