Swap Wanderlust And Heroic Trait Costs

If you pick premade human race and start rolling XP, preestige and arm your champions and henchmen to the teeth the key is the ability to purchase more quest maps. However, should you consider how relevant Heroic trait is without Wanderlust you would soon find out that the trait cost for Heroic trait is simply too much to think about. For custom factions Wanderlust is then again way too cheap. It hands not only essential endless stream of quest maps over until you hit the Mana Blast / Shield, all the fancy quest-equipment and viable "training camp" for troops during peace but also a very useful leather armour for early turns.

Therefore Heroic should cost only 1 point and Wanderlust 2 points. The premade human faction would not change due to zero-sum addition.

9,085 views 5 replies
Reply #1 Top


Personal, I think quest map should be move to Heroic, it's make more sence and logic to me so cost is still same, but wanderlust shouldn't be had a questmap since I dislike wine of armor and ugly sword...it's belong to "heroic" since map quest often make you a heroic, not wanderlust..

Edit: I do mod questmap to make all faction to had those...

Reply #2 Top

The reason quest maps are in a different trait is because quest maps allows for infinite quests, which when combined with heroic bonus allows nearly infinite prestige (growth) and influence. They wanted you to have to spend all 3 points in order to get those bonuses. Otherwise people would always take heroic and never bother with wanderlust.

As for the OP, if you think Heroic is worth only 1 point by itself, I'd have to respectfully disagree. Even without quest maps, you're talking about at least 5 prestige and 100 influence (nerfed rates, 200 unnerfed) just by running some quick quests near your starting location (and gaining double exp from them). That allows you to grow your cities faster, meaning you'll be getting more gold and research faster (city level gives a big bonus to those). With those bonuses you can then go on a conquest rampage. Heroic is a very powerful trait for the early build up. When I play altar, I don't even bother buying any Quest Maps at all (because they are a bit broken - hence the reason for their nerfs). Just because you don't have infinite quests, doesn't mean it isn't useful.

If anything, both traits needs to cost 2, and Altar needs a negative.

Reply #3 Top

Kalin, you're absolutely right about Heroic's prestige value. It's important thing in the very beginning of the game. Later on you can round growth problem by spamming towers and upgrade them to provide +1 growth bonus to the nearest city. Influence I don't see that much of a value. By the time you can actually hire Asok/Ogres/Trolls you have other viable options for enlisting troops too. Darklings etc. can't really be compared, because they start as a cannon fodder and they stay there, pretty much as Binding elementals, where Grave Elementals are sometimes an exception. However, influence can be used sometimes as currency, though. But it's not guaranteed currency anyway.

Double XP from quests is also a very good thing. But once you have used up the quests you can handle in early rounds it becomes more irrelevant. For that one point of being Heroic you can easily pick up Enchanters as well and guarantee essence in every city (and thus city enchancement as well as more unrest oriented buildings).

Maybe you can buff up Wanderlust weapons at the same time you raise its cost to 2 points. Leather armor then again kicks ***, it's relatively cheap and even without massive crystal mining you can have it on your troops as well at very early phase.

Reply #4 Top


well, personal, I think all faction should had map quest, I don't know why all other faction can't do quest or not allow to had a quest...

Reply #5 Top

That is an option, and to speak the truth there are not many custom factions on my personal list that has not got Wanderlust. I've played with about a dozen of different faction setups (from challenging/challenging to challenging/hard) and noticed they are too oriented to have both Wanderlust and Enchanters. Thus I decided to blacklist both these traits from my further gaming experience and I noticed how big a difference not having Wanderlust actually made.

Wanderlust helps a lot maintaining peace (you rather spam quests in order to xp your champions and troops rather than wage wars) with AI factions and to lure them attack into traps, when you have got far better army than your faction power indicates. Some players may think these "traps" are due to their cunning wits, but it's because having way too cheap way to make superior task force or two.