
Murmur's ash-choked realm in Solium Infernum is filled with the hopeless dead. According to Ars Goetia, mortal sorcerers invoke him to communicate with the deceased, so it's fitting that he plays like a necromancer in-game.
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PostsMurmur favors a militaristic playstyle, and can go toe-to-toe with other combat-focused Archfiends like Astaroth. However, playing as Murmur means you always need to think one step ahead. If you can lay the groundwork for victory ahead of time, your opponents won't be able to do anything to stop you. If you're caught unawares, though, your rise to power could be cut short.
Murmur's Abilities
Murmur starts with two levels of Destruction and one each of Prophecy and Wrath. This gives him access to some useful defenses against Deceit Rituals like Loot The Vault, but solidly focuses his strategy around winning Vendettas and Blood Feuds.
His Dark Art, Danse Macabre, is an important tactical tool but won't win games on its own. It costs nothing to cast, and summons a Legion with weak stats (2/1/2)and 4 HP to a friendly space. Legions summoned by Danse Macabre lose 1 HP each turn, eventually crumbling back to the ash from which they're formed.
The best use for Danse Macabre is to summon new troops adjacent to the space where you expect a fight to occur, to provide support bonuses. They also make a useful distraction, potentially being destroyed by enemies in place of a Legion that you actually need.
Starting Troops
Name
Ranged
Melee
Infernal
Murmur's Stronghold
4
4
8
Accused Of Murmur
3
9
Murmur heavily favors the Infernal Phase in combat, which can put him at a disadvantage in the early game. However, if you can secure the service of Praetors and Artifacts that weaken or delay the Ranged and Melee Phases, you can win battles you would otherwise have no business even fighting.
Murmu's starting equipment leans into his preference for magical combat, but isn't so critical that it has to be locked in. Murmur does exceptionally well when catching enemies off-guard, so he can be well-served by an unexpected loadout.
Early Game Strategy For Murmur
Murmur needs to establish a strong military presence in his corner of Hell early on. Start by sending the Accused to take the nearest Place of Power, ideally one near an enemy border; holding the structure will make the border more defensible throughout the game.
Summon troops with Danse Macabre to support the Accused; they can have a hard time breaking through to the Infernal Phase, depending on your target Place of Power's stats.
In the meantime, build up some Tribute Tokens and bid on the best Legion you can afford. Two Legions fighting side-by-side, with extra help from Danse Macabre, should give you enough punch to back up any Demands that you make.
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PostsMid Game Strategy For Murmur
Murmur should focus on developing Destruction and Wrath, with an emphasis on the former. Use Wrath to develop Stratagems for your Legions, especially if you can't afford Praetors or Artifacts for all of them.
Make frequent Demands of neighboring Archfiends, declaring Vendettas when they refuse. Keep your Legions in a triangle formation so that they always provide full support whenever they fight, and cast Destruction Rituals like Enfeeble to weaken enemy Legions just before engaging them. Try to fight three Vendettas against your weakest neighbor so that you can declare a Blood Feudand eliminate them.
Take and activate the Power Of Evil Event Card if it's available, and use it right away. It provides extra Prestige each time you cast a Destruction Ritual, including Danse Macabre.
Late Game Strategy For Murmur
By turn 40, you'll want to have accomplished three goals:
- Attain the Rank of Princex.
- Reach Destruction Level 6.
- Have an army capable of seizing Pandaemonium.
The last one is tricky, but it serves as your safety valve; Murmur is one of the better Archfiends for a Usurpation Victory, so if you can't win on Prestige then you'll have to rush the capital before the Conclave finishes voting.
Leveling up Destruction costs lots of Hellfire, so take any that's offered in Tribute.
Whether you're pursuing final Vendettas and Blood Feuds to weaken opponents ahead of the vote, or you've conquered Pandaemonium and have the other players united against you, maximum Destruction gives you all the power you need to crush your foes. As usual, Legions can be weakened or even damaged with your new spells, but if an opponent becomes an actual threat, you can shut them down with Planar Lock.
Planar Lock is expensive to cast and maintain, but limits the number of actions a rival can take on their turn. Since you should be able to afford it easily by now if you haven't already, pick up an extra level of Prophecy to open an extra Ritual Slot that you can dedicate to this monstrous spell.
If you're using Murmur's default Relics, having maximum Destruction also significantly enhances your Legions in the Infernal Phase.
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Posts