Conquest of Elysium 3 is an old school fantasy strategy game. You explore your surroundings conquer locations that provides the resources you need. Resources needed vary much depending on what character you are, e.g. the high priestess need places where she can gather human sacrifices, the baron needs places where tax can be collected and where iron can be mined. These resources can then be used for magic rituals and troop recruitments. The main differentiator for this game is the amount of features and special abilities that can be used. The game can be played on Windows, Linux (x86 and raspberry pi) and Mac OSX (intel and powerpc).
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Warlock at a glance | Locked | |
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Mar 1 2012 Anchor | ||
Rather then a full guide, I'll just do an introductory summary split into 4 sections: The bad, The good, Tips, summon breakdown. Warlock at a glance The bad - VERY luck dependent (more so then others) in the gem types you find most abundant and starting path, making it hard to intentional plan your tactical focus. - A variety of units serving different purpose populate the same summon class. You may not summon what you need even if casting the right elemental path. Ex. Getting a spell blaster when you need salamander tank. *- All elementals from lesser summon do not heal, they will attrite quickly and do not last. One of their two biggest weakness (Note: Air elemental is most durable in this regard, as they are the only mid ranked archer among all the elementals). *- Gems are in general rarer then other resources. They are also split into 4 types. For dwarfs and hoburgs this doesn't matter too much as most of the gems summon units performing similar roles, but for warlock this is their second achille's heels as each path serve such different roles. Thus warlock have the largest scattered resource out of all the class, making them very very luck dependent. In fact, think of them as having 4 different types of very rare resource each used for something very different and you've gotten a grasp of their problem. - Your basic gold/iron troop set is basic, while your gem troop set tend to be weaker then other gem using nation. Eg. Dwarfs already has a good basic troop set, in addition to great gem value (eg. 5 dwarven elites vs 3-6 less elemental or 1 elemental, no contest). Hoburg is closer in per gem combat power to warlock (also doesn't heal, but has some really badass units), but it has a decent basic troop set on top of an extra resource summon : weeds! It's not all bad though, if you have a bit of luck (see The good). - Somewhat uncommon warlock recruit. The good - Compared to other gem using nation or otherwise. Gem for gem/other special resource you tend to get weaker pure combat power out of it then others. However, your summons have various special attributes giving them more options and possibilities. Overall I rate this as a pro. Warlocks rely more on tactical flexibility, they have lots of special abilities at the cost of pure combat power. - In regards to the weaker combat power per gem observation, the exception is in ranged power. Warlock is top tier in ranged. Slyphs are already pretty good for the cost, thunderbirds by comparison is wtfbbq awesomesause. Dwarfs, hoburg and the like can't hold a candle to your ranged power (and hoburg pack good ranged power themselves). The downside is that to make use of this asset you need luck (a lot of it). If you have bad luck with air gems... well too bad =3 Starting with air warlock is also of huge importance. an Air warlock + plentiful air gem map is a lot of fun if you get it. This is unfortunately an advantage you get to maximize in say.... 25% of the warlock game. - Mines (Gems) availability are less affected by game age. (Whereas say sacrifice will be affected by age where cities are rare or non-existant)... Oh Come on, I gotta stretch for more advantages for warlock here! Tips - L2 Warlocks of a choosen element cannot summon from the opposing element (water warlock may not summon fire). L1 warlocks are unaffiliated and may be upgraded to any path you want (and corresponding gems), they can summon all lesser elemental paths. - L3 warlocks can only summon from their own path. with a 20% discount. - See section 4 for exact details on what you can expect from summons. - Water: They are mostly amphibian and mostly melee except one. Generally weaker then other paths, their advantage being amphibian and can do the viking thing (shore raiding). If you get a water warlock start having him as your viking leader is probably a good bet. - Earth: They all tank very well. It's a huge shame elementals do not heal, making them ideal for defense rather then offense where they attrite quickly. I'd save up for greater earth summon when possible as those things tank and do heal. You do need some lesser summon to help expand early on however. Needs must as they say =3 - Air: They all fly, are mostly ethereal except one, and are all exceptional archers. One of my favorite path to start with. Flying warlock, lesser air summons that doesn't attrite (mid row archer), unparalled ranged power. - Fire: They are mostly ethereal, mostly melee, mostly floats (next best thing to flying). The elementals make excellent front line with a flying air warlock army since they can move through anything except moutains at 1 mp (even in winter!). Set trade to Rubies to keep up your supplies of fire elementals, it's hard to keep up a decent frontline with this fast moving army, but well worth it for the expansion potential. Avoid big battles with this as you will need land crawling melee to stiffen up your front line to give your Air archers time to work their magic. - Always use your trade to buy gems, without exception. At 2 gold per gem, the power ratio you get from each gem is vastly superior to 2 gold. - I skipped the elemental royalties anaylsis (L3 warlock summon, cost 160 gems + 150 gems warlock upgrade), as