Conquest of Elysium 5

Conquest of Elysium 5

bzald Sep 5, 2021 @ 6:58pm
Necromancer and insanity is odd
What I'm i missing I notice it is not going down fast enough from insanity to sanity is there a best way to not go insane other than not use necro powers? It would not be so bad if they where unusable for sometimes 10 turns. thanks
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Maverick00053 Sep 5, 2021 @ 7:13pm 
Insanity cannot be removed unless they have the ability to recovery insanity. Higher evolved necromancers can get access to this. If you use Twinborn, Blood Ritual, and the Lich Ritual you can turn your guys into a form that has the ability to slowly remove it.

With Necromancers the best approach is to not use your main guy to raise dead. Just use your apprentice. I like the tactic of using them till about 50ish insanity, using twinborn and then throwing them at something to die. They will be reborn as a Wight that will then be able to decrease insanity.
Insanity is permanent on living casters. Only if the insanity is extremely high like 85+ will they have a chance of reducing by a single point every turn.

The general strategy for necromancer is to have only the apprentice raise dead. Once a commander has some insanity, try not to let them lead their own army. Have either a captain or necro without any insanity take direct command of the commander with insanity and only release them to perfom more rituals when needed. If you can't release a necromancer from the command of the commander currently controlling them, it's because they rolled to be fully insane that turn and wouldn't be able to do anything normally.

Lesser summoning rituals are pretty good to help with this because you can get a Mound King as one of the summons. A mound king is a cheap frontline commander that can lead the army while his necromancer has some insanity.

Sanity recovery values go like this I think for the ritual caster types.

Tier 1 2 3
-------------------
Human 0 0 1
Wight 1 2 3
Ghost 0 1 2
Lich 5
Vampire (eat a town)
Death Knight 1

Relying on sanity recovery to still be able to command your own armies is not going to work very well for anyone but a lich. Even into late game you're going to be relying on recruiting apprentices who's only purposes are to raise as much dead as possible so your higher level casters don't have to, and spam level 1 spells in combat.
Last edited by Hand's Hermit Permit; Sep 5, 2021 @ 7:28pm
bzald Sep 5, 2021 @ 7:27pm 
thank you both i thought i was going insane pun attended trying to figure out how to deal with insanity.
bzald Sep 5, 2021 @ 7:30pm 
Originally posted by Hand's Hermit Permit:
Insanity is permanent on living casters. Only if the insanity is extremely high like 85+ will they have a chance of reducing by a single point every turn.

The general strategy for necromancer is to have only the apprentice raise dead. Once a commander has some insanity, try not to let them lead their own army. Have either a captain or necro without any insanity take direct command of the commander with insanity and only release them to perfom more rituals when needed. If you can't release a necromancer from the command of the commander currently controlling them, it's because they rolled to be fully insane that turn and wouldn't be able to do anything normally.

Lesser summoning rituals are pretty good to help with this because you can get a Mound King as one of the summons. A mound king is a cheap frontline commander that can lead the army while his necromancer has some insanity.

Sanity recovery values go like this I think for the ritual caster types.

Tier 1 2 3
-------------------
Human 0 0 1
Wight 1 2 3
Ghost 0 1 2
Lich 5
Vampire (eat a town)
Death Knight 1

hmm does the human necro who turns into a wight or a ghost retain all necro powers?
Originally posted by bzald:

hmm does the human necro who turns into a wight or a ghost retain all necro powers?

Yes, and they can even increase them again with the mastery rituals. They will just be permanently unable to become a lich or vampire or cast Twiceborn again.
bzald Sep 5, 2021 @ 7:34pm 
Originally posted by Hand's Hermit Permit:
Originally posted by bzald:

hmm does the human necro who turns into a wight or a ghost retain all necro powers?

Yes, and they can even increase them again with the mastery rituals. They will just be permanently unable to become a lich or vampire or cast Twiceborn again.
oh wow
Lord Carson Sep 5, 2021 @ 7:36pm 
Wight does retain all powers but can't become a lich as they already died, Ghosts are a level lower then what they were if i remember right, 1lv caster to a lv0 ghost and a lv2 caster to a lv1 ghost mage, also wights can still upgrade to higher levels but cant remember if ghosts can from lv0 variant.
Maverick00053 Sep 5, 2021 @ 7:36pm 
Usually the best tactic is to just assign all your insane necromancers to your non insane leader till you can turn them into something else. People tend to just go straight for Vampire/Lich. Both are very good. Twiceborn is good too but Vampire/Lich have the immortal trait which means they get reborn at the place of their original ritual to change them when they die.
cymrpg999 Sep 5, 2021 @ 11:39pm 
Wait a sec!
Can a commander commands the insane necromancer to go along with the army?
Maverick00053 Sep 5, 2021 @ 11:51pm 
Originally posted by cymrpg999:
Wait a sec!
Can a commander commands the insane necromancer to go along with the army?
They have to be set to follow the other commander before they go insane or it wont let you click them in the T menu. The trick is you do it before they go insane or between insane sessions and then when they are set to follow another commander they will not go insane again. So they will at least contribute their magic spells to battles.
cymrpg999 Sep 6, 2021 @ 6:03am 
Originally posted by Maverick00053:
Originally posted by cymrpg999:
Wait a sec!
Can a commander commands the insane necromancer to go along with the army?
They have to be set to follow the other commander before they go insane or it wont let you click them in the T menu. The trick is you do it before they go insane or between insane sessions and then when they are set to follow another commander they will not go insane again. So they will at least contribute their magic spells to battles.
I see... Tricky, but good advice, lol~ Thanks a lot~
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Date Posted: Sep 5, 2021 @ 6:58pm
Posts: 11