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* ReviveKillsZombie: Taken to an extreme with the terraforming spells avaliable to worshipers of Krypta(death)/Agrela(life) who can create magical terrain that heals/harms their respective side of the Life/Death dynamic.
to:
* ReviveKillsZombie: Taken to an extreme with the terraforming spells avaliable available to worshipers of Krypta(death)/Agrela(life) who can create magical terrain that heals/harms their respective side of the Life/Death dynamic.
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* TheEndOfTheWorldAsWeKnowIt: The Armageddon game mode takes place during the end of the world. The player's job is to try to prevent the end while still competing with other great mages.
* TheRemnant: Any time a faction is defeated, all their remaining units and cities instantly convert to neutral cities and units that can be conquered freely.
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* TheEndOfTheWorldAsWeKnowIt: Armageddon game mode takes place during one. Players job is to try to prevent the end while still competing with other great mages.
* TheRemnant: Any time a faction is defeated, all their remaining units and cities instantly convert to neutral cities and units that can be conquered freely.
* TheRemnant: Any time a faction is defeated, all their remaining units and cities instantly convert to neutral cities and units that can be conquered freely.
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%%
%% Zero-context examples are not allowed on wiki pages; all such examples have been commented out.
%% Please add proper context before uncommenting them -- a good example should explain *how* it's an example.
%%
%% Zero-context examples are not allowed on wiki pages; all such examples have been commented out.
%% Please add proper context before uncommenting them -- a good example should explain *how* it's an example.
%%
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''Warlock: Master of The Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Entertainment in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of its components with new addtions.
to:
''Warlock: Master of The Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Entertainment in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, ''VideoGame/MasterOfMagic'', utilizing many of its components with new addtions.
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Games take place on a hex-based map. Unlike in other games of the genre, each structure is placed on the map individually, instead of being built “inside” the city. Furthermore, the player can only construct one building per population point. Building structures is free, but as noted, limited by available spaces and population.
Resource management is divided into four parts: Gold and Mana, which the player can stockpile, and Food/Research, which is used each turn, with surplus converted to Gold/Mana respectively. Food is required to grow cities and feed the armies, while gold is used to buy and upkeep the army.
Magical units and enhancements do not require gold, but instead consume Mana each turn. Mana is also used to cast spells.
Resource management is divided into four parts: Gold and Mana, which the player can stockpile, and Food/Research, which is used each turn, with surplus converted to Gold/Mana respectively. Food is required to grow cities and feed the armies, while gold is used to buy and upkeep the army.
Magical units and enhancements do not require gold, but instead consume Mana each turn. Mana is also used to cast spells.
to:
Games take place on a hex-based map. Unlike in other games of the genre, each structure is placed on the map individually, instead of being built “inside” "inside" the city. Furthermore, the player can only construct one building per population point. Building structures is free, but as noted, limited by available spaces and population.
Resource management is divided into four parts: Gold and Mana, which the player can stockpile, and Food/Research, which is used each turn, with surplus converted to Gold/Mana respectively. Food is required to grow cities and feed the armies, while gold is used to buy and upkeep thearmy.
army. Magical units and enhancements do not require gold, but instead consume Mana each turn. Mana is also used to cast spells.
Resource management is divided into four parts: Gold and Mana, which the player can stockpile, and Food/Research, which is used each turn, with surplus converted to Gold/Mana respectively. Food is required to grow cities and feed the armies, while gold is used to buy and upkeep the
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* AllThereInTheManual: Research and upgrade trees are not available in the game, forcing player to rely outside sources
* AnimateDead: Undead units, as well as certain Death spells
* AnimateDead: Undead units, as well as certain Death spells
to:
* AllThereInTheManual: Research and upgrade trees are not available in the game, forcing player to rely outside sources
*sources.
%%* AnimateDead: Undead units, as well as certain Deathspellsspells.
*
%%* AnimateDead: Undead units, as well as certain Death
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* ApocalypseWow: Depending how many world altering spells are used, world can look very different than the one the game began in.
to:
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* AttackAttackAttack: Averted. Troops that survive being attacked, but lose HP, retreat. This allows attacking unit to move into now free tile. Can be problematic if the surrounding tiles have enemy units...
* BearsAreBadNews: They are summonable unit as well as roam the map as neutral units.
* BlackMagic: Death magic in general.
* BearsAreBadNews: They are summonable unit as well as roam the map as neutral units.
* BlackMagic: Death magic in general.
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* TheChosenOne: Rjak is described as “Chosen Mage of Lunord, the God of Night”.
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* TheChosenOne: Rjak is described as “Chosen "Chosen Mage of Lunord, the God of Night”.Night".
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* CoolAirship: Flying Galleus and Flying Line Galleus, undead siege units.
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* CriticalExistenceFailure: Subverted, units fight weaker the more damaged they are.
* ChronicBackstabbingDisorder: AI has... issues in keeping its alliances. Don’t be surprised to see near endless series of alliances being made, broken and/or wars declared.
* ChronicBackstabbingDisorder: AI has... issues in keeping its alliances. Don’t be surprised to see near endless series of alliances being made, broken and/or wars declared.
to:
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* EnemyExchangeProgram: Your starting race is only important at the starting turns, since player can very quickly capture a neutral city that is not the same race as player himself. Cities keep their original race, which allows player to construct buildings and units unique to that race. This can be useful, if you for example play as Elves, who need lots of mana but can't produce it well. Elven players might be interested to capture few undead cities and use those to generate mana, as undead specialize in mana production.
** Actually, cities of other races have reduced resource production and population growth.
* EvilSorcerer: The Empress, who serves the Goddess of Death.
* GeoEffects: Your standard VideoGame/{{Civilization}}-type terrain effects.
* GiantFlyer: Green bats and some neutral creatures.
* HealingFactor: Available from multiple sources including items, perks and enchantments.
* HeroUnit: You can hire maximum of four of them.
* HorseOfADifferentColor: Order of Stubborn Knights rides... donkeys. They are also unique in sense that they never retreat, even if they are only 1HP from death.
* HostileTerraforming: As if the tough Dremer units weren't bad enough the terrain they occupy tends to be converted into an infected mess [[ReviveKillsZombie that heals them while harming you]].
* LandOfOneCity: Neutrals, even though they are treated as single faction, operate on this principle.
* MagicKnight: Some of the heroes, especially if given certain items.
* MageTower: Player can construct such building. More specifically, players capital serves as this. If the capital ever falls, the player is instantly eliminated and his remaining cities converted to neutral cities.
** Actually, cities of other races have reduced resource production and population growth.
* EvilSorcerer: The Empress, who serves the Goddess of Death.
* GeoEffects: Your standard VideoGame/{{Civilization}}-type terrain effects.
* GiantFlyer: Green bats and some neutral creatures.
* HealingFactor: Available from multiple sources including items, perks and enchantments.
* HeroUnit: You can hire maximum of four of them.
* HorseOfADifferentColor: Order of Stubborn Knights rides... donkeys. They are also unique in sense that they never retreat, even if they are only 1HP from death.
* HostileTerraforming: As if the tough Dremer units weren't bad enough the terrain they occupy tends to be converted into an infected mess [[ReviveKillsZombie that heals them while harming you]].
