SpellForce: Conquest of Eo

SpellForce: Conquest of Eo

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ProestUnicorn Mar 13, 2023 @ 11:53am
Advices for good artificer/alchemist playthrough
Just finished a necromancer run on normal difficulty with some of modifiers towards the harder one, I am planning to go on hard mode now as I understand the game, but I was wondering whether there is any especially fun way to play these 2 classes. I have discovered most spells by farming spell pages on my last playthrough but I was missing a few still.

Generally I am asking whether You would advise any specific magic school specialisations or units to work with artificer or alchemist well. It doesn't need to be something OP, but would be cool if it is still viable on harder difficulties. I also only know 1 hero so if You guys got any favourities for these classes then I'd appreciate You sharing :)
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Showing 1-15 of 16 comments
sandman25dcsss Mar 13, 2023 @ 12:35pm 
Alchemist with 2 enchantment schools. I built "no upkeep in domain" room extention on week 11 (alchemist can craft items with 5 pips, other classes need luck with loot) and then started spamming tier 3 units. Just killed last mage on week 14 on impossible.
Last edited by sandman25dcsss; Mar 13, 2023 @ 1:31pm
Gorwe Mar 13, 2023 @ 3:02pm 
Originally posted by sandman25dcsss:
Alchemist with 2 enchantment schools. I built "no upkeep in domain" room extention on week 11 (alchemist can craft items with 5 pips, other classes need luck with loot) and then started spamming tier 3 units. Just killed last mage on week 14 on impossible.

Yeah, the balance is amazing. /rolleyes
sandman25dcsss Mar 13, 2023 @ 3:23pm 
Originally posted by Gorwe:
Yeah, the balance is amazing. /rolleyes
This is called asymetrical balance. By the way have you beaten the game yet to discuss balance?
ProestUnicorn Mar 13, 2023 @ 3:38pm 
Originally posted by sandman25dcsss:
Alchemist with 2 enchantment schools. I built "no upkeep in domain" room extention on week 11 (alchemist can craft items with 5 pips, other classes need luck with loot) and then started spamming tier 3 units. Just killed last mage on week 14 on impossible.
That sounds fun, I'll try it out after my current artificer run :P
valiant43e Mar 13, 2023 @ 3:40pm 
Originally posted by Gorwe:
Originally posted by sandman25dcsss:
This is called asymetrical balance. By the way have you beaten the game yet to discuss balance?

This is called unfinished garbage, paid beta etc using cuteness and IP to mask itself. I feel a need to finish it, but I don't think it'd be fun.

I agree that CoE is far from being finished, but I see this as a good thing. Look at the number of reviews : more than a 1000 in only 1 month while Fantasy General 2 has less than 1000 since it was released.
Game is still good and it will definitely become better with updates.
Developers proved that game formula works and it just needs polishing.

And regarding balance, I suggest you stop reading other people comments and just enjoy playing the game :) It's a single player game and, if you don't want to use cheesing/unfair approaches, just try an Explorer difficulty. It gives a decent challenge (still, the only difficulty I have finished)
spinn72 Mar 13, 2023 @ 5:03pm 
Double Nature works great with Alchemist.

Double Earthmaster with Artificer.
sandman25dcsss Mar 13, 2023 @ 10:32pm 
Originally posted by valiant43e:
Originally posted by Gorwe:

This is called unfinished garbage, paid beta etc using cuteness and IP to mask itself. I feel a need to finish it, but I don't think it'd be fun.

I agree that CoE is far from being finished, but I see this as a good thing. Look at the number of reviews : more than a 1000 in only 1 month while Fantasy General 2 has less than 1000 since it was released.
Game is still good and it will definitely become better with updates.
Developers proved that game formula works and it just needs polishing.

And regarding balance, I suggest you stop reading other people comments and just enjoy playing the game :) It's a single player game and, if you don't want to use cheesing/unfair approaches, just try an Explorer difficulty. It gives a decent challenge (still, the only difficulty I have finished)
The guy you replied to would rather prefer just 1 final goal instead of 6 and the game be much less complicated, I think it proves the game with their ideal balance is not what we would like to play.
father nurgle Mar 13, 2023 @ 10:42pm 
Gorwe played for more than 14 weeks and never found the Circle page in his Grimoire, so his opinion is definitely valuable.
father nurgle Mar 13, 2023 @ 11:04pm 
Originally posted by ProestUnicorn:
Just finished a necromancer run on normal difficulty with some of modifiers towards the harder one, I am planning to go on hard mode now as I understand the game, but I was wondering whether there is any especially fun way to play these 2 classes. I have discovered most spells by farming spell pages on my last playthrough but I was missing a few still.

Generally I am asking whether You would advise any specific magic school specialisations or units to work with artificer or alchemist well. It doesn't need to be something OP, but would be cool if it is still viable on harder difficulties. I also only know 1 hero so if You guys got any favourities for these classes then I'd appreciate You sharing :)
Some Alchemy potions only work on Mortal units. As spinn72 said, Nature might be a good school, but I think you could make anything work.
Rivven Mar 14, 2023 @ 5:43pm 
Alchemist screams "Play nature!". It's a great combo, especially if you start near the eleven city (second start choice). Learn recipe for light damage potion and fire elemental in the bottle for early game power. Once you get kenels, go for the forzen land upgrade for the moles (of power). For Artificer's I've done enchantment, and it doesn't mesh too great. I'd recommend earthmaster with Artifice with a dwarf start. Slowly move Northwest from start point to get to adamantium and a room that gives infinite ore. Make golem is crazy powerful, especially with runes of vampire. Those are both
Sare Mar 14, 2023 @ 6:33pm 
Originally posted by Rivven:
Alchemist screams "Play nature!". It's a great combo, especially if you start near the eleven city (second start choice). Learn recipe for light damage potion and fire elemental in the bottle for early game power. Once you get kenels, go for the forzen land upgrade for the moles (of power). For Artificer's I've done enchantment, and it doesn't mesh too great. I'd recommend earthmaster with Artifice with a dwarf start. Slowly move Northwest from start point to get to adamantium and a room that gives infinite ore. Make golem is crazy powerful, especially with runes of vampire. Those are both

