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Let's Explore Magical Worlds - Big Spookums, Part 2 - 1

 I am restarting the playthrough to better cover the game. It turns out that making the computer randomly pick wizards isn't great for Expert difficulty, which, despite its name, is intended to be the "default" difficulty for regular players of the game. So let's go about picking a new wizard. I pick 5 Sorcery and Death books each, and then pick the Conjurer and Cult Leader traits. Conjurer makes summons cheaper to research, cast and maintain, and given that Death is reliant on summoning, this only makes logical sense. The other trait, Cult Leader, buffs the effect of religious buildings. This is nice when used in conjunction with races capable of building a wide range of them, and also synergizes well with a Rare spell in Death that buffs them ever further! Having this ample selection of books gives my wizard 4 Common spells to start with, and 1 Uncommon spell to guarantee in the spellbook. I pick Resist Magic to offset the bad resistance of Death's summons, Floa...

Let's Explore Magical Worlds: Big Spookums, Part 4

 Merlin was, as you'd expect, furious at the loss of most of his territory. He marched a decently sized army to my westernmost cities on his continent, and they were quite threatened, as ghouls, who had been used to strengthen their garrison, had now firmly fallen off as combat capable units. Thankfully, I had the tools to quickly get my two heroes there, with wraithform letting them freely cross terrain, and blocking his spiders' web, to boot! Wraithform is carefully calibrated to counter a fair few effects from the Nature realm, and as such, is a huge source of frustration for Nature wizards, and a huge boon while fighting them. The heroes held for a while, but unfortunately, they were eventually done in by Merlin's own mercenaries and armorer's guild units! These units then attacked my westernmost city and mercilessly slaughtered its garrison. I was running into a serious bind, that of facing a Life wizard's regular armies without powerful summons of my own. Luck...

Let's Explore Magical Worlds - Big Spookums, Part 3

  Most of this session was spent consolidating, with ghouls converting rampaging monsters into undead. The campaign against Ariel was rather uneventful, because the two cities grabbed from her were poorly defended, and with the empire growing, defending it became a bigger concern. Naturally, then, attention turned to clearing out other, stronger lairs. This one was infested with boars, but thanks to a bit of trickery and a strong hero, they were easily dealt with. That hero, by the way, is a Warrior Mage. As you'd expect, he's a blend of a warrior and a wizard, having several powerful spells, casting skill, and a strong ranged attack, but also good defense and melee attack. His defenses are further boosted by Agility, a skill that grants additional defense per level. His version is a boosted variant of it, which grants 2 defense every other level instead of 1! And to top everything off, he gains mana while engaging in melee. Scary stuff! In the fight above, he helped by casting...

My formal Quintessence: The Blighted Venom review

Repost of a review I wrote two years ago, saving it for posterity and better visibility. It holds pretty well even today. I think the game is an interesting and surprisingly heavy story of people stuck between the politics of two warmongering empires. I particularly like the character writing for the two central leads, Lunair and Revier. They start out rough, but over time, solidly build up a complimenting relationship, featuring reckless, well intentioned bravado on one side, and cold, calculated yet oddly humane pragmatism on the other. But that's the rub - it takes so long to truly get going. The first Act is extremely rough, and even when getting to the considerably tighter second Act, there are still multiple rough patches of poorly paced and ill fitting scenes to get past. However, the experience at the end is worth it - there's an intensely tense plot involving high politics and personal stakes, which eventually escalates to a dramatic, sober finish. The third and fourt...

Let's Explore Magical Worlds - Big Spookums, Part 2

  The interim period was mostly spent summoning ghouls, building up the cities economically, and exploring more of the land. The scouting cavalry eventually came in contact with three wizards, but nothing much came of it...yet. Eventually, I had amassed enough ghouls to attempt assaulting this lair. It consisted of three hell hounds and fire elementals each. Hell Hounds are Chaos realm's Common summon, and are essentially light cavalry, dealing decent damage with their attack and fire breath, and having high speed, but lacking in defenses. Fire Breath works sort of like First Strike, dealing damage before regular melee combat begins. It only works on the attack, much like First Strike. Fire Elementals boast a variety of resistances, but are most notable for their unique attacks, relying heavily on their fire breath and immolating touch. The latter deals damage to all figures in a unit, meaning they're very effective against high figure units, like most regular units trained at ...

Let's Explore Magical Worlds - Big Spookums, Part 1

For the very first game, I roll this guy. He starts with 2 Sorcery books, 6 Death books and 1 Life book. Books determine how many spells the wizard starts with, as well as the spells they can access through research. As you can see, picking so many Death books also allows choosing which spells to start with, as well as which spells get guaranteed in the next tier. The default selection here is good enough, so I don't mess with it; I'll bring up what the spells do as I (or an enemy wizard/unit) use them. Picking 2 Sorcery books allows choosing exactly one (1) Common spell from the Sorcery realm. While seemingly measly, it can still be fairly powerful. I pick Resist Magic to offset the bad resistance of Death's summons. 1 Life book doesn't offer any choice, but does add some Common Life spells for research. Considering that Life's Common spells are among the strongest Common spells around, this isn't really a bad thing. Finally, let's look at the words on the ...

Let's Explore Magical Worlds - A Master of Magic Let's Play (With Mods)!

 It's about time I Let's Played my favorite game of all time - Master of Magic. For most fantasy 4x enthusiasts, this game needs no introduction, but this is considered by many to be the grandfather of the genre, and a timeless classic that largely still holds up today, despite some quirks. The long and short of it is that these games are about ruling over a wizard empire as a heavily customizable wizard emperor, with many traits and spells. And that's not all. Every playthrough is different, because the map, enemy wizards, and lairs all get randomized on every game. This game combines city management, deeply strategic combat, exciting treasure hunts and rpg style hero building all in one! For the purposes of this Let's Play, I'll be using two mods. The first, Caster of Magic for Windows, is actually sold on Steam itself, and can be bought from here:  https://store.steampowered.com/app/1557960/Master_of_Magic_Caster_of_Magic_for_Windows/  It's a standalone recre...