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Nah...vine men are terrible in a fight...3 vine men is nothing, only things they got going for them is 50 morale (so at least they never run away), 0 upkeep and cheap. I use them for manning fortress walls / meatshields / place them at back in a battle to improve overall army morale, so your real troops less likely to break morale (cause we still got those hordes of useless vine men in reserve...lol).
Once you have Construction 4 the Amulet of the Dead is usually more useful and gives +5 Undead leadership and the ability to spam a skeleton each turn. A few indy commanders spamming skeletons for many turns can be quite useful in long running battles as each cast with an item is only 5 fatigue.
In MP you're unlikely to have sixteen battles with the same commander. Even in SP, sixteen is pushing it.
But the Skull Talisman is a trinket. It's not surprising if a trinket is extremely niche. In Dom4 it was crazy overpowered for a trinket; now you get pretty much the same power but only at Constr-4.
What's better a trinket that players liked, used & forged, so saw play or a unloved trinket that is never used, never forged and forgotton about forever.
That's like complaining about how Horde of Skeletons completely obsoletes Raise Skeletons.
If you have only Constr-0, Skull Talisman will still boost (double?) the effectiveness of your assassins. If you have Constr-4, Amulet of the Dead will boost it much more.
Nah it isn't.
Because Raise Skeletons will still be used until you get Horde of Skeletons, so is a useful step by step progression.
NO player worth is salt will EVER waste 5 or 3 D gems to forge a skull talisman, so there's no step by step progression, just another useless, pointless, waste of space trinket, where before it was nerfed you had a useful trinket used alot.
So why not give it the reanimation bonuses instead instead of 1 useless skellie?