Conquest of Elysium 4

Conquest of Elysium 4

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Basic High Cultist Faction Guide- Cthulhu fhtagn!
By Mute
This guide will give players a basic overview of the High Cultist faction in Conquest of Elysium 4. It will discuss units, rituals, and give good strategies to players when playing as High Cultist.
   
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Introduction "In his house at R'lyeh, Cthulhu waits dreaming"
The Cultist faction is a faction that is a mix between Lovecraftian monsters, cultists, and basic human infantry. The cultist relies on hard to acquire sacrifices and on lesser extent iron and gold.

The Cultist faction has a weak and bleak start. At the start of the game it relies more on basic human infantry and could be easily overwhelmed by enemies such as the Troll King. Despite the weak start when the Cultist starts to amass sacrifices it can start to get better spell casters and summon horrors to Elysium it slowly becomes a strong contender to win the game.

To win as Cultist you need to inhabit coastal settlements early game to receive free cultist units, additionally you should be eyeing larger cities and villages to get more sacrifices. The first thing you probably should do is look for more farms, villages, and hamlets to amass enough gold to put a garrison of archers in your deserted port town, and then explore the map from there.
High Cultist Faction Overview
The High Cultist faction contains mixed infantry, monsters and high tier spell casters. In the early game you will be mostly using basic infantry, in the late game mostly monsters.

The following are basic High Cultist concepts that you should understand.

The High Cultist and to a lesser extent Cultist of the Deep can preform rituals to preform various summons in the game. While you can rely upon your basic human soldiers, to succeed at playing High Cultist, rituals will need to be preformed. The majority of rituals need to be preformed near shallow water, while a slim few can be preformed anywhere. Some like Ceremony in the Deep must be preformed in deep water.

You should note that High Cultist rituals can fail, turning your new summons against you. It is advised you bring a army with you and preform low rituals before you start with higher rituals.

The high cultist and has access to the following rituals
High Cultist Level 1 Rituals
  • Call of the Deep

    Call of the Deep costs 10 sacrifices, one turn unit, must be performed by a water tile and can summon one of the following

    d5 Deep Ones (1-5 determined by dice roll)
    d2 Shamblers,
    1 Hybrid Cultist.

    While this is a cheap ritual the only good unit you can get out of call of the deep is the Hybrid Cultist. The hybrid cultist will be talked about later.

  • Ceremony in the Deep

    Ceremony in the Deep costs 10 sacrifices, one turn unit, must be performed in deep sea tiles and can summon one of the following

    d4+1 Angler Spawns
    1 Kraken
    1 Monster of the Deep
    d2 Anglers of the Depths

    Ceremony in the deep is a very cheap ritual however it requires your high cultist (or other amphibious unit)that can preform it in the deep sea. Frankly for what it nets you it isn't worth it. The Kraken, while a good unit and worth the 10 is slow and will slow down your whole army. According to the community the Kraken also has a special control chance of 50%. The Monster of the Deep is stupid so it is out of your control. The Angler of the Depths (which can come in a pair) is a good unit but really a glass cannon. Angler Spawn are about the same as worth as swordsmen, minus the shield with a extra attack.

    Overall I would say Ceremony in the Deep isn't worth the 10 sacrifices and the time it takes to get out there in the deep ocean

  • Call Warriors of the Deep

    Call Warriors of the Deep must be performed by a water tile, costs 25 sacrifices, one turn unit and can summon one of the following

    2d4 Deep One Warriors
    1 Shambler Prince
    d3+1 War Shamblers

    Deep one warriors are decent units with 1 armor (which is handy against bowmen) and a shield while they aren't as strong as the Senator's Hastatus they hold up well versus normal troops. The Shambler prince makes a great thug (a character where you can put weapons and misc items on), he has good magical resistance, high armor, and great strength. He will be really worth his salt early to mid game. War shamblers are elite troops that, while still good aren't as good as the Shambler prince. I would recommend this ritual as one of the first you use.

