I'd love to have in-depth guides for every faction, with tips for players and maybe some suggestions for devs/modders.
Unfortunately, I usually play custom factions. That's why I am only an expert with one faction, Resoln. If others like my suggestion of creating these threads for other factions, that would be awesome
Resoln
Wraith Blood: Of all the blood traits, this is the worst, in my opinion. -1 HP/level really hurts your champs. Relying on Dodge to save your #ss is a risk I would rather not take. This is partly preference, as I don't like too much randomness in turn based games.
Wraith Touch: This is awesome. It's not too powerful, since it's fairly low damage and the change of succes is often smaller than a normal attack. But it's fun and this faction needs some form of healing.
Race overall: Flavorful, but one of the weaker races.
Adepts: This trait illustrates the difference between the pre-made factions and custom ones. It's not bad and quite fitting for Resoln, but nobody would ever pick it for a custom faction, as it's too underpowered.
It's nice to be able to summon and debuff right away, and immediately harvest shards, but it's all very minor.
Binding: I love this trait. It's flavorful, and it makes those shards feel really special and well, magical. The elementals can give you a boost in early game. Since they are completely free of cost, they are always a welcome addition to any army. See below for details...
Cult of a hundred eyes: To be honest, I hardly ever use these lovely spiders. They are fun and useful for their web ability, but I never seem to have the mana to spare.
Binding and Spiders and Summoning is a bit too much of a good thing. How many (fairly weak) utility-monsters does an army need?
Death Worship: Another defining trait of Resoln. Also known as 'the Mana-sink'. Some fun spells, for a high cost. In practice I hardly ever use them, as I cannot afford the mana and I always use summon and debuff spells first.
Converting shards to Death can be fun, although you usually don't want to convert Water (as Ceresa has it) nor Air (Elementals and Crow Demons). Meanwhile your champs might have Earth and Fire magic too. That being said, it can be powerful. Besides using it for Wither, it also comboes with Curse. Cyndrum demons simply love Curse. They start multiplying as soon as your mouse hovers over the tooltip...
No armor: The obvious weakness to pick. I usually play Resoln without ever training troops, so it does not affect me at all. If you do decide to train troops, it might be easier to gamble on dodge anyway.
Faction overall: Resoln are the bestest Seriously, they are fun and the most unique faction. No contest. Not the most powerful, though. Cult and Binding are too similar and Adepts is too minor. Still, if you can get your mana-output going, you can easily crush your opponents in a completely original way. I am sure your enemies will appreciate that!
Oracle Ceresa
Summoner: She needs to have a mage profession, but like I said earlier, 3 'monster' traits is overkill. The Shadow warg is a great addition early game, however. The summoning line is probably easier than trying to become a 'damage mage'. With Swarming, even that free skeleton comes in handy. Air Elemental and Skeletal Horde are both very powerful and will beat anything short of Drakes.
Death II: An extra point in Death seems a bit of a waste. Although Ceresa (any mage) does need a lot of levels to come into her own, so it might not be so bad. Death is mostly about debuffing. Curse and Wither can be game-changers. Ceresa does need some Prodigy (spell mastery) to be an effective debuffer. As with other schools, higher levels lack similar go-to spells.
Water I: Slow is awesome, Inspiration is nice. Freeze (lvl 2) and Mantle of Oceans (lvl 3) are great as well, and worth the level-ups. Again, level 4 & 5 bring nothing worth mentioning
Attunement: This trait is a bit underpowered, compared to Procipinee's crown. It could be upped to 3 mana/turn. That being said, my lovely Oracle really needs it!
Sovereign Bond: Boo! This trait could be so much fun, if the Familiar was more useful. As it is, there are two things seriously wrong with Familiars:
They start at level 1, even though the caster summons at a higher level. I am not sure if this is working as intended, but it seems like a bug.
They look like wolves, but only have movement two. As soon as you get a mount, you will have to leave your beloved familiar behind. As you probably do not cast it on turn 1, this leaves only a couple of turns to level up and enjoy your familiar.
