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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Necromancer spells... (Games : Conquest of Elysium 3 : Forum : Tutorials : Necromancer spells...) Locked
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Mar 29 2012 Anchor

Well, I'm not sure how many there are, but it is a lot!

Here's what I managed to learn with 1 Demi-Lich...

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What happens when you have learned them all? Can you still use a Library?

Mar 30 2012 Anchor

There are 29 necromantic spell in all. You've got all of the level 1 spells, half of the level 2 and five out of nine level 3 spells.

Level 2 is missing Soul Vortex, Weakness, Dance Macabre, Cloud of Death and Terror.

Level 3 is missing Death Spell, Army of the Dead, Chill of the Dead and Tendrils of Death.

Mar 30 2012 Anchor

Is Death Spell supposed to have a different name? I thought it was a leftover beta name when I first saw it.

Mar 30 2012 Anchor

No. It's a 1d20 magic row damage spell and it generally kill any normal soldiers quite dead, so the name is appropriate.

Mar 30 2012 Anchor

Its an incredible feat to have so many spells in each spell school, of which there are also so many.

Is there any advantage to having level 4 spell casting? Does it change the chance of resisting, the spells learned at libraries or the spells chosen to cast?

Mar 30 2012 Anchor

Above level 3 the only thing you get is more memory slots, which can be either a good thing or a bad thing.

Note that not all schools of magic have that many spells. Necromancy has hands down the most of them all. Some figures for the number of spells in each school:

Enchantment 25
Hedge Magic 20
Infernal 19
Druidism 15
Kuro Do 16
Geomancy 14
Hydromancy 13
Pyromancy 18
Storm Magic 20
Dark Prayer 15
Deep Magic 22
Troll Magic 20
Witchery 20
Wizardry 20
Mysticism 7
Crystal Sorcery 8
Garnet Sorcery 6
Jade Sorcery 10
Onyx Sorcery 10
Dark Magic 11
Golden Arcana 12
Silver Arcana 15

So as you can see, some of the paths have a lot fewer spells than others. I expect that more will be added later in patches and some of the main paths (such as the Mictlanian invocations) could use more variety. So could some of the auxiliaries, though most of them are fine with fewer spells than the main class magics.

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