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Might & Magic: Heroes VI Game Guide by gamepressure.com

Might & Magic: Heroes VI Game Guide

Table of Contents

Abilities | Necropolis M&M: Heroes VI Guide

Last update: 01 February 2017

Necropolis heroes are quite different from other ones. As theirs armies has no morale, all abilities and spells affecting it are worthless. Most of undeads is also rather resistant to physical attacks - so we don't have to care about their defence. So what should we choose? All kind of curses of course!

Darkness magic is the best possible choice. If we decided to chose magic hero, we have a big advantage from the beginning. Favourite necromancers spells decreases enemy's statistics or weaken them in other way. Spells like weakness, agony or despair will highly hurt our opponent, but terror, Puppet Master and life drain let feel us true power of undeads. If opponent's hero is a wizard, we'll disarm him with purge - one of the most powerful spell in the game.

Do we need something more? - Abilities | Necropolis - Heroes - Might & Magic: Heroes VI Game Guide
Do we need something more?

Of course necromancers shouldn't forget about prime magic - there are abilities highly increasing hero's power. Arcane ward, Arcane Exalation and magic synergy are basis but on higher levels we can look also on time stasis, dispel magic and haste - which let us control all battlefield.

When we get those abilities we can consider some might abilities. The most useful will be for sure defender, destiny's chosen, assailant and ambush (firstly!), but also counterstrike or resillence could be good. Despite, those are whims - magic sphere is more worthy, so we should buy rather spelling heroes.

List of all spells and abilities you will find in main guide.

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