  • Contact Elder Being

    Contact Elder Being can be cast anywhere, costs 30 sacrifices, one turn unit and can summon one of the following

    1 Elder Thing
    1 Formless Spawn
    1 Star Oak
    d4 Strange Things
    1 Yithian
    1 Yithian Sage

    Contact Elder Being is pretty good but it can give you a mixed bag. Star Oaks and Strange things are immobile and don't always fit into your army. Elder things, Yithilan and Yithian Sages are slow, so they probably aren't great for your main army. Yithian and in particular Yithan Sages are great ranged units that fit well in a defensive army. The one of the best units you can get out of the summons is Formless spawn. It fits well in your main army and has the ability to swallow units. Overall a pretty good summons however I would advise you to use it somewhere where you want to defend in case you summon Star Oak or Strange Things.
High Cultist Level 2 Rituals
  • Greater Ceremony in the Deep

    Greater Ceremony in the Deep costs 40 sacrifices, one turn unit, must be performed in deep sea tiles and can summon one of the following

    3d6 Angler Spawns
    d3+1 Anglers of the Depths
    d4+1 Pillars of the Depths

    Greater Ceremony in the Deep is the more expensive version level 2 version of Ceremony in the Deep. The amount of Angler Spawns is increased and the Pillars of the Depths are really neat units. However if you've gotten to level 2 rituals there are better rituals to save your sacrifices for. Not to say Greater Ceremony in the Deep is bad. Its just not wonderful.

  • Call Army of the Deep

    Call Army of the Deep must be performed by a water tile, costs 75 sacrifices, one turn unit and can summon one of the following

    3d6 Deep One Warriors + d4 War Shamblers
    5d6 Deep Ones + d4 Shamblers
    1 Shambler Prince + 2d5 War Shamblers

    Call Army of the Deep is more expensive, level 2 ritual of warriors of the deep. There's not a bunch to add her however the best outcome is always the 1 Shambler Prince and the 2d5 war Shamblers.

  • Contact Old Ones

    Contact Old Ones must be performed by a water tile , costs 100 sacrifices, one turn unit and can summon one of the following

    1 Basalt King
    1 Basalt Queen
    1 Starspawn
    1 Void Lord
    1 Yithian Sage + d4 Yithians

    Contact Old Ones is a very strong ritual that brings in some of your best units. Basalt Kings, Basalt Queens and Void Lords are some of your most powerful spell casters. I particuarly like the Void Lords ability to enslave units. Basalt Kings and Queens, while great spell casters can preform the ritual Deep Rising, which brings summons even more Basalt Kings, War Shamblers and Pillars of the Depths. The Starspawn is good for summoning horrors to go after your foes. The Yithian Sage and the Yithians is a good summon... but honestly there are better.
Level 3 Rituals + Starspawn/Elder Starspawn and Hybrid Cultist/Starchild rituals
  • Deep Rising

    Deep Rising must be cast by a water tile, can only be summoned by a basalt king or queen costs 100 sacrifices, one turn unit and can summon one of the following

    1 Basalt King+ 2d6 War Shamblers+4d6 Deep One Warriors
    4d6 Pillars of the Depths

    Deep Rising is wonderful. If you manage to get another 1 Basalt King and loads of War Shamblers and Deep One Warriors you can really do some damage. Make sure to use it with another army or else you could have that army wrecking you in the back. Pillars of the Depths are great too.

  • Astrology

    Astrology can be cast anywhere, costs 5 sacrifices, and one turn unit. It can only be used by Starspawn/Elder Starspawn and Hybrid Cultist/Starchild units.

    Astrology shows you a enemy army on the map. That's about it. Nothing to write home about. However it is good to use when casting summon lesser or greater horrors because it gives you a location to target.

  • Send Lesser Horror

    Sends a random lesser horror to the location or near the location.
    Half cost if you are in the floating cube

  • Send Greater Horror

    Sends a random greater horror to the location or near the location.
    Half cost if you are in the floating cube

    Unfortunately I don't have a list of what the exact details of the horrors are. I don't particularly like to use them since they are out of my control. Its okay I suppose if the enemy is far away but I'm not crazy about giving the horrors more units. You have to face them eventually. Both Send Lesser Horror and Send Greater Horror can only be cast by Starspawn/Elder Starspawn

  • Call Elder Beings

    Call Elder Beings can be cast anywhere only be summoned by a Starspawn/Elder Starspawn or Hybrid Cultist/Starchild costs 50 sacrifices, one turn unit and can summon one of the following

    d3 Elder Things
    d3 Formless Spawns
    d3 Star Oaks
    2d5 Strange Things
    1 Yithian Sage
    d3 Yithians

