
But only five per army!īut who’s going to lead our squads when the protagonist is a tower couch potato himself? The heroes we recruit and unlock that haven’t been seen in combat yet, but may be. In addition to “normal” squads, there are fantastic, monster-like, undead or summoned ones. See also Final Fantasy 7 Rebirth: Release 2023 and trilogy with trailer confirmed On top of that, there’s a smart magic book that we’ll fill with the spells we’ve researched or, I guess, gotten in some other way over the course of the game. As with everything else in Master of Magic, we also determine how much of our, well, arcane Might is put into research, into our abilities (“Mastery”) or into mana points. Incidentally, the same tower can be outfitted with all sorts of rooms that enable us to carry out further research or increase defense. Then you will probably move on to a new, self-selected point on the map, where it starts all over again with the tower and its radius.

As the game progresses, the radius around our tower will increase, but eventually everything will be grazed. We don’t appear in the game ourselves, but are the usual commander, uh, tower lord in the background. There we can collect resources or control mines and other regular resource production sites. Then the game starts, we sit in our magic tower controlling a small radius of the surrounding area. More specifically: We reveal parts of their background story – and thus probably abilities – by letting the heroes achieve things, such as x fights won. The magic book also lists the heroes that are “explored” so to speak. See also E-car: Tesla makes complete navigation function chargeable And the necromancer, also guessing correctly, summons and uses them as armies. The alchemist brews potions and crafts bombs, things that we actively use in battle. We combine that with one of three professions: The roundsmith makes … you guessed it, with which he upgrades fighters – although I have no idea what such a “Copper Rune of the Herbalist” does and whether I need it for my morning commute.

At the beginning of a game we decide on two of six schools of magic that we master (we may learn more later): Mentalist, Earth Master, Guardian, Death, Nature and Arcanist. So, we play a magician who acts against other magicians, those from the circle. There are reasons for that, as Jan insists: “We want a battle to be over in ten to 15 minutes, because you’re going to play quite a few.” In addition, each of the umpteen units has a number of skills that need to be used skillfully – quality over quantity. What is seen is also strongly reminiscent of that turn-based tactics game, except that the world map now also consists of hexes and is much larger than an FG2 map, while the combat maps are much smaller than an FG2 map and currently only allows a maximum of five units per side. I haven’t been able to play the just officially announced Spellforce – Conquest of EO myself, but I could in an online demonstration event with Jan Wagner, boss and chief creative of Owned by Gravity ( Fantasy General 2, grade in the GG test: 9.0).
