SpellForce: Conquest of Eo

SpellForce: Conquest of Eo

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Mora Feb 4, 2023 @ 11:01am
Necromancer is pain to play.
Auto-resolve = Bad ; damage units too much, miss the chance to eat corpses , miss chance to capture souls.

Undead can only be heal with spells sometimes require more that 1 spell , I have to charge 3 spells to heal my stack? plus the mana upkeep is a huge mana waste.

Can the necromancer craft anything to sell? unlike the others mages.

Playing alchemist I was able to create a mana stone? I think worth 20 or 30 mana, The necromancer needs something like that using extra souls instead.

Merging 3 or 2 weak souls into a stronger souls is not a mechanic?
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Showing 1-12 of 12 comments
Batailleuse Feb 4, 2023 @ 11:28am 
Originally posted by Mora:
Auto-resolve = Bad ; damage units too much, miss the chance to eat corpses , miss chance to capture souls.

Undead can only be heal with spells sometimes require more that 1 spell , I have to charge 3 spells to heal my stack? plus the mana upkeep is a huge mana waste.

Can the necromancer craft anything to sell? unlike the others mages.

Playing alchemist I was able to create a mana stone? I think worth 20 or 30 mana, The necromancer needs something like that using extra souls instead.

Merging 3 or 2 weak souls into a stronger souls is not a mechanic?

basically you have to pray that your hero necro gets the undead healing perk (heals 30hp/turn to the party, plus some during the battles) or that you get an undead geal perk item.

and you need to speed run research to get the perma buff (with ongoing 1 mana cost) that give a passive 30hp regen/turn.

they do have some advantages, such as you can either do full physical or full dark damage, once you get your t2 units, the plague zombie basically with pop an almost infinite amount of free t2 zombies. (i do recommend getting one of those asap), dark damage being obviously superior, since you can get a -25% dark resist on the whole enemy team before a fight and your mages can add another -50% during the fight. so you can actually melt almost everything.

the Vampire is pretty strong as in... as long as you win fights they will always come back from the dead.

and basically undead just get better later, since you can mod any soul type you like to any undead.

a very stupidly strong t2 soul to use is the one giving the stacking berzerk, you can get some 7-8 kill per fight ... by the end its a +10 or more damage per hit. it's just ridiculous.

but some like +20-30 base hp is also pretty strong. but mana is usually an issue later to sustain armies, you can afford a few but you need to complete your armies with no cost units, like zombies, or skeleton that you get from cannibalism spell. (cost 0 instead of 1)

or you can put the Undying t3 soul on everyone, and they will act like the vampire, will always resuscitate after every fight with 30%hp.

but i was not too impressed by their t3 units comparatively to other factions.

the lack of heal early is just deadly, and they dont have many source of leech.

all the while any living creature, when leveled you get it 2 level in the "regeneration" perk will heal to 100% every turn pretty much. while the regen for undead is like 2-3 hp per day it's just useless.

that being said, vampire were pretty efficient, and they can be stupid deadly.

but i feel that overall having healer or bards type of character with living creature will tend to be superior anyways.


only tip i can give you, is early, play with the wisp, they are low key the strongest unit by far, in the undead arsenal, just because they take -50% from physical and elemental damage from any source.

just suck that we cannot XP summoned creatures, some later are really really good. like the summoned ethereal guardian (one of the best to fight undead)

but even by late game i would always just keep 1-2 full wisp armies around to fight the weekly brigand and level the new hero with them.
Livy Feb 4, 2023 @ 11:30am 
"the Vampire is pretty strong as in... as long as you win fights they will always come back from the dead."

Funny enough, my necromancer/mentalist is just amassing brainwashed paladins instead.
Izunyami Feb 4, 2023 @ 11:48am 
Originally posted by Mora:
Auto-resolve = Bad ; damage units too much, miss the chance to eat corpses , miss chance to capture souls.

Undead can only be heal with spells sometimes require more that 1 spell , I have to charge 3 spells to heal my stack? plus the mana upkeep is a huge mana waste.

Can the necromancer craft anything to sell? unlike the others mages.

Playing alchemist I was able to create a mana stone? I think worth 20 or 30 mana, The necromancer needs something like that using extra souls instead.

Merging 3 or 2 weak souls into a stronger souls is not a mechanic?

Yeah, autoresolve on necro is bad, but that's pretty much universal for necromancers in all startegy games. It's hard to program simulated battles that takes in the odd intricacies of necromancy.

Undead can heal with a lot of various means though, I haven't used the spell Cannibalize in like 20 weeks of game time. Unless you're referring to a different spell?