* LandOfOneCity: Neutrals, even though they are treated as single faction, operate on this principle.
* MagicKnight: Some of the heroes, especially if given certain items.
* MageTower: Player can construct such building. More specifically, players capital serves as this. If the capital ever falls, the player is instantly eliminated and his remaining cities converted to neutral cities.
to:
* EnemyExchangeProgram: Your starting race is only important at in the starting turns, since the player can very quickly capture a neutral city that is not the same race as player himself.from a different race. Cities keep their original race, which allows player to construct buildings and units unique to that race. This can be useful, if you for example play as Elves, who need lots of mana but can't produce it well. Elven players might be interested to capture in capturing a few undead cities and use those to generate mana, as undead specialize in mana production.
** Actually,production, despite cities of other races have having reduced resource production and population growth.
* %%* EvilSorcerer: The Empress, who serves the Goddess of Death.
* %%* GeoEffects: Your standard VideoGame/{{Civilization}}-type ''VideoGame/{{Civilization}}''-type terrain effects.
* %%* GiantFlyer: Green bats and some neutral creatures.
* %%* HealingFactor: Available from multiple sources including items, perks and enchantments.
* %%* HeroUnit: You can hire maximum of four of them.
them.%%And what are they like?
* HorseOfADifferentColor: The Order of Stubborn Knights rides...donkeys. They are also unique in sense that they never retreat, even if they are only 1HP from death.
donkeys.
* HostileTerraforming:As if the tough The terrain that Dremer units weren't bad enough the terrain they occupy tends to be converted into an infected mess [[ReviveKillsZombie that heals them while harming you]].
* %%* LandOfOneCity: Neutrals, even though they are treated as single faction, operate on this principle.
*principle.%%What principle?
%%* MagicKnight: Some of the heroes, especially if given certain items.
* %%* MageTower: Player The player can construct such building. More specifically, players capital serves as this. If the capital ever falls, the player is instantly eliminated and his remaining cities converted to neutral cities.a building.
** Actually,
* HorseOfADifferentColor: The Order of Stubborn Knights rides...
* HostileTerraforming:
*
%%* MagicKnight: Some of the heroes, especially if given certain items.
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* TheMagocracy: The player's realm, and heck, everyone except the neutrals.
* {{Mana}}: Powers your spellcasting and maintains your magical units. Player can contruct buildings to increase the mana generation.
* {{Mana}}: Powers your spellcasting and maintains your magical units. Player can contruct buildings to increase the mana generation.
to:
* {{Mana}}:
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* MoraleMechanic: Player seek favor of one of the 8 gods, by doing things they consider good(killing opposing gods special units, for example)
* NoOntologicalInertia: Averted. All summoned units will remain on the map even after player is defeated.
* OneGenderRace: Arethi Elves (from Return of the Elves DLC) are all-male race.
* OneManArmy: Any high-leveled, well equipped, advanced hero or even an unit can take down multiple units that have not been upgraded sufficiently. There are also certain neutral units can utterly destroy non-upgraded army all by themselves.
* OurElvesAreDifferent: Originally there were just a simple resource node that gave player special unit. Later, another Elven species was added as a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells. In addition, their units are stronger and more expensive than their analogues of other races. They also avert common Elven stereotypes with them being a phisically strong all-male race, having only a basic archer but a lot of warrior class units and lacking any kind of nature theme.
* PlaceOfPower: Maps contain special tiles. If player constructs a special building on these, they can gain access to powerful units, perks or massive upgrades in resource production. For example, normally mana collector produces 3 mana per turn. A magical testing area, a special building, produces ‘’10’’.
* PointBuildSystem: The custom wizard creator is using one.
* NoOntologicalInertia: Averted. All summoned units will remain on the map even after player is defeated.
* OneGenderRace: Arethi Elves (from Return of the Elves DLC) are all-male race.
* OneManArmy: Any high-leveled, well equipped, advanced hero or even an unit can take down multiple units that have not been upgraded sufficiently. There are also certain neutral units can utterly destroy non-upgraded army all by themselves.
* OurElvesAreDifferent: Originally there were just a simple resource node that gave player special unit. Later, another Elven species was added as a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells. In addition, their units are stronger and more expensive than their analogues of other races. They also avert common Elven stereotypes with them being a phisically strong all-male race, having only a basic archer but a lot of warrior class units and lacking any kind of nature theme.
* PlaceOfPower: Maps contain special tiles. If player constructs a special building on these, they can gain access to powerful units, perks or massive upgrades in resource production. For example, normally mana collector produces 3 mana per turn. A magical testing area, a special building, produces ‘’10’’.
* PointBuildSystem: The custom wizard creator is using one.
to:
* MoraleMechanic: Player seek favor of one of the 8 gods, eight gods by doing things they consider good(killing good (killing opposing gods gods' special units, for example)
* NoOntologicalInertia: Averted. All summoned units will remain on the map even after player is defeated.
example).
* OneGenderRace: Arethi Elves (fromReturn the ''Return of the Elves Elves'' DLC) are all-male race.
* OneManArmy: Any high-leveled,well equipped, well-equipped, advanced hero or even an unit can take down multiple units that have not been upgraded sufficiently. There are also certain neutral units can utterly destroy non-upgraded army all by themselves.
* OurElvesAreDifferent: Originally there were just a simple resource node that gave player a special unit. Later, another Elven species was added as afull fledged full-fledged race in Return the ''Return of the Elves Elves'' DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build a limited amount of them. What they ''do'' do well is research new spells. In addition, their units are stronger and more expensive than their analogues of other races. They also avert common Elven stereotypes with them being a phisically strong all-male race, having only a basic archer but a lot of warrior class units and lacking any kind of nature theme.
* PlaceOfPower: Maps contain special tiles. If player constructs a special building on these, they can gain access to powerful units, perks or massive upgrades in resource production. For example, normally mana collector produces 3 mana per turn. A magical testing area, a special building, produces‘’10’’.
*''10''.
%%* PointBuildSystem: The custom wizard creatoris using uses one.
* NoOntologicalInertia: Averted. All summoned units will remain on the map even after player is defeated.
* OneGenderRace: Arethi Elves (from
* OneManArmy: Any high-leveled,
* OurElvesAreDifferent: Originally there were just a simple resource node that gave player a special unit. Later, another Elven species was added as a
* PlaceOfPower: Maps contain special tiles. If player constructs a special building on these, they can gain access to powerful units, perks or massive upgrades in resource production. For example, normally mana collector produces 3 mana per turn. A magical testing area, a special building, produces
*
%%* PointBuildSystem: The custom wizard creator
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* SorcerousOverlord: Several possible player characters.
* SpiritualSequel: To ‘’VideoGame/MasterOfMagic’’.
* StatusBuff: Lots of them through spells as well as through perks and upgrades.
* StatusBuffDispel: Dispell and its variants.
* SpiritualSequel: To ‘’VideoGame/MasterOfMagic’’.
* StatusBuff: Lots of them through spells as well as through perks and upgrades.
* StatusBuffDispel: Dispell and its variants.
to:
*
%%* StatusBuff: Lots of them through spells as well as through perks and upgrades.
* StubbornMule: The Order of Stubborn Knights rides donkeys, and are unique in sense that they never retreat, even if they are only one health point from death.
