The Tips
1.Since fantasy units don't gain xp, slot them into a apprentice/hero/any other unit that needs xp and watch some good ol fast leveling.
2. Apprentices have a level up skill that increases domain range by 1, the second instance is lv 6
3. Shops can sell spells.
4. Some quest rewards can be op, don't assume a generic location with a cool sounding name won't be good at all, chances are the rewards you can gain from that old random quest you found in the middle of nowhere can reward you with something like a t3 unit (shoutout to the griffin quest giving me one)
5.Some quests have lead ups and are even required to unlock more places, example that comes to mind is thiefs token, may find one randomly and it says quest item... it cant be used unless you first visit the circus and get the random quest that leads you to finding a dead wolf... grab the collar and show it to the head honcho, he will then give you a thief token and tells you to go to sevenskeep, do that access the new area called thieves guild and boom! you have 3 new shops in the world.
6. Some missable dialogue options can net you rewards/even unlock other ways to do a quest/unlock quests themselves... which is why i savescum check out all the choices, given a spell as a reward vs 15 gold is a no brainer, likewise extra loot is always welcome.
7. You can lure enemies away from whatever they currently guarding. Ex: Personally i have wisps scouting in pairs, free node (no enemy on top of it) but theres a enemy stack next to it? use one wisp to lure them and make sure they cant get back to that spot in 2 turns, (thus getting the node).
8.Now this is just a personal bias but apprentices that can summon units in battle? a godsend... while there are runes/equipment/other units that can summon having someone that pertains in important battles with lots of focus/etc being able to pump out 3 or even more extra units before the fight can occur? amazing. (also if your like me and will retry battles to make sure i get 0 losses since i like to challenge myself, this is a amazing way to have meatshields/make sure your perm units dont die)
9. Another personal bias: some maps are just bad. Sure they may be good for X or Y situation/setup but at times they just dont help. Ive had to reroll the map several times just so the enemy cant get a free shot while its not even my turn... bonus points if that shot has debuffs (looking at you arsonists causing burn on all my units)
10. If you see a dwarven unit and esp if its early game grab them! They have a lv up that generates 2 gold per turn, may seem small but over 30+ turns or so, those extra 1 coins (if they t1) just cant be beat. Also humans get a 2+ research instead, may be beneficial to grab military and get that lv up on them then just put them somewhere they cant be hurt (or use them for resource gathering)
11. Wisps are amazing, from combat to speed on the overworld to scouting to even tough battles. DONT sleep on them, esp if you need more hands but your at week 1/2 and have 0 gold. They are a perfect solution.
12. CURRENTLY auto resolve is fixed (and even a lil op?) use it if your not confident in a specific battle (enemy army consists of entirely ranged units), manually there would be no way to get that sweet heroic victory but auto resolve can solve that (and your units may get very little damaged).
(shoutout to giving me perfect wins again fantasy t3 units that would wreck my army)
13. Depends on starting area/units/etc but if your new you would choose the middle green land of zero threats... best healer for you is goblin shaman... aoe heal that can mega buff up your melee damage when your still on your first few weeks and you just encountered units that are highly resistent to phys damage? Shamans got you covered. Alchemy t2 unit healer cant compare, its only amazing at lv 15 while shamans you know what your getting off the bat.
14. Personal bias: mind control sounds cool and interesting but by the time it triggers its not worth it, (rip those that took mentalist as a primary school). Its only useful when you build around debuffing enemy units willpower ie something like bears aoe roar.)
15. page school drops from circle mages: (they drop t3 or t4 of their school)
gor nature
isgrimm earth
ianna/uram mentalism
yria/rohen guardian
undergast enchantment
raith/hokan death
16. Gonna throw it out here to those with bad luck- due to how the game is, by doing various things differently ie move a unit or visit a place before the end of your turn you can change the seed of what occurs when you trigger a event...godsend when the battlefield you about to visit gave you the ability to ignore all terrain on your apprentice stack... also very useful if your first big node is in enemy territory and you dont want to fight the circle mages section of the game yet. (most reliable way to get a different outcome for loot for example is losing a unit)
17. The best landmarks in the game is the statue and castle landmark...the third is the crypt. Castle is in darkvale aka below sevenkeeps, the statue is abit west and fully north of sevenkeep, and for the crypt its directly east of sevenkeeps to the edge of the map. Castle gives 20percent soul find (sell for mana very good) and 10 free mana upkeep, while the Statue gives 50percent item find (more loooot), lastly the crypt gives all fallen undead units revive after battles (amazing for necro players else people who dabble in the death school could find this amazing as well)
18. The info is out there but a reminder: Do look up info on recipes and keep high essence items for later... you will unlock room extensions later and some of the costs really do require a massive chunk of dedication in terms of how hard it took to find X/Y items that fill in the requirements to make said room.
