Warlock 2: the Exiled

Warlock 2: the Exiled

View Stats:
mturkhan May 18, 2017 @ 1:11am
Best Great Mage perks in Renaissance mod
What do you think are the best Renaissance perks/starting spells in each point category? For me, it's

1 point - Scryer, since research is harder to come by than other resources, and Shocking Weapon, since you can't research it normally. Lesser Weakness works good with Favor of Helia, due to its combo with Sunstroke.

2 point - Chanter. Allows you greater flexibility in spell-chaining and early summoning spells. Frost Weapon Enchant - nice spell to have early.

3 point - Thaumaturge, Magnate, Doney Handler, Dwarven Heritage, Koatl Kinship. Mana is rare than Gold, and that's why I prefer Thaumaturge to Magnate, although the latter is fine, too - both perks allow larger resource stockpiling and flexibility. Special units are nice, too.

4 point - Archmage, Civic Leader (I haven't yet decided how strong this perk is, but it looks nice, plus I like the originality of its idea). I hadn't made up my mind about how powerful the gods' favor perks are... they look powerful, but I have an aversion to them for some reason.

5 point - Old Orb, Summon the Evil.

Haven't really used the "Hero" perks... Pet Dragon looks pretty good. Dragon Breeder is ok, too, but can lack flexibility. The latter is probably best to be picked with Monsters due to their high Food production.

Thoughts?
Last edited by mturkhan; May 18, 2017 @ 1:13am
< >
Showing 1-4 of 4 comments
Rakso May 18, 2017 @ 5:04am 
There is a tricky way to joke around the editor to make your character allowed to use 20 perks at once(by changing the perks values to 0, then chose them on the Character, later on change them back to they natural values). So: I think that this is actually the best mix, this trick works also for multiplayer so it's even more funny.
I've been always chosing perks which provide overpowered units and economy: Usually perks with resources bonus to make out of my Capital a crazy unit-perks giving site which doesn't make the city become minus income on each of the gold, food, mana & research(many of the perks which provide you resources near the capital are these which usually give you the units perk and +10 of something which also boost your economy.
Fervus or Grum-gog basically the best Gods in the game. Fervus is great for singleplayer which with good bonuses to mana production make your units very powerfull thanks for his blessings + Old sceptre, Old orb. Grum-gog was always my favourite when it comes to multiplayer: just spam rats all over around and make them scout the entire map as fast as possible. Once your find your enemy you just massively debuff his cities. Before he will research the dispell city spell the game would probably already be over.
Singular spells are not really worth the task of take but some of them are useful in they own ways.
For example the perks which make your units take damage for 3 turns at the cost of produce mana or unrest minus something for gold are really good to getting mixed with: Propaganda spell and the one which makes all the units you kill for 10 turns become zombies.
Ronnie May 18, 2017 @ 7:54am 
Well I like to have a tank type and either a archer or a mage as a backup... Tank is more of a focus though since high hit points for a starting unit so I like Halberd units since they got 50 hit points and can be upgraded if u live long enough to get even more hit points. Human Veteran fighters are weaker then Halberders. I don't like units with not much health but if I do get such units they will be as a backup support. So I think getting the perk to start with Halberds is a good choice or Dwarf if u like them and maybe a mage hero or healer type for starting and elemental plane to start for good loot and other stuff or minus the hero if u lack points. Getting a Tank Hero may not be a good choice if that hero dies its gonna hurt but at least with a Halberder they can be replaced. I normally like the strike team to consist of a few halberders and 3-4 archers/mage combo. Or a few halberders to aid a range type of Hero and maybe a few archers and mages. I think building a descent exploration strike team is more important then having a bonus resource as they can be found and conquered with your exploration strike team.
Last edited by Ronnie; May 18, 2017 @ 8:04am
spinn72 May 29, 2017 @ 1:57am 
Elven World if you have the DLC is always amazing. By far the best. Instant access to gold, magic fields, massive food production, a generally bigger starting world and lots of gold drops (+ monster nest drops), at the cost of harder units to fight (particularly the trees). If you luck out enough you can get Holy Ground units from the werewolf dens (e.g. wolves of helia).

Given that its harder to do initially, i usually pick a unit to assist with taking down these untis. Go to before was Elven Archer or Frosty archer, but now that they are removed, need to use a less effective hero
Teralt Apr 20, 2022 @ 4:26am 
Is it fair to choose “Trickster” and use this ability for units?
Last edited by Teralt; Apr 20, 2022 @ 8:54am
< >
Showing 1-4 of 4 comments
Per page: 1530 50