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Basic information[ | ]

Rana is a faction in Songs of Conquest. It is described as "the oppressed swamp frog people rising up to reclaim their mighty heritage".[1] More info about Rana is yet to be released.

Magic[ | ]

Creation Creation Sm > Destruction Destruction Sm > Arcana Arcana Sm

The Rana are considered to be in the running for the most powerful spellcasting faction next to Loth. While Loth arguably has more direct damage options, the Rana can easily compete with their variety of magic builds, and a greater potential for focusing into Destruction magic. Although nothing can match Arleon's early-access of beelining into Order and Chaos with two of their un-improved, upgraded units, the Rana have two units that compete both with Arleon's raw single-essence output, and Loth's Necromancers and Destruction essence generation. These are the Riders of the Swamp and the Chelun Elders. Both can be improved with the Dragon Pyramid to have the coveted three single-essence output that Arleon has without improvements: Destruction and Creation respectively. And Chelun Elders will benefit from their natural extra Arcana essence in addition to their Charge Essence ability akin to Necromancers. This allows a wielder to generate a whopping 6 Creation essences and 2 Arcane essences from a single stack of improved Chelun Elders, and twice as much when using the spell Strengthen Essence, if the wielder can find Order essences. This means a properly specialized Rana wielder can easily blanket the enemy with Acid Clouds, then keep units in the clouds with Entangle and Repel. Dimensional Door further supplements this build by giving much-needed mobility to your multiple Chelun Elder stacks. If the wielder is specialized more into Destruction, especially with multiple stacks of Riders of the Swamp improved by the Dragon Pyramid, they will gain the easiest access to the coveted Fireball spell of any other possible build from another faction in the game. If these strategies are mixed, Ice Bolt can help keep your enemies trapped in Acid Cloud as well. As for high tier Dyad spells, aside from the aforementioned Entangle, the Rana have easy access to are the coveted Rupture spell, and easier access than any other faction to the Breath of the Phoenix spell. Some other common Dyad spells for the Rana not mentioned already are Explosive Fungi (great for casting inside Acid Cloud), Destroy Essence, and Ethereal Scales.

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
Hunter

Creation SmDestruction Sm

Hunter

Storm Guard

Creation SmDestruction Sm

Storm Guard

100 Gold Lean-To 2-3 7 6 2 4 24 50

60

70

80

+1 Damage

-

+1 HP

-

+ Destruction Sm

200 Gold 3-5 14 16 13 27 Stealthy Defend
Shaman

Creation SmArcana Sm

Shaman

Sage

Creation SmArcana Sm

Sage

150 Gold Shaman Tent 1-2 10 3/7 1 3 21 5/3 Venomous 30

35

40

50

+10 Ranged Offence

-

+1 Max/Deadly Range

-

+ Destruction Sm

250 Gold 3-5 16 5/13 8 23 6/4 Venomous,

Inspiring

Guard

Creation Sm

Guard

Protector

Creation Sm

Protector

250 Gold Mud Huts 2-5 30 5 16 2 15 Guard 30

35

40

50

+10 Defence

-

+1 Movement

-

Shielded

500 Gold 5-8 50 12 31 17 Protect
Ravager

Destruction Sm

Ravager

Rider of the Swamp

Destruction SmDestruction Sm

Rider of the Swamp

500 Gold Beast Corral 7-9 35 19 13 5 19 Charger 15

20

25

30

+10 Initiative

-

+1 Movement

-

+ Destruction Sm

750 Gold 9-12 50 27 21 22 Wait
Crawler

Destruction Sm

Crawler

Adult Crawler

Destruction Sm

Adult Crawler

450 Gold Mud Huts

Crawler

8-10 35 21 26 3 20 Intimidating,

Magic Resistance

15

20

25

30

+1 Movement

-

+1 Movement

-

+ Creation Sm

700 Gold 12-16 50 25 30 25 Wait
Tremor

Creation SmDestruction Sm

Tremor

650 Gold Beast Corral

Tremor

12-15 40 19 15 4 26 Intimidating The Dragon's Roar 10

13

16

20

+10 Defence

-

+10 Initiative

-

Frightful

Chelun

Creation SmArcana Sm

Chelun

Chelun Elder

Creation SmCreation SmArcana Sm

Chelun Elder

800 Gold Chelun Sanctuary 12-14 60 19 29 2 9 Shielded 10

13

16

20

+10 Defence

-

+1 Movement

-

+ Creation Sm

1000 Gold

1 SoC Glimmer

16-20 80 26 35 14 Charge Essence
Eth'dra

Arcana Sm

Eth'Dra

(Upgrades to Dragon) 1000 Gold Smoldering Cave 8-10 60 19/21 20 5 28 6/3 Ambush 10