Most of the units can learn Consume Corpse which is an easy skill to get end-of-fight heals, although I think it's broken because it says adjacent corpse and has the action range of 1 but I can target any corpse on the field.

They can also level up and learn Melding Flesh for passive overworld heals. And there's runes/souls and a level-up specifically for your spellcasters that can teach them Undead Healer, which gives a POWERFUL squad-wide auto-heal on the world map as well as a decent in-battle heal. And there's also an enchantment that you can get that gives the same level of auto-heal on one unit.

But, of course, the best part of undead is their ridiculous access to lifesteal and how powerful it is. My main squad hasn't taken a loss in a long time, even while warring against multiple mages at full power, because of lifesteal. Lifesteal on T2 acolytes, flayed ones, or skeleton riderse is decent. But when you can get lifesteal on a blood golem, he practically becomes immortal. Blood-charged is hilariously overpowered with the right strategy, which also gives a tiny heal to undead per turn.

If you can get Baron Meldec's soul and put it on a vampire, you also have another near-invincible undead. Necromancers are meant to have a bunch of throw-away units at lower levels and carefully protected but powerful elite units at higher.

Also; of course necromancers use a ton of mana... that's pretty standard across the genre. But they also need virtually zero gold, only to buy runes/items on occasion. Don't invest into gold sources, invest into mana and you'll be fine..
Izunyami Feb 4, 2023 @ 11:49am 
Originally posted by MrFox1231:
"the Vampire is pretty strong as in... as long as you win fights they will always come back from the dead."

Funny enough, my necromancer/mentalist is just amassing brainwashed paladins instead.
I wish I went mentalist instead. I was deciding between that and nature, but nature is feeling very underwhelming and I haven't used it at all.
Lyrdian Feb 4, 2023 @ 4:06pm 
Originally posted by Izunyami:
Originally posted by Mora:
Auto-resolve = Bad ; damage units too much, miss the chance to eat corpses , miss chance to capture souls.

Undead can only be heal with spells sometimes require more that 1 spell , I have to charge 3 spells to heal my stack? plus the mana upkeep is a huge mana waste.

Can the necromancer craft anything to sell? unlike the others mages.

Playing alchemist I was able to create a mana stone? I think worth 20 or 30 mana, The necromancer needs something like that using extra souls instead.

Merging 3 or 2 weak souls into a stronger souls is not a mechanic?

Yeah, autoresolve on necro is bad, but that's pretty much universal for necromancers in all startegy games. It's hard to program simulated battles that takes in the odd intricacies of necromancy.

Undead can heal with a lot of various means though, I haven't used the spell Cannibalize in like 20 weeks of game time. Unless you're referring to a different spell?

Most of the units can learn Consume Corpse which is an easy skill to get end-of-fight heals, although I think it's broken because it says adjacent corpse and has the action range of 1 but I can target any corpse on the field.

They can also level up and learn Melding Flesh for passive overworld heals. And there's runes/souls and a level-up specifically for your spellcasters that can teach them Undead Healer, which gives a POWERFUL squad-wide auto-heal on the world map as well as a decent in-battle heal. And there's also an enchantment that you can get that gives the same level of auto-heal on one unit.

But, of course, the best part of undead is their ridiculous access to lifesteal and how powerful it is. My main squad hasn't taken a loss in a long time, even while warring against multiple mages at full power, because of lifesteal. Lifesteal on T2 acolytes, flayed ones, or skeleton riderse is decent. But when you can get lifesteal on a blood golem, he practically becomes immortal. Blood-charged is hilariously overpowered with the right strategy, which also gives a tiny heal to undead per turn.

If you can get Baron Meldec's soul and put it on a vampire, you also have another near-invincible undead. Necromancers are meant to have a bunch of throw-away units at lower levels and carefully protected but powerful elite units at higher.

Also; of course necromancers use a ton of mana... that's pretty standard across the genre. But they also need virtually zero gold, only to buy runes/items on occasion. Don't invest into gold sources, invest into mana and you'll be fine..
Is blood charged a permanent stack? Or does it fade outside of combat?
Agreed, the necro doesn't become powerful until super late in the game due to the massive investment needed to do anything.
PewSquare Feb 4, 2023 @ 5:47pm 
I dunno, I played a bunch on medium difficulty, and everyone is saying necro becomes strong later on. I have the opposite experience.
Since you can easily sustain units on mana, early and mid game seems easy on necro. But once you start hitting armies with T3 units, even high level units on your side just don't cut it. Its so hard to get any meaningful amount of runes to buff your armies. Sure you are still strong, but you turn into pretty much a glass canon the later the game goes.