    Call Elder Beings is a stronger version of Call Elder Being. Basically read what I wrote on that if you want my opinions on the ritual.
Basic Human Infantry
Giving Credit Where Credit is Due: Some text copied from Steelpoint's Basic Baron Guide









Spearman

Cost: 50 Gold
Stats: HP: 6, Strength: 4, Morale: 4, Magic Resistance: 4, Armor: 0, Rank: Front.
Weapons: Spear: Initiative: 6, Range: 1, Dmg: 1-4, Piercing.
Specials: Shield

The Spearman is a standard Human infantry used by most factions, often as early game fodder or mercenary units. This is no different for you.

Spearmen are mediocre Infantry at best, their cheap and expendable but can stand on their own against Independent units, when in sufficient numbers. They won't do well against any real army as their non-existent armor, mediocre Magic Resistance, morale and low damaging weapons will simply not do enough damage or survive long enough to do anything of worth.

Basically Spearmen are your cannon fodder. If you have iron consider investing in swordsmen if you want, the only difference is damage potential or initiative (I perfer damage potential).

Usage: Early game Spearmen serve as a cheap Infantry unit for your exploration forces, and you'll generally purchase Spearmen or Swordsmen for your fodder units.

Use them as backup fodder units.







Swordsman
Cost: 50 Gold, 5 Iron
Stats: HP: 6, Strength: 4, Morale: 4, Magic Resistance: 4, Armor: 0, Rank: Front.
Weapons: Broadsword: Initiative: 4, Range: 1, Dmg: 1-6, Slashing.
Specials: Shield

The Swordsman is identical to the Spearman in all ways save he has a Broadsword in place of a Spear.

The Swordsman is superior to the Spearman in terms of damage, having two extra damage potential. However they only have four initiative, much lower than the spears six.

Usage: Swordsmen are employed identically to Spearmen.







Heavy Infantry
Cost: 50 Gold, 25 Iron
Stats: HP: 8, Strength: 4, Morale: 5, Magic Resistance: 4, Armor: 2, Rank: Front.
Weapon: Broadsword: Initiative: 4, Range: 1, Dmg: 1-6
Specials: Slow, Large Shield

The Heavy Infantry is your most Iron consuming unit barring the Catapult.

Heavy Infantry has a large Iron cost which is on par with buying Siege units. They are a pure defensive tank unit, they are meant to sit up front and absorb a lot of damage while attacking with a above average sword. They get eight health, two armor and a large shield, which provides up to three more armor, which all serve to heavily mitigate incoming damage and to increase survivability.

The problem with Heavy infantry is their special (slow) which will limit you to only 2 action points a month with your army. If you want a army on the move Heavy Infantry just doesn't work. However you may want to use Heavy Infantry in a defensive position if you have iron to spare.

Usage: Great as defenders, they're the best human infantry you have. Otherwise turn to infantry created with sacrifices.






Archer
Cost: 50 Gold,
Stats: 5 HP. Strength: 4, Morale: 4, Magic Resistance: 4, Armor: 0, Rank: Middle.
Weapons: Crossbow: Initiative: 2, Range: 5, Damage, 1-3, Piercing
Short Sword: Initiative: 3, Range: 1, Damage: 1-5, Slashing
Specials None

The Basic ranged unit Archers are indispensable at the beginning of the game. That being said in the later game tougher units can simply shrug off 1-3 damage using armor or magic skills.

The Short Sword is actually rather nice for a ranged unit.

Usage: Use them in the back of your army for ranged support. Very good units to have early game when you don't have any iron.







Crossbowman
Cost: 50 Gold, 5 Iron
Stats: 5 HP. Strength: 4, Morale: 4, Magic Resistance: 4, Armor: 0, Rank: Middle.
Weapons: Crossbow: Initiative: 2, Range: 5, Damage, 1-5, Piercing (Only usable once every two rounds.)
Dagger: Initiative: 2, Range: 1, Damage: 1-3, Piercing
Specials None

Crossbowmen are usually a upgrade over Archers. While Archers can shoot more, Crossbowmen can "punch holes" in well armored troops.

The question really is quantity vs quality. Does your enemy wear armor? Use Crossbows if they do. Even if they don't wear armor it sometimes is better to get in a strong shot than a couple of weak ones.

