
How to use this hero
Home faction: Necromancer
Spell support for the army
Use this hero to support the army around the spells below. Check actual mission availability, eligible targets and enough mana for the whole battle plan. The linked spell card explains suitable uses.
What the profile establishes
Listed starting skills
- Basic Necromancy
- Basic Wisdom
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Choose spells according to available guilds and Wisdom requirements for higher circles. Budget subsequent battles and daily recovery; Heroes II does not use the later mastery system for individual schools.
Skills I would build around: Basic Wisdom · Basic Necromancy. Match further choices to available ranks and the current army.
Creatures I would consider
Spells for this plan
- HasteStandard class starting spell
Before casting, check whether the new speed reaches a shooter or secures a better next action.
Equipment I would compare
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Base attributes
- Attack
- 1
- Defense
- 0
- Spell Power
- 2
- Knowledge
- 2
Spells and suitable equipment
HasteStandard class starting spell
Equipment suggestions for the plan (3)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Enchanted HourglassSuggestionAdds two rounds to applicable lasting combat spells.
For a lasting spell the hero already knows. Extra rounds help only if the effect remains and combat lasts that long.
Power RingSuggestionAdds two points of daily mana recovery.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
Caster's Bracelet of MagicSuggestionRaises Spell Power by two for scaling magical effects.
For spells whose damage or duration actually uses magical power. Check the individual spell formula.

