Submod of Caster of Magic for Windows expansion of Master of Magic Classic. This mod is for those who love normal units with improve immersion for being warlords. Rebalance of spells and huge rebalance of units with help of Anskiy and Zitro1987. This mod included more than 60 units are added or changed in sprites, spells changes, and overall change in balance closer to vanilla Master of Magic.

Post tutorial Report RSS Build your OP build in Warlord mod......start from retort.

Guide on how to build your OP build in Warlord mod around wizard retort compatibility.

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I make this guide as request from my friend in finding OP build for newbies to play. As I don't think I qualified to make proclaimed super OP build out of blue, I will make introduction to Retort and their compatibility with magic realms, races, and other retorts instead.

1) Alchemist
"The wizard is an expert in art of Alchemy.
* Allows the wizard to convert gold to mana and mana to gold at rate 1:1.
* All non-summoned units trained by the wizard from non-Barbarian cities gain magic weapon.
* Costs 2 picks."

Alchemist retort is almost the same as their counterpart "Alchemy" in Master of Magic Classics (MoM) except it retain characteristic of its counterpart in Caster of Magic (CoM) that Barbarian race is an exception to its ability to grant magic weapon and now cost 2 picks. It is the most basic but very versatile retort. Due to how obvious its was as the most OP retort in MoM, most of its synergic retorts are either gone or modified to nolonger generate endless loop of mana anymore.

Recommended/Synergic magic realm:
Alchemist is doing well with all realms especially Sorcery as It is very mana hungry due to rely on combat cast intervention and also has strong synergy due to it good at generate gold from the city through newly added spell Philosopher's Stone (from CoMII with addition gold effect in Warlord) and Magocracy (Warlord mod exclusive).

Synergic races:
Alchemist is doing well with all race combination especially dwarf which generate a lot of gold but lack of means to gains power and nomad due to their ability to generate gold.

Synergic retort:
Procurator+Death books (additional gold generation from all source in city would help feed your power)


2) Warlord
"The wizard is a renowned militarist.
* All non-summoned units under the wizard's control have veterancy level increase by one level.
* Allows non-summoned units veterancy to go above limit by one level
* Costs 2 picks.
* Mutually exclusive with Tactician retort at the start of the game."

Warlord is one of a few retort that left mostly unchanged from MoM except for its mutually exclusive with new retort Tactician (only on wizard creation, you could gain Tactician retort later from random pick in lair just fine). Although retort itself mostly the same, its synergic with wizard builds is changed monumentally due to how Warlord mod emphasis on normal units.

Recommended/Synergic realm:
Apart from classic mono-Life build, now Warlord retort also perform great with Chaos due to in CoM and Warlord mod Chaos Channeled units still retain their positive normal unit's characteristic while get immunity from the same spell as fantastic units and lesser degree with Nature that also has additional normal unit buffs in Warlord mod.

Synergic race:
Warlord retort has good synergy with most races in Warlord mod due to all of them have viable units to use especially from rush races such as Barbarian, Gnoll, and Troll to capitalized their early advantage.

Synergic retort:
Enchanter (shared play style)
Procurator+Life books (faster normal unit replacement)


3) Channeler
"The wizard is mastered the art of channeling spellcraft.
* Allows the wizard to cast spell without range penalties
* Reduces spell range penalties during banished by half.
* Reduces overall spells' upkeep by 50%.
* Reduces cost of casting spells in combat by 12%.
* Costs 2 picks."

Channeler retort get buffed from MoM with additional effect of increase chance to get combat spell when roll in for spell in book (add in CoM) and reduce cost of combat spell in general (add in Warlord mod). This retort is powerful but rather slow to pay off and pay off better as map get larger.

Recommended/Synergic magic realm:
Channeler synergic well with realms that rely on combat cast such as Chaos and Sorcery (especially in late game) but it does not help early game survival much.

Synergic race:
Channeler does not has synergy with any race.

Synergic retort:
Conjurer (help reduce upkeep cost)
Specialist (help reduce casting cost in combat)
Enchanter (help reduce casting cost in combat)


4) Archmage
"The wizard is a reowned master in teaching and training spell casting.
* Increases both already has and newly produced skill points (SP) by 50%."

This Archmage retort is similar to MoM yet different (but the same as CoM) with base casting skill increase by 50%, not just newly gain through power investment, but it lose ability to resist dispel. It is another powerful yet simple retort.

Recommended/Synergic magic realm:
Archmage is good with all realm but its effect would be more efficient with Sorcery realm due to Aether Binding spell (CoM) that grant additional casting skill equal to number turn you already play per turn.