No idea if there are any good opportunities to get some gear for your units. But so far, the tunes are a real issue. Especially since more often than not you would even want to sue them to raise dead and not equip them.
Batailleuse Feb 4, 2023 @ 5:58pm 
Originally posted by Lyrdian:
Originally posted by Izunyami:

Yeah, autoresolve on necro is bad, but that's pretty much universal for necromancers in all startegy games. It's hard to program simulated battles that takes in the odd intricacies of necromancy.

Undead can heal with a lot of various means though, I haven't used the spell Cannibalize in like 20 weeks of game time. Unless you're referring to a different spell?

Most of the units can learn Consume Corpse which is an easy skill to get end-of-fight heals, although I think it's broken because it says adjacent corpse and has the action range of 1 but I can target any corpse on the field.

They can also level up and learn Melding Flesh for passive overworld heals. And there's runes/souls and a level-up specifically for your spellcasters that can teach them Undead Healer, which gives a POWERFUL squad-wide auto-heal on the world map as well as a decent in-battle heal. And there's also an enchantment that you can get that gives the same level of auto-heal on one unit.

But, of course, the best part of undead is their ridiculous access to lifesteal and how powerful it is. My main squad hasn't taken a loss in a long time, even while warring against multiple mages at full power, because of lifesteal. Lifesteal on T2 acolytes, flayed ones, or skeleton riderse is decent. But when you can get lifesteal on a blood golem, he practically becomes immortal. Blood-charged is hilariously overpowered with the right strategy, which also gives a tiny heal to undead per turn.

If you can get Baron Meldec's soul and put it on a vampire, you also have another near-invincible undead. Necromancers are meant to have a bunch of throw-away units at lower levels and carefully protected but powerful elite units at higher.

Also; of course necromancers use a ton of mana... that's pretty standard across the genre. But they also need virtually zero gold, only to buy runes/items on occasion. Don't invest into gold sources, invest into mana and you'll be fine..
Is blood charged a permanent stack? Or does it fade outside of combat?

only during a fight. resets between. but still pretty strong. you just snow ball.

imagine a 6v6 situation and everyone on your side has the blood stack.,

1 kill, you get a total of (3 attacks) with 2 more damage, on 6 monsters. so 6x2x3 = 24 damage. total... everytime something goes down.

amplified by resistance ... so if you put someone into negative resist you can just instantly one shot them eventually.
Elfie Feb 4, 2023 @ 11:36pm 
Originally posted by Mora:
Auto-resolve = Bad ; damage units too much, miss the chance to eat corpses , miss chance to capture souls.

Undead can only be heal with spells sometimes require more that 1 spell , I have to charge 3 spells to heal my stack? plus the mana upkeep is a huge mana waste.

Can the necromancer craft anything to sell? unlike the others mages.

Playing alchemist I was able to create a mana stone? I think worth 20 or 30 mana, The necromancer needs something like that using extra souls instead.

Merging 3 or 2 weak souls into a stronger souls is not a mechanic?

Necromancer's way is not supposed to be easy. Its just in most games necromancers tend to be OP for some reason, but here he is not.

Regarding souls - t2 souls with Undying trait can be easily farmed by constantly casting "Leech City" on city of faction with which you have full rep. T3 - yes, kind of complicated to get...

I'd also advise skip t1-t2 units at all (except maybe skeleton archers and wraiths), just use wisp stacks (5 wisps + hero/apprentice), until you can get t3 sould and craft walking armors and the like.
Andey Feb 5, 2023 @ 6:50am 
Maybe I am getting something wrong, but are basically all "green" ingredients completely useless for necro? I am struggling hard to get new units as I constantly run out of purple ingredients needed to balance out the green...

I know I can use ghouls to get the purple corpses, but do not want to have a ♥♥♥♥♥♥ unit of ghouls in every army just to get a ♥♥♥♥♥♥ 1 purple ingredient from time to time...
Livy Feb 5, 2023 @ 6:57am 
Green is used for buildings.
Elfie Feb 5, 2023 @ 9:31am 
Originally posted by Andey <3:
Maybe I am getting something wrong, but are basically all "green" ingredients completely useless for necro? I am struggling hard to get new units as I constantly run out of purple ingredients needed to balance out the green...
I know I can use ghouls to get the purple corpses, but do not want to have a ♥♥♥♥♥♥ unit of ghouls in every army just to get a ♥♥♥♥♥♥ 1 purple ingredient from time to time...

Almost all souls have life essence in them inherent, so no going around that. Yes, to create t3 undead you will need some quality stuff.

Yes it is way harder than alchemist or artificer, but who said life of a necromancer will be easy?)
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Date Posted: Feb 4, 2023 @ 11:01am
Posts: 12