SpellForce: Conquest of Eo

SpellForce: Conquest of Eo

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havikryan Feb 18, 2023 @ 2:29am
Are The Requirement For Progressing Class Page Too Restrictive For Alchemist?
I ask this because I decided to play alchemist and I selected double mentalism because I really like the illithian chamber, however as it turns out that makes the class page extremely slow to progress, I'm at week 20 now and all I have been able to complete is the first quest to craft 10 potions, can't complete control 6 beasts since I only know mentalism and the other pages I found were 3x guardian, also can't complete primordial forest because I chose the mountains starting locations and there aren't any there.

This leads me to wonder if these requirements are too restrictive, as this means if I want to actually advance my class I am forced to choose nature as my spell page, otherwise controlling 6 beast would take a very long time, and same for primordial forest unless I spawn in a forest area, but then that too is restrictive. I feel this somewhat invalidates the option to customize what spell pages you start with.
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Drakilian Feb 18, 2023 @ 2:37am 
Hiring beasts or enslaving them with orc slavers counts towards this I think. Once you enslave one or two bears you can basically enslave the entire world too, so get on the slavery train

You're screwed for the forests though
Kaysoky Feb 18, 2023 @ 3:03am 
There are tons of primordial forests sprinkled throughout the world. Putting a lodge next to them works just as well. As for beasts, remember that *any* unit with the beast tag will work. So Warg Riders and Mole Riders both count (in case you start in the top right or bottom left).
PewSquare Feb 18, 2023 @ 5:53am 
Not even the only "too restrictive" thing i would say is the adamantium requirement for the crystal chamber.
I see a lot of people having issues with the alchemist progression, but as people mentioned, you can just plop down your hut anywhere where there is a primordial forest (easily noticed by having the allfire like symbol but only 1-2 pips of it).
For beasts, it became even easier. Since now you can have even more recruitment options in random villages if they are in your area of control (check what bonuses villages give you, some might be offering beasts for purchase). Also beasts are not just wolves and bees, some orc units, and riders are also beasts.
suejak Feb 18, 2023 @ 6:07am 
Mentalism makes it very easy to boost relations with NPC factions, so you can just boost relations with a faction that sells beast units and buy their units.

Your mobile tower and lodges make it possible to get primordial forests by simply using the obvious game mechanics there.

There is always more than one way to skin a cat in this game.
havikryan Feb 18, 2023 @ 11:36am 
Originally posted by Drakilian:
Hiring beasts or enslaving them with orc slavers counts towards this I think. Once you enslave one or two bears you can basically enslave the entire world too, so get on the slavery train

You're screwed for the forests though

Is a bit tricky still, depending on starting location, it didn't really make a difference in the end, it's just disappointing to basically be playing without a class page for half the game.

Originally posted by Kaysoky:
There are tons of primordial forests sprinkled throughout the world. Putting a lodge next to them works just as well. As for beasts, remember that *any* unit with the beast tag will work. So Warg Riders and Mole Riders both count (in case you start in the top right or bottom left).

Unless I'm blind there aren't any in the mountain starting location, so you'd be right out of luck there. This wouldn't be a problem if you had the nature page to just spawn one, same case for beasts, you could just spawn some to easily get it done.

If you compare this to Necromancer and artificer they aren't like that, with neither of those 2 will not choosing a certain spell page make it much more difficult to get the class page done, that's why alchemist feels much more restrictive. Arguably the artificer needing iron bars does somewhat limit you in starting locations, though not as bad as alchemist in my opinion.

Originally posted by PewSquare:
Not even the only "too restrictive" thing i would say is the adamantium requirement for the crystal chamber.
I see a lot of people having issues with the alchemist progression, but as people mentioned, you can just plop down your hut anywhere where there is a primordial forest (easily noticed by having the allfire like symbol but only 1-2 pips of it).
For beasts, it became even easier. Since now you can have even more recruitment options in random villages if they are in your area of control (check what bonuses villages give you, some might be offering beasts for purchase). Also beasts are not just wolves and bees, some orc units, and riders are also beasts.

