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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Necropolis Strategy Guide
Thread: Necropolis Strategy Guide This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 25, 2008 04:13 AM

Three stacks of wraiths are hard to navigate on the battlefield, you'd be blocked from using harm touch on the dragons with all 3. Also I prefer to have them all in one stack, they have good retaliation and you can raise back a good number of them if they start dying. What you could split are the lich masters, they can do some good raising.

Btw the army numbers do not seem to match the hero levels. Normally by the time I have 3 tier 7(week 3) I am 17+ level.
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kermit
kermit


Known Hero
Soul hunter
posted June 25, 2008 04:39 AM

Quote:
Necropolis. Bah. The fail faction for me. Tried to play it couple times and failed miserably each game.


Doesn't make it a fail faction for everyone

Quote:

Sure, you can get swift mind and spam dark at the beginning.. seems the only logical way, but.. it's still pretty random whether your hero will manage to stop the opposing swift killers or not.



ATB randomness determines most outcomes, try your luck with swift mind and you have a chance.

Quote:

Wait, I won once.. I rushed my enemy (sylvan) with swift mind and CoTN. Was pretty much over before it even started. But.. CoTN has 33% chance of appearing.


So there, there is a way, not reliable ofcourse but no magic is reliable anyway, there are mage vaults and utopias however.

CoTN is best thing you got vs sylvain and dungeon, sylvain because they tend to resist dark alot, dungeon because they don't have much damage in units.

PM owns dwarves/heaven/orcs

Wouldn't call Necro weak, just it has problems with some factions

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 25, 2008 01:41 PM

Quote:
Three stacks of wraiths are hard to navigate on the battlefield, you'd be blocked from using harm touch on the dragons with all 3. Also I prefer to have them all in one stack, they have good retaliation and you can raise back a good number of them if they start dying. What you could split are the lich masters, they can do some good raising.

Btw the army numbers do not seem to match the hero levels. Normally by the time I have 3 tier 7(week 3) I am 17+ level.


it was way more than week 3 (more like month 2, I'm slow to level up)
my raising spell is bad, I only have summoning basic. but I have expert dark. the idea of splitting lich doesn't seem bad either. I chose archliches for their firepower but I'm thinking of trying the other ones.


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HartZa
HartZa


Known Hero
watchout graveyards!
posted June 26, 2008 11:50 PM
Edited by HartZa at 13:47, 27 Jun 2008.

Necropolis has weakest units and also slowest. Player will soon learn that enemy units ALWAYS strike first.
Those who cant play with necropolis well are just used to play Offensive oriented factions like sylvans. They are used to make quick combats with highly mobile units(paladins, dragons etc.). You have to realise that you cant play same way with the necropolis. Units cant attack with first turn.
Necropolis tactics is to survive until enemy army is severely weakened by spells and retalations.
Necromancer chances of victory comes from spells and troops HPs.
Thats why I usually take defense perk and select +2 defense from arena if I find one. You´ll troops have to last first turn. Pumping your defense is best way to make your troops to survive until they can act. Expert defense+ Stand your Ground+ mass endurance+vitality, Makes every factions armies much tougher.
Against offensive magic factions like Dungeon the key perk is Counterspell and swift mind. Acting randomness plays HUGE role in here. Which heros turn comes first and when are witches turns which counters the counterspell. Turns just comes someones favor. If dungeon can cast its imbalanced lucky shower first then its end. If not, necromancer can blocks his spells while necros army squash dungeons army with numbers and high defense.

Liches will get blocked at first turn with quick units like windancers, cerberus, nightamers etc. BUT wraiths and vampires act earlier than lich. These guys together can take down liches blocker before liches turn becomes. Even dragons can be killed if you manage to get some luck boosting artifacts. Good number of wraiths with expert Attack and lucky strike will take care most of Dragons and vampires finished what its left. If not you may have dragons also(unlikely thought) and gives liches free froom for shoot. I usually havent been much problems getting rid of blockers. And tactic resolves this problem completely if opponent doesnt have it also. Just put zombies and specters to front of lich and see if they try hit them. Btw decent number of plague zombies(100-200) will kill low hp chargers cerberus and sprites with 1 hit so you dont have to use other ones turns on them. They surely can do damage if boosted by battle frenzy and luck. You CAN get +4 luck by visiting rally flag and luck fountain before last battle. Add +2 luck item and you have +6 luck at last battle. +6 luck and still no luck perk...

