Zombieeeeesss... ahhh :)
They become very tough, if you skill necromancy and have the skills/attributes of the slain enemy. If you kill and reanimate a level5 enemy, you will have a level5 zombie, which can still level on its own further on.
1. Feels No Pain - their damage doesn't decrease if they are hurt (a zombie with 1 hitpoint does the same damage as one with 30 hitpoints).
2. Tireless - they do not need stamina.
3. Intrepid - their morale does never change (full)
4. Poison Immunity - cannot be damaged by poison attacks
5. Slow - you do not want them to rush to the enemy, before you had a chance to weaken them. One field per turn, it also gives a nice creepy feeling of a moving zombie army.
5. Undead - no lifedrain attacks or vampirism work on them
6. They can cause disease with upgrade or demoralise their enemies.
7. Leave no corpse to be raised by the enemy.
Wiki page:
http://eador-masters-of-the-broken-world.wikia.com/wiki/Zombie We want zombies for our hero as soon as possible (costs 380 gold and 75 gems):
Library (50g,10g) -> Altar (50g,5g) -> School of Necromancy (60g,40g) -> School of Wizardry (220g,20g)
Difficulty: On Beginners you can build all of those straight away, Experienced and up need to wait a few turns for the crystals or do something else to get them,.
Building takes four turns and in the meantime we just explore the headquarters, while refusing to fight anything.
Once the buildings are built, this is it. You never need any upgrades for armour or any equipment. As a matter of fact, you can win a whole shard with magic arrow and zombies.
All that matters from here on, is to capture provinces and make gems.
Lvl0:
3x magic arrow (1 Stamina, 4 Gems)
1x raise zombie (2 Stamina, 8 Gems)
You can easily kill:
Adventurers, Goblins, Orcs, Shamans/Sorcerers (with more skill anything with a heartbeat)
You should stay away from:
Undead/Ghosts and Golems (anything without a heartbeat, Golems are terrible magic resistant!!!!)
Example:
Adventurers are usually four enemies and consist of a dwarf, an elf, some hobbit and a healer or something.
Make sure your troops (if any) are gathered in the most opposite corner of the battle field.
1. turn: they usually have the first turn in the beginning of the game, let them come.
2. turn: kill that hobbit or whatever they bring for ranged attacks with a single shot magic arrow.
3. turn: they will advance without their little bigfoot
4. turn: raise their hobbit as zombie and immediately backstab that elf, healer or whatever is in range. Now we got a ~24-27 hitpoints tank behind enemy lines, two less enemies and one corpse on the ground for later use
5. turn: usually the two remaining now turn back towards your zombie
6. turn: make your new zombie stand on a hill or in good defence, attack and counter-attack are the same for zombies and increase with the hero's necromancy skill. If some enemy is close enough and it is your turn, backstab them and|or raise another zombie from the dead healer or elf you just killed...
7. once the battle is over and you got necromancy lvl2 yet, you can add the zombie[s] to your troops for a fee in gems
Alternative:
Send your militiaman, the one you got for free with the hero, into a suicide attack and raise him as much more powerful zombie
Once you have two or three zombies to your name and enough gems, you can start the battle, hit F11 and walk away. The AI will kill and raise undead for you :)
I usually use F11 for my zombies and toggle it off for my mage to kill those archers and create some dead bodies at the beginning.
Skills in order of priority. Very simple to follow... whenever you level up, choose one of these in order. They can and will all be maxed out in the end.
1. Wisdom - makes you level up faster and you can add more spells to your book
2. Necromancy - as soon as possible to lvl2, so you can build your zombie army and your zombies deal more damage
3. Magic Power - your attack spells do more damage
4. Thaumaroundsgy - your attack spells do more damage
5. Wand Master - more initiative is good. If you rely on your wands missiles, rethink your tactics.
At level 10, you should go Mage because we want to use spells not bows.
The amazing thing: At lvl 20 the Arch-Mage has two attacks per turn and can cast a fireball into the enemies, then immediately raise the fallen to fight on his side.
Equipment:
Use anything that gives stats in this order (I usually wait for drops rather than building my own shops):
1. Stamina - most important and you should never run out of
2. Magic Power or Spell Power - we need to kill something first and as soon as possible
3. Undead - there are some knifes, rings and wands or orbs that increase the undead skill
Later on you will want some AE-Spells that cost more gems, but are much more effective against larger troops. Here are my favourite spells, the damage shown is only an estimate and depends on the individual skill level, magic level through items and luck of the attack.
Fireball - does 7 magic dmg +Magic level damage and enemy resistance reduced (max 15) = 22 to up to 7 enemies
Stone Rain - does 5 physical dmg + Magic Level*0.5(powermod) (max 5) = 10 to up to 20 enemies and ignores defence resistance (quarter of the battle field)
Lightning - does 12 magic dmg +Magic level damage*2(powermod) and enemy resistance reduced (max 25) = 37 to 1 enemy (Vampire onehit wonder)
Raise Ghoul - with command at maximum 6 you can have five of those. They have nearly the same stats in health, attack and abilities as zombies, but can gain as an upgrade the crippling strike ability and have the poison attack by default. They do however cost more than twice as much in gems. IMHO you are better off with 10 zombies at 20 gems per turn upkeep than 5 zombies and 5 ghouls at 35 gems per turn upkeep. They also move two fields per turn and engage with enemy troops rather quickly, so you might hit them with friendly fire.
With rain of stones it is really nice to weaken nearly all their troops before they are finished off by your undead.
Most powerful I did use and it is amazing (found the scroll somewhere rather than building the base for it):
Cloud of Terror - 10 Morale damage to up to 20 enemies
With high enough initiative, you got the first strike and this makes 70-80% of the enemies flee immediately. Even if they do get some morale back after a couple of turns, my zombies will start killing them off and they won't fight back, which in turn reduces the morale of the other still frightend enemies again :D
When you level up, you get one auto-skill. For perfectionists, you could reload the game and do the same fight over and over again until you get the preferred Command+1 at level up, this lets you raise even more undead. I also like Magic+1, as it increases your damage. Health+1 is not good and if you need more hitpoints as a mage, something is wrong.
Least important skills in order:
1. Summoning - absolute useless for zombies
2. Concentration - there are no damage spells over time or they are fixed like disease
reference:
TotalDamage = MagAttak + MagAttak / 5 - Random (2 * (MagAttak / 5) + 1) - TotalResist * ResistPower,
or approximate form:
TotalDamage = MagAttak * random (0.8; 1.2) - TotalResist * ResistPower,
where
MagAttak = BaseDamage + Power * PowerMod;
BaseDamage - base damage spells (from the table below), it will be displayed in the spell description;
Power - the value of the skill " Strength magician "hero, the caster;
PowerMod - modifier " Force magician "for this spell (see. plate below);
TotalResist - resulting target's resistance (depends on the "Resistance" goals and " Overcoming resistance to "the hero, the caster). Formula:
TotalResist = Resist - ResistPierce,
where Resist - the value of the "resistance" targets;
ResistPierce - the value of the skill " Overcoming resistance to "the hero, the caster.
TotalResist can not become smaller than 0 (in this case equal to zero).
ResistPower - modifier "Resistance" for the purpose of this spell (see. Plate below);
random (x; y) - a random number in the range from x to y.
Link:
http://www.eador.com/en/14.html