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* TeleportersAndTransporters: Teleporter spell, even if it has limited range.
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* WhiteMagic: Life spells.
* WizardBeard: Miralbus The Hat, Nicals Frost and Elpiritster the Eternal sport ones, with Miralbus being closest to the stereotype.
* WizardBeard: Miralbus The Hat, Nicals Frost and Elpiritster the Eternal sport ones, with Miralbus being closest to the stereotype.
to:
* WizardBeard: Miralbus
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* OurElvesAreBetter: Originally there were just a simple resource node that gave player special unit. Later, another Elven species was added as a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells. In addition, their units are stronger and more expensive than their analogues of other races. They also avert common Elven stereotypes with them being a phisically strong all-male race, having only a basic archer but a lot of warrior class units and lacking any kind of nature theme.
to:
* OurElvesAreBetter: OurElvesAreDifferent: Originally there were just a simple resource node that gave player special unit. Later, another Elven species was added as a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells. In addition, their units are stronger and more expensive than their analogues of other races. They also avert common Elven stereotypes with them being a phisically strong all-male race, having only a basic archer but a lot of warrior class units and lacking any kind of nature theme.
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'''Warlock: Master of The Arcane''' is a FourX game developed by Ino-Co Plus and published by Paradox Entertainment in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of its components with new addtions.
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The sequel, called ''Warlock II: The Exiled'', was released in 2014. Unfortunately, the original game is no longer sold separely, requiring players to buy the enhanced edition that includes all the [=DLCs=]. Those who have the base game can upgrade their version to enhanced version through contact with Paradox support.
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The sequel, called ''Warlock II: The Exiled'', was released in 2014. Unfortunately, the original game is no longer sold separely, separately, requiring players to buy the enhanced edition that includes all the [=DLCs=]. Those who have the base game can upgrade their version to enhanced version through contact with Paradox support.
----support.
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not a trope
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* {{Alchemy}}: Player can construct Alchemy Shops, which provide upgrades to units.
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Changed line(s) 66 (click to see context) from:
* OurElvesAreBetter: Originally there were just a simple resource node that gave player special unit. Later, another Elven species was added as a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells. In addition, their units are stronger and more expensive than their analogues of other races. They also avert common Elven stereotypes with being phisically strong all-male race, having only a basic archer but a lot of warrior class units and lacking any kind of nature theme.
to:
* OurElvesAreBetter: Originally there were just a simple resource node that gave player special unit. Later, another Elven species was added as a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells. In addition, their units are stronger and more expensive than their analogues of other races. They also avert common Elven stereotypes with them being a phisically strong all-male race, having only a basic archer but a lot of warrior class units and lacking any kind of nature theme.
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Changed line(s) 66 (click to see context) from:
* OurElvesAreBetter: Originally there were just a simple resource node that gave player special unit. Later, another Elven species a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells. Their units are stronger and more expensive than their analogues of other races.
to:
* OurElvesAreBetter: Originally there were just a simple resource node that gave player special unit. Later, another Elven species was added as a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells. Their In addition, their units are stronger and more expensive than their analogues of other races.races. They also avert common Elven stereotypes with being phisically strong all-male race, having only a basic archer but a lot of warrior class units and lacking any kind of nature theme.
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Changed line(s) 62 (click to see context) from:
* MoraleMechanic: Player seek favor of one of the 12 gods, by doing things they consider good(killing opposing gods special units, for example)
to:
* MoraleMechanic: Player seek favor of one of the 12 8 gods, by doing things they consider good(killing opposing gods special units, for example)
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Added DiffLines:
**Actually, cities of other races have reduced resource production and population growth.
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* OneGenderRace: Arethi Elves (from Return of the Elves DLC) are all-male race.
Changed line(s) 64 (click to see context) from:
* OurElvesAreBetter: Originally just a simple resource node that gave player special unit, they became a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells.
to:
* OurElvesAreBetter: Originally there were just a simple resource node that gave player special unit, they became unit. Later, another Elven species a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells. Their units are stronger and more expensive than their analogues of other races.
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Changed line(s) 27 (click to see context) from:
* TheArchmage: Miralbus The Hat and Elpiritster the Eternal are ones lorewise. There is also a trait called Archmage which gives player double mana production.
to:
* TheArchmage: Miralbus The the Hat and Elpiritster the Eternal are ones lorewise. There is also a trait called Archmage which gives player double mana production.
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Changed line(s) 4,5 (click to see context) from:
The player picks or customizes a wizard, starting with one of the three races (Humans, Undead or Beasts) and proceeds to attempt to claim victory either by eliminating opposing wizards, casting the ultimate spell, defeating an Avatar sent by one of the gods or by controlling over half of the holy sites in the land of Ardania .
to:
The player picks or customizes a wizard, Great Mage, starting with one of the three races (Humans, Undead or Beasts) and proceeds to attempt to claim victory either by eliminating opposing wizards, casting the ultimate spell, defeating an Avatar sent by one of the gods or by controlling over half of the holy sites in the land of Ardania .
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Resource management is divided into three parts: Gold and Mana, which the player can stockpile, and Food, which is used each turn, with surplus converted to Gold. Food is required to grow cities and feed the armies, while gold is used to upkeep the army.
Magical units and enhancements do not require gold, but instead consume Mana each turn. Mana is also used to cast spells.
Spells are divided into into four categories, Elemental, Death, Life and Spirit. In addition to normal spells, player can also seek the favor of one of the 12 gods. However, seeking the favor of one god will anger the god of the opposing spectrum. Should the player become champion of his chosen god, the opposing god will send an avatar to kill the player. Defeating this avatar is one of the victory conditions.
Magical units and enhancements do not require gold, but instead consume Mana each turn. Mana is also used to cast spells.
Spells are divided into into four categories, Elemental, Death, Life and Spirit. In addition to normal spells, player can also seek the favor of one of the 12 gods. However, seeking the favor of one god will anger the god of the opposing spectrum. Should the player become champion of his chosen god, the opposing god will send an avatar to kill the player. Defeating this avatar is one of the victory conditions.
to:
Resource management is divided into three four parts: Gold and Mana, which the player can stockpile, and Food, Food/Research, which is used each turn, with surplus converted to Gold. Gold/Mana respectively. Food is required to grow cities and feed the armies, while gold is used to buy and upkeep the army.
Magical units and enhancements do not require gold, but instead consume Mana each turn. Mana is also used to castspells.
spells.
Spellsare divided into into four categories, Elemental, Death, Life come in a variety of different forms ranging from direct damage and Spirit. healing, enchantments and debuffs capable of affecting entire players, summoning of magical units and items and even terraforming. In addition to normal spells, player can also seek the favor of one of the 12 gods.8 gods gaining powerful, thematically appropriate spells and units. However, seeking the favor of one god will anger the god of the opposing spectrum. Should the player become champion of his chosen god, the opposing god will send an avatar to kill the player. Defeating this avatar is one of the victory conditions.
Magical units and enhancements do not require gold, but instead consume Mana each turn. Mana is also used to cast
Spells
Added DiffLines:
* DamageTyping: A core mechanic. Melee and Missile are fairly basic, Elemental covers fire/ice/lightning, Life and Death are most effective against the Undead/Living respectively while Spirit is rare but hard to resist. What makes this interesting is the frequency, particularly among high-level units, of multiple damage types within the same attack.
