Hey everyone,
I’ve been thinking a lot about where magic and religion could go next in Conan Exiles, and I wanted to put a proposal together for the community (and hopefully the devs) to chew on. Two connected ideas here: a new spirit/nature-based magic school, and a genuine overhaul of religion so that faith actually matters at high level. Long post, but I think it’s worth it.
Part 1: A Shamanic School of Magic
Right now our magic options lean heavily toward blood sorcery, demonic pacts, and undead necromancy. All great, but very “civilized decadence” flavored. There’s a huge gap for something more primal: a shamanic/animistic path tied to beasts, spirits, and the wilds, which honestly fits the Exiled Lands (and the setting’s tribal cultures) perfectly.
Concept:
- A new casting tool alongside the current staffs/wands… Something like a fetish, totem, or spirit bundle, crafted from bones, feathers, fur, and claws instead of shaped stone or bone-rods.
- Spells centered on beast form abilities, spirit companions, nature hazards, and primal buffs/debuffs.
Some spell ideas:
- Spirit Walk : brief invisibility/speed burst by “stepping into the spirit world,” at the cost of vulnerability if interrupted.
- Call of the Pack : temporarily summon spectral wolf/hyena spirits that harass enemies.
- Thorned Bramble : root/snare an area with animated vines
- Totem of the Ancients : a planted totem buffing nearby allies (regen, resistance) while active, punishable by destroying it.
This wouldn’t need to replace anything… It’d just give us a third pillar of magic that feels completely different to play, and it opens the door for shamanic-themed thralls, followers, and armor sets too.
Also it could use the same “stonetree” used to launch spells, just different ones.
Part 2: Religion Needs a Reason to Exist at Endgame
This is the bigger ask, honestly. Religion in Conan Exiles has cool lore and altars, but the actual gameplay payoff is thin once you’re geared up. I’d love to see each god’s favor culminate in a build-defining relic or aura item : something you actively choose to worship for, not just a checkbox you tick early game and forget.
Here’s a rough pass at what that could look like per deity:
- Jhebbal Sagh : A relic that lets you transform into a werewolf/werehyena, tapping into his beast-lord nature. This is the most thematically obvious one and honestly feels like a missed opportunity that it doesn’t already exist. (I want to do a druid-like build, please say yes xD)
- Derketo : An item granting a life-leech aura, fitting her themes of lust, hunger, and consuming vitality from others.
- Mitra : A healing aura for the devout — steady regen for you and/or nearby allies, playing into his role as the god of order and mercy.
- Set : An aura that buffs poison damage and lets you poison enemies normally immune to it (undead, etc.), maybe alongside a debuff that weakens enemy resistances. Very fitting for the serpent god of corruption.
- Ymir : Cold immunity plus boosted concussive/blunt damage, tying into the frost giant-god’s brute, unforgiving nature.
- Yog : Let devotees devour corpses directly for a burst of health and a stacking, timed buff. Hunger and consumption made literal. This one could get delightfully grim and would fit Yog’s cult perfectly.
- Zath : A ranged web-trap ability to snare enemies at a distance, playing into the spider-god’s whole theme of ensnaring prey.
None of these need to be “win buttons”… but just distinct enough that picking a religion is an actual build decision. Right now there’s very little reason to stay devoted to a specific god once you’ve got your early perks; this would give end-game reasons to specialize and even build entire playstyles/thrall teams around a chosen faith