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Basic information[ | ]

Arleon is a faction in Songs of Conquest. It is described as "a faction of gallant knights, stout squires and formidable archers united with the magical Faey of the forest".[1]

Magic[ | ]

Order Order Sm > Chaos Chaos Sm > Creation Creation Sm

Arleon is the only faction to have a three singly-typed essence troop without the need for improvement researches, and they have two! These are the Shield of Order (Order) and the Faey Rager (Chaos), meaning they have some of the easiest access to the Rally and Chain Lightning spells. In fact, Arleon is currently the only faction in the game with reliable enough access to Chaos essence that they are able to build for Chain Lightning. They also have good Creation generation in the Troubadour and the Faey Queen, which can set them up to use Acid Cloud. Arleon's spellcasting options are thus limited to focusing on either Order or Chaos, or combing Order, Chaos and Creation. This means that they have the most limited options for direct spell damage of any faction in the game, especially as Chain Lightning can become unwieldy once enemy melee troops have advanced on your frontline. This is made up for with early accessibility to high tier spells and arguably the most versatile utility spell catalogue in the game. Arleon's best essence Dyad spells are Onslaught and Rejuvenation, but they also get easy access to Fury, Swap, Clouded Vision, and Invigorate.

Units[ | ]

Arleon is the faction with the largest number of options for ranged units.

Note that the upgrade cost from a base unit to an upgraded unit is always 150% of the gold difference between the two plus 100% of any non-gold resource difference (thus it will cost more in gold to upgrade a unit than it will to buy the unit already upgraded).

Base Upgraded Cost Building Damage Health Melee /Ranged Offence Defence Movement Initiative Max/Deadly Range Special Ability Max Troop Size Improvement Researches
Militia

Order Sm

Militia

Sapper

Order Sm

Sapper

100 Gold Peasant Hut 1-3 7 1/5 3 2 12 5/3 Reload 50

60

70

80

+10 Ranged Offence

-

+1 Damage

-

+1 Max/Deadly Range

150 Gold 2-3 13 1/8 9 3 15 6/3 Stakes
Ranger

Order Sm

Ranger

Archer

Order Sm

Archer

200 Gold Barracks

Call on the Rangers

2-3 8 2/11 4 4 8 7/4 20

25

30

40

+10 Ranged Offence

-

+1 Max/Deadly Range

-

+ Chaos Sm

300 Gold 3-4 14 5/17 10 3 9 8/5 Ambush
Minstrel

Creation SmChaos Sm

Minstrel

Troubadour

Creation SmCreation SmChaos Sm

Troubadour

140 Gold Tavern 2-4 9 12 6 3 28 Fear No Foe 30

35

40

50

+10 Defence

-

+2 HP

-

+1 Creation Sm

250 Gold 3-5 18 17 9 33 Stoutheart Shall Stand
Footman

Order SmOrder Sm

Footman

Shield of Order

Order SmOrder SmOrder Sm

Shield of Order

200 Gold Barracks 2-5 18 10 16 3 19 Shielded 20

25

30

40

+10 Defence

-

+10 Melee Offence

-

+1 Damage

360 Gold 4-7 30 13 24 21 Protect
Knight

Order SmChaos Sm

Knight

Fist of Order

Order SmOrder SmChaos Sm

Fist of Order

700 Gold Castle 13-16 40 26 22 5 20 Shielded,

Charger

Strengthen 10

13

16

20

+10 Defence

-

+1 Movement

-

+ Order Sm

1000 Gold

1 Celestial Ore

20-25 75 37 33 23
Horned One

Chaos Sm

Horned One

Queen's Guard

Chaos Sm

Queen's Guard

650 Gold Faey Grove

Sounds of Battle

13-16 50 23 12 4 34 Berserker 10

13

16

20

+10 Defence

-

+1 Movement

-

+1 Order Sm

1000 Gold 18-22 70 35 23 41 Defend
Faey Spirit

Chaos SmChaos Sm

Faey Spirit

Faey Rager

Creation SmChaos SmChaos Sm

Faey Rager

250 Gold Faey Grove 8-12 8 17 12 5 26 20

25

30

40

+1 HP

-

+1 Movement

-

Quick

450 Gold 12 19 13 31 Double Strike Wait
Faey Noble

Creation SmChaos Sm

Faey Noble

Faey Queen

Creation SmCreation SmChaos Sm

Faey Queen

1000 Gold

1 GlimmerWeave

Faey Court 14-18 85 21/28 20 3 25 6/4 Inspiring 5

6

8

10

+10 Defence

-

+1 Max/Deadly Range

-

+ Creation Sm

1800 Gold

2 GlimmerWeave

25-30 120 30/41 29 4 30 7/5 Faey Fire
Ballista (Arleon)