Scarred: Very flavorful, but man, this can really hurt! This might come as a surprise for some, but during the early game, Ceresa can actually be your most sturdy unit. Really. Having 20-30 health and almost no regeneration can seriously put a damper on your tanking qualities.
Sovereign overall: Again, not lacking in flavor. Summoner is a great profession, facilitating a good start and boosting half your spells throughout the game. The spell schools are decent and the extra mana much needed. If I would create a custom Wraith Sovereign, I would always give it 'Hardy', but that's not wraith-like. Brilliance, on the other hand, would be an excellent addition to Ceresa. It could replace Death II, or Sovereign Bond until it gets fixed.
Binding in detail:
Every shard can provide 3 elementals, a Young, normal (nameless) and Ancient version of the same demon, depending on the level of the shard. You can only have one type per shard, but if the weaker version is still alive when you upgrade the shard, it will stick around until it dies. Life shards provide no demons, but Empires convert Life to Death automatically.
Air: Crow Demons are awesome. They are cooler than Bruno Mars on the south pole. Cooler even than a Metallica concert in your own living room. Ok, maybe not that cool, but still: they have high movement (4) and initiative, they can fly, and even the young ones start with a spell-like ability. They're excellent scouts and can survive tough fights with hit-and-run tactics.
Earth: Grave Elementals are the tanks among the demons. High hit points, defense and regeneration ensure they can take a beating. Don't expect them to deal a lot of damage though. The normal and Ancient ones have a ranged attack, greatly increasing their utility. Their downfall however, is their low movement of two.
Fire: Fire elementals are basically useless. In battle, they are very similar to Cyndrum Demons, except they do not multiply. Their ability costs too much mana to ever consider using. I generally use them as sub-par scouts, with move 3. Fire Shards are prime candidates for converting.
Water: Mirror elementals are almost as useless as Fire ones. Their one redeeming quality is their ability to reflect damage they sustain back to their opponent. With move 2 and low everything, taking damage is about all they do in my games.
Death: Cyndrum demons are very weak, with low hitpoints and no armor. They do have one powerful trick up their sleeve: if they make a killing blow, they multiply (just like Butchermen). As it is not that hard to ensure a killing blow, you'll have a unit of 5 (the max) before you know it. Their damage and movement aren't exceptional, but defenseless opponents (Curse anyone?) should definitely steer clear of them.
Summoning in detail:
Shadow Warg: If you can keep it alive long enough, the Warg can go a long way in Ceresa's army. Even if it doesn't, it can be a huge boon in the first few turns. Just make sure to always keep it on the sidelines, out of harm's way.
Necromancy 1: This could very well be my most used spell, since it's completely free and most battles are more about mana preservation and damage control than survival. Always place it next to the unit you are about to swarm. One skeleton increases everyone's damage and accuracy with 1 and 5 respectively. Sometimes, it even gets to hit something itself before it dies. For some reasons, opponents always target the skelly first. My demons do not object.
Necromancy 2: Skeletal Horde summons nine skeletons for a swarming galore! They are slow, have low damage and hit points, but hey, there's nine of 'em. Killing Ogres has never been easier. Only drakes with their breath attack can kill them off quickly.
Ice Elemental: The Ice elemental is too slow to keep in your army, unfortunately. But it can be a great asset in difficult fights. It can take some hits (not too many, mind you) and when it strikes back, it slows the other unit. Very useful.
Air Elemental: When young Sovereigns lie awake at night, imagining their future as Summoners, this is the spell they dream of. Ceresa can cast this at level 10 or more, depending on the number of Air shards you have. The Elemental has 80-120 hitpoints, good speed and damage and very high init. It can knock opponents prone or deal magic and normal damage. The only thing it doesn't do is cast Thunderstrike, like a Crow Demon can. I guess that would've been a bit too much...
Earth line: Admittedly, after I reach Air elemental, I might pick Summon III, but I've never gone any further. Other traits (initiative, spell schools, spell mastery) are slightly better, in my opinion. But feel free to prove me wrong. Earth provides nice tanks, but they won't turn the tide like Skeletal Horde or Lightbringer can.
Fire Line: This might be better, as the summons can deal more damage. If someone can share some light on this, that'd great.