Counterspell is easily obtained by Lucreteria for exsample. For none destrutice opponent you may wanna cast Arcane armor on vampires and Vampirism on Wraiths. I usually focus DE on these guys. I know it takes more turns to spam spells but thats why you focus on Pumping your Defense stat. If you are certain that enemy will get heavy resistance against dark magic I suggest you try get Expert sorcery and Dark renewal perk. If your spell is resisted your hero turn comes again VERY quickly. It works on area spells and its nice if 1 single units resist mass decay.

Necromancers also have easy accees to Preparation perk(ATK 8%,DEF10%). Making those wraiths pretty nasty if they took defense and enemy has to attack it with melee.
You can resist pretty well ranged fire with many ways. You have confusion, weakness, suffering, blindess, Skeleton warriors, high defense etc.
Overall I think that Necropolis is creeping friendly town, but its hard to master because slow units and cant use same tactis as like sylvan(attacks with first turn).

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Reijen
Reijen

Tavern Dweller
posted June 27, 2008 12:48 AM

Great guide, it has helped me at improving my tactics wich necro's. Thanks a lot Elvin!
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kermit
kermit


Known Hero
Soul hunter
posted June 27, 2008 03:27 AM
Edited by Elvin at 04:23, 27 Jun 2008.

@HartZa
couldn't agree more, great post

Indeed but I'll have to request that you do not quote such extensive posts..

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TheKhan
TheKhan

Tavern Dweller
posted July 20, 2008 11:31 PM
Edited by TheKhan at 23:47, 20 Jul 2008.

I love strategy discussions! I found this one at the main page of heroesofmightandmagic.com. Great one .

I dislike factions related to magic much, but Necropolis is slightly different. Most of you won’t agree with me, but I decided to post it here, just in case you like to discuss/try something new or interesting. Like the other strategies in this topic.

Necropolis and the others

a Warlock aims to deal max dmg with his powerful damaging destructive magic and his quality creatures.

a Barbarian aims to deal max dmg with his great physical strength, melee hits and to improve his power with warcries.

a Ranger aims to deal max dmg with his ranged attack or unkillable ancients, and use destructive and light magic to aid his army.

a Knight aims to deal max dmg with rush burst dmg at the battles start and/or use his great morale, initiative, even speed and super creatures (except the peasant all count here), all this and decent amount of light/dark spells.

a Runemage aims to deal max dmg with destructive magic, he help his creatures with light/summoning spells and powerful runes.

a Demon Lord aims to do max dmg with his army, gated reinforcements and/or War Machines.

a Wizard aims to do max dmg with army blessed with powerful summoning/light magic, his endless mana, spells, creature artifacts and more…

As I see it (and as I understand some of the previous posts you agree with this) Necropolis is slightly different. As Necromancer your primary stats are defence and spell power. You can’t destroy the enemy with powerful destructive magic, you can’t bless your army with light magic, you can’t beat your enemy with physical strength. As Necromancer your army can’t compare with the one of might hero, and your destructive and light isn’t powerful enough against originally destructive and/or light casters. Your morale is always 0, Luck is rare as skill.

What we have here?

The true: Nival wisely created the necromancer like this for a reason, not the best one but still a reason (or it's an accident , but they created it like this).

What I’m talking is in the creatures abilities, stats and the unique skills.

The Necromancer is able to raise creatures – Necromancy, Shrine of the Netherworld and even Herald of Death (add Raise Dead here).

The Skeleton Warrior has 25% magic proof, Lange shield ability (50% ranged dmg reduction), Bash and the Shield Allies ability (50% ranged dmg reduction for friendly creatures located on neighboring tiles).

Rot Zombie’s Festering Aura effect all neighbors (except undead neighbors). The Plague Zombie is still considered as tank unit (weak one but still…).

Spectres and Poltergeists have great defensive ability – Incorporeal, The Spectre can drain mana to revive dead creatures.

Vampires drain enemies health and use it to restore its own, or even to resurrect some killed creatures. Princes may put an enemy to sleep for 3 turns.

Lich Masters are able to raise deads.

Even offensive units like the Wraith is using the slightly defensive ability Harm Touch (the enemy can’t retaliate).

The typical Undead ability is defensive – the creature is immune to Potion, Blind and Mind effects (also to Festering Aura).

Your magic schools are Dark and Summoning.

