Conquest of Elysium 5

Conquest of Elysium 5

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The Conjuror
   
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26 Oct @ 8:31am
29 Oct @ 8:05am
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The Conjuror

Description
Adds a new playable class to the game: The Conjuror

Adds hundreds of monster, combat summoning spell, and ritual variants to the game.

The signature commander, the Conjuror, has 5 different levels, and 21 different variants. She also wields a unique new weapon in addition to her other spells and abilities.

Most units, weapons, spells and rituals are variants on things already in the game, but many interesting tweaks and additions have been made. Conjured replicas may behave slightly differently from their vanilla counterparts.

There are so many variants on the commander, and the things you can ritually summon, that hopefully each playthrough should be a bit different than the last.

I am not artistically inclined, so the sprites for the Conjuror are modified versions of vanilla sprites I like, that already existed in the game. That said, I did take the time to make the sprite for each of the 210 variants of the Conjuror and her mutate minions slightly different. The conjured minions summoned through rituals all just copy the sprites of their vanilla counterparts.

I did write up some lore for the class, each level of the Conjuror herself, and each of her mutate minions, as well as a few other units.

I am not at all sure if/how this will get along with other mods, as far as compatibility goes. What do I look like, someone who actually knows what she's doing? xD This is my first CoE mod ever. That said, it does seem to work with Temp Starting Guardian just fine, at least, so far. It adds 21 new ritpows to the game so...idk that's probably trouble, right? Uh...good luck with that.

I mostly made this mod for myself to play. Seemed like a fun idea, and I wanted to try a class like this. So it may not appeal to anyone else, I dunno. I spent weeks on it, so if you do give it a go, I hope you enjoy it. I think I've got it in a fairly good state now.

SUMMARY

Starts in a well fortified palace of dreams atop a lofty mountain.

Conjurors magically create a small amount of resources each month.

Uses rituals to summon creations which then act independently on the Conjuror's behalf.

Conjurors collect herbs, fungus, and gems, and use all of them in combination with gold and iron to produce a wide variety of servants.

Cannot recruit any troops whatsoever, except for Dreamers.

Starts with very few troops and can take a while to build up their numbers at first, but becomes an unstoppable juggernaut if given enough time.

Conjurors start out as slow, dozy Dreamers. Grows to be faster, more powerful, and highly adaptable with promotions.

Conjurors wield a unique weapon, and can learn a wide variety of combat spells and combat summons.

New Dreamers are rare and expensive, but are the only controllable commanders the Conjuror can recruit, and are fairly strong despite their sloth, inaccuracy and low hp.

The Conjuror's rituals are multitudinous and somewhat expensive.

Conjurors have many different fields of interest. Some may summon swamp, desert or mountainous creatures. Others may summon horrors, warlike creations that hunt enemy owned outposts, or even marine life.

LORE

A conjuror's magic is highly intuitive, which is to say they cannot explain how they bring most of their creations into being, and thus can hardly be considered proper scholars. As a rule, they have only a dabbling education in the mystical arts, and never dive into the deeper mysteries of academia. Prone to flights of fancy, and oft stricken by wanderlust, it is impossible to predict how often they will stay in any one place. It could be years, decades, or less than a day. It all depends how long their current interest lasts.

A Conjuror's interest is intense, when focused, and can lead to impulsive bouts of utter recklessness. Conjurors are rare enough to begin with, and seem particularly fascinated with the void and its infinite chaos and possibilities. Few survive for very long, and those that do are of course, quite mad by then. When encountering a Conjuror, it is best to get them talking about a subject that piques their interest. Then, while they are babbling on enthusiastically, slowly back away and try to slip out at the first opportunity. Waiting around is useless, as Conjurors have been known to carry on talking in this manner for days before noticing that their audience is nowhere to be found.

From what we can tell, Conjurors shape and weave magic together with all manner of the substances of Elysium into whatever catches their imagination at the time. Thus, most Conjurors begin as students of elemental magic, shaping the various elements of Elysium into simple shapes, mastering a smattering of attack spells, and summoning elementals. From there, golems and some other constructs akin to an Enchanter's creations are a logical progression. However, a Conjuror's repertoire is infinitely varied. Beyond animated statues or lifeless constructs, they can even summon facsimiles of sentient beings. These creations, unlike those of an Illusionist, are solid, and once created, as real as any natural creature. As a Conjuror grows in power, they even become capable of summoning beings of legend from out of the mists of mythical eras. They often favor tales of adventure, myth and the fantastic, seeing through rose-colored glasses the primordial ages of Elysium when all manner of supernatural beings ran rampant. Thus their summoned servants are usually plucked from the pages of these fanciful yarns, and rarely include anything they would consider too mundane.

