The world of Master of Magic is composed by 2 astral planes Arcanus and Myrror.
Arcanus is the planes where normally start games, to start in Myrror choice Myrran
pick .
In Myrror all nodes power is doubled and live very powerful races, but is more
easy to encounter more dangerous creaures and very well defended node and ruins.
NEW GAME CREATION
In the first screen you must choice :
Difficulty (Intro/easy/normal/hard/impossible) i.e change
starting gold reserve and in hard level enemies have 13 picks and in impossible
level 15 and more
Opponents (from one to four) number o of enemies wizard
Land size (small/medium/large) is the proportion of land on water
Magic (Weak/normal/powerful) This identifiy the power generated when
a spirit meld in a magic node of Chaos, Nature or Sorcery this is respectively
0.5 / 1 / 1.5 mana for each square covered, in Myrror node produce double power.
After this you must choice your wizard from 14 pre-made or custom yours, not
available in Intro level, if you choice Custom select a wizards pictures and
name
then procede to pick distribution screen, you have 11 picks to choice book
(1 pick --> 1 book) and skills.
After choice the initial spells (see book
in wizard section) you must select one races, each races have strong point and
weakness (see Units and Races
section), after this choice your flag and color and start play.
FAME
Wizard gain fame winning a major battle (enemy stack of 4 or more unit ), Famous
skill (start with 10 fame), with heròs Legendary
skill or with Just Cause life spell.
Each fame point reduce by 1 the total of gold mantainance of unit, more famous
is a wizard and more powerful heroes ask to join.
TERRAIN
Terrain is an important factor of Master of Magic, city production, population
depend from the type of terrain in surrounding area, with more grassland may
become very large, but with little production, build on a mountain or hills
prevent raise of volcanoes.
Use the Terrain Surveyor [F1] to see city max population or bonus of different
terrain.
Terrain |
Food
|
Gold |
Production
|
Movement Cost
|
Desert |
|
|
10%
|
2
|
Forest |
0,5
|
|
5%
|
2
|
Grasslands |
1,5
|
|
|
1
|
Hills |
0,5
|
|
5%
|
2
|
Mountain |
|
|
10%
|
3
|
Ocean |
0,5
|
10% |
|
1
|
River |
2
|
20% |
|
2
|
Shores |
|
10% |
|
1
|
Swamp |
0,5
|
|
|
3
|
Tundra |
|
|
|
2
|
Terrain bonus |
Found in |
Description |
Wild game |
Grasslands |
+2 food |
Silver |
Mountains and hills |
+2 gold |
Gold |
Mountains and hills |
+3 gold |
Gems |
Mountains |
+5 gold |
Iron |
Mountains and hills |
Reduce unit cost of 5% (except shamans, priests, magicians and warlocks) |
Coal |
Mountain and hills |
Reduce unit cost of 10% (except shamans, priests, magicians and warlocks) |
Mithril |
Mountains and hills |
+1 power, when an Alchemist guild is build all normal unit produced in
this city gain Mithril weapon (gain +1 melee, missile ranged attack,
defense, resistance for figure of unit and can hit unit with weapon immunity) |
Adamantium |
Mountain in Myrror |
+2 power, when an Alchemist guild is build all unit produced in this city
gain Adamantium weapon ( +2 melee, missile ranged attack, defense, resistance
for figure of unit and can hit unit with weapon immunity) |
Quork crystals |
Deserts |
+3 power |
Crysx crystalk |
Desert in Myrror |
+5 power |
Nightshade |
Swamp |
Protect city from spell, all enemy city spell must overcome a 100 strength
dispel magic |
Note:
Terrain bonus are cumulative, not effect, i.e. if a city have two coal
mine have unit cost reduced of 20%, but if a city have two mithril mine gain
+2 power, but when Alchemist guild is build in city unit don't gain double
bonus.
RANDOM EVENTS
Random events is and option that can be turned on in Game settings, when activated
each turn there is a chance that one of this random events occur:
Chaos/Nature/Sorcery Conjunction:
power from specific node is double the other halved each turn
have 5% chance to end.
Pestilence:
One city at Random is struck by Pestilence, each turn have 5% chance
to end.
Earthquake:
One city at Random is struck by an Earthquake.
Disjunction:
All Global Enchantment are dispelled.
Mana short:
All wizards power sources are shorted out, each turn have 5% chance
to end.
Good Moon:
doubles power from good temples (wizard with life spell books) and halves
power from evil temples (wizards with Death spell books)
Evil Moon :
doubles power from evil temples and halves power from good temples
Depletion:
a mineral deposit is depleted and disappear.
Diplomatic Marriage:
A neutral city offer to join.
Donation:
A merchant donate some gold to a random wizard
Gift:
A god offer an item.
Meteor:
A meteor strike a city at random, with effect similar to Call the Void
chaos spell.
New Mineral:
A new mineral deposit is discovered near a city.
Population Boom:
Population Growth of target city is double, 5% each turn to end.
Rebellion:
a city with some unrest may rebell and become neutral, fantastic creatures
in city are banished.
Pirates:
Pirates steal between 30% and 50% of target wizard gold reserve.
MAGIC SCREEN
this is one of the more important screen of Master of Magic and it is build
as follow:
- In the upper of the screen there is the portrait of the other wizard (you
must encounter them before the portrait become available), up the portrait
you see the spell that wizard is casting (this is available by Detect
Magic enchantment), at right the portrait may be three tipe of symbol
a scroll (wizard's pact), peace symbol (alliance) and 2 crossing sword (war)
that represent the relation with the wizard of that color, under the portrait
there is your level of relation with other wizard.
- in the right part yoe see the list of Global enchantment, the color identify
the owner wizard.
- in the left there are three column (scepter) where you distribure the magic
power obtained from city and magic node melded to you (this amount is the
power base) and under this there are the total point gived to each:
- the first is for the amount of mana that you put in reserve and from
this you subtract the upkeep of enchantment (if it is insufficent the
remainig upkeep is taked grom magic reserve if reserve goes to zero some
spell was deleted)
- the second is used for spell research, spell have a research cost each
turn this amount is subtracted from research cost and when goes to zero,
spell is added to wizard's book (the 85 research point of the image came
from cities research point production, so you may divide the magic power
from the other two scepter
- the last scepter is to raise the casting skill (needed to cast more
and more powerful spell in combat and in main window) to raise casting
skill of 1 you may spend the current casting skill double. i.e starting
casting skill is 20 to raise it to 21 you must spend (assign) 40 mana
in this scepter if you assign 5 mana to this you need 4 turn to go to
21 and so on (if wizard is Archmage the
amount of mana spent to this scepter is raised by 50%).
- under the column there two text column :
- in the first there are the casting skill, the amount of mana in reserve,
the power base that is the amount of magic power, produced each turn
- the second dentify the spell in casting, the spell actually in research,
and the city where there is the Summoning Circle.
- the button [OK] is to return to main window
- [Alchemy] recall the alchemy scree that is used to convert gold to power
or power to gold tha ratio 2:1, i.if you convert 200 gold/power you obtain
only 100 power/gold, the conversion is rounde down, to have conversion 1:1
you must take the Alchemy wizard's skil
You may raise or decrease the mana in the scepter by click on it and mana level
goes to pointer level or after going with the mouse pointer on one scepter adjust
level pressing + or - key