Conquest of Elysium 3 (Druid) Part 1
The Druid has some similarities to the Witch in that they rely on Forests, Jungles, and Swamps for herbs. But even this has some slight differences. Jungles provide 2 herbs each for Druids instead of 1 fungi for Witches. Faerie Groves provide nothing for Druids oddly enough. Swamps only provide 1 herb instead of 3 fungi. And Hoburg Villages provide 3 gold and 1 herb and there are few more slight tweaks.
Herbs are used in summoning animals. Supposedly where your druid is decides the animal but from what I have seen, its random. The only thing is higher summons may not be allowed to be used in fields, hills, and deserts. Their summons are cheap and there is no control check. You summon as many animals as long as you have actions and herbs.
What is summoned varies wildly. Minor summons can provide anything from rabbits to bears and moose. Major summons provide much the same minus the useless 1 hp animals. Summon Nature Gods (or whatever its called) provides giant variations of things like the boars and moose but also include more mythical creatures such as the chimera, basilisk (though its actually a cockatrice), and rocs.
Druids seem to have an easier time gathering herbs it feels like. But they still have numerous flaws and some are rather serious. The biggest flaw is the fact that all tiers of druid can only upgrade at an Ancient Forest. So if there are none around or very few or even none on the map, you have no means to upgrade your druids. This means no end tier units for this summoning faction. Their recruitment options are limited. All units have forest stealth which is interesting. But their choice of units is extremely limited and random. Slingers are the Druid's range unit and is by far the weakest ranged unit in the game (1-3 damage with sling stones). Barechested Warriors and Cavalry can throw a javalin much like legionaires can. They have the weakest cavalry, having only one attack and no defenses compared to three attacks or having armor and shields. Their only saving grace involves the Boar Warriors which are a random unit that appears on the recruitment list and your only use for iron. But its not a mercenary so it uses up your one recruit a base per month limit. But they have decent health and do the most damage out of the units and can berserk giving them more health.
Scouts are usually common. Their champions are only chieftains or these sages that do nothing. The chieftains are alright but are front row which means they may die in battle. Apprentice Druids are not available at all until you take over a temple.
Speaking of the druids. Their magic can range from useful to useless depending on the encounter. They can learn charm animal spells which can help bolster your forces while clearing independents. They know various debuffs and an armor buff. The rest is just poison damage and nothing of the strength of Witchcraft. Also getting better magic is limited depending on if find an Ancient Forest or not.
Despite these numerous flaws, the Druid is alright. But things got very annoying when I could not upgrade my druids. Wow, this must be my longest explanation yet. They are certainly interesting if you can release their potential. But they have no reliable range attacks at all.
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