Ballista

5 SoC Celestial Guard Tower

Upgraded

25-35 40 20 0 50 15 Helpless 10

Wielders[ | ]

Name Class Off Def Move View Command Skills Specialization Starting Troops
Cecilia Commander 5 10 12 7 3 Guard +1 Order essence 5 Rangers, 5 Footmen
Ethylle Erudite 10 5 12 7 3 Channeling +40% Spell Damage Power 4 Faey Spirits x2
Giandra Erudite 10 5 12 7 3 Chaos Magic +1 Chaos essence 3 Faey Spirits x2, 1 Horned One
Gnaw Erudite 15 0 12 7 3 Melee +20 Offence to Faey Troops 3 Horned Ones
Lady Hammond Commander 5 10 12 7 3 Cunning +20 Defence to Humans Troops 2 Knights, 6 Militia
Peradine Warden 5 5 13 8 3 March +1 Creation essence 15 Militia, 2 Troubadours
Ravenfayre Warden 10 0 13 8 3 Archery +15 Ranged Offence 10 Rangers
Silverlink Commander 5 10 12 7 3 Taxes +1 Troop Movement 2 Militia, 3 Rangers, 9 Minstrels
Vilja Warden 5 5 13 8 3 Prepared +40% Spell Damage Resistance 6 Minstrels, 6 Footmen

Lore[ | ]

Archer: "Archers are the backbone of any army." - Empress Aurelia

Knight: "Over the hills they came, snapping banners and shining armor. Fast as the wind and fierce as a storm."

Buildings[ | ]

Town Centers[ | ]

Small Settlement Production (Per Round) Unlocks (Including Previous Tier) Upgrade Cost
Tier 1 200 Gold 1 Small Plot

+1 Wielder

1,000Gold
5 Stone
5 Wood
Tier 2 300 Gold 2 Small Plots

1 Medium Plot

+1 Wielder

Large Settlement Production (Per Round) Unlocks (Including Previous Tier) Upgrade Cost
Tier 1 250 Gold 2 Small Plots

+1 Wielder

1,000Gold

5 Stone

5 Wood

Tier 2 500 Gold 3 Small Plots

1 Medium Plot

+1 Wielder

2,500Gold

10 Stone 10 Wood

Tier 3 1000 Gold 3 Small Plots

2 Medium Plots

1 Large Plot

+1 Wielder

Fortress Production (Per Round) Unlocks (Including Previous Tier) Upgrade Cost
Tier 1 500 Gold 2 Small Plots

+1 Wielder

2,000Gold
10 Stone
Tier 2 1000 Gold 4 Small Plots

1 Medium Plot

+1 Wielder

4,000Gold
10 Stone
10 Wood
Tier 3 1500 Gold 4 Small Plots

2 Medium Plots

1 Large Plot

+2 Wielders

6,000Gold

30 Stone 20 Wood

Tier 4 2000 Gold 6 Small Plots

3 Medium Plots

1 Large Plot

+2 Wielders

8,000Gold

50 Stone 40 Wood

Tier 5 4000 Gold 7 Small Plots

3 Medium Plots

2 Large Plot

+3 Wielders

Small Buildings[ | ]

Building Cost Production (Per Round) Unlocks Upgrade Cost Upgraded Production
Peasant Hut 1,000Gold
4 Wood
+3 Militia Castle Tier 1 2 Wood
2 Ancient Amber
1 Celestial Ore
+3 Sappers
Tavern 1,400 Gold
4 Wood
+2 Minstrels n/a 3 Wood
3 GlimmerWeave
3 Ancient Amber
+2 Troubadours
Farm 800 Gold
2 Wood
+150 Gold Faey Grove Tier 2 6 Wood
2 Ancient Amber
+300 Gold
Quarry 1,200 Gold +1 Stone Castle Tier 2 800 Gold
2 Wood
2 Ancient Amber
+2 Stone
Lumbermill 1,200 Gold +1 Wood Barracks Tier 2 800 Gold
2 Stone
2 Ancient Amber
+2 Wood
Guard Tower 500 Gold
3 Stone
2 Wood
+2 Footman (Garrison)

+2 Militia (Garrison)

+5 max size Footman/tower (Garrison)

+10 max size Militia/tower (Garrison)

5 Celestial Ore +2 Footmen (Garrison)

+2 Militia (Garrison)

+1 Ballista/Tower (During Siege Defense)

Rally Point 3 Stone
3 Wood
3 GlimmerWeave
3 Ancient Amber
3 Celestial Ore
Purchase Troops from other towns and settlements in your kingdom.

