Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Besides that, one of the biggest issues with the Enchanter at the moment is that it has a huge pool of rituals, and most of them are very very situational, so it's common to end up sinking a ton of gold into just finding a ritual that you want. If you start with Terracotta Warriors, or get it early, that's a good use of an apprentice or two, to keep them roaming through nearby swamps to build a frontline of pikemen for free.
And it's not so hard to do, he has low magic resistance and takes forever to die
I've only ever summoned a necrotod once! I'll be sure to try that out I honestly have never played with units that had charm yet and didn't really know what it did. I'll be sure to play around with those thank you!
I love clay golems too! I'll always prioritize them whenever I see a swamp because you're right the regeneration on them is amazing. Our only units that can heal after battle lol. I'm curious about what you think with terracotta soldiers because I like using them too, but I always debate in my head if they're worth making in my early game, or if I should just wait and make another clay golem because they're so useful as a front line unit. I think it really depends on what you were talking about that being the situation. Sometimes the extra early soldiers are necessary and sometimes you can get away with saving the swamp for later. What I would love to know is how many terracotta soldiers can you make in a swamp without depleting it so I can min max getting soldiers and then making a clay golem to delete the swamp, that'd be a huge game changer imo. honestly both a blessing and a curse how versatile the class is. Thanks for the input!
I do the same with guardians and tools (except I also make tools on the main citadel).
Crystal golems are my favourite, as they make immobile, shooting crystals from killed units in melee or ranged (don't remember which attack has this effect).
@cam - in CoE 4, creating terracota soldier or a statue (in the temple) had 8% chance to deplete the swamp / destroy the temple. Luckily, this should be moddable if you want to change this chance.
Yep! I'll go out and explore as much of the map I can and prioritize taking mines. At the end of the day we're all at the mercy of the map. We start with two coal mines and with animated tools that gets us guranteed +4, but everything else is left up to exploring the map and RNG. There's 100% times where I'll never get that much because no mines spawned near me and it sucks. Once I capture all the tiles near me and gold isn't a problem I'll almost always buy every enchatner apprentice I can and just save them in my capital until my animated weapon slaves generate enough units to give to them, and I'll use them to help explore the map looking for more mines, creating wood golems as they travel for extra protection while making more expensive higher quality golems on my main guy. I make sure to get both the animated tools ritual and guardian statue ritual on all my exploring enchanters so when I travel super far from my main holdings and find a mine I can take it, animate tools it for the extra iron, and slap a couple guardian statues on it so it can protect itself from the wild spawns. Usually by mind game with decent RNG I'll have around 20 iron per turn. Also capturing towns/trade posts and trading for iron is obviously the power move too
As Zymeth just said, the chance to deplete a swamp with a terracotta casting is random each turn, so sometimes you'll get 20 soldiers off a single swamp, and sometimes you'll just get 1. No way to minmax it. I'll usually put in the time to summon them if I've got a few swamps to go around. That way I'm saving all my iron for bigger summons like the golems, and can get a couple clay golems from the other swamps.
Let me double that, my mate.
I got myself an indie Wyrm with MR 6 and an army of 1 Sword, Enchanter and 6 Necrotods in CoE5 without losing anyone.
Had no luck with 10 MR Hound of Hades, though. At all (lost 120+ army).
OP, Necrotods is a good way to get you free roamers, like Fire Ants and Bears, and if you just happen to kill them, they will simply add to the pool of the corpses which one turn will be ready to summon more rods.
And when it comes to golems\armour, it's not just a quantity that matters. Enchanters look like the least useful casters on the field, and, it actually is, when you try to evenly spray their buffs on a sparse force. As soon as you get 2 Wooden golems, you can go and punch Trolls\Dwarves (not in their cities, of course) into face with Fire Shield\Luck on a single caster or scale that with multiple casters and some additional units. 2 Wooden golems create 10-wide ZoC, so only flyers\a wider frontline can get to your casters in melee, then.
Also, don't forget about the new summons, Juggernaut and Mimic. Jugg can grow into tremendous force and brings you human sttlements as gifts from time to time, while Mimic is the best booby trap this game has.