True the adamantium requirement is pretty harsh as well.

I know I can, but that significantly delays my class page progression, on week 20 and I was still in the mountains, which means 0 primordial forest to plop a lodge/tower down next to, if I selected nature neither primordial forest nor beasts would have been an issue, if I don't it does become an issue if I say spawn in the mountain, necromancer and artificer aren't limited to spell pages like that which is why I feel alchemist is more restrictive.

Originally posted by suejak:
Mentalism makes it very easy to boost relations with NPC factions, so you can just boost relations with a faction that sells beast units and buy their units.

Your mobile tower and lodges make it possible to get primordial forests by simply using the obvious game mechanics there.

There is always more than one way to skin a cat in this game.

The problem is that by the time I move far enough to find a primordial forest the unlock it gives is pointless, wouldn't have been the case if I picked nature spell page.




Basically my problem is that with neither necromancer nor artificer will your class page progression be significantly slowed down if you don't pick certain spell pages, where as this is the case with alchemist, which is why I Feel alchemist in specific is restrictive and not as open to customization.
Ragnin Feb 18, 2023 @ 1:10pm 
Nature Spell book also has the ability to create primordial forests. Probably why its one of the spellbooks for the base alchemist option.
Celeborn Feb 18, 2023 @ 3:01pm 
Yes there are magic schools that make classes easier but all the classes have some sort of thing that can delay it I honestly think artificer is much more restrictive in actually getting their building. Alchemist no matter where you start you are close to a place that can buy beasts or get a building to make them if dont have the spell. Mole riders and wargs count as it. Artificer the final thing is needing to go to edge of the maps of the south or northwest to kill the flame golem. If can make trips to those areas then can make a trip to find a primordial forest or city to get beasts. Necro is rng or believe the demon lands has higher chance of better soul from bones forget hut the later in the game the easier to get the tier 3 souls since more higher enemies.

Alchemist is also the class that needs the class building the least lot of their useful items are not that high threshold. Still able to make their good equipment of the increased gathering or the unlimited eagle potions without it. Usually am able to make it pretty quick in the misty coast or mountains. Have had games also for all the classes where didn't get the building till end part which then just made it more steamroll granted play on hard and not impossible and I tend to like a slower playstyle since I rp and try to have a theme so can take longer. Usually play from week 30-50.

Also all the classes have areas that are better for them Alchemist if near alluyvan then never really worry about plants with their building, artificer forget but think lot of the dwarf buildings help out or give glyphs. Will say they have the fact that earthmaster seems to have more events that give that page (haven't played earth artificer yet did mentalism and enchant before). Necro depending on what type of soul then can go there or if want specific building/landmark Usually try to be in East area for the increase stack size or the soulfind landmarks.

Also guardian is a good magic that goes with Alchemist can get a spell that gives the good 4 essence item so will be good on the life and arcane side of stuff.

Since saw people also mention about adamantium usually with my scouts I try to find the conclave event it always gives adamantium if you question the people who give the event. You will find it in the mountains tend to find it on the borders of the mountain and sevenkeeps region
PewSquare Feb 18, 2023 @ 3:59pm 
Originally posted by havikryan:

True the adamantium requirement is pretty harsh as well.

I know I can, but that significantly delays my class page progression, on week 20 and I was still in the mountains, which means 0 primordial forest to plop a lodge/tower down next to, if I selected nature neither primordial forest nor beasts would have been an issue, if I don't it does become an issue if I say spawn in the mountain, necromancer and artificer aren't limited to spell pages like that which is why I feel alchemist is more restrictive.
At week 20 not finding a primordial forest? Ooof that is unlucky AF even if you stick purely in the mountains. That feels absolutely way too slow tbh, and no wonder you would be frustrated about progress at that point.
MadDjinn Feb 18, 2023 @ 5:35pm 
The mountain start has primordial forests to the right. Head past the main city and landmark. They will be in the forested area with the river. If you made it to the snowman you went too far.
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Date Posted: Feb 18, 2023 @ 2:29am
Posts: 9