When I refer to "units", I'm referring to non-Champion non-special trainable units. Juggernauts are non-Champion, but they are special, so as far as I'm concerned the abilities available to Juggernauts don't count for unit design traits, because I'm looking at traits available to regular units. You'll also notice that I didn't mention any of the Adept abilities available to Henchmen, nor did I mention any other abilities specific to any special units.
But it's so much fun to claim that someone is wrong based on intentionally misquoting them! How else are we supposed to have pointless arguments that drag on forever and just tick people off?
I have no intention of doing so at the present time.
The Earth Line is far better than the Fire line. Maybe the summons can do more damage, but the second Fire summon, Delin, costs five hundred mana, can only be cast during tactical battles, and only summons Delin for three turns. If you're having trouble finding the mana to cast things other than early summons and curses, there's no way that you could find the mana to summon Delin. Beyond that, there's no way that a single summon that lasts three turns in tactical combat is capable of matching the usefulness of ~12 Blizzards, which you could cast for slightly less mana and which are each more or less sufficient to kill a full-size army.
Beyond that, Crag Spawns, Earth Elementals, and Grave Elementals are decent tanks, and Grave Elementals grant any unit of yours adjacent to it when it was summoned a shot at resurrection, which is rather useful for protecting high-level or weak units. This is in contrast to the Ignys and Fire Elemental, which are far too vulnerable to even risk as front-line units - these things are more for finishing blows, yet in general as Wraiths you don't need assistance in the killing department, you need assistance in the tanking department. Also, in general a large trained unit will outperform most summons in the damage department, anyways, but Wraiths are, shall we say, lacking in the tank department between their lack of metal armor and their low health (and yes, I acknowledge that you can make a dodge tank, and Wraiths are even relatively suited to it, but dodge is badly outpaced by accuracy, especially if units are coming out of fortresses with the accuracy-boosting structures, are lead by Commanders focusing on the Leadership line, or which were designed to counter dodge units; besides which, it only takes one or two lucky hits and a dodge tank just turned into no tank at all, and dodge tanks additionally have to spend most or all of their traits and much of their equipment on things that give dodge bonuses instead of potentially more useful traits and equipment that give health, damage, and initiative). Incidentally, Burning Wraiths and Fire Elementals are very similar, so if you don't like Burning Wraiths you probably won't think too highly of Fire Elementals either.
The secondary effects of summoning Ignys and Fire Elementals are more or less equal to the secondary effects of summoning Earth Elementals - all three damage surrounding targets, and the damage is likely going to be similar for all three unless you can convince the AI to keep standing in the fires left by the Fire Elemental summon. Crag Spawn provide an area debuff upon being summoned that is useful for delaying enemies while any ranged units you have weaken them, and additionally have more health than Fire Elementals (which means that they can last in close contact with things they can't readily kill more easily than Fire Elementals can), Delin provides no on-summon effect that I know of (though I've never actually cast the spell, because it cost 500 mana and only lasts 3 turns in a tactical battle), and Grave Elementals provide a useful effect for keeping units alive and in the fight (namely, once-per-battle resurrection for any friendly in the eight tiles adjacent to it when it was summoned, although the death ward will only last five turns).
I generally would consider the Burning Wraiths to be only slightly worse than Cyndrum Demons. Both are too lacking in health and defense for me to really consider using them in an army. If I have a Fire Mage, I'll keep the Fire Shards; if I don't, I'll still only convert it if I'm focusing on making Death Magic powerful. Fire Shards are just too useful for too many damage spells for me to really be inclined to corrupt them unless I'm actively focusing on Death Magic.
My above mentioned game got corrupted and I can't bring it to a normal conquest victory, though I am at the point where my score is 200+ and both the AIs left are 75 or less. I think I have 10 conclaves and 2 towns or something counting what I made and conquered.
Huge lack of crystals that game so I couldn't train any staff users. I had to go the whole game with 1 trained Hoarder Spider and the rest stuff spawned from shards.
I think if my hero was anything other than a mage, I probably would have gotten massacred this game. Hero is basically strong enough to single handedly carry the whole team through everything.