usually you're on the winning path if you're at the point of considering them. I'll leave them for you to find out what they do =). - Keep in mind that for lesser summoning, with the exception of air path, all other path summons will attrite quickly on offense due to "do not heal". Front line greater summons however all heal (Earth in particular), so weight your options carefully: Instant ammunition or long term staying power. - For greater summoning, you always have the chance to summon the champion of said path, who are *usually* much weaker in pure combat power then the other 2 possibilities, trading for leader and an extra summoner. Keep this in mind for those situation where you need to call up meat / archers (fort is about to be attacked). - From my observations, I would guess that the chance to summon a specific unit is split close to evenly with all other types. - Each summon category have different mix of utility. Eg. Greater earth has 66% tank / 33% commander. Greater water has 33% glass cannon melee / 33% spell blasters / 33% amphib leader ...etc. - In general, for greater summons, fire and water is a mixed bag with some weaker options, earth consistently produce good tanks while air consistently produce good to wtfbbq archers. - In general they are an strictly average class. I think they need ways to influence gem type income through conversion or something more then trade. At the very least you need to be able to pick your starting warlock path and gem type, rather then the current crapshoot. Breakdown of possible summons (quantity range are not correct but should be in the close) Greater water (50 sapphires) - Glass cannon defenders / archers / viking leader : Lesser Earth (20 emeralds) - Great fort defenders, decent offensive chaff: Greater Earth (50 emeralds) - Finally, tank that heals: Lesser air (20 diamonds) - Flying archers: Greater air (50 diamonds) - More flying archers / flying commander: Lesser fire (20 rubies) - all around average chaff, mobile and suitable for offense: Greater fire (50 rubies) - Fire aura meat / archers / commander: Edited by: finalgenesis |
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Mar 1 2012 Anchor | ||
The Earth Champion is great for exploration. He's fast (4 AP) and strong enough to take weekly defended locations singe-handedly. Greater fire can give you also |
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Mar 1 2012 Anchor | ||
Excellent post. Wish I had read it before I posted in the general discussion area. Finished my first game there and can now say that
you are spot-on. I understand better now. A couple of random comments: Great post. Thanks much. |
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Mar 1 2012 Anchor | ||
I had no problems with the gem income playing on a large map vs 1 opponent. |
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Mar 1 2012 Anchor | ||
Thanks for the save jsv, edited into OP =3 Glad you found it helpful Ono. I find that when I play Warlock I have a hard time keeping the the front lines filled, so I know exactly what you mean. I'm really thinking that Warlock needs a bonus to gem conversion. Maybe a L2 mage can convert 1 gem of any element into their choosen one at 1 ap per gem or give them a 2 trade at capital on top of the option to pick your starting element. It's not cool to have your flexibility dictated by what gem types are around you and what your random starting element is X.X Edited by: finalgenesis |
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Mar 1 2012 Anchor | ||
Flame Spirits never come in batches of more than one, because they are fairly tough buggers and can have pretty good spells. They are murder on any non-fire immune units that try to attack them due to the high strength heat aura and any army with one of them autoburns forests. |
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Mar 1 2012 Anchor | ||
Thanks for the info Edi, I've never actually walked them into forest so never found out about the autoburn. Also noticed a large mistake: Air and water slyph/undines only pack L1 spells (brain fart), that's why they come in batches of 2-5, whereas flame spirit have L2 so they come in solo. Flame spirit pack 14 HP ethereal with aura (5) vs 30 HP ethereal aura (3) fire elemental, it's really a last resort since enemies shouldn't reach your midrow caster and ranged. A nice bonus if it comes down to that =3 Edited by: finalgenesis |
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Mar 1 2012 Anchor | ||
Yes, that's exactly what I mean! (So far I have only played on small maps.) |
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Mar 1 2012 Anchor | ||
This would be good to add to the wiki |
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Mar 24 2012 Anchor | ||
I haven't played enough to be sure, but I don't think the warlock stacks up too badly against the hoburgs in terms of gem power. I might have been unlucky, but I tried hoburg lesser summons a few times and they died far too quickly. The greater summons are very good but nearly as expensive as elemental royalty. On a large map, if you get lots of one type of gem early, then a fairly early elemental royalty summoning isn't out of the question. I'm saying this because my earth-warlock start on a large map actually found so many water gems that I was able to upgrade the apprentice and summon royalty well before upgrading the earth warlock. I only saw the earth and water royalty, but the earth one in particular is just outstanding. Warlocks also have in my opinion above-average combat magic. This is a great combo with their many spellcasting summons. That level 3 upgrade to get royalty is by no means wasted gems. Finally, the fire warlock gets fire immunity - which means if he has an army of fire summons he can burn forests without worrying about torching himself. The fire warlock has the burn forest ability, like a pyromancer. |
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Mar 25 2012 Anchor | ||