Conjuration seems to twist and shape reality itself. By its very nature, it warps and upsets the order of everything in its vicinity. There have been wild reports that the magic contained within a Conjuror's summoned replicas is so unstable, it can result in the spontaneous creation of further new creatures in the replica's vicinity. This is of course, an obvious exaggeration, as it would suggest an absurd amount of magical power, and no Conjuror could have possibly survived long enough to attain such heights. If such a thing is to be believed, being in the vicinity of the Conjuror themselves is, then, far more dangerous, as reality itself seems to become brittle in their presence. If engaged in combat, the only recommended approach is to put a swift end to the mercurial magus from a very great distance.

To date, there are no known records of a Conjuror surviving to their elder years. It is unknown what effects on the magus, their surroundings, and sanity, the influence of their magic would have over a great period of time. Should a being of such age and power appear, large scale military mobilization is urged at once, as they may pose a threat to the very stability of civilization itself.

Search for Silverbell_TTV to find me on Twitch, YouTube, Discord, Tiktok, Bluesky, and several other social media platforms.
36 Comments
Doppelganger 28 minutes ago 
@Silver Im loving the forest units that actually let me use the herbs. I was a little dissapointed that the Void units only is available to be summoned in the void. I would prefer that the Conjuror could summon them in places like the Sphinx, Pyramids, Eiry Farm, Stonehenge etc.
Also I was wondering why the Eiry Conjoror didnt have any Astrology spells?
Doppelganger 8 hours ago 
@silver its definately has become much more enjoyable playing the early game. you are the right track :steamthumbsup:
Silverbell_TTV  [author] 15 hours ago 
I've overhauled the summoning ritual prices again. Also increased the recruitment chances for Dreamers from 1% to 2%. Continuing to search for the right balance here.
Silverbell_TTV  [author] 28 Oct @ 9:20am 
Another mini-update! Costs of promotion rituals and new Dreamers have been significantly reduced.
Thank you so much, Faceless! I've spent weeks on it, yeah. ^_^ Some days I worked 12 hours straight.
The crystal forests are supposed to be there. Part of the effects of the Dreamer on reality near their home. The upgrade rituals eventually will let you turn the hut into a tower, then a crystal tower, a tower of the elements and finally a crystal palace.
Faceless 28 Oct @ 8:35am 
Just started a new game and I've got two Crystal forests right next to me. Seems like a bug.

I love the mod! I've enjoyed this far more then most I try out. Must of been a ton of work too.
Silverbell_TTV  [author] 28 Oct @ 8:25am 
New update is out! One thing I'm still not sure about is the costs of new Dreamers, and the cost of the promotion rituals. I want a good balance so summoning rituals, new Dreamers, and leveling up the Dreamers are all worth using.
Doppelganger 28 Oct @ 4:40am 
@Silver also if you go with a hut you could make some kind of mysterious statue to protect it. It might be from this mysterious unit (possible from the void) that her powers originates in the first place....something like that. Just an idea. :)
Doppelganger 28 Oct @ 4:26am 
@Silverbell thanks, really appreciate it. In the lore it could be that everytime she sleeps (every turn) there is a chance that se dreams up some monsters/unit. She has little control over her abilities so its should be random and random strength. just something free spawn to help claim jungles and forest without putting the Conjuror at risc.
Silverbell_TTV  [author] 28 Oct @ 4:10am 
Ah thanks! I'll fix the fire and frost drakes today.
Yep, some Dreamers/Spellweavers/etc. by their nature move with a bit more haste than most of the others, like the Peregrine and Ephemeral ones, so they're one step faster. All Conjurors get faster as they level up. Those ones just get there quicker.
Hmm you have a point there. I originally had her start in the Palace because I wanted something fortified, so the class doesn't just get wiped out immediately in the early game. Hence the big army as well. The Palace seemed the most thematic out of the fortified locations.
Also I didn't realize the Palace had that teleporting ability that only the Illlusionist can actually use, so it's a bit misleading.
I'll change it up a bit, have her start in a hut and give her rituals to upgrade it as she levels up.
I'll also give the early game and starting units another look. It's a tricky thing to balance, but this feedback is really helping! <3
Doppelganger 27 Oct @ 3:34pm 
some observations playing the game:
I still find it a bit boring in the beginning. Basically your starting unit is to weak to roam around and I find myself sitting and waiting for gold and especially mushrooms. Waiting is no fun so early game is as of now not very enjoyable. I need something to do.
Also usually I have alot of herbs that I cant use for anything. Maybe you could enable the conjurer to summon some roaming forest units to help with claiming jungles, forest and swamps. That would give me something to do while I wait to upgrade my conjurer.