Conquest of Elysium 4

Conquest of Elysium 4

' Feb 9, 2016 @ 7:57pm
How to play demonologist?
I haven't had any success even surviving the early game. The early summons seem horribly bad for the price, and they're not even very reliable. Any nearby barons and such just steamroll over me with huge armies.

Like, am I suppose to skip the early summons and pray I'll survive until the good stuff (which will turn against me anyway, I suppose)? Or spam them with low sacrifice amounts? I just can't seem to figure out this class.
Last edited by '; Feb 9, 2016 @ 8:36pm
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Showing 1-11 of 11 comments
8Squirrels Feb 9, 2016 @ 10:20pm 
Demonologist is arguably the most OP class, but you have to be a little lucky in the beginning. My usual strategy is to hope for two things:

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.
Althaea Feb 10, 2016 @ 1:09am 
The tier-2 Infernal Horde, Greater Demon and Demon Lieutenant-summoning spells are just about the best in the game, even if you do push blood sacrifices to the maximum. Infernal Horde is probably the safest bet to start with; while Greater Demons are slightly more cost-efficient in terms of the magical firepower they can provide as compared to most Lieutenants (barring the hilariously stronk Heliophagus).

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.
' Feb 10, 2016 @ 5:22am 
I spammed the L1 demon summons a lot without a single hellhound. The other demons are ~ok, but they don't seem to be nearly enough to survive against a Baron neighbour. I used normal sacrifices mostly after the first few, since the fail % seems to be below 20 (I kept count for a while, 37 out of 45 succeeded :P ).

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
Orpheus Feb 10, 2016 @ 8:12pm 
With the Demonologist, if you are lucky you'll start a respectable distance from any fast-playing enemies, which allows you to build up money and sacrifices as well as preparing defenses. If you have a Baron or other fast player on your doorstep, it does pose a challenge but it's not insurmountable.
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).
' Feb 11, 2016 @ 3:06pm 
Thanks! I managed to win a game. High priestess neighbour gave me a lot of trouble, until I got a few Infernal Hordes out at which point the rest was just mopping up. Damn that spell is good, it's just hard to survive that far while getting good sacrifice income.

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
' Feb 11, 2016 @ 4:15pm 
Ah, so they're rather good then. Iirc the ingame descriptions don't tell that.

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 :)
Last edited by '; Feb 11, 2016 @ 4:21pm
' Feb 11, 2016 @ 4:50pm 
Actually I just checked the manual, where it *does* say strength boosts damage. I don't think the base strength directly affects damage.

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!
Last edited by '; Feb 11, 2016 @ 5:11pm
Dwarfurious Feb 11, 2016 @ 6:10pm 
Speaking of cost efficient summons... Fire Giant king can summon 5 fire giants for 100 rubies? Is it random or always 5 because i got 5 every time, and that seems ridiculous for the cost. I mean as a Dwarf i put 20 gems just to pimp my ballistae and 8 gems per upgraded troop. Cant even be banished! Demons are banishable aye?
Aquillion Feb 13, 2016 @ 2:33am 
Originally posted by Keemossi:
Actually I just checked the manual, where it *does* say strength boosts damage. I don't think the base strength directly affects damage.

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!
Note that it's not actually +2 damage. It raises your maximum damage. So 1d4+2 damage is actually just 1d6; you're doing 1-6 damage, not 3-6.

Yes, this notation is confusing, but that's what it means in CoE.
Last edited by Aquillion; Feb 13, 2016 @ 2:33am
Demo is a big gamble class. If you luck out early - you are primed to steamroll most other factions and for overwhelming late game advantage.
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.
Althaea Feb 14, 2016 @ 12:36am 
Originally posted by Dwarfurious:
Speaking of cost efficient summons... Fire Giant king can summon 5 fire giants for 100 rubies? Is it random or always 5 because i got 5 every time, and that seems ridiculous for the cost. I mean as a Dwarf i put 20 gems just to pimp my ballistae and 8 gems per upgraded troop. Cant even be banished! Demons are banishable aye?

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.
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Date Posted: Feb 9, 2016 @ 7:57pm
Posts: 11