19. There are guaranteed spells in the game besides spell pages from circle mages...
Sevenkeeps library quest, guaranteed mentalist page or random page if you dont keep it to yourself, since the random page can also be mentalist i would recommend just giving it. NOW INTERESTINGLY you can also get a second spellpage from the follow up quest... you just have to side with the magistrate. (note doing so is gonna piss off some cities a decent amount but its still worth it in my eyes)
magic coffers (mentalist t3) spell from the random world event mushroom circle
dwarf from the well, stick around and dont be greedy and you get the t4 earth spell stone skin. ELSE if you threaten to drop him down the well again, take the key/demand all of the loot, then you get all the gold but you will get the t2 earth spell heal.
Lady lucky gives a spell page, random event that pops up on the start of your turn. dont read the letter, enjoy.
Lastly southtown magic if you bargin with the demon you get the binding summon spell (second quest of connach)
SO while its appealing to go mentalist/earth school do note that some of the spells you can learn you can get access without any hassle via these quests
(added note, may remove this little bit once i check/etc, apparently crypt digging can net you spellpages, will update/etc after rerolling a good bit)
20. You can cross circle mages domains without repercussions as long as you don't end your turn inside their domain... you can likewise attack their units but be careful as lowing rep will bring that doomsday counter ever close (really annoying how they block bridges and that stack thats blocking has a good amount of t3's).
Tips Part 2 (ran Out Of Space On The First Section)
21. Things that spawn buildings may spawn at a spot you either is just a tile away from your domain, or is a annoyance in another way... IF you reload and put a unit at the space where the building would spawn, it would be moved, do this a few times if the building spawns right next to its original spot and the game may spawn it in a different spot that isnt where your cluster of units are... this is how i current places encircled around my domain (sevenkeeps)
22. As i mentioned above about occultist apprentices, just to mention... while they are strong, they can as well solo stacks, your apprentice vs 3 melee units? easy (at least t1 mostly) units, you draw back from the battle while summoning and once you have 2+ units you then engage, this means you will rack up a great amount of xp. This tip is only really useful if you want to level your apprentice up quickly or dont want other units to take away that sweet sweet xp (summons/fantasy dont take part of xp sharing)
23. You can make a enemy unit "waste" their action points by putting a unit next to them and then moving away, thus triggering a attack of opportunity... perfect for when you have a unit that can do serious damage but using them to engage would be bad as the counterattack would kill them, by using this method you can negate the damage.
24.Some overworld enemy spawns will either stay in place or move around, perfect for when the unit that triggered it is solo, likewise if its for a quest then be careful of keeping track of where this army as.
25. (work in progress)
You can buy spells the current list is:
Audale-slavers/confuse
sevenkeeps-righteous/holy weapons
orgash-summon beasts/giant strength
26. There is 5 possible heroes, you can reject at max 4 times, doing it on the 5th means no hero for you... which funny enough is a requirement for a certain part of the game, rejecting a hero means they dont appear again... after a few days a different one will appear.
27. 99percent sure the game softblocks some spell researching (i prob said this in a previous tip, will look later) thus while choosing your primarily/secondary school is important, that one spell you are gunning for may not appear for a lonnnng time.
28. Nodes in farther parts of the map doesnt upgrade their units tier wise, more then likely the game will just keep spawning the same units, cue north area nodes covered with lesser ice golems.
29. If/When you get instant castle, while landmarks may be a tempting place to use this precious spell on, dont neglect stables... having 3 stables in your domain means 3 speed factionwide, a game changer.
30. Middle to late game on your lv 5 upgrade always choose extra rune slot (ofc if you can make runes) as generally a extra slot is usually better then any of the lv5 abilities you can get.
31. best healer- dwarf. best unit- slavers. best ability-summoning in battle.
32. CRYPTS IN THE TWO DEMON AREAS CAN GIVE SPELL PAGES! tested it at week 8, only had to reroll it once to get a page
33. circle member quests giving spell pages (that i gathered)
rohen mine
defend or defeat from raith
uram the red world event while moving on the map, agree to protect the runaway mage. (dont know the name)
Quality Of Your Sanity Tips/misc
Thats all the game tips i currently have... now ima say some stuff thats not in the game but you should perhaps do to save your sanity:
Use a mod that allows you to keep rerolling the lv up updates, some selection of traits the game gives on some units dont mesh and are stupid, this way you have a chance at building what you want.
Likewise if you plan on doing a full on everything run then it may be beneficial to get a unlimited movement cheat and scout the entire map... this way you can see where the circle mages at, where the nodes at, where all the landmark/cities at... and most importantly you can check the apprentice giving locations/plan out which one you wanna go to for that sweet sweet occult apprentice (which is why i normally dismiss my first apprentice as regular apprentices get 2 traits, your first apprentice only gets 1 and a 3+ focus trait (depending on what you build you build you can easily get 3+ focus on some room extensions.
Lastly if you struggling then check the discussions forums as people there are generally chill.
GL in your game guys. Guide is now finished.
I will probably add more and could insert some more knowledge/personal feelings to things like the best runes but considering how sparse the playerbase is i'd reckon that id just bloat this guide thus making people less interested.
comment/rate if you wish >.> and now back to rerolling events (been writing down ways to do it reliably)
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2954496348
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