Posted May 03, 2010
Masters of Magic is a "traditional" city building game in the family of the civilization type. But with a twist.
It takes place on the world of Arcanus and the magical alternate world of Myrror. The player assumes control of a Wizard and aims to build up his/her empire and assume mastery of the magic or eradicate the enemy wizards with the help of troops, magical beast and spells.
Magical abilities divided into various spell schools; Chaos, Nature, Death, Illusion and Life. Schools which should be familiar to "Magic the Gathering" players.
The player builds up his empire by building up cities and advancing them and building troops (different troop types for different races) akin to how it happens in Civilization and those games.
But outside this the player has access to a wide array of magical beasts (different beasts per school) which can be summoned.
The player can hire heroes and equip them with magical equipment obtained either by summoning or by conquest and exploration of the caves and dungeons of the world.
Heroes and troops increase in experience and becomes increasingly powerful.
Magical abilities can be enhanced by leeching magic from magical nodes throughout the worlds.
Combat takes place in a tactical overview with rules for flying, ranged, city walls.
Unfortunately - the game's age does means some game breaking bugs and a couple of "easy" and cheesy strategies, but the game still provides countless hours of entertainment to this day.
It can be incredible difficult if played at the highest settings as well, so it isn't just a walk in the park if one does not want it to.
Masters of Magic is a deep and rewarding game, build inside a simple interface with many nuances. It is second only to Civilization 1 when it comes to this genre of building game. It is a great mixture of some RPG elements and city building.
If one hasn't tried it but enjoyed Civilization or a spin-off, this game is a must buy. No doubt, no questions, no regrets.
It takes place on the world of Arcanus and the magical alternate world of Myrror. The player assumes control of a Wizard and aims to build up his/her empire and assume mastery of the magic or eradicate the enemy wizards with the help of troops, magical beast and spells.
Magical abilities divided into various spell schools; Chaos, Nature, Death, Illusion and Life. Schools which should be familiar to "Magic the Gathering" players.
The player builds up his empire by building up cities and advancing them and building troops (different troop types for different races) akin to how it happens in Civilization and those games.
But outside this the player has access to a wide array of magical beasts (different beasts per school) which can be summoned.
The player can hire heroes and equip them with magical equipment obtained either by summoning or by conquest and exploration of the caves and dungeons of the world.
Heroes and troops increase in experience and becomes increasingly powerful.
Magical abilities can be enhanced by leeching magic from magical nodes throughout the worlds.
Combat takes place in a tactical overview with rules for flying, ranged, city walls.
Unfortunately - the game's age does means some game breaking bugs and a couple of "easy" and cheesy strategies, but the game still provides countless hours of entertainment to this day.
It can be incredible difficult if played at the highest settings as well, so it isn't just a walk in the park if one does not want it to.
Masters of Magic is a deep and rewarding game, build inside a simple interface with many nuances. It is second only to Civilization 1 when it comes to this genre of building game. It is a great mixture of some RPG elements and city building.
If one hasn't tried it but enjoyed Civilization or a spin-off, this game is a must buy. No doubt, no questions, no regrets.