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Thraw effigy transform 30 souls in 3 Thralls. I'm not sure the exact tome, but it's a necromancy spell and it makes basically Dark Knowlege usable every 3 turns without downside if you keep killing stuff!
Nice. There are a ton of things I still dont know about this game despite playing for 50h I still feel like a complete noob.
The game is GREAT but a bit underdocumented, so yeah, it takes a lot of time to actually get how much meat there is to the systems. Also, this one I found is 1 day old, from the expansion released yesterday :)
The soul rituals need soul harvest to be unlocked, so either the tome of Necromancy or the tome of Souls, you don't need to research anything though, just have the tome picked.
Oh, so that's why I just saw it after unlocking a necromancy tome, there it is.
Good to know. Thanks
Build for simple reference:
https://minionsart.github.io/aow4db/HTML/FactionCreator.html?u=19:47:20:c6,e7,e,5a,eb,e9,f2,bc:a4:92:9f:91:ef:8f:9d:9c:90:94:a2,000000,105:f8:fe:f9,13d,h,n:r
*Late Edit: Build link above was an old one from before release of Eldritch Realms. This is the new link after Ascending my Sovereign and figuring out what did/didn't work. Like proper Tome progression.*
Eldritch Sovereign gimmicks or combos I found with it:
- The obvious one mentioned in the early Dev Stream being Eldritch Sovereign is Magical Origin. Exploit that (Mystic Summoner Sub-Culture).
- Mind Loadout initially so your Sovereign's weapon and ability damage doesn't get reduced by anything but evasion/misses. Even when you craft a new weapon it seems that feature is separate and permanent from the weapon itself. So you can later specialize a crafted Sovereign weapon to do the damage channel you want, and ignore any issues with enemies that may be resistant to it.
*Edit: Another late edit, this is how all the Sovereign weapons work. Not only that, but most if not all of their abilities, save Mind Spike (default attack), always hit. So don't worry about evasion or Sovereign not working well with Fey Mists Tome for example.*
Mind loadout not only gives you more Shadow/Order affinity, but works well with Condemn and other Status effect killing conditions. For me, Mind abilities + Tome of Cleansing Fire Condemn access + Crafted Status resist reducing equipment on sovereign, made it very common for me to end fights with 2 enemies under my control making extra armies out of them.
- Arcfire Forgotten Tome is a great source of burns and Fire Hazards for Tome of Cleansing Fire (you need the hero skill that converts normal fire hazards to cleansing hazards on at least one hero in the battle). The burns help the burn stack conversion to Cleansing Fire happen much faster too. Any Lightning Hazards created with the Fire Hazards aren't an issue for your faithful/zeal units, because Cleansing Fire will strip Electrified from them. If you take the Order Forgotten Tome you gain access to mass Condemns (I think) and AoE Zeal for allies, in addition to some great support early on in a fight. Congrats your Sovereign is now an AoW Planetfall Promethean leader with a high Tier burn weapon. :p :P
Arcfire Typhoon ability does 8 fire and lightning dmg, always hits, has 99 range, 2 hex radius. fire and Lightning Hazards last 3 turns.
Blazing Chain Lightning ability does 6/6, 99 range, Chains 3 times up to 4 hexes, applies 3 stacks of Burning and Lightning (This ability cna be the source of a LOT of Cleansing fire hazards being started all over the place).
Arcfire Weapons ability is mehish but works. 99 range, 1 hex radius temp weapon enchantment buff adding 2 fire and 2 lightning damage to attacks. 50% burn and 50% electrify chance for 3 turns.
- Eldritch Phase is a simple lifesaver for Eldritch Sovereign combat mechanics and makes the Leader actually work. I can't live without it now and I found this out the hard way by ignoring it initially. Better yet if you make your Leader take some free action heals, you can phase to an ally, heal them up etc., then cast your mid-long range 3 Action point super abilities without any opportunity cost.
Mystic Summoner Culture synergies and one broken gimmick that auto tactical combat taught me:
- The new Summoner unit is just OP and in one case just broken. First of all combining his Link ability with Staves of Warding, allows him to zap every allied unit in range without AP restriction to buff everyone with stacks of Bolstering Resistance. I'm guessing this is an oversight/bug. Should likely be 1 use per turn imo.
- The thing I hope they don't change is the summoning aspect of Summoner (which isn't shown in the Encyclopedia, but was mentioned on dev stream and is on the unit in practice/reality).
Unlike the Mythic Spirit animal summons which are Mythic, these are trash T1s based on the affinity of a spell cast. After a spell is cast the dormant ability is activated. Tthere's a Hero skill for this culture that does the same.
So enchantments APPLYl!! I unintentionally built a build around this without knowing it because I was thinking of mythic Primal summons too much. Anyways early-mid game, I had made monsters out of these T1 temp summons due to my build focusing on Might Meek, Keeper's Mark, Staff Enchantment etc. They were basically T3-4 units late game due to being Legendary on summon, all the buffs, Mystic Summon atonement and HP hero skills. Combine all those extra bodies with weapon enchantments putting burn stacks on enemies creating more Cleansing Fire.... yeah lol.
It was pretty nice spawning in like 9 Lesser Storm Spirits that hit like a truck and last until their 3 turn lifespan was over, taking many with them. Then add in the crazyness of the Eldritch Sovereign buffing/dng/mind control.
I'm playing a flesh focused summoner sovereign with necromancy, the very start was hyper nice with multiple automatic summons at combat start and then necro picked up the pace and keep all armies full while I spend resources on accelerated research.
Ah cool that's sort of what I had in mind next. :) :)
I will see if i get around to it anytime soon though lol. I kind of want to make a Necro Shadow/Nature Faction based on what someone said they wanted to do with Eldritch Horrors filling up Fey Mists.
Yeah, it was basically my plan, but I ended up going B/U only because the green stuff looked to be not that relevant in comparison.
My next run will be a B/W eldritch horror to try and exploit mind control and loss of morale strategies. This expansion rocks, but I just don't know how could I play basic heroes after those mostrousities gave me the taste of this level of power (and fun).
True. The most relevant Tome for a Shadow/Nature Eldritch Sovereign, geared towards a haunted eldritch undead fog realm, is in fact only the Tome of Fey Mists. It doesn't conflict with undead transformation and takes very little investment and no affinity requirement.
You get tons of support and effective health from Clinging Mists. I was hesitant at first combining this with Eldritch Sovereign, but noticed most of ES' Abilities other than Mind Spike (default attack) always hit (changed my post up above to reflect this fact it's not just Mind loadout).
Oh yeah. My last playthrough was nagas in the mist so I know it's REALLY powerful. I think that's the other reason I avoided it, I didn't want to play mist 2 times in a row.
There's no other way to play FEY MISTS ALL THE TIME EVERY TIME!! lol
I actually avoided the Tome for my Mystic Summoner build because it might not actually work well with T3 Summoner strategy. I forgot about that when concentrating on Sovereign concerns. The reason being that all those T1 summons aren't going to be Feytouched and will start missing a lot when you use Lingering Mists Provincial spell before battles (which should be all the time). I only picked up the Tome as like my 15th in my last playthrough, so my Summoners, soothers and Astral Keeper summons had another free AP Heal (the best one).
Kinda wierd thing to love.
But to answer your question.
I enjoy harrier overseer combo.
The ability to take out half your enemies army with this combo is neat.