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As for guides, it depends on what you are looking for. I think the intended gameplay loop is for the player to discover things on their own, rather than relying on guides. There are some pretty overpowered strategies for all the classes, and figuring them out can be quite rewarding.
For example, as a Necromancer, a common strategy (useful on non-random maps) is to send a wisp or other fast unit to the south or northwest of the map, into the Uram/Regan Gor lava zones. There you can get high tier souls as pickups and immediately craft a bunch of T3 undead.
Though demonologist is certainly the most complex class to start with, it can be absurdly OP later on. Experiment!
1)learn how to level up your demons. you have a full list here in the steam guides(made by someone else), just plan your demons and greater demons ahead. For example a paradox can be farmed by having a level up room extension and binding your paradox to a tier 1 unit(goblin or so), levelling it up and then ripping the demon out, killing the unit. Gourmands can and should be levelled with any cheap consumable you can get your hands on and so forth. Some great easy to make late game combos are paradox+alp on anything with an aoe attack, kobold+gourmand voidspawn greater demon on frontline units and warlock+paradox.
2)Don't forget you can possess items with a demon later on. This can make your apprentices and hero a lot more lethal, and allow you to level them up at lightning speed. A single item with a level three tourist allows you to win experience almost four times faster, and can be swapped between each combat. Similarly a paradox with and aoe or a gourmand on a combat hero can go a great way.
3) Learn the cities and cults. The big ones are children of urdash(free upkeep in addition to the demons effect!!!!) and the dark roamer for late game crafting. Others are usefull for the special greater demons.
Your cultist units can and often do have the covert unit upgrade. This makes sending them out to whatever city you want much easier. This is the reason the orgash start is probably the best of the normal starts for the demonologist.
4) Demonology can work with any magic school, but dreamweaving, occultism and mentalism are the best ones for it in my mind The special occultism titan has three mind slots, allowing you to make it into a full monster. WIth your break mind slot you can make it so that the two demon transformation spells keep a mind slot. You can also buff demons and allow them to win experience via a greater demon in the stack, and finally get the strong demonic slaughter buff on all your units. Mentalism is great because it can eliminate your money troubles and allow you to farm reputation with key cities(connach,.), thus allowing you to craft more high tier stuff. Finally dreamweaving is so all around powerfull and allows you to basically control the pace of the game. The titan from dreamweaving will use a leader slot and have four book slots(and thus four demons you can bind) and he will have the planar anchor skill(+5 damage to all demons)
5)Try to get planar anchor and other demon supporting skills as levellups. Planar anchor is a cumulative +5 damage to all demons in your stack(all your units if you play it right). The dreamweaving titan(when you are a demonologist) and hiveminder demons have it by default. Orc shamans and demonologist apprentices, as well as the glutton demon from the occultism spells seem to be able to get those upgrades.
The guide for the demons:
https://steamcommunity.com/sharedfiles/filedetails/?id=3174876982
Craft blood golems and fill them with smoker demons.