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Form what I know, the Insanity is a percentage chance to be insane that turn. Insanity can be reduced by a trait that Grand Necromancers, Death Knights, Liches, Twiceborn (the thing you become after the Ritual that is) and Demi-Liches have. Liches and Demi-Liches have 5 in that trait, while everyone else has 1.
Vampires reduce Insanity by eating people.
Necromancy should have skill levels instead - that should affect the quanitity of undead risen by 1 attempt (lvl 2 necromancy could raise more undead per turn).
Necromancer -does- need some balancing factor for their cheaper units, I feel the simplicity of walls with archers on them helps, but it also means that a deathball necro army can eventually just roll over a sufficiently limited force. I'm not entirely sure what the solution will be, but I'm hoping that there will be something to change Necromancers' up a little bit, as while I personally like where Necromancers are, apparently it's not all that popular for other people. Furthermore, the Insanity mechanic really doesn't quite feel like it's everywhere it should be. High Cultist doesn't gain any insanity for its' human casters summoning things, Demonologist can perform hundreds if not thousands of human sacrifices without even the slightest of regrets. (If everything is awesome and the demon army he just summoned doesn't decide he looks delicious) There's plenty of light examples for where people who reasonably could gain insanity just don't, so honestly, having the Necromancer be the odd man out for "Your magic is so vile it hurts your ability to comprehend reality" weirds me out.
Then again, I love Markgrafs conceptually (I want immortality. I'm personally not smart enough to manage it, but I rule a kingdom. You, over there, mage. You will make me immortal.), but I hate the fact they're burgmeisters too much to play them long term, so I'm probably the odd man out in alot of areas.
I'll leave now...
But seriously, question - My necromancer performed a major ritual and summoned a ghost which has the ability that reduces insanity each turn. However, from what I can tell, the ghost cannot command troops or cast rituals, ie.. cannot raise dead and become insane. The skill does not seem to affect the commander of the party the ghost is in. Am I missing something?
I really do not like the eat village mechanic to some degree. A somewhat broken way of beating an enemy that relies on gold to a great degree is flying a stealthed vampire around and eating everything possible.
Actually that's not entirely true. A necro apprentice was a commander before twiceborn ressurection, and maintains all spells/rituals that they had before. The only thing they lose is the ability to become a vampire or lich, as they are already an undead wight. the only exception to this is if they gained the "feebleminded" wound while dying.
Moral of the story - ALWAYS cast Twiceborn in your citadel, NOT in a graveyard unless you specifically want an ethereal commander and the dice gods aren't giving you a Wraith.