Fun fact, Ravagers, the t3 orc cavalry, is considered beast too and is also free upkeep with the kennels. Found out on my double nature artificer run.
andmann Mar 18, 2023 @ 10:28am 
for artificer you want to start in the north, rush to the north west dwarven city (do all city quests) and get the landmark asap.
this way you get reliable access to adamantium.

you can combine corrupted vampire glyphs(revive on win) with one pure revitalize glyph(heal to full each day) to produce completely unkillable stacks as long as they win that can regenerate to full each day.

with earth shaper and firemancer buffs you can combine 50% physical resist with 100% elemental resist. add in white or black damage enchantments and you can go ham on the demons that lurk in the most northern west. there you find the landmark to get haunted armor. put slave glyphs on them and they will easily carry you through the game.... for free.

now you can do all sorts of fun stuff with the slaver glyphs from there on.
i havent tried this yet but for example:
what if every single unit in the stack is a slave but at the same time also benefits from other slaves in the stack? ;) preferably with an orcish apprentice / hero
Last edited by andmann; Mar 18, 2023 @ 10:36am
Gorwe Mar 18, 2023 @ 3:55pm 
Originally posted by andmann:
for artificer you want to start in the north, rush to the north west dwarven city (do all city quests) and get the landmark asap.
this way you get reliable access to adamantium.

you can combine corrupted vampire glyphs(revive on win) with one pure revitalize glyph(heal to full each day) to produce completely unkillable stacks as long as they win that can regenerate to full each day.

with earth shaper and firemancer buffs you can combine 50% physical resist with 100% elemental resist. add in white or black damage enchantments and you can go ham on the demons that lurk in the most northern west. there you find the landmark to get haunted armor. put slave glyphs on them and they will easily carry you through the game.... for free.

now you can do all sorts of fun stuff with the slaver glyphs from there on.
i havent tried this yet but for example:
what if every single unit in the stack is a slave but at the same time also benefits from other slaves in the stack? ;) preferably with an orcish apprentice / hero

Yes, this is where Enchantment shines. Get on the good side of Silver Hollow. The problem is: Mana. Unless you're cheesing Sevenkeeps(and thus have nigh unlimited Gold and as such, Mana), you'll have problems with it.

Once you get the Adamantium crafting going, it becomes REALLY DIFFICULT to stop you. The problem? Anything below Corrupted Adamantium is very underwhelming. And if you start in Draycott(chances are that you will), you'll have a hell of a time getting Finon Beer.

Overall: Earthmaster or Mentalism go well with Artifice.

Alchemy? Nature 2x. You really don't have to overthink this one. But as sandman said, Enchantment goes nicely with it as well. Then again, Enchantment is awesome. Only possibly matched by Guardian.
Last edited by Gorwe; Mar 18, 2023 @ 3:55pm
Ragnin Mar 18, 2023 @ 7:45pm 
Granted I'm not a master of this game in the slightest but I pretty much found that Alchemy does nice with nature to get past the beast and forest requirement quickly and Artificer cares more about starting position since it wants ore and dwarves and beer for its stuff. I've had a lot of fun with different artificer spell book starts but different starting positions are rougher for it.
valky Mar 22, 2023 @ 6:34pm 
For Artificer:
You don't get tons of units or items, but you can make your units stronger. I find it's a good idea to maintain a few (personally, don't like to go over 3) high quality armies with a good composition and focus on ways to upgrade them.

some specific tips:

-the glyphs that boost you the most require corrupted adamantium and you can't get it too early; You don't need that much at first. Even some makes a massive difference. Your minion can mine and traverse mountains and there is usually some corrupted adamantium near every starting location. Often in places with dark earth and undead. Earth Lore (turn plants into ores) can help.

-Corrupted Pathfinder (L-A) gives 3+ speed for the stack except the unit, so by itself not very useful, but this effect stacks. So for each additional unit with it you get +3 movement on the world map and in battle for the whole stack. It's quite expensive in the beginning, but absolutely worth it (aria helps). I usually equip 1 on every army unit and mostly dmg for the rest. It really means they can move 2-3 times as far on every turn and get more done.

-Corrupted Firewielder (E) gives +6 all dmg and applies burning to the unit. But it still works if you're immune to burning (like wisps) and you can make everyone immune with the extension in the dwarven barracks (from Windholme rep). Then it's very strong, versatile and cheap.
(Corrupted Blight (EED) is actually stronger when you stack it, but more sth for end game; quite expensive and in most cases, needs another glyph for dealing death dmg)

-I usually try to get useful units and grow army cap first. 7keeps to revered and at least friendly with Alluvian is a strong start. A lot of capable units that don't become obsolete there.

-Some units bring essential utility (it quickly gets frustrating without earth armor) and some units (like rangers) scale much better with the upgrades and skills than others (crossbows)

-every unit learns the important skills specific to their class when they reach lvl 5/10/15 (for heroes 3/6/9/12/15). In situations like when your shaman main heal only gets dmg skills at these levels it might be a good idea to savescum instead of picking one.

-Healing I (+100% health regen) is pretty weak, but if you pick it you can get Healing II (heal to 100% after each day) and then Healing III (heal to 100% after each battle) which is massive compared to the other weak picks.

Artificer is not weak.
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Date Posted: Mar 13, 2023 @ 11:53am
Posts: 16