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Best maps for necropolis players on heroes of might and magic 3
Best maps for necropolis players on heroes of might and magic 3




best maps for necropolis players on heroes of might and magic 3

Scholar - handy if you aren't able to go back to your town with your main hero to learn some spells.Resistance - great for PvP, but due it's randomness it has been replaced by Interference in HotA.

best maps for necropolis players on heroes of might and magic 3

  • Pathfinding - reduces the movement penalty for rough terrains.
  • Necromancy - Restricted to necromancers.
  • best maps for necropolis players on heroes of might and magic 3

  • Navigation - more movement on sea + speed during battles there.
  • or maybe on smaller maps mysticism could be actually better than Intel(?) It 'only makes sense' in WoG where it restores percentages (30% each day).
  • Mysticism - Mysticism can be completely replaced by Wizzard's Well.
  • Luck (secondary skill) - similarly to Leadership the other choices tend to be better, you can also get the same benefits from having the Pendant of Courage artifact equipped (which makes both obsolete.).
  • (logistics spec heroes are banned from WLC )
  • Logistics - more movement = more actions/turn.
  • Learning - the benefits are too minor to consider taking this.
  • Leadership - might heroes tend to have higher chance to get it especially where mage guild can be upgraded only to lvl3.* After having Morale on +3 you don't get further advantage for stacking morale.
  • First Aid - almost useless, especially in SoD version as the Elixir of Life makes it obsolete it has been enhanced tho in WoG/Era2 version as 'Advanced War Machines' skill.
  • Fire Magic - " omgwtfbbq" mass Berserk/Bloodlust/Blind/Fire Shield/Armageddon/Fire Elemental.
  • Estates - for your secondary/peasant heroes to raise income.
  • Earth Magic - Mass slow/Town portal/resurrection/Force field/anti-magic makes it incredibly valuable to have on all heroes.
  • Eagle Eye - in the vanilla aka RoE this is the most useless skill along with Navigation (when no water content).
  • (Rogue and "Visions" spell will reveal if the wandering monsters will fight, join or flee. To get the most out of it - you should be hoarding lots of gold and use the 'powerful hero' strategy cause the stronger/greater your army is the higher chance you have that the enemy monster armies will join you.
  • Diplomacy - potentially one of the most overpowered skills especially on larger maps.
  • The expert skill still doesn't guarantee a broken wall in one turn nor a tower, and usually by the time when finally break in your flying creatures/archers/spells already cleared the most of the defenders there.
  • Ballistics - Simply terrible choice, not worth taking even if you are constantly in siege battles attacking enemy towns on daily basis.
  • Can be handy when you are low on gold & have a single fast unit -to kite monsters controlled by AI around
  • Artillery - allows manual control for your Ballista.
  • Armorer - amazing for physical damage reduction.
  • Archery - worth to get with all towns except Inferno and Fortress.
  • Air Magic - always worth to get with any hero (mass Haste/Counter Strike Dim.





  • Best maps for necropolis players on heroes of might and magic 3