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* HealingFactor: Available from multiple sources including items, perks and enchantments.
Added DiffLines:
* HostileTerraforming: As if the tough Dremer units weren't bad enough the terrain they occupy tends to be converted into an infected mess [[ReviveKillsZombie that heals them while harming you]].
Added DiffLines:
* ReviveKillsZombie: Taken to an extreme with the terraforming spells avaliable to worshipers of Krypta(death)/Agrela(life) who can create magical terrain that heals/harms their respective side of the Life/Death dynamic.
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* AllInTheManual: Research and upgrade trees are not available in the game, forcing player to rely outside sources
to:
* AllInTheManual: AllThereInTheManual: Research and upgrade trees are not available in the game, forcing player to rely outside sources
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Changed line(s) 17,18 (click to see context) from:
The sequel, called ''Warlock II: The Exiled'', was released in 2014. Unfortunately, the original game is no longer sold separely, requiring players to buy the enhanced edition that includes all the DLCs. Those who have the base game can upgrade their version to enhanced version through contact with Paradox support.
to:
The sequel, called ''Warlock II: The Exiled'', was released in 2014. Unfortunately, the original game is no longer sold separely, requiring players to buy the enhanced edition that includes all the DLCs.[=DLCs=]. Those who have the base game can upgrade their version to enhanced version through contact with Paradox support.
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* AllianceMeter: One that tracks how much you are favored by gods.
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* BearsAreBadNews: They are summonable unit
to:
* AttackAttackAttack: Averted. Troops that survive being attacked, but lose HP, retreat. This allows attacking unit to move into now free tile. Can be problematic if the surrounding tiles have enemy units...
* BearsAreBadNews: They are summonableunitunit as well as roam the map as neutral units.
* BearsAreBadNews: They are summonable
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Expanded few entries
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* EnemyExchangeProgram: Your starting race is only important at the starting turns, since player can very quickly capture a neutral city that is not the same race as player himself. Cities keep their original race, which allows player to construct buildings and units unique to that race.
to:
* EnemyExchangeProgram: Your starting race is only important at the starting turns, since player can very quickly capture a neutral city that is not the same race as player himself. Cities keep their original race, which allows player to construct buildings and units unique to that race. This can be useful, if you for example play as Elves, who need lots of mana but can't produce it well. Elven players might be interested to capture few undead cities and use those to generate mana, as undead specialize in mana production.
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* HorseOfADifferentColor: Order o Stubborn Knights rides... donkeys. They are also unique in sense that they never retreat, even if they are only 1HP from death.
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* HorseOfADifferentColor: Order o of Stubborn Knights rides... donkeys. They are also unique in sense that they never retreat, even if they are only 1HP from death.
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* YouRequireMoreVespeneGas: Gold, Mana, Food.
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* YouRequireMoreVespeneGas: Gold, Mana, Mana and Food. Gold is produced as, well, Gold. It is abundant and easily acquired and used for pretty much everything. Mana acts as Lumber, being little bit harder to get, and used for spells and certain special troops. Finally, Food acts as like Power, each turn player produces certain amount and it never stored. Some races have resources act in different roles. Humans, Monsters and Elves all need food to grow their settlement and provide upkeep for troops, while Undead do not need food, but need mana to sustain their troops and cities.
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Added image.
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''Warlock: Master of The Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Entertainment in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of its components with new addtions.
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'''Warlock: Master of The
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* ShoutOut: Bordering on CanonWelding, you can play as [[VideoGame/MasterOfMagic Tlaloc's chosen or the immortal R'jak.]]
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* SpiritualSequel: To ‘’VideoGame/MasterOfMagic’’,
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* SpiritualSequel: To ‘’VideoGame/MasterOfMagic’’,‘’VideoGame/MasterOfMagic’’.
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The game received five [=DLCs=], two minor and three major. Powerful Lords DLC added new lords mages for the player to select and Lord of Artifacts added [[ExcatlyWhatItSaysOnTheTin new artifacts]] which the player could craft into spells. The first major DLC, Power of the Serpent, added new characters for the player to select, a new resource node(Koalt village) and new units. The second DLC, Return of the Elves, added a new Elven faction with new units, mages and style. The last DLC, Armageddon, added new NPC faction called Dremer who appear in the new game mode [[TitleDrop Armageddon]]. In this game mode, after a set amount of turns, Dremer start to invade the world, slowly terraforming it into hostile world. The attacks keep growing stronger, until one of the players can defeat the threat by invading the Dremer universe itself and killing their leader.
to:
The game received five [=DLCs=], two minor and three major. Powerful Lords DLC added new lords mages for the player to select and Lord of Artifacts added [[ExcatlyWhatItSaysOnTheTin [[ExactlyWhatItSaysOnTheTin new artifacts]] which the player could craft into spells. The first major DLC, Power of the Serpent, added new characters for the player to select, a new resource node(Koalt village) and new units. The second DLC, Return of the Elves, added a new Elven faction with new units, mages and style. The last DLC, Armageddon, added new NPC faction called Dremer who appear in the new game mode [[TitleDrop Armageddon]]. In this game mode, after a set amount of turns, Dremer start to invade the world, slowly terraforming it into hostile world. The attacks keep growing stronger, until one of the players can defeat the threat by invading the Dremer universe itself and killing their leader.
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Article reads as if written by Mordin Solus. *sharp inhale* Cleaning.
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''Warlock: Master of The Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Entertainment in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of it’s components with new addtions.
The players picks or customizes a wizard, starting with one of the three races(Humans, Undead or Beasts) and proceeds to attempt to claim victory either by eliminating opposing wizards, casting the ultimate spell, defeating an Avatar send by one of the gods or by controlling over half of the holy sites in the land of Ardania .
Games takes place on hex-based map. Unlike in other games of the genre, each structure is placed on the map individually, instead of being build “inside” the city. Furthermore, player can only construct one building per population point. Building structures is free, but as noted, limited by available spaces and population.
Resource management is divided into three parts: Gold and Mana, which player can stockpile and Food which is used each turn, with surplus converted to Gold. Food is required to grow cities and feed the armies, while gold is used to upkeep the army. Except when player fields magical units and enhancements, which consume Mana each turn. Mana is also used to cast spells.
Spells are divided into into four categories, Elemental, Death, Life and Spirit. In addition to normal spells, player can also seek favor of one of the 12 gods. However, seeking favor of one god will piss off the god of the opposing spectrum. Should player become champion of his chosen god, the opposing god will send an avatar to kill the player.
Map plays large role. On the map, there are numerous special tiles containing special resources. Capturing these special resources allows player to build a special building on top them. There are usually two buildings player can build, with each resource tile only allowing one. For example, a tile containing silver allows player either to build a mine to boost their outcome, or a building that allows player to equip his troops with silver weapons and armor.
The game received five [=DLCs=], two minor and three major. Powerful Lords DLC added new lords mages for player to select and Lord of Artifacts added [[ExcatlyWhatItSaysOnTheTin new artifacts]] which player could craft into spells. First major DLC, Power of the Serpent, added new character for player to select, a new resource node(Koalt village) and new units. Second DLC, Return of the Elves, added new Elven faction with new units, mages and style. Last DLC, Armageddon, added new NPC faction called Dremer who appear in the new game mode [[TittleDrop Armageddon]]. In this game mode, after a set amount of turns, Dremer start to invade the world, slowly terraforming it into hostile world. The attacks keep growing stronger, until one of the players can defeat the threat by invading the Dremer universe itself and killing their leader.
