Conquest of Elysium 5

Conquest of Elysium 5

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"Hey Hey People..." An Introduction to Guildmaster (Updated!)
By TrueWOPR
A quick overview of the latest class and his rituals.
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Intro
Guildmaster rituals are a bit different from other classes, learning a level 1 ritual will automatically unlock its level 2 upgrade ritual.

Almost all the guildmaster's rituals build guilds, a single location can support a number of guilds up to its trade-cap.
His other rituals are "destroy all guilds" (to make room for new ones)
"establish trade village" (add 1 trade value, and thus 1 guild slot, to a village)
and what I will call 'activate guild', for example, you can activate assassins guilds to send assassins out to hunt down enemies.

You will end up with a lot of gold, and a lot of trade, so be sure to always be buying Gems or Iron as needed.
Traders/Merchants/Bankers Guild
You'll notice going forward, that virtually ALL first level guilds add +1 gold income and some sort of passive bonus ability.
Similarly, the upgraded version of a guild doubles all its 'stuff', whether that's double the income or double the library books.


Thieves/Assassins/Shadow Stalkers Guild
The assassins and thief masters act independently with similar AI to Baron's knights, but you can take their brigands into your armies.


Shipwrights/Cartographers/Void Pilots Guild



And the void pilots guild gets you the Void Ship (50gp/50 Iron/100 Gem) which lets you safely sail the void.

Miners/Masons/Engineers Guild


Sages/Mages/Arcane Guild


Mercenaries/Adventurers/BeastMasters Guild


Apothecaries/Alchemists/Magus Guild


Special Unit Offers (WIP)
This section will contain the special unit offers and how to unlock them.
For now, we have the-
General Costs-
Marines and Caravan Guard- (Require's shipwrites and trader's guilds respectively)
.
Cartographers/Navigators[WIP]
They extend your vision by 1 space, cartographers by land, navigators by sea.

Griffon Riders and Lord (Reqs: Beastmaster's Guild)

Pegasus Riders and Lord (Reqs: Cloud City, Beastmaster's Guild)

Thanks to user "Play For War" in the comments for the screengrabs.

Assassin and Shadow Stalker (Requires Assassins/Shadow guild, pay for assassination contract)
A Warm Thanks...
...to the many members of the merchants guild for funding and bankrolling this update, you're all truly wonderful.

Remember that researching a level 1 ritual will unlock you a random guild to your options, know what guilds there are, and which ones interact in which ways.

Have a good one.
11 Comments
The Candy Man 6 Oct @ 10:30pm 
I don't know if you're still updating this. But I saw some talk about the Engineer Magus unit. Play For War is correct; they need Engineering and Arcane to have the chance to spawn.

I haven't really used imgur, so if I messed this up. Please let me know. But here are screenshots of the unit, the ritual list, and what the rituals do.

https://imgur.com/a/OzlFwYR
Play For War 10 Jun @ 11:59pm 
Note that the artillery the engineer can make is the storm spool ballista. Damage 25 magical ballistas with a secondary chain lightning effect, 5 damage AP with four bounces. A single ballista can wipe a fortress wall clean of archers during the opening volleys, a battery of them can (and has in my game), vaporize any meaningful resistance on the other side before the battle even begins.
Play For War 10 Jun @ 11:59pm 
Oh boy. The Engineer Magus are a rare spawn tied to Engineer guilds and Mage Guilds (they're the Mage Engineers in the description of the Engineer Guild). They are ABSOLUTELY insane. As in 'can create portal networks and the best artillery in the game' insane. The guild alchemist's upgrade is the alchemist magus (can be recruited via T3 alchemist guild directly), who can do the usual (greater alchemy, alchemical catapults), but can also make flamethrowers (damage 20 narrow cone ten fire attacks) if you also have an engineer in your employ. Also they have level 2 alchemy and high arcana, which is really good.
TrueWOPR  [author] 10 Jun @ 11:32pm 
I actually didn't even know there was an Engineer Magus, I'm guessing he's an upgrade of the guild alchemist? While I'll always happily take screenshots, I might want to take time to explore that new charater with rituals before updating his section in parts.
Play For War 10 Jun @ 11:10pm 
The sea voyage one will be interesting, as it's worth noting at the bonuses are multiplicative, so a pearl tile is worth 8 gold with +100% global gold bonus and +100% sea tile bonus. Of course that's nothing compared to the mines, with a silver mine being 20 gold and a gold mine SIXTY. Though, admittedly, maxing out the bonuses in a dark age might be tricky.

Also worth noting I believe the cartographer farsight is universal, not just on land.

As for the guild specific mages they seem to have renamed the alchemists to guild alchemists and the guild mages aren't much to look at but I have a few if you need screenshots. What really needs a section is the Engineer Magus and their rituals because they rock.
TrueWOPR  [author] 10 Jun @ 10:58pm 
Updated the guide, credited you, grabbed everything but Galleon (waiting to do a whole sea voyaging section first) and the guild specific mages I believe.
TrueWOPR  [author] 10 Jun @ 9:52pm 
Sure, and thank you!
Play For War 8 Jun @ 5:01pm 
I just finished off a cloud lord's starting fortress, do you want me to forward you the screenshots of the guys ?
TrueWOPR  [author] 4 Jun @ 5:07pm 
I planned to add them in alongside the other unique units as I got ahold of them.
Just need to conquer a cloud kingdom and see what those pegusus' are all about.