The battle takes place in an isometric map that expands the contested square in detail (including fortifications and terrain aspects that affect movement and combat). The final spell learned is the Arcane Spell of Mastery, which takes enormous resources to research and cast but instantly wins the game for the casting player.Ī tactical battle begins when two armies occupy the same square on the global map. The player can research combat spells, which include direct attacks, debuffs and traps. ![]() Wizards can summon fantastic creatures related to their schools. Unit or city enhancement spells can boost the potential of its target, such as increasing the movement and attack speed of units, enabling them to regenerate wounds, and increasing the power of their attacks. ![]() There are global spells that can affect targets all across the world. These traits would provide a special bonus throughout the game. ![]() Additionally, the player could select traits instead of additional spellbooks. The number of spells a wizard could learn from each school was dependent upon the number of books taken for that school. Players select spellbooks from desired schools, allowing them to research and cast spells from those schools. Master of Magic splits spells into six schools of magic: Life Magic, which heals and protects its antithesis Death Magic, which drains life and creates undead Chaos Magic, which warps targets and spews destructive energies Nature Magic, which controls the weather and turns it against the enemy Sorcery, which manipulates the air and subverts the effects of the other schools and Arcane Magic, which is a general school and free for all. Battles for squares in the strategic map are resolved in an isometric turn-based view that shows unit positions and the effect of magical spells.
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