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:

    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