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Showing posts with the label Caster of Magic for Windows

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...

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...

Caster of Magic for Windows School Evaluations: Death

 Now for the very final school of the game, the cold, clammy twin of the divine/deathly pair. DEATH Death is the realm of decay, evil and, well, death. Most of its spells either summon demonic creatures, turn foes to its side by raising them as undead, or weaken them. In this manner, it acts as the exact opposite to Life - that realm was all about strengthening itself, this is about weakening the world from within. Thus, it doesn't care about regular units much, choosing to fight either with its summons, or its curses. Common Tier 1. Skeletons: Cost: 25 MP Effect: Summons a skeleton unit to the overworld. Analysis: Death lays its cards pretty early with this summon - it's literally a spearman unit, but undead! Actually, they fight better than spearmen, having more figures, defense, the whole bevy of Deathly immunities(immunity to Death, Cold and Illusions), and Missile Immunity on top of that! That said, their stats are pretty horrid, and they definitely shouldn't be used a...

Caster of Magic for Windows School Evaluations: Life

 We now move away from the "natural" elements and into the realm of divine and deathly duality. We're first covering the more lawful/"divine" side of it, the school of Life. LIFE Life is the realm of the divine. It expresses its themes through spells that "bless" their targets and either directly make them stronger, or protect them from deathly effects, usually from the Chaos and Death realms. It also has spells to similarly "bless" cities and either make them more defensible, or improve their economy. And, to top it all off, it has a bevy of appropriately "divine" summons. But its clearest focus is on its buffs, and as such, most of this list is made up of them. Thus, it is much more dependant on regular units than other realms, and picking the right race matters far more while playing this school. Common Tier 1. Bless: Cost: 7(in combat)/35 MP Effect: Grants 5 defense and 5 resistance against Chaos and Death spells, fire/lightning...

Caster of Magic for Windows School Evaluations: Chaos

 It's time for the next magic school, and the last "elemental" one in the lineup. CHAOS Chaos represents the forces of hell. In practical terms, this means channeling fiery, destructive powers, summoning demonic creatures, and warping its own forces with demonic power. Chaos is a difficult school to play, as most of its Common tier spells are quite weak, but once it can climb out of that, it has some decent bases to work off of. However, its strengths are not particularly straightforward, relying either on combat damage, mass buffing units, or a mixture of the two. Common Tier 1. Animate Ammo: Cost: 5 MP Effect: Steals the ammunition of the targeted unit and converts it into casting skill. Heroes and summons ignore this effect. Analysis: Chaos really doesn't start out impressing with this extremely niche effect. It would be good if it affected more targets, either at once, or by type. Heroes and summons tend to be far stronger, and being able to kill their ranged dama...