Medium Buildings[ | ]

Building Cost Prerequisite Production Unlocks Improvement Upgrade Cost Upgrade Prerequisite Upgraded Production
Barracks 2000Gold

5 Stone

+2 Footmen

(+2 Rangers with Improvement)

Call on the Rangers

1500 Gold 10 Wood

5 Stone
2 Ancient Amber
5 Celestial Ore
Lumbermill +2 Shields of Order

(+2 Archers with Improvement)

Faey Grove 3000 Gold

5 GlimmerWeave

+2 Faey Spirits

(+1 Horned One with Improvement)

Faey Court Tier 2 Sounds of Battle

2000 Gold 5 GlimmerWeave

5 Wood
10 GlimmerWeave
Farm +2 Faey Ragers

(+1 Queen's Guard with Improvement)

Castle 2500 Gold

10 Stone

3 Celestial Ore

Peasant Hut +1 Knight 10 Stone

5 Celestial Ore

Quarry +1 Fist of Order
Marketplace 1500 Gold Resource Trading

Each additional Marketplace improves exchange rate

Large Buildings[ | ]

Building Cost Production Unlocks Upgrade Cost Upgrade Prerequisite Upgraded Production
Faey Court 7000 Gold

10 GlimmerWeave

Faey Grove +1 Faey Noble 20 GlimmerWeave
12 Ancient Amber
+1 Faey Queen
Grand Armory 3000 Gold
5 Ancient Amber
5 Celestial Ore
Troop Improvement Researches
Academy 3000 Gold

5 GlimmerWeave
5 Ancient Amber

Economy, Wielder,

Troop Size Researches

Strategies[ | ]

Defensive Build[ | ]

The Defensive Build in Arleon is one of the fastest and easiest ramp-ups in the game. It's so simple it will just feel like playing Arleon naturally. Firstly, do not use Faey troops, but anything else goes as long as you have 2-3 stacks of Shields of Order eventually for the huge Order Essence generation. Optimally, you'll want to have Archers and Fists of Order and have your whole army clumped close together to take advantage of everyone's adjacency buffs, then just sit still and wait for the enemy to come to you. The main weaknesses of this build are magic damage (so stack Magic Resistance if you're against a human player who is running Rana, Loth, or Faey Arleon), and Barya's Hellbreaths, due to the easy area damage. During these situations, you'll have to rely on getting your many melee units to the other side as quickly as possible instead of turtling. Because of this, the obvious Wielder choices will be Cecilia, Lady Hammond or Vilja primarily, but Ravenfayre and Silverlink should also work. Focus on the Order Magic, Guard, Positioning, and Melee skills, but don't forget to build your Command. For powers, take Essence Shield or Farsight.

Lightning Build[ | ]

Arleon's only magic damage build focuses on generating Chaos Essence for using Chain Lightning. The best way to do this as quickly as possible is to rush Faey Spirits and upgrade them to Faey Ragers as soon as possible. Then, build your command up and split them into as many stacks as possible, and keep them as far back as possible while hurling Chain Lightning into the enemies' backline. If any of their melee units get through, hit them with your melee glass cannon Faey. This build will work especially well if you fully upgrade the Faey Ragers in the Grand Armory to give them the Quick passive, allowing them to retaliate before an attack, much like Dreath (but without the unlimited retaliation of Dire Dreath). This build is powerful, but not at all sturdy, and it is neither as powerful nor as sturdy as Rana's Fireball Build, so moderate with some support from Horned Ones, Faey Nobles, and Knights when you are not able to defeat an entire army before they get to your frontline. The best Wielders for this build will be Ethylle or Giandra, but Ethylle is probably the better of the two. Get the skills Channeling, Chaos Magic, and Essence Burst when you can but focus early on Command to increase your essence generation.

Mix Build

Every faction has two main races or species that they can either focus on one or the other or mix them. Arleon is unique in that the two separation builds and a combination build are all good for early game through the late game. Arleon has great support spell options when mixing Order, Chaos, and Creation. One of the best ones is Onslaught, which requires Order and Chaos, and can absolutely wreck when cast on Faey Nobles, Knights, Horned Ones, or even Faey Ragers. To make this build work best, start out similarly as you do with a Defensive Build, where you are primarily relying on Rangers and Footmen, but then start to mix in Faey troops. This build is a good balance of aggression and defence, and very versatile. Feel free to go with any Defensive-strategy Wielder, but Silverlink and Ravenfayre are stronger in this build than in the pure Defensive one, and Gnaw becomes enticing as well. Go with any mix of Order Magic, Guard, Positioning, Cunning, Archery, Melee, Combat Training, and any other martial skills. Chaos Magic is also useful, but not necessary.

References[ | ]

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