Sequel, called ''Warlock II: The Exiled'' was released 2014. Unfortunately, original game is no longer sold separely, requring player to buy the enhanced edition that includes all the DLCs. Those who have the base game can upgrade their version to enhanced version through contact with Paradox support.
The players picks or customizes a wizard, starting with one of the three races(Humans, Undead or Beasts) and proceeds to attempt to claim victory either by eliminating opposing wizards, casting the ultimate spell, defeating an Avatar send by one of the gods or by controlling over half of the holy sites in the land of Ardania .
Games takes place on hex-based map. Unlike in other games of the genre, each structure is placed on the map individually, instead of being build “inside” the city. Furthermore, player can only construct one building per population point. Building structures is free, but as noted, limited by available spaces and population.
Resource management is divided into three parts: Gold and Mana, which player can stockpile and Food which is used each turn, with surplus converted to Gold. Food is required to grow cities and feed the armies, while gold is used to upkeep the army. Except when player fields magical units and enhancements, which consume Mana each turn. Mana is also used to cast spells.
Spells are divided into into four categories, Elemental, Death, Life and Spirit. In addition to normal spells, player can also seek favor of one of the 12 gods. However, seeking favor of one god will piss off the god of the opposing spectrum. Should player become champion of his chosen god, the opposing god will send an avatar to kill the player.
Map plays large role. On the map, there are numerous special tiles containing special resources. Capturing these special resources allows player to build a special building on top them. There are usually two buildings player can build, with each resource tile only allowing one. For example, a tile containing silver allows player either to build a mine to boost their outcome, or a building that allows player to equip his troops with silver weapons and armor.
The game received five [=DLCs=], two minor and three major. Powerful Lords DLC added new lords mages for player to select and Lord of Artifacts added [[ExcatlyWhatItSaysOnTheTin new artifacts]] which player could craft into spells. First major DLC, Power of the Serpent, added new character for player to select, a new resource node(Koalt village) and new units. Second DLC, Return of the Elves, added new Elven faction with new units, mages and style. Last DLC, Armageddon, added new NPC faction called Dremer who appear in the new game mode [[TittleDrop Armageddon]]. In this game mode, after a set amount of turns, Dremer start to invade the world, slowly terraforming it into hostile world. The attacks keep growing stronger, until one of the players can defeat the threat by invading the Dremer universe itself and killing their leader.
Sequel, called ''Warlock II: The Exiled'' was released 2014. Unfortunately, original game is no longer sold separely, requring player to buy the enhanced edition that includes all the DLCs. Those who have the base game can upgrade their version to enhanced version through contact with Paradox support.
to:
''Warlock: Master of The Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Entertainment in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of it’s its components with new addtions.
Theplayers player picks or customizes a wizard, starting with one of the three races(Humans, races (Humans, Undead or Beasts) and proceeds to attempt to claim victory either by eliminating opposing wizards, casting the ultimate spell, defeating an Avatar send sent by one of the gods or by controlling over half of the holy sites in the land of Ardania .
Gamestakes take place on a hex-based map. Unlike in other games of the genre, each structure is placed on the map individually, instead of being build built “inside” the city. Furthermore, the player can only construct one building per population point. Building structures is free, but as noted, limited by available spaces and population.
Resource management is divided into three parts: Gold and Mana, which the player canstockpile stockpile, and Food Food, which is used each turn, with surplus converted to Gold. Food is required to grow cities and feed the armies, while gold is used to upkeep the army. Except when player fields magical army.
Magical units andenhancements, which enhancements do not require gold, but instead consume Mana each turn. Mana is also used to cast spells.
Spells are divided into into four categories, Elemental, Death, Life and Spirit. In addition to normal spells, player can also seek the favor of one of the 12 gods. However, seeking the favor of one god willpiss off anger the god of the opposing spectrum. Should the player become champion of his chosen god, the opposing god will send an avatar to kill the player.
Mapplayer. Defeating this avatar is one of the victory conditions.
The map plays a large role. On the map, there are numerous special tiles containing special resources. Capturing these special resources allows the player to build a special building on top them. There are usually two buildings the player can build, with each resource tile only allowing one. For example, a tile containing silver allows player either to build a mine to boost their outcome, or a building that allows player to equip his troops with silver weapons and armor.
The game received five [=DLCs=], two minor and three major. Powerful Lords DLC added new lords mages for the player to select and Lord of Artifacts added [[ExcatlyWhatItSaysOnTheTin new artifacts]] which the player could craft into spells.First The first major DLC, Power of the Serpent, added new character characters for the player to select, a new resource node(Koalt village) and new units. Second The second DLC, Return of the Elves, added a new Elven faction with new units, mages and style. Last The last DLC, Armageddon, added new NPC faction called Dremer who appear in the new game mode [[TittleDrop [[TitleDrop Armageddon]]. In this game mode, after a set amount of turns, Dremer start to invade the world, slowly terraforming it into hostile world. The attacks keep growing stronger, until one of the players can defeat the threat by invading the Dremer universe itself and killing their leader.
Sequel, The sequel, called ''Warlock II: The Exiled'' Exiled'', was released in 2014. Unfortunately, the original game is no longer sold separely, requring player requiring players to buy the enhanced edition that includes all the DLCs. Those who have the base game can upgrade their version to enhanced version through contact with Paradox support.
The
Games
Resource management is divided into three parts: Gold and Mana, which the player can
Magical units and
Spells are divided into into four categories, Elemental, Death, Life and Spirit. In addition to normal spells, player can also seek the favor of one of the 12 gods. However, seeking the favor of one god will
Map
The map plays a large role. On the map, there are numerous special tiles containing special resources. Capturing these special resources allows the player to build a special building on top them. There are usually two buildings the player can build, with each resource tile only allowing one. For example, a tile containing silver allows player either to build a mine to boost their outcome, or a building that allows player to equip his troops with silver weapons and armor.
The game received five [=DLCs=], two minor and three major. Powerful Lords DLC added new lords mages for the player to select and Lord of Artifacts added [[ExcatlyWhatItSaysOnTheTin new artifacts]] which the player could craft into spells.
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The game received five [=DLCs=], twominor and three major. Powerful Lords DLC added new lords mages for player to select and Lord of Artifacts added [[ExcatlyWhatItSaysOnTheTin new artifacts]] which player could craft into spells. First major DLC, Power of the Serpent, added new character for player to select, a new resource node(Koalt village) and new units. Second DLC, Return of the Elves, added new Elven faction with new units, mages and style. Last DLC, Armageddon, added new NPC faction called Dremer who appear in the new game mode [[TittleDrop Armageddon]]. In this game mode, after a set amount of turns, Dremer start to invade the world, slowly terraforming it into hostile world. The attacks keep growing stronger, until one of the players can defeat the threat by invading the Dremer universe itself and killing their leader.
to:
The game received five [=DLCs=], twominor two minor and three major. Powerful Lords DLC added new lords mages for player to select and Lord of Artifacts added [[ExcatlyWhatItSaysOnTheTin new artifacts]] which player could craft into spells. First major DLC, Power of the Serpent, added new character for player to select, a new resource node(Koalt village) and new units. Second DLC, Return of the Elves, added new Elven faction with new units, mages and style. Last DLC, Armageddon, added new NPC faction called Dremer who appear in the new game mode [[TittleDrop Armageddon]]. In this game mode, after a set amount of turns, Dremer start to invade the world, slowly terraforming it into hostile world. The attacks keep growing stronger, until one of the players can defeat the threat by invading the Dremer universe itself and killing their leader.