Shard spawns all have horrible defenses for the most part. Zero for all of them pretty much. I was sticking with things that had 3+ moves so I could go at 4 on the map and I don't think any of my shard spawns had even 1 point of defense. A lot of them are Cyndrum Demons even without me converting anything so at least I was able to get some of those up to 130ish life and decent damage with a set of 6 of them. The two stacks of Cyndrum Demons I have and my summoned Air Elemental are my main damage.
Mostly I just slow their best unit, blind it, and then cause both of those conditions to spread to the whole enemy army. They are usually so nerfed in damage by that point that I can take the victory. I have been casting Wither and sometimes Falling Stars pre-combat a lot of times as well to make things easier.
Using the all conclave strategy has resulted in me having the mana I need to cast anything whenever I want pretty much. I have probably cast starfall like a dozen times now. Mana income per turn is probably 40ish and that is with most of my cities being 0 essence conclaves.
None of my cities have done much other than build buildings. I have only ever trained 1 Hoarder Spider and nothing else. Production is hugely lacking with this sort of strategy. One of my buildings took 20 turns to make, Ereog's Tower I think.
General feel after playing through to the wrap things up stage is that the race is just hugely less powerful than basically all the other races I played. Little to no tanking power is a pretty harsh penalty. All the units the AIs are training are doing damage like 25x4 and my Cyndrum demons are like 9-13x6. It doesn't sound so bad on paper, but given their units sometimes have 30 defense up to 70 defense for their best units while mine have 0 defense everything is pretty slanted away from me. If I wasn't casting curse I wouldn't be able to do any damage half the time. I think Ceresa is probably 75% of the power of my entire 7 unit army.
I honestly don't have any idea how Resoln is supposed to be considered a strong race. The AIs did luckily roll Ironeers for one of their team members and that hurts my magic power a lot, but I get by. Luckily for me, the AIs have invested heavily in making archers and Wither is particularly hard on Archers.
In that game I went pretty far into the summoning line which I kinda regret looking back on it. My air elemental was one of my all stars, but it still wasn't really that great even with lots of +levels for summoning added in. I almost got to the Crag Spawn, but I took detours to get stuff like Spell Mastery and Water Magic. If I was doing it over again, I might just skip the summoning line and focus on other things instead. With as much as I invested in summoning, I could have gotten 2 more initiative and filled out the spell mastery, cast time, and spell cost line and gotten higher in water magic probably. I think I probably would have been better off this way.
I really don't like my units dying and a lot of them did that game, and I mean a lot. I was always able to get more shard spawns to replace the dead stuff, but constantly having things die hurt my total army power level.
I really miss having stuff from the warfare tree too. I like having a few generally tough trained units and I just didn't have any this game. I want me some chain mail and some good shields and stuff along with some initiative, defense, and damage bonuses with barracks and training yard upgrades and things. I really feel like I get my military superiority from here and without any of that I just felt inferior all the time.
Maybe this run wasn't representative, because I had 3+ early iron mines and nothing to use metal for and 0 crystals while the whole research tree is maxed out going into the mid game.
None of my conclaves ever really got very high. My settleable tiles were like 3/3 and that's it so there really wasn't much room for good towns there. Lack of towns seriously limited food. Lack of any high production cities made it hard to get all the buildings I need, so some of the conclaves lagged behind on research and at that point they might as well not be conclaves.
In general, I would say that I have to agree that Resoln as a race is just really lacking in a lot of respects. Maybe it is situationally really good if map conditions would have been better, but I don't think it is a race you can really take and just assume that you are going to be able to win with decent luck even on only moderately high difficulties. It just feels like everything is a handicap and there aren't really any advantages.
I think Stardock overdid it with the defensive penalties. At this point I think I would be fine with no -1 hp per level and leave everything else the same. Maybe they could even hake a low level building for any city type that can give 1 crystal and 1 mana per turn each. It really feels like they need something on that level to get even close to the power level that I am used to playing at. No defense on any unit really hurts.
If I was luckier getting random armor drops from monsters my defender hero might have done better, but I really wasn't. It just seems like so many things need to fall your direction in order for them to play at a decent power level.