Dark is opposite school of light. With Light magic you aim to increase the stats of your creatures and the dmg you deal (or decrease the taken dmg). With Dark you are doing the same for you, but by weakening your opponents. You aim to reduce the dmg they will deal to you or increase the dmg dealt by you on the cursed target(s). With summoning you aim to increase the numbers of your army (This is the point of Raise dead also).

What is the chance (in percents) for skills?

Light Magic, War Machines, Luck and Leadership – 2% (Leadership is useless)
Enlightenment, Destructive magic, Attack and Logistic – 8%
Defense, Summoning magic and Sorcery – 10%
Dark magic – 15% (all other factions have at least 2 skills on 15%)

For the reasons here and more we are calling Necropolis defensive evil and magic faction.

Conclusion

The Necromancer does not use his army to damage his enemies (like all other factions), he is using his army as “meat shield” before himself. You need to use your Dark magic to fill the enemy lines with chaos, and your summoning magic to keep (defensive spells like Fire Trap, Arcane Crystal, Blade Barrier and Arcane Armor)and increase your army in numbers (spells like Raise Dead, Phantom Forces, Summon Elementals and Conjure Phoenix). You need to place your troops on the right place, to take the right skills and to use the abilities of your army in order to survive until you manage to destroy your enemy.

Possible Defensive Builds:

Dark Magic: Master of Curses, Master of Mind, Shrug Darkness

1st you have 15% to get Dark Magic skill (or you’ll start with it), Master of Mind is probably the best ability here, Mass slow reduce the initiative of all enemy creatures, Confusion is nice also, especially in battles against ranged neutrals, (its still good against melee units), Master of Curses - mass Weakness is a must against might heroes with strong armies, you’ll have the chance to reduse the dmg taken (by your creatures). Shrug Darkness will help against other dark casters, anyway depending on your enemy you may use your skill point in Dark Renewal or Seal of Darkness (Seal of Darkness will help against Dark Knights). I don’t recommend you Master of Pain, Corrupted Soil, or at least Corrupted Soil (the damage isn’t incredible), but it my help you against noobish (or in very early game -you even can’t take the ability so early) Stronghold player (they move the stacks every turn to keep range).

Defense: Vitality, Power of Endurance, Stand your Ground or Evasion, Last Stand

Of course Defense is needed in defensive builds, 30% melee dmg reduction will help against most of your opponents. Vitality is nice ability when your army is high in numbers (works pretty good with skeleton warriors, zombies, ghosts and in long games with vampires, but it's also decent bonus to your level 5-7 creatures) Power of Endurance – simple if you don’t mind to waste skill points in Light magic, take this one, it will add +9 defense to all creatures in your army, good for defensive armies. Stand your Ground will increase your defense.

Evasion can’t save you in battle against arcane archers, but can save part of your creatures in the attacked stack (Skeleton Warrior will receive 70% ranged dmg reduction). In this build (especially in final battles) every turn is important, Last Stand is giving you a chance for more turns and it affects all creatures in your army. Works nice with vampires.

Luck: Soldiers luck, Dead Man’s Curse

Soldiers luck is increasing the effectiveness of your Spectres, Poltergeists, Skeleton Warriors and Vampire Princes. This increase the survival of all creatures in your army (if vampires set enemy stack to sleep, it won’t damage your army in the next 3 turns, Spectres and Poltergeists will stay longer on the battlefield, and Skeleton Warriors will bash more often). Soldiers luck is one of the top abilities for Necropolis. Dead Man’s Curse always can help.

Summoning magic: Master of Life, Master of Conjuration, Fire Warriors or Banish

Almost every ability in summoning magic is useful for you. Master of Life is increasing the effectiveness of your Raise Dead spell, Master of Conjuration and Fire Warriors are good combination, Summon Elementals is affect by your spell power (one of your primary stats + 4 more spell power and + 40% more elementals -the Fire Warriors ability) you will summon decent (actually good) stack of elementals on your side, Elemental Balance my help you in battle against Academy, wizards always use the phoenix (Elemental Balance affect not only the summon elemental spell but it also duplicates the phoenix when used). Banish is useful against Inferno, or other summoners (but I consider Elemental Balance as better against enemy elemental/phoenix summoners).


For last skill (last in this list, if you want you can take it first, its even better in the case of Enlightenment) go for Sorcery or Enlightenment.