Usage: Crossbowmen function akin to Archers in placement and usage.
Free Cultist Units
Free units are units that spawn in owned coastal hamlets, deserted ports, and ports every year. Typically you get one every year. There are 4 potential types of units you can get however I do not know the rhyme nor reason to how you could possibly get a specific type.







Insane Fisherman
Cost: Free, Spawns in afore mentioned places
Stats: HP: 6, Strength: 4, Morale: 5, Magic Resistance: 3, Armor: 0, Rank: Front.
Weapons: Pitchfork: Initiative: 5, Range: 1, Dmg: 1-4, Piercing.
Specials: None

The Insane Fisherman is a Fisherman who is a few sardines short of a tin. That being said they are decent enough cannon fodder.

The Insane Fisherman is inferior to the Spearman and Swordsman ultimately due to its lack of shield and the fact that it has less damage ablity than the swordsman and less initiative than the spearman, and worse magic resistance than both. That being said its free.

Usage: Front line cannon fodder






Hybrid Fisherman
Cost: Free, Spawns in afore mentioned places
Stats: HP: 6, Strength: 4, Morale: 4, Magic Resistance: 3, Armor: 0, Rank: Front.
Weapons: Tentacle: Initiative: 2, Range: 1, Dmg: 1-3, Blunt.
Tentacle: Initiative: 2, Range: 1, Dmg: 1-3, Blunt.
Specials: Amphibian

Hybrid Fisherman is a Fisherman who has transformed into a semi aquatic beast.

With two Tentacle attacks the Hybrid Fisherman is somewhat stronger than the Insane Fisherman but not by much. Still.. its free. Two tentacle attacks however mean at least 2 damage a turn. Oh and it can go in water.

Usage: Front line cannon fodder






Hybrid Spearman
Cost: Free, Spawns in afore mentioned places
Stats: HP: 6, Strength: 4, Morale: 4, Magic Resistance: 3, Armor: 0, Rank: Front.
Weapons: Spear: Initiative: 6, Range: 1, Dmg: 1-4, Pierce.
Tentacle: Initiative: 2, Range: 1, Dmg: 1-3, Blunt.
Specials: Amphibian

Basically the attack of a Spearman with a tentacle attack. For free! Well you lose some of the magic resistance but to be fair the magic resistance of a Spearman is pretty bad regardless. And you lose the shield but that thing is always iffy.

Usage: Front line cannon fodder






Hybrid Soldier
Cost: Free, Spawns in afore mentioned places
Stats: HP: 6, Strength: 4, Morale: 4, Magic Resistance: 3, Armor: 1, Rank: Front.
Weapons: Spear: Initiative: 6, Range: 1, Dmg: 1-4, Pierce.
Tentacle: Initiative: 2, Range: 1, Dmg: 1-3, Blunt.
Specials: Amphibian, Shield

This is the best free Cultist unit you can get the Hybrid Soldier. It has a shield, has a point of armor, bad magic resistance (as always) has a tentacle and a spear attack and can go into the water. He's pretty good in comparison to some other troops but you won't always get a Hybrid Soldier every year. With 6 hp he really can't become anything but cannon fodder unfortunately.

Usage: Front line cannon fodder
Cultist Units






Anglers of the Depths
Cost: Summoned using Ceremony in the Deep or Greater Ceremony in the Deep
Stats: HP: 18, Strength: 6, Morale: 6, Magic Resistance: 5, Armor: 0, Rank: Front.
Weapons: Claw: Initiative: 2, Range: 1, Dmg: 1-5, Slashing.
Claw: Initiative: 2, Range: 1, Dmg: 1-5, Slashing.
Bite: Initiative: 2, Range: 1, Dmg: 1-7, Slashing.
Specials Amphibian, Poison Resistance 100

The Angler of the Depths is a high hit-point unit that can be summoned rather early for the High Cultist. It has higher than average morale and magic reistance and has the Amphibian trait. It also has complete poison immunity. It has poor initiative.

The Angler of the Depths tends to get injured frequently due to it's low initiative, and has trouble standing up to anything other than spearmen and swordsmen. Its okay... but not wonderful. Considering you only get 1-2 of them for 10 sacrifices or 1-3+1 for 40 (plus angler spawn) I'm not a big fan of them.