- Edit - Thinking about it again, I think I would get rid of Binding rather than Death Worship for a custom race that is still in the spirit of Resoln.
resoln trained troops aren't that bad actually. wraith blood adds 20 dodge, the monk robe adds another 10 and you can get another 20 if you pick the 2 dodge traits. if they get hit, they can't absorb lots of damage (which is a problem late in the game vs. an AI that stack the repeatable +hit technology), but against most monsters and early/mid game AI troops ~50 dodge units will take little damage (probably less than full leather armored troops with no dodge). they are definitely tougher than the free shard demons.
So you're winning the game with a faction you don't like much and you think they're weak?
Well... yes? One of the great strengths of Resoln is your sovereign has Water and Death magic. So you get Mantle of Oceans, Blizzard, Mass Curse, etc.
If you prefer more troops and less mage sovereign then choose a different race. But I can win comfortably with Resoln on Ridiculous, and with enough tries I'm fairly confident I could beat Insane.
If they're not your play style, fair enough, choose a different faction; but that doesn't make them weak.
More like I am playing with a really weak race and still winning anyway and I think they are weak.
Any race can have an equally good mage sovereign, and better other stuff besides.
If all the abilities of the race and all of the abilities of the sovereign were picked randomly, it would probably be just as good as Resoln is.
There is just no cohesion there, you have to rely on really powerful spells because you don't really have anything else. Other races can have really powerful spells and instead of nothing backing it up they can have good stuff backing it up.
I really like the infinite cannon fodder to make sure your perimeter cities can have lots of free defenders, but hopefully when you have freeze it won't be an issue anyway.
I really tried hard to get a lot of use out of all their special stuff and not just play like a handicapped version of some better race and imho their stuff was just nerfed entirely too hard from FE to LH.
Haha, take a good look at all the Faction traits again. Specifically the ~15 traits you have never considered selecting before.
Anyway, even though your report is fairly long, I would still like to know the pace of your game. How many turns did it take? Also, at what level was Ceresa at the end of the game?
Map Random, Size Small, Type Mountainous, Wildlands Balanced, Production Default, Quests Balanced
Difficulty Challenging, Monsters Moderate, Pacing Normal, Magic Moderate, Resources Moderate, Random Events More Often
Ceresa is lvl 12, Kallus is level 10. They were both in the same group since I got my first hero which was Kallus. Shard spawns up to about level 10 for the youngs and 8 for the ancients. Season is 271. The whole magic tree is researched. The whole civilization tree is researched except wildlands and logistics/company. Only the first 2 levels + both mounts in the warfare tree. No repeatables.
Again, this is probably to some extent the way you prefer to play. My games rarely last past turn 170, and I never finish researching. If you are focused on winning early (as I am), then shard troops, summons + high dodge troops with leather armour are fine. Cyndrum demons are actually quite powerful near the start of the game.
If you like the later troops with lots of armour and you let the AI research high Accuracy then clearly you will prefer a different race, but this does not mean Resoln are weak.
Well, I did just fully complete a game with the exact same settings using a "fixed" Resoln in 200 turns and that was at a leisurely pace.
For the game in question, the game putting me in the middle of a huge swamp slowed me down. Having all my cities with 6 total resources or less slowed me down. The race itself slowed me down. Having exp mobs get lucky one shot kills on both my initial units early game slowed me down. Having 0 crystals the whole game slowed me down. Spending lots of time healing because everything had 0 defense slowed me down.
I wouldn't say the game in question gave me an "average" start, but the point is that I wasn't really far ahead at any point.
My fixed race added Beastmaster, Cautious, and Veteran in place of Summoner, Attunement, and Sovereign bond. It also added Enchanters and Master Scouts in place of Binding and Adepts.
In the fixed game I just did a normal strategy with some tank units and no second hero to slow down the first one. Didn't need a defender second hero, because I had units that could tank. I didn't even use Cautious, I just thought it would make sense for someone that can see the future to be careful to avoid battles it would lose. I also forgot that I even had Beastmaster, I thought I was still a summoner. I even had 2 beast collars unused in addition to Tame. I didn't put anything in the summon line, instead staying upper tree and getting level 3+ in everything except Earth.