13

16

20

+10 Ranged Offence

-

+1 Max/Deadly Range

-

+ Arcana Sm

Dragon

Arcana SmArcana Sm

Dragon

Elder Dragon

Arcana SmArcana SmDestruction Sm

Elder Dragon

2500 Gold

2 SoC Amber

40-50 180 72 54 6 47 Inspiring,

Reach,

Flame Breath,

Intimidating

Wait 3

4

5

6

+10 Melee Offence

-

+ Destruction Sm

-

+1 Movement

3000 Gold

4 SoC Amber

50-70 240 80 64 7 48
Ballista (Rana)

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
Cheekham Raider 5 5 13 8 3 Combat Training +1 Damage to Hunters, Storm Guards 10 Hunters x2
Itchamo Seer 10 5 12 7 3 Destruction Magic +1 Destruction essence 7 Shamans, 4 Guards
M'Sugna Seer 5 10 12 7 3 Creation Magic +40% Spell Damage Power 3 Tremors
P'Cha Seer 0 15 12 7 3 Magic Resistance +40% Spell Damage Resistance 2 Chelun, 3 Shamans
R'Lac Awakened 15 0 12 7 3 Combat Training +20 Melee Offence to Rana troops
+20 Ranged Offence to Rana troops
11 Hunters, 4 Guards
Rasc Raider 5 0 14 8 3 Melee +1 Troop Movement to Ravagers, Riders of the Swamp 2 Riders of the Swamp, 6 Hunters
Rik-Tap Raider 0 15 12 7 3 Guard +15% Ranged Resistance 7 Guards, 4 Hunters
Sla-Kin Awakened 5 10 12 7 3 Learning +1 Range 2 Eth'Dra
T'Chyra, Dragons Blood Awakened 10 5 12 7 3 Arcana Magic +1 Arcana Essence 1 Eth'Dra, 7 Shamans

Lore[ | ]

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

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

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

+1 Wielder

2,000Gold
5 Stone
5 Wood
Tier 2 1000 Gold 4 Small Plots

1 Medium Plot

+1 Wielder

4,000Gold
5 Stone
15 Wood
Tier 3 1500 Gold 4 Small Plots

2 Medium Plots

1 Large Plot

+2 Wielders

6,000Gold
15 Stone
35 Wood
Tier 4 2000 Gold 6 Small Plots

3 Medium Plots

1 Large Plot

+2 Wielders

8,000Gold

30 Stone

60 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
Lean-To 800 SoC Gold
2 SoC Stone
3 SoC Wood
+3 Hunters Beast Corral Tier 2 5 SoC Stone
5 SoC Glimmer
5 SoC Celestial
+3 Storm Guards
Shaman Tent 1000 SoC Gold
4 SoC Stone
2 SoC Wood
+2 Shamans Chelun Sanctuary 5 SoC Stone
5 SoC Glimmer
5 SoC Amber
+2 Sages
Fungus Farm 800 SoC Gold

2 SoC Wood

+150 SoC Gold Chelun Sanctuary Tier 2 3 SoC Stone
3 SoC Wood
2 SoC Celestial
+300 SoC Gold
Diggers 1200 SoC Gold +1 SoC Stone 800 SoC Gold
2 SoC Wood
2 SoC Celestial
+2 SoC Stone

Gatherers

1200 SoC Gold +1 SoC Wood Mud Huts Tier 2 800 SoC Gold
2 SoC Stone
2 SoC Celestial
+2 SoC Wood
Lookout Tower 500 SoC Gold
5 SoC Wood
+2 Hunters (Garrison)
+2 Shamans (Garrison)
+20 max size Hunters/tower
+15 max size Shamans/tower
3 SoC Glimmer
2 SoC Celestial
+1 Ballista/Tower
Spawning Pool 3 SoC Wood
3 SoC Stone
3 SoC Amber
3 SoC Celestial
3 SoC Glimmer
Purchase Troops from other towns and settlements in your kingdom.

