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1) A decent starter spell or two for my mages. Ideally a L2 direct damage spell. These can be very powerful, devastating even, against independent armies
2) Pray for a settlement I can take easy that gives me access to blood mana
Always use the max amount of blood unless you plan on saving and quitting to desktop a lot after your army of weak humans get pulverized by a single demon.
You need to build an army of hellhounds. Imps are garbage until you can spam them in greater numbers. Hellhounds will crush almost any independents. You can get Hellhounds with minor demon summoning, but you get them in much greater numbers with the L2 ritual. Most of the other demons you can get using these rituals are also very strong.
After that, demon lieutenants are painfully strong for how cheap they are.
Imps aren't really bad, either, if you can't get anything better. Most are chaff, but chaff can be useful in a number of circumstances - and the somewhat uncommon Frost Imps are actually quite strong for the price, being level-1 spellcasters who often have potent single-target spells.
My problem is getting to t2 summons with relatively intact economy. They seem to sometimes fail even with full sac, so I need enough for at least a few casts which is a lot of sacrifices.
Yeah, frost imps were really good but so very rare. The basic imps are chaff at best (beat frogs hey!), so I'm not sure if the spell is worth using.
Pff, maybe I just need that lucky start :P
It's tempting to try to raise an army of demons right from the start, and it's pretty awesome if you can pull it off. But I'd say a good bet is to rely mainly on regular recruits, at least in the early stages. Use archers, spearmen and crossbowmen as your main force, and use whatever demons you can summon to provide extra firepower where needed. Okay, your regular army isn't ever going to be as good as a Barons', he gets annual freespawn, his economy leaves yours in the dust, and he has Tower bloody Guards. But at least in the early stages, you have more and better magic, with a lot of direct damage, Strength boosts to balance his units' armour, and if you're lucky, Hellbind Heart. No, Hellbound slaves won't probably survive the fight. But anybody standing next to them will fight them instead of your troops, so it takes several enemies out of the fight for a round at least.
Even a few demons added to your regular forces can add a lot of power, since other than imps they all are a lot harder to kill than human infantry. So even if they get killed without causing any damage, they keep your regular forces alive that much longer.
My strategy with the Demonologist is to recruit a balanced force of normal troops and use your L2 commander as your main attacking general - just avoid fights where he is likely to get killed. Your L1 commander can sit somewhere safe (NOT your only citadel!) with a bunch of crossbowmen and summon whatever he's able to - if the summons fail, hopefully his guards will be able to kill them. If they succeed, leave them with him for a while (to protect against later failures). When he has more than just a few demons with him, use a Captain or other hired hand to transfer some of them to an attacking army. If the apprentice doesn't know a summoning ritual, learn one as soon as you can. If he has Summon Imps, use that for a while, but try to learn the 'proper' L1 summon ritual before too long. Upgrade the apprentice to L2 only when you feel like you have enough sacrifices to make it affordable, and don't worry too much about upgrading your main commander until later on when you have enough demons in play to give up that amount of sacrifices. Don't attempt higher-tier summons unless you have enough demons and crossbowmen to put them down if need be. Don't go to Hell, there's nothing worthwhile there for you (except very late in the game, if you manage to summon a Demon Lord, you can steal his citadel while he's out fighting for you!). Infernal settlements don't provide sacrifices so they're not woth the effort of conquering them, but a citadel in Hell makes it extremely hard for any player to wipe you out.
One last thing, burn every forest you can. You won't have many troops to spare for Deer Patrol, and you also do NOT want any Witches getting well-established! Poison and Charm are two things that will seriously ♥♥♥♥ you up since they can take your hard-earned summons away really easily (demons are not immune to either).
I had the strength boosting spell on one of my casters, I don't think it boosts damage? That and the imp summons felt like wasted slots. Strength just doesn't come into play that often, and summoning imps takes two turns and gives melee units (or chaff really) in the backline where they're useless. In the very late game I got demonologist t3 and one of the t3 spells was Summon Even More Imps. D'oh :P
I kept both my casters together for most of the game and mostly stopped to summon during winters (or when I had to defend a point). I think t1 summons are more cost effective with default sacrifices, but t2 really does need maxed slider which is something I didn't do before. I'd lost a
It would be nice to see the chance to control, the guessing game is a bit annoying :P
e: So yeah, stength boosts are also damage boosts. I tried giving a strength ring to an unit and it got +1 damage bonus as well. Damn :)
Like, humans have mostly strength 4 and no penalties/bonuses, pale ones have 6 and get +2, but trolls have like 8 strength and get +12 anyway. But probably any source of added strength (or strength penalty?) does affect strength.
Anyway yeah, +2 strength buff is pretty damn good.
And disease gives damage penalty as well. So Plague and such have some in-combat benefits. I hadn't realized!
Yes, this notation is confusing, but that's what it means in CoE.
If you don't luck out, you may either get smashed by your own summons, or get catastrophically crippled by them.
Overall, very strong lategame class if you get good at risk management.
Keep in mind, you first have to get lucky with a Summon Fire Champion ritual, and then you need to amass another 100 gems to upgrade the giant into a titan, and then, after another 100 gems, you can finally cast that spell. With an optimal start and some lucky rolls, we're talking about at least 250 to get your first army of 3-8 Fire Giants out and quite possibly more than 350.
That being said, yes, Fire Giants are among the best summons in the game, especially if you've worked your way up to having the Eternal Pyre ritual and have access to a lot of Ancient Forests.
It's powerful, but that tactic needs a lot of setup time. And if you're saving up for Fire Giants, you're not using those rubies for anything else (flame spirits, salamanders, greater fire elementals etc.) in the meanwhile, and you probably won't have a lot of fire income to begin with - especially if your expansion has been slow because you haven't been using your gems for lower-tier rituals.