A comprehensive rundown of everything that’s normally accessible to the cloud lords without any special items also a few tips and notes
Cloud caster
Storm captain
Cloudfolk elder
Air elemental Queen (summoned)
Storm Giant (summoned)
Frost Giant (summoned)
Solar Eagle (summoned)
Champion of Storms (summoned)
Black Hawk (summoned, cannot command)
Airya Spearmen 50 gold 1 sapphire
Airya Archers 50 gold
Airya Swordsmen 50 gold 2 sapphires
Iceclads 50 gold 5 sapphires
Dawn Guards 25 gold 5 iron 10 rubies
Dusk Guards 25 gold 5 iron 10 emeralds
Cloudfolk Archers 75 gold
Cloudfolk Soldiers 75 gold
Catapult 25 gold 50 iron (only available on the surface of Elysium)
Rare units
Lords
Cloudfolk elder (only saw it appear once in 100 turns and forgot to write down price)
Cloudcaster 58-59 gold
Storm Captain 41-48 gold
Airya Scout 16-28 gold 0-1 sapphire
Cloudfolk Ladies 75 gold
Hit Points 6
Strength 4
Morale 10
Magic Resistance 9
Armor 0
Rank back
Traits
Cold resistance 50 (100 via Progression)
Shock resistance 50 (100 via Progression)
flying
ritual caster
Awe +1 (Progression)
Weapons
cast spell storm magic level 2 (level 3 via Progression)
Staff Initiative:5 Range:1 Damage:1-3
Known Spells
level 1 (random 2)
Guide Arrows
Shock
Gust of wind
Swiftness
Sparks
Lightning Resistance
Shock field
Air Shield
level 2 (random 2)
Wind guide
Chain lighting
Thunder Ward
Haste
Thunderhead
Lightning bolt
Protective Winds
Storm Wind
level 3 (random 2 Learned via progression)
Gale
Arcane tempest
Quicken Army
Call Lightning
Lightning Storm
Friendly Storm
Hit Points 5
Strength 4
Morale 10
Magic Resistance 8
Armor 0
rank back
Traits
Cold resistance 50 (100 via progression)
Flying
Ritual caster
Awe +1 (progression)
Lighting res 100 (progression)
Weapons
Cast spell storm magic level 1 (Level 3 via Progression)
Staff: Initiative:5 Range:1 Damage:1-3
Known Spells
level 1 (random 2)
Guide Arrows
Shock
Gust of wind
Swiftness
Sparks
Lightning Resistance
Shock field
Air Shield
level 2 (random 2 Learned via progression)
Wind guide
Chain lighting
Thunder Ward
Haste
Thunderhead
Lightning bolt
Protective Winds
Storm Wind
level 3 (random 2 Learned via progression)
Gale
Arcane tempest
Quicken Army
Call Lightning
Lightning Storm
Friendly Storm
Hit points 6
Strength 4
Morale 5
Magic Resistance 5
Armor 2
rank mid
Traits
Cold resistance 50
shield
Ice armor 1
flying
Weapon
Ice blade: Initiative:4 Range:1 Damage:1-6
Hit Points 4
Strength 3
Morale 3
Magic Resistance 7
Armor 0
rank back
Traits
shock resistance 50
poison resistance 100
ethereal
floating
weapon
cast spell storm magic Level 1
pummeling winds: Initiative:5 Range:1 Damage:1-3
Known Spells
level 1 (random 2)
Guide Arrows
Shock
Gust of wind
Swiftness
Sparks
Lightning Resistance
Shock field
Air Shield
Hit Points 20
Strength 5
Morale 15
Magic Resistance 7
Armor 3
rank mid
Traits
shock resistance 100
shield
shock shield 2
fast
flying
floating
ritual caster
Weapons
Cast spell storm magic level 1
Lightning lance: Initiative:5 Range:1 Damage:1-18
Broadsword: Initiative:4 Range:1 Damage:1-6(+2)
Lightning Hoof: Initiative:2 Range:1 Damage:1-6
Known Spells
level 1 (random 2)
Guide Arrows
Shock
Gust of wind
Swiftness
Sparks
Lightning Resistance
Shock field
Air Shield
Hit Points 104
Strength 10
Morale 6
Magic Resistance 8
Armor 0
rank mid
traits
shock resistance 100
hates earth beings
giant sized
flying
ritual caster
Weapons
Thunder fist: Initiative:2 Range:1 Damage:1-1(+23)
Lighting strike: Initiative:8 Range:10 Damage:1-15
Hit Points 128
Strength 10
Morale 6
Magic Resistance 8
Armor 1
rank front
Rraits
fire vulnerability 50
cold resistance 100
large shield
ice armor 1
frost shield 4
hates fire beings
giant sized
snow move
ritual caster
Weapon
Battleaxe: Initiative:3 Range:1 Damage:1-8(+25)
Hit Points 77
Strength 9
Morale 7
Magic Resistance 8
Armor 1
rank mid
traits
acute senses
fast heal
awe 1
giant sized
flying
Weapons
drop boulder: Initiative:1 Range:50 Damage:1-50
cast spell solar magic level 2
talon: Initiative:2 Range:1 Damage:1-20
talon: Initiative:2 Range:1 Damage:1-20
beak: Initiative:2 Range:1 Damage:1-25
spells
Level 1 (random 2)
sunlight
aura of the sun
sunbeam
Level 2 (random 2)
vengeance of the sun
solar flare
