Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
tl;dr - Insanity comes from raising the dead or visiting the void. The only thing it does is prevent your commanders from taking actions and it is never a benefit to have.
The big pie is mostly right, but if a unit goes insane, it's taken out of the army it's in, even if it's led by a sane commander. Basically he spends the turn shouting at trees, regardless. It's just that if he leads an army, the army sits still too.
Necromancers can have some rather horrifying troops and spells, especially liches, and are painfully suited to fight normal human troops.
You sure about that? My apprentices tend to be scattered all over the landscape, and that's not from battlefield insantiy.
Edit: I just tested it, and the pie is right. Sorry about the misinformation.
Weird. I was quite sure it didn't work like that.