Originally posted by Hand's Hermit Permit:Insanity is permanent on living casters. 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. The game is turn-based, and can be played by up to 16 players. 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. Conquest of Elysium 4 (later referred to as CoE4) is a turn based strategy game where you play the role of a powerful warlord or wizard of your choice, controlling large and unique armies in a quest to conquer the fabled continent of Elysium. Sanity recovery values go like this I think for the ritual caster types. A mound king is a cheap frontline commander that can lead the army while his necromancer has some insanity. Lesser summoning rituals are pretty good to help with this because you can get a Mound King as one of the summons. 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. 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. Once a commander has some insanity, try not to let them lead their own army. The general strategy for necromancer is to have only the apprentice raise dead. Only if the insanity is extremely high like 85+ will they have a chance of reducing by a single point every turn.
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