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One thing to note, your vampire is Immortal and not only will heal any wounds dealt to him over time, but will also reform in the Old Castle Ruin that you created him in. This makes him excellent at throwing himself at the nearest stacks and killing as much as possible before dying and reforming. I will not that he is actually weaker with the Staff of Lightning equipped, since he will use it instead of casting Necromancy.
Personally I prefer to use Liches, since they cast Necromancy twice a round and can do it in Melee, but Vampires are better suited for raiding and harassing since they have built in Life Drain, a Great Sword and Necromancy. The Boots of the Mountain that you have equipped him aren't that useful to him as he doesn't benefit from Mountain move, but the Robe of Shadows is very good and so is the Ring of Protection that gives him a total of 4 Armour (which is very powerful, all non-armour negating attacks have to bypass 3-4 points of armour, making Archers virtually useless) and some MR (to not die due to Curse of the Frog Prince which turns him into a frog, making him loose Immortal). The Robe of Shadows Floating isn't that useful since as a vampire he already has Flight. Try to find him an item that gives him Fast and he'll be very good.
The main reason why he didn't die in the fight is the Regeneration he gets, which is quite good.
The next is twiceborn. This is basicaly your budget lich tree. Twiceborn ritual is only 30 hands, and when the necro dies he'll be ressurected as a lesser undead. However, even an apprentice will ressurect with -1 insanity loss/month, and they can be upgraded like normal. You can't turn one into a vamp/lich, but they increase their isnanity reduction as they jump up to tier 3. They also lack immortality... but again, you gain sanity reduction for as little as 30 hands of glory. Get one out early and you can raise more dead with less headaches.
Finally, liches. Liches have more sanity reduction (5 iirc) and cast twice a turn. They may not have drain life (nor choose to cast it), so vamps can be more durable as frontline troops/guerilla operatives, but liches can skele spam as their fodder. Then cast entire-battlefield affecting spells that kill the living, or spam decay on everythign in sight. The demi-lich can't move on its own, but it can teleport to anywhere with dead bodies insantly. So you can send one to the other side of the map to take out entire citadels by itself. You'll then recruit/summon a commander, raise up an entire armies worth of unead, and use that to continue conquering as your demi-lich continues to hop around causing chaos.
Necro is a pretty damned OP faction, all told.
Oi, I'd also stop using minor summons. If you feel you have to pop some off while being threatened by a powerful AI, go for it, but otherwise save them for better rituals. A -much- beetter use of hands is to turn your longdeads into banefire archers. They'll gain extra magic damage (great for killing ethereal units!), but also gain decay on-hit. Anything they shoot, is dead. If it has regeneration, you'll need to diesase it first, but otherwise a single scratch with low-medium MR and that unit will die whether you win or lose the fight.
I tried to experiment with that by giving the Lich the Skull but I barely found any battles of course. In theory a Lich with the Skull should be able to cast 4 level 3 spells a round, which is beyond devastating. But giving the Vampire Count a Skull makes him a magical match for a Lich with better melee abilities. I don't think the Demilich can hold it, a skull holding a skull just sounds weird, but I haven't tried it yet.