Usage: Cannon fodder. They may be better than spearmen... but not by much. Avoid if possible.







Angler Spawns
Cost: Summoned using Ceremony in the Deep or Greater Ceremony in the Deep
Stats: HP: 8, Strength: 5, Morale: 5, Magic Resistance: 5, Armor: 0, Rank: Front.
Weapons: Claw: Initiative: 2, Range: 1, Dmg: 1-3, Slashing.
Bite: Initiative: 2, Range: 1, Dmg: 1-5, Slashing.
Specials Amphibian, Poison Resistance 100

The Angler Spawn is a unit that can be summoned rather early for the High Cultist. It has average morale and magic resistance and has the Amphibian trait. It also has complete poison immunity. It isn't strong and has poor initiative.

In my opinion: they aren't that impressive. I suppose they do give your enemy something to shoot at and can hurt them if they actually close with them after the enemy attacks due to its abysmal initiative. They come in decent numbers enough numbers when summoned.. but I wouldn't waste my time on them

Usage: Cannon fodder. Worse than spearmen.







Deep Ones

Cost: Summoned using Call of the Deep or Call Army of the Deep
Stats: HP: 7, Strength: 4, Morale: 4, Magic Resistance: 5, Armor: 0, Rank: Front.
Weapons: Dagger: Initiative: 2, Range: 1, Dmg: 1-3, pierce
Specials Amphibian, Poison Resistance 100

The Deep Ones are a swarm unit that can be summoned either as a by-product as trying to get a hybrid cultist or as part of a mass summons. It has average morale and magic reistance and has the Amphibian trait. It also has complete poison immunity. It isn't very strong and has poor initiative.

You shouldn't be actively trying to use Deep Ones in your army, they are just a byproduct of trying to get something better.

Usage: Cannon fodder. Worse than spearmen. Worse than Angler Spawn








Deep One Warriors

Cost: Summoned using Call Warriors of the Deep, Call Army of the Deep or Deep Rising
Stats: HP: 7, Strength: 4, Morale: 4, Magic Resistance: 5, Armor: 1, Rank: Front.
Weapons: Spear: Initiative: 6, Range: 1, Dmg: 1-4, pierce
Specials Amphibian, Poison Resistance 100

The Deep One Warrior is a unit with average morale and magic resistance and has the Amphibian trait. The Deep One Warrior also has complete poison immunity. The unit isn't strong but it has good initiative with its spear. The unit also has a point of armor which comes in handy. The Deep One Warriors come in large numbers and are better than Deep ones or Angler Spawns as far as cannon fodder, in the early game they are preferable to either.

Usage: Cannon fodder







Elder Things

Cost: Summoned using Contact Elder Being, Contact Elder Beings
Stats: HP: 24, Strength: 3, Morale: 6, Magic Resistance: 7, Armor: 0, Rank: Mid.
Weapons: Mind Blast: Initiative: 8, Range: 10, Dmg: 1-4, magic Special: Doesn't affect mindless beings,Magic resistance negates with great difficulty, Armor negating, Paralyzation (Magic resistance negates)
Life Drain : Initiative: 2, Range: 1, Dmg: 1-4, magic, Special: Drain, Doesn't affect inanimate beings
Specials Spirit Sight , Sleep immunity, Mental Agony on Death, Floating, Amphibian, Slow


The Elder Thing is a high hit-point ranged unit that can be summoned using Contact Elder Being or Contact Elder Beings. It has high, morale and magic resistance and has several different specials.That being said you only need to focus on two of them, Mental Agony on Death and Slow. Mental Agony on death means that it will cause all units around it (2 squares from it) to become paralyzed.

Mind Blast can shoot from far away and is armor negating (and can cause paralysis which makes it a great ranged unit.) Elder Things aren't all good however, Mental Agony can hit your own units, and the fact that it will limit you to two action points a month makes you probably want to use this particular unit.as a garrison unit due to the fact you don't want it dying in mid rank, hitting your casters and ranged units.