Synergic race:
Archmage retort does not synergic with any race in particular.

Synergic retort:
Cult Leader (more power to go into casting skill)
Astrologer (more power to go into casting skill)
Procurator+Chaos books (more power to go into casting skill)


5) Artificer
"The wizard is a master craftman who expert in magical engineering.
* Reduces the cost of making items/artifacts by 50%.
* Start the game with "Enchant Item" spell has already researched.
* "Create Artifact" spell will show up as first researchable Rare level spell.
* All mechanical units trained by the wizard gain +1 Melee/Range Attack, +1 Armor, +1 Resistance, +1 Movement Point, and magic weapon."

Artificer retort no longer give Create Artifact at the beginning of the game but it gains bonus to improve newly train mechanical units (such as catapult, ships, steam cannon, golem, etc) get additional bonus. This retort used to have mana generating loop in MoM but it has been modded out by CoM and Warlord mod continue the trend.

Recommended/Synergic magic realm:
Artificer is crucial retort if player want to bring ultimate artifact power (requires 7 books in single realm) into play in Warlord mod. Artificer also has synergy with realm that have flying unit buff (Sorcery. and Chaos) as it generate flying warship.

Synergic race:
Artificer is synergic with race that could access to mechanical units and/or have access to good ships (Dwarf, Barbarian, Xuanyuan, Draconian, Hawkman, and most of other civilized races).

Synergic retort:
Warlord (all mechanical units are normal units)


6) Conjurer
"The wizard is an expert in conjuring magical creatures.
* Reduces the casting costs of all summoning spells by 25%
* Reduces the research costs of all summoning spells by 25%
* Reduces the total upkeep cost of fantastic creatures by 25%
* Start the game with "Summoning Circle" spell has already researched."

Conjurer retort is more or less the same as in MoM.

Recommended/Synergic magic realm:
Conjurer retort synergic well with magic realm with good summons rosters such as Death, Nature, or with good summon synergy combo such as Sorcery-Chaos.

Synergic race:
Conjurer retort is not synergic with any race.

Synergic retort:
Channeler (help reduce upkeep cost)
Specialist (help reduce casting cost)


7) Sage Master
"The wizard is a renowned scholar.
* Increases total research points generates each turns by 33%.
* Increases the research point by 15 RP each turn."

Sage Master retort is buffed from MoM but still mostly simple and effect only total research point after power distribution.

Recommended/Synergic magic realm:
Sage Master retort working well with all magic realm but works best early game with Nature's Nature's Witness (grant research point to the city) and late game Life's Enlightenment (grant research point per population).

Synergic race:
Sage Master is synergic well with any race that could generate a lot of research and/or power (mostly civilized races), especially Halfling that population generate research on their own.

Synergic retort:
Specialist (reduce specific realm research cost)
Runemaster (reduce arcane research cost)


8) Myrran
"The wizard is native to plane of Myrror.
* Start game with fortress on the plane of Myrror
* Allows player to pick Myrran races as home race.
* Starting position of AI wizards are adjusted accordingly."

Myrran retort is the same as in MoM except for it is only cost 1 pick in Warlord mod (race gap not that big anymore) and more races for you to choose (Xuanyuan and Rakhshasa are Warlord mod's addition)

Recommended/Synergic magic realm:
Myrran retort does not synergic with any magic realm in particular.

Synergic race:
Myrran retort is requirement for choosing Beastmen, Dark Elves, Draconians, Dwarves, Trolls, Xuanyuan, or Rakhshasa as home race.

Synergic retort:
Myrran retort does not synergic with any retort in particular.


9) Guardian
"The wizard is respected as the guardian protector of his people.
* Increases maximum population of home race's city by 6 units.
* In combat, all units controlled by the wizard gain +10% To-Hit, +10% To-Defend, +1 Resistance when defending the city control by the wizard.
* Costs 2 picks."

Guardian retort is newly addition from CoM. It is a powerful retort that help both defending cities and enrich economy if you prefer to go one-race supremacy.

Recommended/Synergic magic realm
Guardian retort is good support for realm that lack ability to defend themselves early game like Sorcery or maximize defending effect of Death realm.

Synergic race:
Guardian retort has good synergy with Nomad race that lack of granary and Klackon race that play in very same intended method. This retort also good on race that generate power from population (High Elf, Hawkmen, Beastman, Dark Elf, Draconian) or research (Halfling) or just double tax payer like Dwarf.