Enlightenment: Scholar, Intelligence, Mentoring or Scholar, Arcane Exaltation, Lord of the Undead

Scholar isn’t great, Intelligence will reduce the time between combats, and make them easier. Mentoring will help you to increase your DE (if you buy a lot of heroes otherwise the increase won’t be enough). Arcane Exaltation icrease you spell power with + 2, Lord of the Undead add +10 mana (1 knowledge) and +5% to your necromancy skill.

[URL=http://img50.imageshack.us/my.php?image=necropolisdefensive1qq1.png][/URL]

Spellbreaker Build

The Spellbreaker build focus on your resistance, its great against destructive caster (especially Runemages). With this build I reduced the dmg of Implosion (casted by runemage – expert destructive) from 560 to 256 – quietly nice, isn’t it? The only problem is that this build is hardecore anti-magic build = double-edged sword.

Defense: Protection, Evasion, Last Stand

No place for minding here, the magic can’t be stoped by your defense, that’s why you don’t need to waste points in Stand your Ground or Power of Endurance. Protection helps with 15% spell dmg reduction (all magic effects). Evasion – most of the caster factions are strong in ranged attacks, evasion always can help here. Last Stand – ‘nuff said in the previous build.

Sorcery: Arcane Training, Boneward, Arcane Excellence

Arcane Training is in help during long battles (and early battles), and also against neutrals, where you will like to keep your mana for the next combat. Boneward is needed for this build. It grands you more 20% destructive dmg reduction. The mana bonus of Arcane Excellence will help in neutral battles but also in combats against enemy heroes if it was taken soon before it. The +2 spell power is always great for you.

Luck: Magic Resistance, Soldiers luck, Dead Man’s Curse

Magic Resistance will makes your army more likely to avoid harmful magic effects. For the others see above.

Risky but the hardcore Spellbreaker needs it:

Destructive Magic: Master of Storms, Sap Magic

Master of Storms sucks (actually not if you manage to get the right spell). Sap Magic gives you more destructive dmg reduction (20%) with all other abilities we have 55% reduction and 15% chance to avoid completely the attack.

Depending on your enemy spend skill points in Dark magic (Shrug Darkness) or Summoning (Banish).

[URL=http://img230.imageshack.us/my.php?image=necropolisrisist1rg6.png][/URL]


As you see Necropolis has plenty of surviving tricks (not the best but plenty):

– Hero primary stats
– Creatures abilities
– Anti-magic and melee dmg reductive abilities
– Undead ability
– Transformer and necromancy skill for recovering your army
– Summoning spells to rise more and more troops
– Dark spells to reduce the stats of your enemies
– Skills and abilities

(the first aid tend is the cheapest war machine)

More interesting Necropolis builds:

Curse of the Netherworld Spammer (Hardcore)

The build aims to give you the maximum of Curse of the Netherworld.

Dark Magic: Master of Pain (+Others)

Master of pain is simply needed for Curse of the Netherworld it adds more 4 spell power for the spell.

Enlightenment: Intelligence, Wizard Reward, Graduate

As Curse of the Netherworld spammer you will need more mana (the spell cost it 15 mana). Intelligence and later Graduate will grand you all you need. Wizard Reward improves your spell power – you need as much as you can get (for more dmg).

Sorcery: Arcane training, Arcane Excellence

Sorcery is great for spammer type of caster (it reduce time between your spell casts). Arcane training will give you the chance for more casts per battle and Arcane Excellence is for more spell power.

If you want to risk go for Light magic: Twilight it adds more 3 spell power to your curse. (since this build aims to give you the best possible for the curse it's ok here If you want more balance build leave it).

Never forget Summoning magic.

The formula for Curse of the Netherworld Caster your dmg is 144+12*Power this mean like 144+12*29 spell power (level 20 with all abilities here). 492 dmg to all enemy stacks.

Wornning: The build has serious disadvantage Its useless againts Infernal or other undead creatures. You are very vulnerable to attacks. Actually I don’t recommend you the full build take only parts of it , however it's fun if you have it full

[URL=http://img46.imageshack.us/my.php?image=necropoliscursews8.png][/URL]
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 20, 2008 11:43 PM

Good Analysis

Can't wait when you do Fortress and Haven
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Coincidence? I think not!!!!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 21, 2008 12:19 AM

Good post indeed. A few things:

Soldier's luck does not affect incorporeality so no help with ghosts. Anyways luck is always good to have not only because of the obvious bonuses but also because it helps with replenishing your mana through motn faster.

