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It sorta seems like pure demons aren't as good as mortals + lesser demons.
You don't get demon-units from demonology (the crafting skill). The crafting skill is all about demonic possession (creating demons that is used to posses the mind of mortals).
You can get demon-units from occultism (spell grimoire) and like all such spells books its a bit random what you unlock when.
That said demon-units don't have a mind slot (you can't possess a demon with a demon, the exceptions being the demon lord that has 3 slots) so you likely won't use them that much regardless.
You can create both lesser and greater demons in demonology, but they are (both lesser and greater) used to posses mortals, rather then being units.
Max level those goblins, then sacrifice (9 mana) or demonise (75mana) them. First will give you a strong item, second will give you a level 15 tier 2 fire spitting demon. You can use blue (tourist) soul to level them faster or orange (vulture) to gain more money.
Put blue soul on a unit and let it explore the map. Tha unit will gather a lot of intel and resources.
Spam cultists, put blue demon on them, send them to cities. They will go there faster, found a cult, scout and level the demon all at once.
Those are all I did. I think green (rook) demon is terrible due to decreased speed. Smoker is terrible as you wont have undead early on.
Other lesser demons were mostly underwhelming imo.
I generally put Vultures on my backline troops for the extra loot.
Over time, I would level up a Paradox (via https://steamcommunity.com/app/1581770/discussions/0/7434949789840447799/ ) and a couple of Gourmets (limited by the number of cheap consumables picked up in battle and in shops).
And normally, by the time I unlocked Greater Demons, I'd also have unlocked Eager Vessels, letting me combine max leveled lesser demons into experienced troops.
I really like Smoker, it is easy to get Cleanse ability on starting apprentice or artifact you gain for sacrificing new unit.
This is kind of EMO version of the occult, it might look dark and spooky but nothing really happens.
While it might be mid game rather then early game, you can put your lesser demons into equipment for heroes (Worth noting that it can't be removed again, its basically bound to the item forever). Later still you can even add a cult affinity to the equipment on top of that.
I was more driving towards the point of you not being able to get the demon back, but i should have phrased it differently, thank you for clarifying for others :P
So you can have a demon prosess a coredweller for example.
So you can have a demon prosess a coredweller for example."
i'd love to hear from the devs if this is intentional. i think lesser/greater demons should have interaction with demon units, but this method sounds like a glitch that could be patched out. if it is intentional it should be mentioned in the spell description.
It seems like a neat way to use the spells. There's another one in the Occultism school, Mutation, which you can only put on a non-possessed non-demon unit. So if you've already slotted a unit with a demon, you'd have to give them Eager Vessel, remove the demon, cast Mutation, then re-slot the demon.
*Starts crafting super demons*
MUHAHAHAHAHHAHAHA
I agree on those statements. He is extremely weak in the early game, unless you clap down the difficutly, but then you snowball too hard once your possessing demons get some levels in. If you rake up the difficulty though, you are literally unbable to finish the basic quests because your weak Goblins are utterly unable to defeat marauders and guarding stacks, so it becomes an "end turn simulator" where you churn out dozens of Goblins and throw them at the quests, wearing down the guardians so you can finally get your tower flying...
The class clearly needs tweaking in terms of scaling. I get it, that there are synergies, but the way the Demonologist works now, you either have a horrible early game, or a boring mid/late game. Nothing in between.