Usage: Garrison








Formless Spawns
Cost: Summoned using Contact Elder Being, Contact Elder Beings
Stats: HP: 44, Strength: 7, Morale: 15, Magic Resistance: 7, Armor: 0, Rank: Front. 2x2
Weapons: Pseudopod Strike : Initiative: 8, Range: 1, Dmg: 1-5, acid Special: Magic, Armor negating,Swallow (Doesn't affect giant sized beings, Magic resistance negates)
Specials Spirit Sight,Fire Resistance (50), Shock Resistance (50) , Poison Resistance 100, Sleep Immunity, Pierce Resistance,, Slash Resistance, Blunt Resistance, Amphibian, Wall Climbing

Formless Spawns are a high hit-point melee unit that is summoned by Contact Elder Being or Contact Elder Beings. It is resistant (but not invincible) to most damage in the game, it can climb walls and has very high strength, morale and magic resistance.

Formless Spawns has a weak attack (Damage 1-5) however the special for the attack allows it to swallow anything that isn't giant sized that can't pass a normal Magic Resistance check. Swallowing essentially takes the opposing unit out of play and will damage it two points per turn until either the Formless Spawn dies, or the unit perishes. If the Formless Spawn dies then the unit will re-appear in a adjacent tile with the previous damage applied.

Usage: Front line shock troop
Cultist Units cont







Kraken

Cost: Summoned using Ceremony in the Deep
Stats: HP: 42, Strength: 6, Morale: 5, Magic Resistance: 5, Armor: 0, Rank: Front. 2x2
Weapons: Tentacle: Initiative: 2, Range: 1, Dmg: 1-4, blunt
Tentacle: Initiative: 2, Range: 1, Dmg: 1-4, blunt
Tentacle: Initiative: 2, Range: 1, Dmg: 1-4, blunt
Tentacle: Initiative: 2, Range: 1, Dmg: 1-4, blunt
Specials: Amphibian, Wall Climbing, Slow, Blunt Resistance

The Kraken is a unit that can be summoned rather early for the High Cultist. It has average morale and average magic resistance and has the Amphibian trait. It also has Blunt Resistance . It has a high amount of Hp and lots of attacks.

The Kraken is a very good unit, however it has several weaknesses. The Kraken is slow, it only has a 50% success rate at summoning and must be summoned in the deep ocean.

Usage: Seems like a good garrison unit? I wouldn't recommend going out of your way to get one.








Pillars of the Depths

Cost: Summoned using Deep Rising and Greater Ceremony in the Deep
Stats: HP: 26, Strength: 7, Morale: 7, Magic Resistance: 6, Armor: 3, Rank: Front.
Weapons: Spear : Initiative: 6, Range: 1, Dmg: 1-4(+3), pierce
Bite: Initiative: 2, Range: 1, Dmg: 1-7, slash
Specials: Poison Resistance (100), Shield, Amphibian

The Pillars of the Depths unit can be summoned in the late game for the High Cultist faction. It has above average morale and above average magic resistance and has the Amphibian trait. It has a high amount of Hp, it has high Armor, two attacks Poison Resistance and a Shield.

The unit is one of your best front line units. It is one of the better infantry units in the game. Use it in your main army as elite soldiers

Usage: Elite Frontline in main army








Shamblers

Cost: Summoned using Call Army of the Deep and Call of the Deep
Stats: HP: 18, Strength: 6, Morale: 6, Magic Resistance: 5, Armor:1, Rank: Front.
Weapons: Claw: Initiative: 2, Range: 1, Dmg: 1-5, slash
Claw: Initiative: 2, Range: 1, Dmg: 1-5, slash
Specials: Poison Resistance (100), Amphibian

The Shambler unit can be summoned in the early game for the High Cultist faction as a byproduct unit or in the late game as mass summon. It has above average morale and above average magic resistance and has the Amphibian trait. It has a decent amount of Hp, it has okay armor and two attacks it also has Poison Resistance and the Amphibian trait.

The Shambler isn't your best unit but it will help you in a pinch. If you get a couple it makes a fine addition to your army.


Usage: Frontline troops in main army








War Shamblers

Cost: Summoned using Call Army of the Deep and Call of the Deep
Stats: HP: 18, Strength: 6, Morale: 6, Magic Resistance: 5, Armor:2, Rank: Front.
Weapons: Spear: Initiative: 6, Range: 1, Dmg: 1-4(+3), pierce
Specials: Poison Resistance (100), Amphibian, Shield

The War Shambler is a late game unit for the High Cultist faction. It has above average morale and above average magic resistance and has the Amphibian trait, has 2 points of armor and is shielded. The unit has a decent amount of Hp and has Poison Resistance and the Amphibian trait.

