The World Of Magic Free Download PC game
Ianformation
A world is randomly generated
each game, with player input on land size, the strength of magic, game
difficulty, and other features. The player can customize the skills, spell
choices, and appearance of their wizard, choosing one of fourteen races for the
starting city.
The gameplay starts as units
explore surroundings, pushing back the strategic map's fog of war. Among the
exploration goals are defeating monsters guarding treasure, finding the best
locations for new cities, discovering the Towers of Wizardry that link the
planes Arcanus and Myrror, and locating the cities of enemy wizards.
Cities are established by
settlers, then upgraded by adding buildings improving the economy. Cities
produce food, gold and mana. Military units require food and gold upkeep;
spellcasters consume mana in combat.
At the same time as colonizing
territory, new magical spells are researched. Spells are either used in or out
of combat.
Battles for squares in the
strategic map are resolved in an isometric turn-based view that shows unit
positions and the effect of magical spells.
Master of Magic splits spells
into six schools of magic: Life Magic, which heals and protects; its antithesis
Death Magic, which drains life and creates undead; Chaos Magic, which warps
targets and spews destructive energies; Nature Magic, which controls the
weather and turns it against the enemy; Sorcery, which manipulates the air and
subverts the effects of the other schools; and Arcane Magic, which is a general
school and free for all.
Players select spellbooks from
desired schools, allowing them to research and cast spells from those schools.
The number of spells a wizard could learn from each school was dependent upon
the number of books taken for that school. Additionally, the player could select
traits instead of additional spellbooks. These traits would provide a special
bonus throughout the game. There are global spells that can affect targets all
across the world. Unit or city enhancement spells can boost the potential of
its target, such as increasing the movement and attack speed of units, enabling
them to regenerate wounds, and increasing the power of their attacks. Wizards
can summon fantastic creatures related to their schools. The player can
research combat spells, which include direct attacks, debuffs and traps. The
final spell learned is the Arcane Spell of Mastery, which takes enormous
resources to research and cast but instantly wins the game for the casting
player.
Master of Magic was recognized
for its introduction of concurrent gameplay across two planes of existence,
allowing for greater tactical play, which was later implemented in the Heroes
of Might and Magic and Age of Wonders series. While the acclaimed Warlords
series later allowed customization of heroes, Master of Magic was the first
major fantasy strategy game to feature individually distinct heroes, with
unique abilities, which could be equipped with customized items. This
customizability extended to the creation of a unique persona/wizard with access
to a variety of spells dependent upon the number of "ranks" or
"books" of magic of a given school. Wizards could also be designed
with specific traits, a feature which separated Master of Magic and the later
Master of Orion 2 from Civilization.
Early versions of Master of
Magic 's were riddled with bugs and had a terrible artificial intelligence
(AI), frustrating a lot of reviewers with its crashes and ignorant enemies.
Despite that, it was announced as the Runner-up Strategy Game of the Year by
Strategy Plus magazine, coming in behind its older sibling Master of Orion.[4]
A few patches later, version 1.2 corrected a lot of the bugs and added some
tweaks but there were still game crashing moments. Bill Cranston of GameBytes
also savaged other aspects of the game, constantly comparing it against the
1991 hit Civilization.[5] He said the gameplay was mostly repetitive clickings
of the 'end turn' button throughout several hundred eventless turns. Other complaints
on his list also include Master of Magic's magic not being as crucial to
winning the game in a straight forward manner, as compared to Civilization's
technology. The potential of racial strife was less than fulfilled as military
units of different races can co-exist harmoniously even though subjugated
cities of a different race can rise up in rebellion. Coming Soon Magazine!
however reviewed the same version and called it a must-have for strategy fans
with great gameplay and lots of spells.
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