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None
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* OurElvesAreBetter: Originally just a simple resource node that gave player special unit, they became a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them.
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* OurElvesAreBetter: Originally just a simple resource node that gave player special unit, they became a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them. What they ''do'' do well is research new spells.
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* {{Mana}}: Powers your spellcasting and maintains your magical units. Player can contruct buildings to increase the mana generation.* MasterOfIllusion: Quite a few spells of Sorcery revolve around illusions. Illusion-based attacks are ''nasty'', completely bypassing defenses... but on the other hand, some units, particularly the undead, are completely immune.
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* {{Mana}}: Powers your spellcasting and maintains your magical units. Player can contruct buildings to increase the mana generation.generation.
* MasterOfIllusion: Quite a few spells of Sorcery revolve around illusions. Illusion-based attacks are ''nasty'', completely bypassing defenses... but on the other hand, some units, particularly the undead, are completely immune.
* MasterOfIllusion: Quite a few spells of Sorcery revolve around illusions. Illusion-based attacks are ''nasty'', completely bypassing defenses... but on the other hand, some units, particularly the undead, are completely immune.
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Added mention of DLCs and sequel
The game received five [=DLCs=], twominor and three major. Powerful Lords DLC added new lords mages for player to select and Lord of Artifacts added [[ExcatlyWhatItSaysOnTheTin new artifacts]] which player could craft into spells. First major DLC, Power of the Serpent, added new character for player to select, a new resource node(Koalt village) and new units. Second DLC, Return of the Elves, added new Elven faction with new units, mages and style. Last DLC, Armageddon, added new NPC faction called Dremer who appear in the new game mode [[TittleDrop Armageddon]]. In this game mode, after a set amount of turns, Dremer start to invade the world, slowly terraforming it into hostile world. The attacks keep growing stronger, until one of the players can defeat the threat by invading the Dremer universe itself and killing their leader.
Sequel, called ''Warlock II: The Exiled'' was released 2014. Unfortunately, original game is no longer sold separely, requring player to buy the enhanced edition that includes all the DLCs. Those who have the base game can upgrade their version to enhanced version through contact with Paradox support.
Sequel, called ''Warlock II: The Exiled'' was released 2014. Unfortunately, original game is no longer sold separely, requring player to buy the enhanced edition that includes all the DLCs. Those who have the base game can upgrade their version to enhanced version through contact with Paradox support.
* OurElvesAreBetter: Originally just a simple resource node that gave player special unit, they became a full fledged race in Return of the Elves DLC. They use Mana to maintain most of their stuff, like the Undead, but unlike Undead, Elves do not have access to advanced Mana production facilities and only build limited amount of them.
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* TheRemnant: Any time a faction is defeated, all their remaining units and cities instantly convert to neutral cities and units that can be conquered freely.
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* TheRemnant: Any time a faction is defeated, all their remaining units and cities instantly convert to neutral cities and units that can be conquered freely.
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Fixed Decapitated Army
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* Decapitated Army: Played with. Once the capital falls, no matter what, the player and his faction is eliminated. It does not matter if players all other holdings are still standing and his armies laying siege on the last city of the opponent, moment the capital falls the faction is eliminated. However, all the units and cities are still left on map as neutral units and cities who are hostile to everyone.
to:
* Decapitated Army: DecapitatedArmy: Played with. Once the capital falls, no matter what, the player and his faction is eliminated. It does not matter if players all other holdings are still standing and his armies laying siege on the last city of the opponent, moment the capital falls the faction is eliminated. However, all the units and cities are still left on map as neutral units and cities who are hostile to everyone.
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Had wrong entry on All In The Manual... I was pretty sure I had this page 100% done when I launched it.
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* {{Alchemy}}: Player can contruct Alchemy Shops, which provide upgrades to units.
* AllInTheManual: The Prima Guide for ''Master of Magic'' is one of the best computer game guides ever - some people just bought the game after reading the guide.
** It's also somewhat more difficult to play the game without the spellbook that accompanies it -- without it, you can only read spell descriptions when spells become available for research, making it harder to plan your character or figure out what enemies are capable of.
* AllInTheManual: The Prima Guide for ''Master of Magic'' is one of the best computer game guides ever - some people just bought the game after reading the guide.
** It's also somewhat more difficult to play the game without the spellbook that accompanies it -- without it, you can only read spell descriptions when spells become available for research, making it harder to plan your character or figure out what enemies are capable of.
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* {{Alchemy}}: Player can contruct construct Alchemy Shops, which provide upgrades to units.
* AllInTheManual:The Prima Guide for ''Master of Magic'' is one of the best computer game guides ever - some people just bought the game after reading the guide.
** It's also somewhat more difficult to play the game without the spellbook that accompanies it -- without it, you can only read spell descriptions when spells becomeResearch and upgrade trees are not available for research, making it harder in the game, forcing player to plan your character or figure out what enemies are capable of.rely outside sources
* AllInTheManual:
** It's also somewhat more difficult to play the game without the spellbook that accompanies it -- without it, you can only read spell descriptions when spells become
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Corrected misspelling
Changed line(s) 1,2 (click to see context) from:
''Warlock: Master of Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Entertainment in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of it’s components with new addtions.
to:
''Warlock: Master of The Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Entertainment in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of it’s components with new addtions.
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None
Changed line(s) 1,2 (click to see context) from:
''Warlock: Master of Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Interactive in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of it’s components with new addtions.
to:
''Warlock: Master of Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Interactive Entertainment in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of it’s components with new addtions.
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Put it in the wrong place first... will make a redirect there
Added DiffLines:
''Warlock: Master of Arcane'' is a FourX game developed by Ino-Co Plus and published by Paradox Interactive in 2012. It is a SpiritualSequel to ‘’VideoGame/MasterOfMagic’’, utilizing many of it’s components with new addtions.
The players picks or customizes a wizard, starting with one of the three races(Humans, Undead or Beasts) and proceeds to attempt to claim victory either by eliminating opposing wizards, casting the ultimate spell, defeating an Avatar send by one of the gods or by controlling over half of the holy sites in the land of Ardania .
Games takes place on hex-based map. Unlike in other games of the genre, each structure is placed on the map individually, instead of being build “inside” the city. Furthermore, player can only construct one building per population point. Building structures is free, but as noted, limited by available spaces and population.
Resource management is divided into three parts: Gold and Mana, which player can stockpile and Food which is used each turn, with surplus converted to Gold. Food is required to grow cities and feed the armies, while gold is used to upkeep the army. Except when player fields magical units and enhancements, which consume Mana each turn. Mana is also used to cast spells.