The War Shambler is like the Shambler but loses one of its claw attacks in exchange for a powerful spear attack and 1 point of armor and a shield. This allows the unit to have much more survivability in combat.

Usage Frontline troops in main army








Yithians

Cost: Summoned using Call Elder Beings, Contact Elder Being and Contact Old Ones
Stats: HP: 32, Strength: 5, Morale: 4, Magic Resistance: 8, Armor:0, Rank: Mid. 2x2
Weapons: Cast spell : Initiative: 1, Range: ?, Dmg: ?, Astrology Level 1
Energy Beam: Initiative: 8, Range: 5, Dmg: 1-4, shock Special: beam 5, Can be used in melee, Magic, Armor negating,Stun (Magic resistance negates, Strength negates)
Claw: Initiative: 2, Range: 1, Dmg: 1-5, slash
Claw: Initiative: 2, Range: 1, Dmg: 1-5, slash
Specials: Spirit Sight, Blunt Resistance, Amphibian, Swamp Move, Slow

The Yithan is a high hit-point ranged unit that can be summoned using Contact Elder Being, Contact Elder Beings or Contact Old Ones. It has high hit points, normal morale and and high Magic Resistance and has several different specials.

Yithians have access to Astrology level one, which can be a good boon to your army, and also has the powerful energy beam attack, that shoots a beam that can hit 5 units in a row (and negates armor). It has slow speed so it is better used as a garrison unit.

Usage: Garrison
Immobile or Uncontrollable Units






Monster of the Deep
Cost: Summoned using Ceremony in the Deep
Stats: HP: 105, Strength: 9, Morale: 6, Magic Resistance: 4, Armor: 0, Rank: Front. 3x3
Weapons: Enormous Bite: Initiative: 1, Range: 1, Damage: 1-15 slash Special (Swallow (Doesn't affect giant sized beings)
Specials Giant Sized, Aquatic, Stupid

The Monster of the Deep is a extremely high hit-point unit that can be summoned rather early for the High Cultist. It is a very good unit however the trade off is that it is Stupid. It cannot be controlled by the summoner and will wander around the map randomly until it bumps into a enemy. Additionally it is Aquatic, which means that the majority of your enemies will never run into it. It has higher than higher than average morale and average magic resistance. Its major attack is the ability to swallow enemies in one bite (with the exception of other Gigantic sized creatures)

Usage: Unfortunately the uses of this monster are very situational. You don't get to command him anyways. Hope that you don't miscast on controlling him either.








Star Oaks
Cost: Summoned using Contact Elder Being and Contact Elder Beings
Stats: HP: 42, Strength: 6, Morale: 15, Magic Resistance: 8, Armor: 1, Rank: Front. 2x2
Weapons: Cast Spell: Initiative: 1, Range: ?, Astrology level 1
Stellar Maw: Initiative: 2, Range 1, Damage 1-999 Special: Drain, Doesn't affect mindless beings, Magic resistance negates
Astral Hooks: Initiative: 7, Range 1, Damage 1-3 slash Special: Horror Mark (Magic resistance negates with great difficulty)
Specials: Spirit Sight, Sleep Immunity, Ethereal, Amphibian, Immobile, Stationary

Star Oaks have a high hit-point value that can be summoned rather early for the High Cultist. It is a very good unit however it is totally Immobile. It has extremely high morale, decent strength and has cast Astronomy level 1. Stellar maw can kill anything and drain them to get back hit points. Astral Hooks allows Star Oaks to Horror Mark a unit. Horror marking can work great later if you lose the battle as it draws all the horrors in Elysium to that unit.

Usage: Garrison







Strange Things
Cost: Summoned using Contact Elder Being and Contact Elder Beings
Stats: HP: 12, Strength: 4, Morale: 7, Magic Resistance: 5, Armor: 0, Rank: Front.
Weapons: Mesmerize: Initiative: 1, Range: 4, Damage 0 Special: Strikes anywhere, Confusion (Magic, Doesn't affect mindless beings, Magic resistance negates, not affected by damage bonuses)
Tentacle: Initiative: 1, Range: 1, Damage 1-3 blunt
Tentacle: Initiative: 1, Range: 1, Damage 1-3 blunt
Specials: Spirit Sight, Sleep Immunity, Poison (4), Amphibian, Immobile, Stationary

Strange Things are a stationary unit that has a decent amount of HP, good Morale and average Magic Resistance. Strange Things are good garrison units they can confuse enemies and enemies can Poisoned just by striking them.