Medium Buildings[ | ]

Building Cost Prerequisite Production (Per Round) Unlocks Improvement Upgrade Cost Upgrade Prerequisite Upgraded Production
Mud Huts 3000 SoC Gold
5 SoC Wood
+2 Guards
(+1 Crawler with Improvement)
Crawler
1500 SoC Gold
5 SoC Glimmer
5 SoC Stone
5 SoC Wood
10 SoC Glimmer
Gatherers +2 Protectors
(+1 Adult Crawler with Improvement)
Beast Corral 2000SoC Gold
10 SoC Stone
5 SoC Glimmer
+1 Ravager
(+1 Tremor with Improvement)
Tremor
2 SoC Glimmer
2 SoC Amber
5 SoC Glimmer Lean-To +1 Rider of the Swamp
(+1 Tremor with Improvement)
Chelun Sanctuary 3000 SoC Gold
5 SoC Stone
5 SoC Amber
Shaman Tent +1 Chelun Smoldering Cave Tier 2 10 SoC Stone
10 SoC Celestial
Fungus Farm +1 Chelun Elder
The Exchange 1500 SoC Gold Resource Trading

Each additional Exchange improves exchange rate

Large Buildings[ | ]

Building Cost Production (Per Round) Unlocks Tier 2 Cost Tier 2 Prerequisite Tier 2 Production Tier 3 Cost Tier 3 Prerequisite Tier 3 Production
Smoldering Cave 3500 SoC Gold
8 SoC Amber
+1 Eth'Dra 5000 SoC Gold
20 SoC Glimmer
30 SoC Amber
Chelun Sanctuary +1 Dragon 20 SoC Glimmer
30 SoC Amber
Dragon Pyramid +1 Elder Dragon
Dragon Pyramid 3000SoC Gold
5 SoC Amber
5 SoC Celestial
Troop Buff Research,
Smoldering Cave Tier 3
Birthing Pools 3000SoC Gold
5 SoC Glimmer
5 SoC Celestial
Economy, Wielder Essences,

Troop Size Reseach

Strategies[ | ]

Note that the following are not necessarily high-tier meta builds, only builds that seem to work well based on the way the game is designed.

Destruction Build[ | ]

The Rana are probably the best faction in the game for Destruction Essence farming, even though this strategy takes a bit of time to ramp up. It relies on heavy use of Riders of the Swamp, and it is recommended you go with Itchamo or M'Sugna. Itchamo will result in an easier early game, but if you are willing to wait it out for M'Sugna, she will be far more devastating in this build. You will need to rush the Dragon Pyramid and fully upgrade your Riders of the Swamp for the +1 Destruction Essence, making these the only units in the game with 3 Destruction Essences. Then, split them into as many stacks as possible and level your wielder into Destruction Magic, Channeling, and most importantly, Command for more stacks of Riders. Even stacks of one Rider will feed you 3 Destruction Essence, and they usually go first. Just leave them in your backline and hurl Fireball and Ice Bolt at your enemies, and you'll rarely need to engage in melee. Even if you do, Riders are no pushovers when it comes to a fight.

Chelun Build[ | ]

This build also takes time to ramp up, but is a lot more defensive than the Destruction Build and has much more utility. Fights will last longer, but you may end up losing less troops. Rush Chelun Elders for their massive Creation Essence output with non-negligible Arcana as well. You don't need that many, and can supplement your army with Shamans, Eth'dra, or even Dragons later, who will all contribute to the Essences you will aim for: Arcana and Creation. This build has many sub-varieties, either focusing on the damage of Acid Cloud or the utility of other Creation and Arcana abilities to move your slow, but tanky and strong Cheluns to where they need to be or nail enemy troops to their side of the battlefield with debilitating effects to be whittled down with poison and ranged attacks. M'Sugna is still a good choice here, but other options that will do better early game are R'Lac or Rik-Tap, while others that are great with effort are Sla-Kin and T'Chyra. Your signature spells for this build will be Acid Cloud, Earth Block, Entangle, Dimensional Door, Repel, and Ethereal Scales, with the incidental Arcane Storm here and there if you don't need your Arcana for utility.

References[ | ]

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