Spells are divided into into four categories, Elemental, Death, Life and Spirit. In addition to normal spells, player can also seek favor of one of the 12 gods. However, seeking favor of one god will piss off the god of the opposing spectrum. Should player become champion of his chosen god, the opposing god will send an avatar to kill the player.
Map plays large role. On the map, there are numerous special tiles containing special resources. Capturing these special resources allows player to build a special building on top them. There are usually two buildings player can build, with each resource tile only allowing one. For example, a tile containing silver allows player either to build a mine to boost their outcome, or a building that allows player to equip his troops with silver weapons and armor.
----
!!This game provides examples of:
* {{Alchemy}}: Player can contruct Alchemy Shops, which provide upgrades to units.
* AllInTheManual: The Prima Guide for ''Master of Magic'' is one of the best computer game guides ever - some people just bought the game after reading the guide.
** It's also somewhat more difficult to play the game without the spellbook that accompanies it -- without it, you can only read spell descriptions when spells become available for research, making it harder to plan your character or figure out what enemies are capable of.
* AnimateDead: Undead units, as well as certain Death spells
* AntiMagic: Several spells and abilities ranging from specialized defensive ones, buffs, dispelling, banishing and generally making it hard for others to cast anything.
* ApocalypseWow: Depending how many world altering spells are used, world can look very different than the one the game began in.
* TheArchmage: Miralbus The Hat and Elpiritster the Eternal are ones lorewise. There is also a trait called Archmage which gives player double mana production.
* BearsAreBadNews: They are summonable unit
* BlackMagic: Death magic in general.
* BladeOnAStick: Several units use different types of spears and halberds.
* CharacterCustomization: Customize your Wizard. Your units too, to a degree. Player can purchase perks for units, assuming the player has the required building, as well as upgrade them as they gain levels.
* TheChosenOne: Rjak is described as “Chosen Mage of Lunord, the God of Night”.
* CombatMedic: Various Heroes and units can heal other units.
* CoolAirship: Flying Galleus and Flying Line Galleus, undead siege units.
* CounterAttack: Each unit gets one chance at fighting back, assuming the opponent is not attacking with range attack.
* {{Curse}}: Various spells causing various negative status effects. These can become critical late game, when even basic troopers can have enough upgrades, perks and buffs to make them near immune to all damage.
* CriticalExistenceFailure: Subverted, units fight weaker the more damaged they are.
* ChronicBackstabbingDisorder: AI has... issues in keeping its alliances. Don’t be surprised to see near endless series of alliances being made, broken and/or wars declared.
* DeathFromAbove: Almost all attack spells deliver attacks from above.
* Decapitated Army: Played with. Once the capital falls, no matter what, the player and his faction is eliminated. It does not matter if players all other holdings are still standing and his armies laying siege on the last city of the opponent, moment the capital falls the faction is eliminated. However, all the units and cities are still left on map as neutral units and cities who are hostile to everyone.
* DivineIntervention: Should player become Chosen of his god, the opposing God will send an avatar to kill the player.
* DualWorldGameplay: Main starts in Ardania, but depending the how player sets up the game, there can be up to 7 alternative dimensions to explore.
* EliteTweak: As troops upgrade, they stack up more and more buffs and perks, eventually becoming near immune to damage.
* EnemyExchangeProgram: Your starting race is only important at the starting turns, since player can very quickly capture a neutral city that is not the same race as player himself. Cities keep their original race, which allows player to construct buildings and units unique to that race.
* EvilSorcerer: The Empress, who serves the Goddess of Death.
* GeoEffects: Your standard VideoGame/{{Civilization}}-type terrain effects.
* GiantFlyer: Green bats and some neutral creatures.
* HeroUnit: You can hire maximum of four of them.
* HorseOfADifferentColor: Order o Stubborn Knights rides... donkeys. They are also unique in sense that they never retreat, even if they are only 1HP from death.
* LandOfOneCity: Neutrals, even though they are treated as single faction, operate on this principle.
* MagicKnight: Some of the heroes, especially if given certain items.
* MageTower: Player can construct such building. More specifically, players capital serves as this. If the capital ever falls, the player is instantly eliminated and his remaining cities converted to neutral cities.
* MagicEnhancement: All of the schools of magic have a few unit enhancements.
* TheMagocracy: The player's realm, and heck, everyone except the neutrals.
* {{Mana}}: Powers your spellcasting and maintains your magical units. Player can contruct buildings to increase the mana generation.* MasterOfIllusion: Quite a few spells of Sorcery revolve around illusions. Illusion-based attacks are ''nasty'', completely bypassing defenses... but on the other hand, some units, particularly the undead, are completely immune.
* MoraleMechanic: Player seek favor of one of the 12 gods, by doing things they consider good(killing opposing gods special units, for example)
* NoOntologicalInertia: Averted. All summoned units will remain on the map even after player is defeated.
* OneManArmy: Any high-leveled, well equipped, advanced hero or even an unit can take down multiple units that have not been upgraded sufficiently. There are also certain neutral units can utterly destroy non-upgraded army all by themselves.
* PlaceOfPower: Maps contain special tiles. If player constructs a special building on these, they can gain access to powerful units, perks or massive upgrades in resource production. For example, normally mana collector produces 3 mana per turn. A magical testing area, a special building, produces ‘’10’’.
* PointBuildSystem: The custom wizard creator is using one.
* PortalNetwork: Portals link different worlds together.
* RegeneratingHealth: A few units continuously regenerate during combat, including hydras, werewolves, and every Troll unit. An expensive and high-level nature spell can grant the same power to any unit.
* ReligionIsMagic: Temples provide you with Mana.
* SorcerousOverlord: Several possible player characters.
* SpiritualSequel: To ‘’VideoGame/MasterOfMagic’’,
* StatusBuff: Lots of them through spells as well as through perks and upgrades.
* StatusBuffDispel: Dispell and its variants.
* SquishyWizard: Wizards, Clerics and other magic using ranged units.
* SummonMagic: Player can summon variety of creatures to serve him. As long as player has mana to maintain them, they will serve and act like normal units.
* TeleportersAndTransporters: Teleporter spell, even if it has limited range.
* TheRemnant: Any time a faction is defeated, all their remaining units and cities instantly convert to neutral cities and units that can be conquered freely.
* UnitsNotToScale: All units appear huge compared to cities and buildings they walk on.
* VeteranUnit:: Each unit gains experience and levels longer it stays alive and how much it does damage to the enemies. There is also a special unit called Veterans.
* WhiteMagic: Life spells.
* WizardBeard: Miralbus The Hat, Nicals Frost and Elpiritster the Eternal sport ones, with Miralbus being closest to the stereotype.
* YouRequireMoreVespeneGas: Gold, Mana, Food.
* ZergRush: Less viable than in other games of the type. Since only one unit can occupy a tile at a time and armies are expensive, players often resort smaller, elite armies rather than expendable units.
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The players picks or customizes a wizard, starting with one of the three races(Humans, Undead or Beasts) and proceeds to attempt to claim victory either by eliminating opposing wizards, casting the ultimate spell, defeating an Avatar send by one of the gods or by controlling over half of the holy sites in the land of Ardania .
Games takes place on hex-based map. Unlike in other games of the genre, each structure is placed on the map individually, instead of being build “inside” the city. Furthermore, player can only construct one building per population point. Building structures is free, but as noted, limited by available spaces and population.
