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First of all, hello.
It's the first time I ever post on GOG forums (and it's for eador...)


So.I'm trying a skirmish "necro", and i would like to make a powerful necromancer, and i'm wondering which option to choose at level 10 for my wizard. Is it better to choose the way of the necromancer (i played a few before, enough to understand the alignment system) which limit my wizardy skills to level 3 or to select the mage way wich allows me to mount my necromancy skill to 5? What are the differences between both ways?
If anyone knows something useful about it, thanks for your answer

Excuse my english (I'm french)

edit: I'm playing right now and my wizard is level 1, it's ok i got time ;)
Post edited December 19, 2012 by asbrudael
Necromancer class IIRC boosts summons strength +2/+4 which is essentially the same as getting the summons skill to 5. It also reduces the spell costs by 25%/50% (increased bonus kicks in at level 20 in both cases).

Personally I'd go pure Mage if just for the 2 casts per turn, the spell discount shouldn't be a huge issue.
going necromancer boosts your summons and allows you to keep a summoned undead that is a level higher (or two levels higher after level 20) than your normal skill allows you - with necromancy limited at level 3 that would mean a vampire
but with pure mage you can get necromancy to level 5 allowing you to keep the vampire as well - but you also get the benefit of two casts per turn after level 20 - and your summons are on a higher level because you can have summoning on level 5 and not only 3
furthermore the archmage does more damage with his damage spells - and because concentration can be on level 5 your curses will last longer

all in all i would go pure mage
so far all mixed classes i encountered are outdone by the pure classes (with the exception of the enchanter and the holy knight maybe)
Ok I see I'll go pure mage. Thanks a lot. I'm encountering problems with population mood by being evil, but it'll be ok I think. Thanks, I return in Eador :)
One other thing that might be overlooked is that necromancer eventually gets 7 command whereas pure magician only gets 6, the difference being a tier 3 unit slot. So the necromancer can keep 2 ghosts with him while magician can only keep 1.

All in all it's still not really worth losing the ability to cast 2 times a turn for some cheaper summons and a single tier 3 unit slot.
So, if I understand it correctly, wizard specialisations are broken? Necromancer class should fit for undead mages, but it doesn't, right? You can simply go pure mage and be better.

Is there any use for Necromancer class?
A lot of the multiclass options are way too weak really. But some are interesting.