Banish is totally crappy compared to what it used to be. However the reason why it's a bad idea vs inferno is that inferno units act quite fast for your hero to keep damaging their gates though banish. It's better that you simply keep casting, however it may be a good alternative if you don't get swift mind and you run out of mana fast.
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HartZa
HartZa


Known Hero
watchout graveyards!
posted July 27, 2008 06:20 PM

For my option I wouldnt take banish skill never. Its damage is way to low and its always wiser to focus on real units than summoned or gated ones. As long as you have Mark of the Necromancer perk you can keep casting spells. Fire warrior perk is much better alternative skill than sucky banish.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 27, 2008 07:07 PM

Pretty much, fire warriors was the main ingredient for my managing a day 9 break on rat race. Excellent ability

Anyways these days I had a most interesting game of necro vs inferno where enemy Deleb could puppet my units on top of having insane attack. We both made a few mistakes but eventually the combination of dark/summoning got me through. There were of course other factors such as the terrain and artifacts - crown of leadership was just great - but some randomness is to be expected.

A few things you may notice:

-High defense is the way to go, as long as you survive you can cast.
-A well placed phoenix can decide the battle, thing is it can be puppeted and unless you have vampirism you can't risk it.
-Earth elementals TOTALLY suck
-Fast casting can be essential and he didn't even use mass haste. It's a battle of spells and while inferno has pathetic defense and I also happened to have good luck necro will rarely have the might to stand against its enemies. Also more chances to make up for an unlucky summon elemental cast or a phantom that was destroyed on the first attack.
-Luck makes wonders with vampires' life drain
-Some battles are a matter of outcasting your opponent, not killing him directly. If you end up with no mana against necro it's game over.
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espen15
espen15


Famous Hero
posted July 27, 2008 11:30 PM

Guide help me lot because i know a little of the necro strategy, thanks.

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espen15
espen15


Famous Hero
posted July 30, 2008 02:57 PM

I played custom game with a survival war map i played on heroic difficulty, my heroe was vladimir and my enemy was deleb(AI), i ask is it possible to defeat deleb, because i don´t think whetever it is possible and if somebody can defeat deleb with vladimir, let me know what was right  strategy.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 30, 2008 03:06 PM

There are simply so many ways, as for AI it doesn't count because it always loses to a good human player. What exactly are you asking? Because what I wrote in the masterpost still stands, if you feel I've left something out let me know.

I'll give you an example, I have defeated the RR garrison day 9 with Naadir(that is virtually the same as Vlad) and defeated many dangerous stacks during week 1 to get there including pack of spectrals and lots of druid elders. And I lost nothing. That would be harder for Deleb to repeat, assuming it is possible.

Garrison has 333 familiars/horned grunts, 11 matriarchs/mistresses/pit fiends/pitlords/pitspawns.

That pretty much shows that necro is faster and can deal with more dangerous stacks with no fear of losses, you just don't take advantage of it.
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espen15
espen15


Famous Hero
posted July 30, 2008 06:50 PM

i asked how to defeat (ai)-deleb(inferno), with hero vladimir(necro) in heroic difficulty in map "A survival war", because i have tried it much, but never i had beaten him.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 30, 2008 06:53 PM

I understood as much. My point was that you should follow the guidelines and even then that does not automatically give you victory. Maybe you are not good enough to defeat heroic yet.

One question, can you always win on hard with necro?
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espen15
espen15


Famous Hero
posted July 31, 2008 10:30 AM

I tried to beat deleb(heroic) with kaspar and i succeeded, plague tent helped much for killing neutrals, and i managed to find tear of asha and i got expert dark magic and puppet master, in pyramid, because i killed golems, thanks anyway.

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Sargeras
Sargeras


Known Hero
the Fallen
posted July 31, 2008 03:13 PM

...spectral dragons ability says that decreases all enemy stacks morale by -1 (Death Stare), so my question is...if i split them is that ability cumulative?...thx...
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Now they shall be consumed by the very flame they sought to control...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 31, 2008 03:34 PM

No I don't think so. Only cumulative spell is vulnerability.
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kermit
kermit


Known Hero
Soul hunter
posted July 31, 2008 03:37 PM

Quote:
...spectral dragons ability says that decreases all enemy stacks morale by -1 (Death Stare), so my question is...if i split them is that ability cumulative?...thx...


No it's their presence or not on the battlefield that counts not the number of stacks

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