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Heroes V · HERO PROFILE

Naadir in Heroes V: skills and tactics

Naadir in Heroes V: Temporary Ghosts after stack destruction. Necropolis affiliation, sourced skills and specialty, spells, suitable creatures and conditional equipment.

Naadir — portrait in Heroes 5
Source · Game artwork

Necropolis · Necromancer

Naadir

Standard profile

How to use this hero

Home faction: Necropolis

Temporary Ghosts after stack destruction

The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.

What the profile establishes

Specialty · Soulhunter

A destroyed enemy stack is replaced by temporary friendly Ghosts. Their number scales with level; they are not permanent reinforcements.

Listed starting skills

  • Basic Necromancy
  • Basic Summoning Magic
  • Basic Dark Magic
Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.

Skills I would build around: Basic Necromancy · Basic Summoning Magic. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • Raise DeadSpell / warcry in the reference profile

    Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.

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
0
Defense
1
Spell Power
3
Knowledge
1

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Spells and suitable equipment

The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.

Equipment suggestions for the plan (2)

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.

  • Beginner's Magic WandSuggestion

    Adds two Spellpower; despite the name this is not a limited-charge casting wand.

    For spells whose damage or duration actually uses magical power. Check the individual spell formula.

  • Necromancer's HelmSuggestion

    Adds two hero Knowledge for greater base mana capacity.

    For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

All spells in this game →

Creatures connected to this hero

  • Ghost
    • Temporary combat summon

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

The trigger is an entire enemy stack’s destruction. Friendly Ghosts replace it in a hero-level-dependent number and remain for this combat. Compare finishing one stack with spreading damage among several stacks that can still act. Do not include these Ghosts in the permanent post-battle army.

Reference ↗

Roster and source scope

Tribes of the East 3.1 manual: 64 standard heroes and 49 additional profiles including campaign variants. Skills and four attributes describe the manual profile, not a guaranteed state on entering every mission.

Development and equipment suggestions are our analysis of the listed profile. A mission may alter the starting state; each relationship distinguishes school access, an actually learned spell and a future acquisition option.