Age of Wonders 4 – Reavers Guide and Overview

An overview of the culture, its features and units. I cover what I believe to be the best builds: what tomes and traits to pick, and why.

Guide to Reavers Culture

All credit goes to Mikefield Salviae!

All You Need to Know

Reaver culture basics

  • You benefit from MARKING enemies (and can scale a lot from flanking bonuses).
  • You benefit from fighting players and free cities (but this means you need to form some alliances or you will be everyone’s enemy early on – this is thankfully easy with War Spoils mechanic).

New resource

  • War Spoils – extremely useful as it’s basically another type of “gold”.
  • Great for manipulating diplomacy, trading, capturing units and buying cannons.

New units

  • Extremely weak early-early game (no tank, no ranged, hard to get Subdue to work, no subdue at the start unless you pick the right society trait).
  • Skirmishers are VERY weak without the support unit in play.

You need a powerful fill unit.

Chaos and Materium affinities work great!

  • Afflictors from Alchemy tome? -> weak-ish without a frontliner
  • Stone Spirit (baby elementals) from Rock tome?
  • Tome of the Horde for Houndmasters?
  • Tome of Warding for Phantasm Warriors?
  • Tome of Beasts for Wildspeaker

Notable traits

  • Keen-sighted – Magelocks only shoot ones, you gamble less with this
  • Sneaky – You have some options to make enemies flanked so this works well
  • “Tactics” traits – later, you get synergy bonuses from Tome of the Construct for standing together if you go with materium
  • Hardy and Adaptable – overall solid talents
  • Underground adaptation – honestly, digging is super beneficial and gives you huge amounts of materials and loot

Ruler type

  • Dragons are always cool since they bring early power;
  • Champion gives you more production, which is AMAZING;
  • Wizard king doesn’t do much for you to be honest.

A melee hero is great early on; musket hero destroys later (but you can respec…).

Society traits

Chaos route

  • Chosen destroyers is very synergistic, but requires very peculiar playstyle
  • Ruthless raiders – you will be fighting a lot so why not
  • Ritual Cannibals – decent early on to expand your city and build up mana for summons

Materium route

  • Mana Channelers – if you go with summon spells (Rock tome early -> Tome of artificing? Terramancy? Chaos eaters?)
  • Runesmiths – You will have a bunch of enchantments if you go Materium-heavy so that’s awesome
  • Reclaimers – you will get a load of binding essence because you do plunder a lot

Others (to make early game easier)

  • Astral: Mana addicts – support!
  • Dark: Powerful evokers – you have a support unit at the start!

Scions of Evil – More draft?

Later prospects

  • Tome of the dreadnought is amazing!

Check out the video for an in-depth explanation.

Egor Opleuha
About Egor Opleuha 7740 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

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