Hoburg constructs like spiders and dragonflies are pretty decent, but lesser frontline things like clockwork horrors are not very robust. And all constructs share a great weakness of nearly non-existent MR (dragons have only 6 and everything else even less than that). Spells like pig curse are devastating against construct armies. Earth summons are outstanding, I agree... but early game can be tough for a warlock |
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Apr 19 2012 Anchor | ||
OK, I've been playing warlock for a little while vs. baron difficulty opponents and frankly, he seems pretty underpowered. So far all the classes I've played receive some sort of bonus in the early game to remain competitive but all the warlock gets an inherent +2 gem income (well, inherent as long as you control your magic cave) and... that's it? Just as a comparison warlock It just seems like he has heaps of disadvantages with very few advantages to offset them. Giving him a few gold income from a settlement seems like a fair place to start, and possibly some trade points so he can acquire the gems he needs! Edited by: Arbit |
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Apr 19 2012 Anchor | ||
In my plays through with Warlock, I have to agree that he is a slow starter. That tends to mean many games lost early. On the other hand, when he gets going, he can be very powerful, with armies that many races cannot go near beating. |
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Apr 20 2012 Anchor | ||
Advantages of the warlock:
Disadvantages:
I think Warlock is the second strongest class in the game right now. First the Baron, then a huge gap, then Warlock. @Arbit: Summons are like free troops. The Baron gets 2.5 gold and 2.5 iron of an iron mine. The Warlock gets 2 gold and 2 iron and 1-4 gems. The gems are like a gift. Not to mention 2 gems are a lot more worthy than half a gold and half an iron. |
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Apr 20 2012 Anchor | ||
That's a bit of a rosy analysis, IMO. His biggest disadvantage that you didn't mention is his special resource is split into four pools. This really hampers his ability to tech and to summon. Scraping together the 50 gems of the same type for a greater summoning takes comparatively longer than, say 50 sacrifices. I felt like I had to control half the map before I could get together a ruby income of 15 or so, whereas getting 15 sacrifices is pretty attainable early in the game if you grab a city and some assorted villages. And say the rndm gods have decided you should have a high sapphire income, so naturally you pour your resources into a water warlock, right? But it can be a friggin disaster if you lose him and don't have another apprentice ready to take his place, because now you can't make use of most of your special resources except for minor summons. The comparison between a baron's and a warlock's iron mine doesn't take the whole picture into account. True, the baron is only getting +0.5 gold and +0.5 iron out of that mine versus 1-4 gems, but he's also getting extra gold out of all the various cities and towns and such, and his gold also goes farther given he gets discounted troop offers. I probably should have compared him to another spellcaster/summoner like the cultist/necro/etc, though. I finished up a warlock game where a great water warlock with a water queen, a fire warlock, 2 or 3 greater summonings worth of fire stuff, about a rank of crossbows, and about two ranks of various lesser summons and heavy infantry all died assaulting a mountain stronghold with about 10 dai bakemono and 90 bow/spear/sword bakemono. I even tried save scumming my way out of defeat and lost 3 or 4 times! Maybe I just got lots of crappy summons and spells that game, but.... jeez. I would not put the warlock at #2. |
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Apr 20 2012 Anchor | ||
Well I didn't list it as a disadvantage, because I don't think it is a disadvantage. I should have posted earlier that this just reflects my opinion. It's not an analysis, it's more like an impression I got from MP and SP games. And you'll be summoning continually while attacking, so you'll never run out of chaff. The fact that the elementals stun/paralyze counters many strong early game units (trolls are soooo dead for example, if you find them). The elementals are even pierce resistant! I have to play some more MP to see, if he's really that strong. You're very welcome to pm me for a game, if you want to . Looking at that stack you described: that definitely needs way more crossbows to get going. |
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Apr 23 2012 Anchor | ||
It sounds like you may be coming from a multiplayer perspective and I'm coming from a vs AI perspective. I could see how with the 2 gem income and good lesser summons a warlock could make an effective rusher against humans, but against an AI with a substantial resource bonus it probably would not be sufficient. Exploiting late game summons is probably more important vs the AI because it will wear down early game summons through attrition, again due to resource bonuses. I'd love to play this game multiplayer but unfortunately it's pretty unlikely I could given time constraints. |
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Feb 25 2013 Anchor | ||
Try playing Warlock as a Team member. Also do not pass on the abilities of your Warlock. If its Earth then you have mountain movement. Fill his army later with other earth units and you can create a hit-n-run attacker that the enemy cant easily follow thru the mountains. Not to mention always having a 1-shield benefit if you are attacked in the mountains. If your Warlock is air then you get flight. If all your units are air units you can move fast. If your Warlock is water then you get amphibian. Create a small army of water elementals and move around the coastline and jump in/out of lakes. Very irritatng to try and catch. |
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