Yet another walk through of a
Necromancer / Cleric starting as King, made in
v155 B2_plus build today:
first you MUST select for race/region "Living Undead" to correctly set up a Necromancer:
after your character starts about 4 hours in game a pop up window will ask you to select your deity.
It will
only show you evil aligned deities, so no fire cleric option for Necromancers.
Before you can do anything you'll be sucked into making your custom troops. UNTIL THIS IS DONE you can ONLY AUTOCALC battles, as all your high tier troops start naked.
I set undead skin, and there could be trouble if you don't.
The downside of undead skin is enemy clerics; the upside is you start will all troops +2 ironflesh.
I selected a single branch with 7 tiers instead of the split branch, so that I can have a super troop of sorts at the end.
After you made your troop tree you can exit town, click Camp menu: actions: use necromancy: summon specialized skeletons: summon 20 skeleton infantry or 30 skeleton archers. The archers have longbows and the infantry are reasonably tough, all things equal. They fight better at night than in the day and otherwise DO NOT go down in battle or they all run away. Resist the urge to Rambo at the front. That's for your staff errm pets to do. Necromancers learn "managerial skills" or die fast...
You'll need to heal afterwards. Normally, this is the first speed bump - by plan, it is extremely difficult to get a heal. Rings of healing wont work on a lich. The unicorn won't help a lich. Heal spell and healing auras fail on necromancers. ANY necromancer. But negative energy burst, and the sword the Lich, do work. Thus, cleric is a viable second class for Necromancer. Evil cleric, that is. I should sometime shrink the text on the energy burst tabs, but people vastly over estimate just how much free time I really have, instead of being happy that anything works. At least I took time to make this walk through...
The first thing you should do is enter town, visit the castle, talk to the minister, "hire staff", and hire a chamberlain and a constable.
You should deposit about 5000-6000 dinars with your chamberlain to pay for recruiting troops via caravan, which only needs 1K or so but you'll be deficit spending by week 2, assuming you last that long. Caravan recruiting shows at the town menu as "recruit troops" after 2 days wait.
Let's give you a good start:
So notice on slide 18 and 19, different factions had different available numbers. This is entirely from prejudice -- all you have so far are a few undead and several dark mages in your party, and already some factions offer fewer recruits than others. In this case there is only one real choice: "House of Ken Urden" / Drow troops coming from Praven. They will be allies and males are potential casters and females are potential priestesses, with healing rings at highest level. That you don't have to buy. If that isn't enough, just think of how fashionable they look. Come on...
Except, if they are the best choice but those are all the drow that touch Dhirim by trade routes, then the NEXT time recruit troops shows take the 5 dark mages. Put them at the bottom of your party so they fall down last in battle, and dont YOU try to be the hero. Wimp out and let your undead do their thing. You're the boss, right? Cause if you go down, they all run away. Unless you have worked up some necromancers from keeping those darkmages alive, in which case if they aren't wounded they stop "your" undead from revolting.
Now, having given you 2 days head start, don't be surprised if you get steam rolled. Basically, your only chance to stay alive the first few weeks is to take troops from the garrison and beat down small enemy raiding parties while recruiting and making anything you can. You now (as of B2) have a HUGE party size so fill it to beat all those little lords that come running. Avoid fair fights. Its a necromancer thing -- until you really do have 400-500 troops in Dhirim, its a magnet to get sieged. You can't strip the troops for long, but you CAN smack a lord, then return some troops, dumping some of those tier 1 skeletons and zombies you get after each battle back into town so it seems like town has a huge garrison. At the same time you are levelling up a force to reckon with, hopefully steam rolling small lords and dodging big ones. You need to work fast, very fast, and win all your battles so as to not waste troops. Keep hiring dark mages every 2 days and otherwise let them pump up the volume once a week. You might just pull through after all.
In my opinion, v156 was simpler and safer, but I tried to give you some options for v155. The problem with taking the throwing spells is you have to wear really light armor or it hits the effective magic power your troops have, which is a function of intelligence for custom troops only. You cant directly twiddle with it; its automatic. Charisma is magic defense skill. The settings I chose give +2 MP and +2 Magic defense (only to the custom troops), plus custom troops already start with +2 magic defense. The polearm focus was mainly to show off dual stab, but with a good shield it gets the job done. These should be fairly good dodge troops, able to skirmish well, and maybe get some free heals while rounding up prisoners.
Sell your prisoners as a set, not one by one, for double pay.