Synergic retort:
Procurator+Nature book (to help fill up population in bigger city)


10) Benefactor
"The wizard is well-known as the client who willing to give hand to those under his services.
* Starts the game with 10 fame.
* Increases the chance of mercenaries for hire and magical item merchants.
* Heroes offering are generally better than normal.
* All heroes controlled by the wizard gain +2 Melee/Range Attack, +1 Armor, +1 Resistance.
* Starts the game with "Heroic Heart" spell has already researched."

Benefactor retort is upgrade version of Famous retort with bonus on hero similar to CoM's Tactician. This retort design to maximize hero usage.

Recommended/Synergic magic realm:
Benefactor retort is working well with magic realm that could support hero well such as Life and Sorcery, and, and to lesser extent, Chaos.

Synergic race:
Benefactor retort is working well with economic race that could produce a lot of gold to support your mercenary show up such as Dwarf and Nomad, and other civilized race with high growth rate and big economy like, Highmen, Orc, Halfling, and Xuanyuan to lesser extend.

Synergic retort:
Warlord (for stronger hero)
Artificer (for hero to use)
Charismatic (for cheaper hero, mercenary, and artifact merchant)
Procurator+Death book (for more gold generation)


11) Runemaster
"The wizard is mastered the power of rune language.
* Reduces research costs of Arcane spells by 50%.
* Reduces casting costs of Arcane spells (except item creation) by 25%
* Effect of dispel type spells casted by the wizard are 100% more effective.
* Starts the game with "Dispel Magic" spell has already researched."

Runemaster retort in Warlord is upgraded version from MoM with faster Arcane research and less complicate condition to pick at the start. But it loses power to make artifact creation cheaper and nolonger have special preference for global enchantment that used to be in CoM.

Recommended/Synergic magic realm:
Dispel power of Runemaster could become more potent with Sorcery realm support spell such as Aether Binding (from CoM) and Power Link (Warlord mod modification) and ability to abusing much more potent Dispelling Wave's power.

Synergic race:
Runemaster retort does not synergy with any race in particular.

Synergic retort:
Runemaster retort does not synergy with any retort in particular.


12) Charismatic
"The wizard possesses an unnatural presence that dramatically improves his dealings with others.
* Reduces the costs for hiring heroes, mercenaries, and purchasing magical items by half.
* Reduces unrest level in all cities owned by the wizard by 1.
* All diplomatic penalties from negative actions are halved.
* All good diplomatic effects are doubled.
* Offering made by the wizard are significantly more likely to get accepted."

Characteristic retort in Warlord mod is upgrade from MoM with additional city happiness bonus which could use for more tax or better tolerance to late game city and global curses.

Recommended/Synergic magic realm:
Charismatic retort has strong synergy with Sorcery realm spell Aura of Majesty but this spell is now easier to take due to it become common level in Warlord mod.

Synergic race:
Charismatic retort does not synergy with any race in particular.

Synergic retort:
Benefactor (for make heroes, mercenaries, and artifact merchants to appear more often)
Procurator+Death books (for more gold income from percentage bonus due to higher tax)


13) Specialist
"The wizard invests his skill and effort into mastering his primary realm.
* Reduces the casting costs for spells in the wizard's primary realm by 12%.
* Reduces the research costs for spells in the wizard's primary realm by 12%.
* Increases dispel resistance for spells in the wizard's primary realm by 50%.
(Primary realm is the realm that the wizard has highest number of books. If number of books are equal, Specialist would take priority according to this order: Nature, Sorcery, Chaos, Life, Death.)"

Specialist retort is replacement for function of Nature/Sorcery/Chaos Mastery in MoM with additional function expand to Life and Death realm if one of these realms is the prominent one.

Recommended/Synergic magic realm:
Specialist retort does not synergy with any realm in particular but synergy with play style with mono or prominent realm wizard builds in general.

Synergic race:
Specialist retort does not synergy with any race on its own. It just make synergy from prominent magic realm with race stronger due to cheaper cost, faster research, and harder to dispel.

Synergic retort:
Conjurer (cheaper summons)
Channeler (cheaper combat spells)
Enchanter (cheaper enchantment spells)


14) Tactician
"The wizard is reowned for his skill in maneuvering troops.
* All units controlled by the wizard gain +1 Armor.
* Teleporting units controlled by the wizard gain First Strike.
* Non-Corporeal units controlled by the wizard gain Negate First Strike.
* If units controlled by the wizard receive combat terrain bonus, double the bonus and gain additional First Strike, Negate First Strike.
* Gets bonus in strategic combat.
* Mutually exclusive with Warlord retort at the start of the game."

Tactician retort in this design is not exist in both MoM and CoM. It is exist as alternative to Warlord retort. It is more complicate and harder to use but give different challenge and fun to gameplay than just math-boost Warlord.