solar rays
Hit Points 100
Strength 8
Morale 15
Magic Resistance 9
Armor 0
rank back
Traits
shock resistance 100
poison resistance 100
sleep immunity
ethereal
air shield 75
other planar immortality (air)
combat caster
giant sized
flying
floating
ritual caster
Weapons
cast spell storm magic level 3
Project Lightning: Initiative:8 Range:8 Damage:1-45
Gusts of Wind: Initiative:4 Range:1 Damage:1-8
Known Spells
level 1 (random 2)
Guide Arrows
Shock
Gust of wind
Swiftness
Sparks
Lightning Resistance
Shock field
Air Shield
level 2 (random 2)
Wind guide
Chain lighting
Thunder Ward
Haste
Thunderhead
Lightning bolt
Protective Winds
Storm Wind
level 3 (random 2)
Gale
Arcane tempest
Quicken Army
Call Lightning
Lightning Storm
Friendly Storm
Progression
Lesser ritual of mastery (15 diamonds)
Unlocks Diamond Alchemy
Ritual of mastery (50 diamonds (25 after first))
Unlocks a random level 2 ritual
Ritual of Grand mastery (150 diamonds (75 after first))
Unlocks a random level 3 ritual
storm pact ((Queens) 22 diamonds)
Unlocks a random Queen ritual
King of giants ((Storm, Frost giants) 100 diamonds(storm) or 100 sapphires (frost))
Converts the Giant into a Titan of the same type and unlocks King of Giants rituals
Level 1
Lesser sky summoning (25 diamonds)
Summons a random amount of Lesser sky creatures
Black Hawk 1
Cloud elementals 2-4
Air Elemental 1
Murder of Crows 7-15
diamond alchemy (10 rubies 10 sapphires 10 emeralds)
Converts used gems into 25 Diamonds
lesser air summoning ((Queens, Champion) 20 diamonds)
Summons random air elementals
Air Elemental 1
Cloud Elemental 2-4
Level 2
Greater sky summoning (50 diamonds)
Summons random Greater sky creatures
Cloud Warriors 10-19
Roc 1
Sylph 3-4
Gryphon 1
Summon storm giant (75 diamonds)
Summons a Storm Giant (Lord)
Summon mist warrior (25 diamonds 25 sapphires (22 each for Queens))
Summons Mist Warriors 4-12
Summon yeti (25 diamonds 25 sapphires)
Summons a yetis 3-5
Shape clouds (5 diamonds 5 emeralds 3 ap)
Creates a permanent stable cloud in an empty sky tile
rainbow curtain (25 diamonds 6 ap)
Creates a Rainbow Curtain on a fortified location
Greater air summoning ((Queens) 44 diamonds)
Summons random air elementals
Thunderbird 3-5
Sylph 3-4
Summon champion of air ((Queens) 44 diamonds)
Summons either a Storm Giant or Champion of Storms
Summon smoke warrior ((Queens) 22 diamonds 22 rubies)
Summons Smoke warriors 5-12
Curtain of storms ((Queens) 22 diamonds 6 ap)
Creates a Curtain of Storms on a fortified location
Call giants ((storm,frost) 100 diamonds (storm) or 100 sapphires (frost))
Summons a random amount of Giants of the same type
Storm 3-8
Frost 3-8
Call winter wolves ((frost) 25 sapphires)
Summons Winter wolves 4-7
Level 3
summon queen of air (200 diamonds)
Summons The Queen of Thunder, Queen of Clouds or Queen of Storms
perpetual storm (125 diamonds)
Creates a perpetual storm on that tile which periodically summons friendly wandering storm clouds and storm elementals
Summon solar eagle (25 diamonds 50 rubies)
Summons a Solar Eagle
Summon Frost giant (75 sapphires)
Summons a Frost giant (lord)
Fimbul fortress (75 sapphires 25 diamond (must be cast on a frozen lake))
Creates a Fimbul fortress allowing you to recruit in that location
Cloud castle (150 diamonds (must be cast on clouds(cannot be cast on unstable or dispersing)))
Creates a Cloud castle allowing you to recruit in that location
you always spawn with 2 cloud hamlets a mountain spire and a cloud palace
If your playing in a game with Scourge lords you may want to pay close attention to them even though they generally spawn opposite of you on most occasions if they spread out far enough the desertification effects of the their faction can destroy non permanent cloud tiles making it difficult to use the sky for travel aside from floating creatures
Your early lords are very squishy and can easily lose fights in the sky and on the ground try to rush your summon lords asap, buy extra lords when possible at the start and don’t be too afraid to take your units out of your starting city independents don’t spawn nearly as much in the sky and stop spawning all-together on your cloud after taking all the hamlets, towns and etc on it