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The Master Of Magic

Classic-PC-Games.com > C64 > Games > T > The Master Of Magic
Genre: Adventure    |     Year: 1985    |     Publisher: Mastertronic    |     Developer: (unknown)
Game Review 1 (written by Bobtheball2) Added on: 04/05/2007
So the Game is Turn Based. You start off by picking your game options from one to four opposing races, the level of magic and land size. Then you pick your Mage with different portraits to choose from or you can go with custom which is where it’s at… You can also choose your race which doesn’t change your Mage at all so you can have this Lizard man controlling Halfling… what ever. There are 14 more races to choose from Dwarves, to High elves, to High Men, to Orcs, to Beast men.
On a screen with what class of magic you want to be and skills that you start with, you can choose from Life, Death, Chaos, Nature, and Sorcery.
I also wanted to say a thing or two about the magic in the game as you can win with one unit and casting a balls load as long as you have enough manna stored. The magic types are quite diverse. The ability to summon and cast spells is so much of a plus from the great turn by turn battles that you go through throughout the game.
It’s the best download on the site in my opinion so I’d say you might as well give it a whirl but you might
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want to set some time aside as you will be drawn in to play it mad amounts. (It has a save feature as well along with many others but you shall find them out soon enough once you’ve hired some mercs and such.)


 
 
Game Review 2 (written by Elanthar) Added on: 02/08/2007
Master of Magic is a game very similar to Civilization. You start by either choosing difficulty, land size, magical power of the realm and the number of opposing wizards (all of which are controlled by the computer). Then you select from a list of pre-made wizards or create a custom wizard.
When creating a custom wizard you get 11 picks that you can use to select books from 5 schools of magic (Life, Death, Chaos, Nature and Sorcery) or a list of other abilities. Selecting books from the various schools means that you get to start with more spells from those schools, have access to more powerful spells from those schools later in the game and have decreased mana costs to cast spells from those schools.
After choosing a wizard or creating a custom wizard you select which race you are going to control. Here the standard fantasy races plus a few non standards are available. Each race has its own bonuses, limits and some unique combat units available.
After race selection you start the game and get to name your first town. From there you proceed throughout the game creating and improving towns, researching new magic spells enchanting items for heroes, destroying other towns and cities and exploring various ruins and magical locations of interest.
The hero system in this game was pretty good for its time. Each hero comes with a set of unique abilities and can wear up to 3 magic items (usually 1 magic weapon, 1 magic armor or shield, and 1 additional magical item). As the heroes rise in level their abilities also rise until they get to the demi-god level at which point they can defeat almost any single monster in the game.
The game can be won in 2 ways. First the standard way which is to defeat every other wizard in the game by destroying all of their towns and cities. Or the second way which is to research and cast the spell of mastery which banishes all of the wizards from the realm and wins the game.
The world has 2 sides a light and dark (Arcanus and Mirror respectively). The races of the light side are usually a little weaker than the races of the dark. But you have to choose the Mirran ability (costs to picks from the custom wizard creation) to create a race from Mirror.
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 Current score:   9.56    (Total Votes:   27  ) 
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