Not that I couldn't have done something somewhere in that ballpark with the first game, but I was actually trying to make full use of all of the race's abilities and use shard spawns, use trained spiders, etc.
Basically, I am just trying to say that certain strategies are a whole lot better than others and IMHO Resoln isn't well suited to any of those. Resoln, played like you might assume it is supposed to be played when you look at the abilities, is pretty weak.
Feel free to chime in any time about why you think it is supposed to be strong instead of just claiming it isn't weak. Ideally, that would involve a strategy that some other race couldn't do better.
Off the top of my head:
1: rush with Cyndrum Demons, leather and high dodge troops? No other race can do that.
2: The only sovereigns that start with water magic are Karavox and Procipinee. So it's not unique, but if you want a Blizzard heavy approach, Ceresa is a good choice.
3: use Curse, Infection, GraveSeal, Blind, Slow, to nerf an entire army? No other race can do that.
4: Corrupt all non Death, non Water Shards, cast strategic Wither for maybe -10 Attack before the battle? No other race can do that.
Can you make a more powerful custom faction? Well sure, but that's not really the point. Beastlord can win you the game practically single-handed, so I wouldn't say the standard Resoln faction is as strong as any faction with Beastlord. But they're certainly not weak either, and personally I find them quite fun to play.
Hi all
I know this comes in 4 months after. But I ran into this thread while searching for something else. Being that Resoln is the only race I play (I have played others though) I must admit I have grown to know almost all aspects to it. The very reason why they have the spiders is for the webbing and confusion as is as vital and no one here in this thread has ever mentioned how important it is.
Resoln lacks armor, but also it has ways of "delaying" attackers. Resoln needs to hold the attackers, debuff them, then destroy them in order to PRESERVE units. Those that are losing spearmen or gravewardens or units in general have no clue as to how to play Resoln. Let me tell you, the purpose of leveling your army isn't only the bonus in attacks, HP or anything else. Is because of the Wraith Touch ability. This scales as the formula goes: 2 points of "vampiric" power per level PER unit. So it means a typical level 7 unit of 4 soldiers would do let's see: 56 Dmg. Now, you don't have to use that power just to heal. And also it doesn't cost any mana.
Resoln is a Death Worshiper. So I dont care what people say about what shards to convert or what not to. I convert EVERYTHING on sight. You will know you're doing it right when you have 12+ Death Shrines and you can SOLO towns. Dirge of Cereza + Wither + Mass Curse + Siphon Strength/Life and finally: Touch of Entropy. I have witnessed how many Yithril empires had thought they could bring their "uber" juggernauts just to see them die in an otherwise humiliating way. I've even stayed just skipping g turns on purpose doing nothing just waiting for the poor juggernaut slowly die at 15 HP/s but has 0 attack to fight back. I know other means of playing Resoln, feel free to pm me if you want.
So I know this is old, but that's how you do it.
Thanks for Necroing my thread
What's the level you're playing on & how many turns does it take you to win?
Maybe I will disappoint you, but I do play up to "Challenging" difficulty. I have played on "Expert", but with a custom faction based on Resoln of course and against a single opponent (or more, but just one on Expert). On "Expert", the lack of armor on Resoln becomes an issue. Also, you have to kind of be fond of Shadow Bolt to debuff the pesky Gilden and others with their magic resistance. An enemy debuffed means Contagion and Curse + Blindness + Graveseal which equals fun.
I haven't checked how many turns I spent towards winning so I can't give you an exact number, maybe like 300 turns?
Hope that worked for you!
She seems to declare war on me early in the game more often than any other faction. In my last game, she paid Umbar to declare war on me the same turn as she did. I had to laugh at Kulan, who seemed almost appologetic about it, saying something about it just being a business decision for him and she was paying well.
All AI Sovs have two AI traits that influence their behavior. Ceresa has Paranoid or Insane or something like that. So yeah, she's not your most friendly neighbor usually. But the AI doesn't really know how to play Resoln. It should be fairly easy to conquer them.
@Darkstare: You are right, Challenging and Expert aren't very impressive Keep experimenting and one day you'll be able to beat the game on Insane!
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