Recommended/Synergic magic realm:
Tactician retort has strong synergy with Nature realm due to movement type buff spells mostly in Nature realm. It also has synergy with Chaos and Death realm but at much lesser extent.

Synergic race:
Tactician retort has strong synergy with Barbarian. It also has synergy with Gnoll, High Elf, Lizardman, Dwarf, and Rakhshasa.

Synergic retort:
Enchanter (source of addtiional tactician terrain bonus)


15) Procurator
"The wizard is an expert in managerial and statecraft.
* Reduces "Indirect Control"/"Banished" city penalties by 25%.
* Triples "Administrative Skill" bonus."

Procurator retort is modification of Omniscient retort from CoM. This retort allow more efficient resource gathering and loss less resource from indirect control of the cities.

Recommended/Synergic magic realm:
Procurator retort does not synergy with any realm but with number of books wizard has and resource enchantment spells in particular.

Synergic race:
Procurator retort has synergy with some race based on type of books in wizard's possession. Procurator with Nature books has synergy with races with slow growth (Dwarf, Dark Elf, High Elf, Hawkmen). Procurator with Sorcery books has synergy with Halfling. Procurator with Chaos books has synergy with race that generate a lot of power (Beastman, Draconian, Dark Elf, High Elf, Rakhshasa, Hawkman). Procurator with Life books has synergy with Dwarf, and Klackon. Procurator with Death books has synergy with Dwarf and Nomad.

Synergic retort:
Alchemist (with Procurator+Death books)
Warlord (with Procurator+Life books)
Archmage (with Procurator+Chaos books)
Guardian (with Procurator+Nature books)
Benefactor (with Procurator+Death books)
Charismatic (with Procurator+Death books)
Cult Leader (with Procurator+Chaos books)


16) Cult Leader
"The Wizard is the leader of a religion/cult with strong influence over the believers.
* Increases the power generated by religious buildings by 100%.
* Increases the unrest reduction by religious buildings by 50% (round down).
(Religious buildings include the Shrine, Monastery, Cathedral, Temple. Some buildings and city enchantment might be sanctified into religious buildings through some spell.)"

Cult Leader retort is CoM's creation by combine Divine Power and Infernal Power retort from MoM together and remove book requirement from it completely. This retort is powerful or not depend on what kind of race populate wizard's empire and what realm of magic wizard held on higher rarity.

Recommended/Synergic magic realm:
Cult Leader retort has strong synergy with Life and Death realm. Cult Leader also has strong synergy with single very rare Chaos realm spell.

Synergic race:
Cult Leader retort has synergy with all civilized and semi-civilized races except Xuanyuan due to they could not build Cathedral nor Temple) and has very strong synergy with Hawkman due to this race could build all religious buildings included normally mutually exclusive Cathedral/Temple.

Synergic retort:
Procurator+Chaos books (increase power generate in city by percentage)
Sage Master (speed up acquisition of most of key spells for boost religious power are rare or very rare spells)


17) Astrologer
"The wizard is an expert in predicts and manipulates destiny by reading stars.
* Node controlled by the wizard produces an +2 power for each years passed since the start of the game.
* Immunes to node's the spell countering effect.
* Costs 2 picks."

Astrologer is retort is modified version of Node Mastery from MoM with different power addition scheme and nolonger has books requirement but now cost 2 picks. It is one of the most powerful and most popular retort in CoM and important retort for those who love treasure hunting and node taking.

Recommended/Synergic magic realm:
Astrologer retort does not synergy with any realm in particular but give additional advantage to Life and Death realm more than the rest.

Synergic race:
Astrologer retort does not synergic with any race in particular.

Synergic retort:
Astrologer retort does not synergic with any retort in particular.


18) Enchanter
"The wizard is an expert in the art of enchantment.
* Reduces the cost of enchantment/curse spells casted by the wizard by 25%.
* Increases dispel resistance of all enchantments/curses casted by the wizard by 150%
* Costs 2 picks."

Enchanter retort is the Warlord mod addition as replacement CoM's Spellweaver. This retort is exist to support enchantment play style (in contrast to Channeler, Conjurer, and Runemaster).

Recommended/Synergic magic realm:
Enchanter retort could be useful to any realm but has strong synergy with conventional Life realm play style.

Synergic race:
Enchanter retort does not has synergy with any race in particular.

Synergic retort:
Warlord (shared the same play style)
Tactician (most of source for bonus coming from enchantment)
Specialist (help reduce spell casting cost and increase resistance to dispel)


Next article will be about building your wizard around starting race.

Edited: Update to catch up with version 1.5.3.3.

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