Resource management is divided into three parts: Gold and Mana, which player can stockpile and Food which is used each turn, with surplus converted to Gold. Food is required to grow cities and feed the armies, while gold is used to upkeep the army. Except when player fields magical units and enhancements, which consume Mana each turn. Mana is also used to cast spells.
Spells are divided into into four categories, Elemental, Death, Life and Spirit. In addition to normal spells, player can also seek favor of one of the 12 gods. However, seeking favor of one god will piss off the god of the opposing spectrum. Should player become champion of his chosen god, the opposing god will send an avatar to kill the player.
Map plays large role. On the map, there are numerous special tiles containing special resources. Capturing these special resources allows player to build a special building on top them. There are usually two buildings player can build, with each resource tile only allowing one. For example, a tile containing silver allows player either to build a mine to boost their outcome, or a building that allows player to equip his troops with silver weapons and armor.
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!!This game provides examples of:
* {{Alchemy}}: Player can contruct Alchemy Shops, which provide upgrades to units.
* AllInTheManual: The Prima Guide for ''Master of Magic'' is one of the best computer game guides ever - some people just bought the game after reading the guide.
** It's also somewhat more difficult to play the game without the spellbook that accompanies it -- without it, you can only read spell descriptions when spells become available for research, making it harder to plan your character or figure out what enemies are capable of.
* AnimateDead: Undead units, as well as certain Death spells
* AntiMagic: Several spells and abilities ranging from specialized defensive ones, buffs, dispelling, banishing and generally making it hard for others to cast anything.
* ApocalypseWow: Depending how many world altering spells are used, world can look very different than the one the game began in.
* TheArchmage: Miralbus The Hat and Elpiritster the Eternal are ones lorewise. There is also a trait called Archmage which gives player double mana production.
* BearsAreBadNews: They are summonable unit
* BlackMagic: Death magic in general.
* BladeOnAStick: Several units use different types of spears and halberds.
* CharacterCustomization: Customize your Wizard. Your units too, to a degree. Player can purchase perks for units, assuming the player has the required building, as well as upgrade them as they gain levels.
* TheChosenOne: Rjak is described as “Chosen Mage of Lunord, the God of Night”.
* CombatMedic: Various Heroes and units can heal other units.
* CoolAirship: Flying Galleus and Flying Line Galleus, undead siege units.
* CounterAttack: Each unit gets one chance at fighting back, assuming the opponent is not attacking with range attack.
* {{Curse}}: Various spells causing various negative status effects. These can become critical late game, when even basic troopers can have enough upgrades, perks and buffs to make them near immune to all damage.
* CriticalExistenceFailure: Subverted, units fight weaker the more damaged they are.
* ChronicBackstabbingDisorder: AI has... issues in keeping its alliances. Don’t be surprised to see near endless series of alliances being made, broken and/or wars declared.
* DeathFromAbove: Almost all attack spells deliver attacks from above.
* Decapitated Army: Played with. Once the capital falls, no matter what, the player and his faction is eliminated. It does not matter if players all other holdings are still standing and his armies laying siege on the last city of the opponent, moment the capital falls the faction is eliminated. However, all the units and cities are still left on map as neutral units and cities who are hostile to everyone.
* DivineIntervention: Should player become Chosen of his god, the opposing God will send an avatar to kill the player.
* DualWorldGameplay: Main starts in Ardania, but depending the how player sets up the game, there can be up to 7 alternative dimensions to explore.
* EliteTweak: As troops upgrade, they stack up more and more buffs and perks, eventually becoming near immune to damage.
* EnemyExchangeProgram: Your starting race is only important at the starting turns, since player can very quickly capture a neutral city that is not the same race as player himself. Cities keep their original race, which allows player to construct buildings and units unique to that race.
* EvilSorcerer: The Empress, who serves the Goddess of Death.
* GeoEffects: Your standard VideoGame/{{Civilization}}-type terrain effects.
* GiantFlyer: Green bats and some neutral creatures.
* HeroUnit: You can hire maximum of four of them.
* HorseOfADifferentColor: Order o Stubborn Knights rides... donkeys. They are also unique in sense that they never retreat, even if they are only 1HP from death.
* LandOfOneCity: Neutrals, even though they are treated as single faction, operate on this principle.
* MagicKnight: Some of the heroes, especially if given certain items.
* MageTower: Player can construct such building. More specifically, players capital serves as this. If the capital ever falls, the player is instantly eliminated and his remaining cities converted to neutral cities.
* MagicEnhancement: All of the schools of magic have a few unit enhancements.
* TheMagocracy: The player's realm, and heck, everyone except the neutrals.
* {{Mana}}: Powers your spellcasting and maintains your magical units. Player can contruct buildings to increase the mana generation.* MasterOfIllusion: Quite a few spells of Sorcery revolve around illusions. Illusion-based attacks are ''nasty'', completely bypassing defenses... but on the other hand, some units, particularly the undead, are completely immune.
* MoraleMechanic: Player seek favor of one of the 12 gods, by doing things they consider good(killing opposing gods special units, for example)
* NoOntologicalInertia: Averted. All summoned units will remain on the map even after player is defeated.
* OneManArmy: Any high-leveled, well equipped, advanced hero or even an unit can take down multiple units that have not been upgraded sufficiently. There are also certain neutral units can utterly destroy non-upgraded army all by themselves.
* PlaceOfPower: Maps contain special tiles. If player constructs a special building on these, they can gain access to powerful units, perks or massive upgrades in resource production. For example, normally mana collector produces 3 mana per turn. A magical testing area, a special building, produces ‘’10’’.
* PointBuildSystem: The custom wizard creator is using one.
* PortalNetwork: Portals link different worlds together.
* RegeneratingHealth: A few units continuously regenerate during combat, including hydras, werewolves, and every Troll unit. An expensive and high-level nature spell can grant the same power to any unit.
* ReligionIsMagic: Temples provide you with Mana.
* SorcerousOverlord: Several possible player characters.
* SpiritualSequel: To ‘’VideoGame/MasterOfMagic’’,
* StatusBuff: Lots of them through spells as well as through perks and upgrades.
* StatusBuffDispel: Dispell and its variants.
* SquishyWizard: Wizards, Clerics and other magic using ranged units.
* SummonMagic: Player can summon variety of creatures to serve him. As long as player has mana to maintain them, they will serve and act like normal units.
* TeleportersAndTransporters: Teleporter spell, even if it has limited range.
* TheRemnant: Any time a faction is defeated, all their remaining units and cities instantly convert to neutral cities and units that can be conquered freely.
* UnitsNotToScale: All units appear huge compared to cities and buildings they walk on.
* VeteranUnit:: Each unit gains experience and levels longer it stays alive and how much it does damage to the enemies. There is also a special unit called Veterans.
* WhiteMagic: Life spells.
* WizardBeard: Miralbus The Hat, Nicals Frost and Elpiritster the Eternal sport ones, with Miralbus being closest to the stereotype.
* YouRequireMoreVespeneGas: Gold, Mana, Food.
* ZergRush: Less viable than in other games of the type. Since only one unit can occupy a tile at a time and armies are expensive, players often resort smaller, elite armies rather than expendable units.
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