SpellForce: Conquest Of Eohas three pre-generated mages to play as, but you’re able to also use the Custom Mage option to create your aspiring wizard however you see fit. While customizing your character isn’t as granular or complex as it is in many other games, each selection you make at this time has broad implications for your entire campaign.
Related:How To Customize Your Wizard In Master Of Magic
We’ve broken down every possible choice for a Custom Mage and what it means for your game. Use this guide to plan a perfect run and set yourself up for success in your bid to join the Circle.
Class
The biggest decision you’ll make is also the first one, selecting one of three classes for your character. This determineswhich crafting system you’ll use, as well as the identity of your first Apprentice, who joins you in the middle of the second week. Each class also has unique Tower Rooms and add-ons that complement their style.
Alchemy
Alchemists use special plants called Catalysts tobrew powerful potions for use in combat. These potions are single-use consumables, so you’ll want toconstantly be craftingto have a solid supply on hand. Alchemists areextremely adaptable both on offense and defense, and the right item can turn the tide of battle.
Alchemists should knowat least a little Nature magic, as this helps them fill out their class page in the Grimoire and can be useful for farming high-end ingredients as the game goes on. Alchemists are recommended for players who like tomanually play battles instead of auto-resolving, since otherwise your potions won’t be a factor in combat (and therefore useless).
Necromancy
Necromancers cancreate undead unitsfrom an assortment of crafting materials, letting them field more stacks than the other classes. Having ready access to units unavailable to the other classes means that a Necromancer caneasily conjure armies on the fly, given sufficient time and resources.
As you might expect, Necromancers are best when supported byDeath magic, though they aren’t required to choose it at the start. You’ll need to adapt your play during a Necromancy campaign, as the undeaddon’t heal naturally, requiring heavy use of spells like Aid to keep them functioning. For this reason, plus the Mana upkeep of your crafted units, Necromancers tend torequire more Mana overallthan the other classes.
Artificing
Artificersforge glyphs from mystical ores, allowing them to apply permanent upgrades to individual units. Ideally, you’ll be able to keep the same units alive through multiple battles,leveling them upand choosing skills that complement the glyphs you’ve given them. If you likebuilding small, elite armies, the Artificer is a great choice.
Artificers can makegreat use of Earthmaster magic, which helps them easily get the ores they need for crafting. Death and Nature, both of which have useful summoning spells, can also be helpful as they provide the Artificer with more possible units to enhance with glyphs. The main disadvantage to playing an Artificer is thatglyphs are lost with their unit, so if an ace combatant falls it can deal a major blow to your power.
Related:SpellForce: Conquest Of Eo - Necromancy Crafting Guide
Schools Of Magic
There are six Schools of Magic to choose from in Conquest Of Eo. You’ll gain access to most - if not all - of them over the course of the campaign, but to start with you’ll need to choose aPrimary and Secondary School.
When you unlock the Grimoire during the first few turns, you’ll have access to three spell pages -two from your Primary Schoolandone from your Secondary.If you choose the same School for both options, you’ll havethree of the four available pagesfor that School.
Your Primary School also determines theunits in your first Apprentice’s starting army.
Starting Location
The geography of the map is the same in every game, but spawners, quest locations, Allfire Nodes, and enemy Towers are randomly placed. Your starting location determines which cities you’ll be near, which in turn decides what units and resources you can easily get. Knowing what to expect at each starting location, you can choose one thatsuits your class and Schools!
Goldenfields
A wide-open plain with plenty of resources, Goldenfields is agood place to learn the game.The enemies here are largely restricted to goblins, thieves, and bugs, and Goldenfields’central locationmakes it easy to explore in whichever direction you want. With Sevenkeeps a short journey to the northwest and Lyraine to the east, you can build up a solid core of human soldiers from here.
Goldenfields doesn’t offer advantages to any particular class or School, but you can set your sights on nearby regions based on your neads.
Allyuvan
Despite having more challenging hostiles in the form of New Purity zealots to the west, Allyuvan is in many waysthe best overall starting position. you may easily reach both the town of Allyuvan and the capital at Sevenkeeps to the east, and in the west the fortress city of Bastion hasseveral powerful bonuses availableif you increase your reputation there. Having so many populated areas nearby makes this a good choice forMentalism and Deathpractitioners.
Alchemists will do particularly wellstarting here. Once you become revered in Allyuvan, you canbuild a Herb Gardenin your Tower and buy useful ingredients in town weekly.Necromancers might struggleagainst the New Purity at first, since many of them deal White damage which your undead units will be weak against.
Draycott
Northeast of Sevenkeeps, the mountainous region of Draycott is home to the dwarves. Units without Mountaineer or Flight can have a tough time getting anywhere quickly in this region, but there arevast quantities of Mountain Copper, Sky Iron,and even Corrupted Adamantium here for Artificers to mine.
There are dwarven cities to the east and west of your starting location - we recommendgoing east first to visit Windholme, where you can recruit Axewielders, Earth Shapers, and Pyromancers. Many of the quests here havebonus options for Artificers and Earthmaster wielders, so be sure to consider those a priority when starting in Draycott.
Gillyshire
This remote, rural region lies east of Goldenfields and isoverrun with the undead and giant insects.Its resources are plentiful, letting any classget a head start on crafting, but the tougher enemies and lack of prosperous cities in the region can make it a challenge to start here.
If you start in Gillyshire, considertaking Earthmaster magicto give yourself the upper hand. The Elemental Weapons spell will let your units deal increased damage against both the bugs and the undead! Nature can also be used totake control of the insects.
Misty Coast
The Misty Coast ispopulated by dangerous orc warbands and basilisks, so be ready for a fight if you choose to start here. With the New Purity to the north and the Darkvale to the east, the nearby regions aren’t much safer. However, starting on the Misty Coast gives you access to the orc city of Orgash; complete their quests to get on their good side, and you’ll be able to construct an Orc Barracks in your Tower, giving you some of thebest troops available.
Necromancers can thrive on the Misty Coast, as long as they can keep their tower from being pillaged by its myriad threats. To the east is Castle Meldec, a landmark with a short quest thatgreatly enhances your chance of capturing Soulsand provides free Mana upkeep once it’s captured. Better yet,all-undead stacks can cross water(since they don’t need to breathe), giving youeasy access to the coastal islandsand the incredible things you can find there - provided you can deal with the powerful enemies, of course.