Otherwise, you are on the right track. Tier 1 have 8 rituals, currently, with 10G cost and Tier 2 have 11 with 4 guaranteed ones and 30G cost per new one. To be honest, it's not a big deal, since High Priestess has 20-60 per same Tiers, and that's the cost in Sacrifices, which would futher double the amount if converted via Trade.
The real problem starts with Tier 3. Ritual disparity hits hard on this one (180G when you need a very specific one isn't a joke). It's really hard to balance Apretinces' offers and promoting your veteran workforce
Oh, by the way! Infights between indies and Kingdom\Empire makes corpses, so you may consider to leave some of their sites alone. Also, Library points boost Aprentices' offers, so go for cities\libraries early, when you can.
Anyways, your damage question remains relevant.
- Enchanter will always have blah damage. It's a permanent weakness.
- Your human troops do human-standard damage, and have no upgrade path.
- You have 0 spells for damage. Sleep is your best debuff, but for 0 damage.
- Your golems are melee-only, with almost no AoE attacks.
My usual mix is ranged (Archers + Crossbows) + Animated Ballista + mage Commanders.Basically, just bring enough guys, and win on quantity.
Here's a typical late-game army to siege an AI's fortified site.
Call this approach #A, the skinny army of exactly 8 columns (or less).
The idea is that your spellcasters shall immediately use their best range-8 attack spells.
Then you must carefully edit your army composition before you attack,
and leave excess guys behind.
- 8 columns of guys, max. You want your range-8 spellcasters to start in range.
- 3-4 columns of melee beef:
- 0-3 size-3s: L2 Ice Golem, L3 Oak Golem, L3 Brass Bull, any heavy golems
- some L2 Clay Golem, L2 Wood Golem if they still live
- enough L1/L2 Iron-Grafted (Flesh) Golem to fill out 3 columns
- 3-4 columns of ranged:
- Archer
- Crossbowmen
- L1 Living Bow
- L2 Animated Ballista
- 1 column of spellcasters:
- L1 Apprentice Enchanter, L2 Enchanter, L3 Great Enchanter
- any L1/L2 mage Commanders you randomly recruit over many turns
- anybody with magic items that give ranged spell attacks
This works with all factions. Adjust your unit mix according to what your class has.Each 1 column = 20 size-1s, or 10 size-2s, or 6 size-3s.
~~~~
Finally, I play the Enchanter Guardian Creep strategy, usually vs. Huge 7 King.
(It works, you can win. Sometimes you can win a Huge 7 Emperor.)
Search these forums for "Guardian Creep" for more details.
It's based on Pwnyboy-Curtis' legendary reply #33 in this thread:
Enchanter was bad before, now it's pathetic
I adapted his (CoE4) ideas to CoE5.
CoE5 Gargoyles are stationary, so they're no longer an offensive weapon.
But we now have L1 Animate Spear, L2 Dogs of Gold and Silver, and L3 Brass Bull.
Also, L3 Create Artifact gives your L3 Great Enchanter a useful way to use 20 turns.
Sit anywhere (with an army present, to hold magic items), and create 30 random items.
You'll get 1-2 items of Flying, 1-2 of Regeneration, and many armors, weapons, scrolls.
Keep spamming it until your 1st item of Regeneration, then cure all humans' afflictions.
The key Big Idea I kept from Pwnyboy-Curtis is: No Heavy Golems.
I can win a Huge 7 King with 0 of Stone, Iron, Silver, Gold, Onyx, or Crystal Golems.
(Ice and Oak aren't heavy.) Most heavy golems, and Brass Bull, have the size-3 flaw
that they take 2-4 melee hits + many ranged hits, but have only 1 attack.
So they actually take heavy attrition, and last for only a few fights each.
I'd rather keep the Iron Mine than watch an Iron Golem die in 4 fights.
Hence the bulk of my #A armies (of exactly 8 columns width)
are Clay Golem and Iron-Grafted Golem, and just enough to fill 3-4 columns.
It suffices because I never need to fight an enemy A-army head-on.
I avoid them all game, and go straight for the AIs' citadels.