Usage: Garrison
Leaders
Basalt Kings

Basalt Queens

Hybrid Cultist/Starchild

Shambler Prince

Starspawn/Elder Starspawn

Yithian Sage
Economy
Military - Formations & Strategy
Thoughts and thank yous
Recently I have been playing COE 4. The best guide on there is Steelpoint's basic Barron's guide so I wanted to make one based on it for the Cultist faction. This guide is based on Steelpoint's hard work so I would like to thank him for that and maybe make a guide of my own.

I'm not a expert, and I hope I don't miss anything. If I do leave it in the comments bellow.

Currently the guide isn't done yet however this is "day two" . By the end of week one I'm hoping on having the majority of it done. If I enjoy doing this I'll consider working on other factions as well.

Once again thank you to the developers of COE4 and thank you Steelpoint

List of contributors

alguLoD
Helped with spelling mistakes, spacing, Call of the deep Kraken control mistcast, came up with the idea for a glossary.

twan
Helped by noticing errors with rituals. Pointed out flavor text information.

Orpheus
Came up with some neat end game options I will include.
Changelog
First day of work on the guide 10/23/2017
Added Overview, Rituals, and Basic Human units and Free Cultist Units.

Second day of work 10/24/2017
Changed "performed" to "preformed".
Worked on spacing
Fixed errors with rituals
Working on cultist units.
Cultist units taking longer than expected due to specials.

Third day of work 10/25/2017
Created a Glossary of Special Terms
Tidied up pages.
Finished Cultist Units Pages.

10-26-27
(currently playing warhammer 2 mortal empires)
Glossary of Terms- Specials
  • Slow

    Slow units can only move 2AP in the over-map.

  • Shield

    Reduces damage of attacks by 0-1 points.

  • Heavy Shield

    Reduces the damage of attacks by 0-3 points

  • Amphibian

    Can move in water tiles in the over-map.

  • Poison Resistance 100

    (will resist poison attacks 100 percent of the time)

  • Spirit Sight

    Can see stealthy and invisible units in the over-map.

  • Sleep immunity

    Immune to sleep spells

  • Mental Agony on Death

    Will paralyze everyone around them upon death friend or foe

  • Floating

    Floating units can enter any land terrain at the cost of only one AP, except mountains, which cost two,

  • Fire Resistance (50)

    Fire damage is reduced by 50%.

  • Shock Resistance (50)

    Shock damage is reduced by 50%.

  • Blunt Resistance

    Blunt damage reduced by half.

  • Pierce Resistance

    Pierce damage reduced by half.

  • Slash Resistance

    Slash damage reduced by half.

  • Wall Climbing

    The unit can climb over walls in battle

  • Swamp Move

    Moving to a swamp square only costs 1 AP for this unit.
High Cultist Faction Song

4 Comments
Tyroki Feb 6, 2018 @ 11:18pm 
Never got around to finishing the leader units, hmm? =(
That's a shame.
NoteToUrist Nov 1, 2017 @ 1:35pm 
important to note about the elder things, with mental agony on death, every unit within that range is effectively hit with the same attack that killed the elder thing, a serious hazard when you have a line of them defending a single fort, as a 1-30 damage siege attack has a chance of snowballing into the destruction of your entire wall defense if you have a lot of them there, and pray these guys never encounter a priest with smite.
Mute  [author] Oct 24, 2017 @ 7:48am 
@Twan. Thanks! I'll change that
twan Oct 24, 2017 @ 5:27am 
Good guide but two remarks...
Call warriors/army/deep rising rituals don't need to be by Shallow Seas but by water (they work in rivers and lakes, near rivers or lakes, in deep sea surrounded by other deep seas etc...).
Ceremony rituals have lower chance of control failure (at least according to their text) so may remain a better option than call rituals in early game (imagining you have the amphibious units and time to go there but a too weak army to handle failure).