Master of Magic

Master of Magic

Mythical Realms
Xeth Nyrrow  [developer] Oct 25, 2023 @ 10:35am
Mythical Realms 1.0.9 is out!
Easy to access web site with links: Mythical Realms Readme[mythical-realms.github.io]

Version 1.0.9 (2023-10-25): New heroes and hero skills, town defense enhancements, Halflings and Beastmen additions, plus more!

Famous - Effects added to Charismatic and replaced by a new trait called Alacrity: All of the wizard's units have the Endurance spell cast upon them, with no upkeep cost, granting +1 movement. Costs 2 picks.
I Need a Hero! - Additionally reduces the casting cost of Summon Hero and Summon Champion by 25%.

Added 4 new hero skills that can be acquired by all hero pick types: Fighter, Mage, and Any (all variants):
Courage - In combat, gives +1 HP per figure to all allies.
Cunning - In combat, all enemies suffer -10% to defense chance.
Discipline - In combat, gives +10% to hit to all allies.
Intimidation - In combat, all enemies suffer -10% to hit.

Added 8 new heroes. Note: "Curse" skill isn't new, it causes all enemies in combat to suffer -1 Resistance:
Mufahd the Pikeman - Armor Piercing, Might, Negate First Strike, no picks, 0 Fame required.
Doonan the Savage - Constitution, Dual Melee wield (no armor), Forester, Intimidation, Might, no picks, 5 Fame required.
Bruferd the Skald - Courage, Caster 5 (Heroism, Guardian Wind, Resist Magic), 2 Any picks (no Arcane Power), 10 Fame required.
Ootum the Witch Doctor - Curse, Intimidation, Life Stealing 3, Power Drain, Caster 10 (Black Sleep, Feeblemind, Summon Zombies, Weaken), 1 Any pick (no Arcane Power), 20 Fame required.
Rime the Ice Draconian - Cold Breath 5, Cold Immunity, Constitution, Flying, Might, Scouting 2, 2 Fighter picks, 20 Fame required.
Azinakk the Chaos Mage - Arcane Power (Super), Armor Piercing, Convoker, Missile Immunity, Caster 12.5 (Warp Creature, Warp Lightning, Warp Reality, Warp Wood), 2 Mage picks, 40 Fame required.
Jyndokhan the Wanderer - Agility, Bow and Melee items slots (no Armor), Normal Ranged Attack, Pathfinding, Summon Protective Spirit, 3 Archer picks, 40 Fame required.
Wynzella the Minstrel - Cunning, Curse, Legendary, Stun, Caster 15 (Confusion, Creature Binding, Mind Storm, Vertigo), 1 Any pick (no Arcane Power), 40 Fame required.

Base game hero changes:
Brax the Dwarf - Removed Defender, added Courage.
Rakir the Beastmaster - Removed Caster 5 ability, added Rakir's Giant Spider.
Greyfairer the Druid - Added Primal Tenacity spell.
Tumu the Assassin - Removed Poison 5, added Cunning, Melee increased to 6.
Aureus the Golden One - Added Warp Wood and Metal Fires spells.
Spyder the Rogue - Removed Leadership, added Cunning.
Deth Stryke the Swordsman - Removed Legendary, added Discipline.
Elana the Priestess - Removed Holy Word spell, added Greater Healing spell.
Mortu the Black Knight - Removed Legendary, added Intimidation.
Mystic X the Unknown - Added Blur and Invisibility spells.
Ravashack the Necromancer - Removed Life Stealing 1, added Create Undead. Removed Black Sleep spell, added Summon Zombies spell.
Sir Harold the Knight - Removed Defender, added Courage.
Warrax the Chaos Warrior - Added Lightning Bolt and Flame Strike spells.

Mythical Realms hero changes:
Mufahd the Pikeman - Added to the list of heroes you can choose to start a game with.
Skirrathi the Pyromancer - Removed Wall of Fire spell, added Fire Elemental spell.
Pennigal the Cavalier - Removed 1 Fighter pick, added Discipline.
Zyntor the Commander - Removed Armsmaster and 1 Fighter pick, added Cunning and Discipline.
Nelthu the Enchantress - Added Guardian Wind spell.
Savvien the Curate - Removed Prayermaster and Sage, added Courage and 1 Mage pick.
Trugoron the Defender - Removed 1 Fighter pick, added Courage.
Arkhellien the Realm Walker - Added Missile Immunity, removed Guardian Wind spell, added Word of Recall spell.
Rovan the Centaur - Removed 1 Archer pick, added Cunning.
Synlia the Scourge - Added Missile Immunity.
Xeth Nyrrow the Ancient - Added Agility, Removed Iron Skin spell, Added Primal Tenacity spell.
Zarvonax the Fiend - Removed 1 Any pick, added Intimidation.

Alchemists' Guild - Towns with an Alchemists' Guild built will empower new units with Quork or Crysx crystals if they are within the town's catchment area. Quork/crysx crystals give units +1/+2 magical ranged attack and +1/+2 resistance respectively. Both also grant +10% to hit for magical ranged attacks with only the strongest crystal available used. This bonus is cumulative with enchanted, mithril, or adamantine equipment.
City Walls - Now grants all defending units +2 Defense at all times even when outside the walls. The bonus is also cumulative with the one when inside the walls. Upkeep reduced to 1 gold.
Guard Tower - A new building available to all races. City Walls are a pre-requisite to build, Construction Cost is 200, Upkeep is 2 gold. When a battle takes place in a town with a Guard Tower, it fires a strength 6 boulder at a random enemy unit each turn.
Wizards' Guild - Changed to produce 8 Power instead of 8 Research. Additionally when a battle takes place in a town with one present, it will help defend the town by firing a 10 strength piercing bolt at a random enemy unit each turn.

Halflings - Can now build Stables and Animists' Guilds which allow for new unts: Hogs and Roc Riders.
New Halfling unit - Hogs:
Requires = Stables
Cost = 60
Upkeep = 2 Gold / 1 Food
Figures = 6
Movement = 4
Melee = 2
Defense = 2
Resistance = 6
Hit Points = 2
Forester
Stun
Lucky

New Halfling unit - Roc Riders:
Requires = Animists' Guild
Cost = 160
Upkeep = 4 Gold / 1 Food
Figures = 4
Movement = 5
Melee = 4
Defense = 4
Resistance = 7
Hit Points = 4
Flying
Scouting 4
Lucky

High Men and Draconian Magicians' Fireball spell increased to strength 10.
Nomad Horsebowmen - Added First Strike.
Nomad Rangers - Increased Hit Points increased to 3. Added Double Shot, Added Scouting 2.

Beastmen can now make all buildings.
Manticores - Defense increased to 5, Resistance increased to 7, cost increased to 200. Requires Fantastic Stables.
New Beastmen unit - Shrieking Bats:
Requires = Animists' Guild
Cost = 160
Upkeep = 4 Gold / 1 Food
Figures = 8
Movement = 4
Melee = 2
Defense = 3
Resistance = 6
Hit Points = 2
Flying
Scouting 2
Distract - Melee attacks cause the targeted unit to suffer -10% defense chance.

Dark Elf Nightblades - Figures reduced to 4, Hit Points increased to 2, Movement increased to 3. Removed Poison 1, added Doom Blade 1, added Teleport. Requires Armorers' Guild.
Dark Elf Nightmares - Added Immolation.
Dwarf Golem - Added Missile Immunity. Defense increased to 10.

Fallen Men Specters - Melee increased to 5, Defense increased to 5.
Kobold Contraption - Melee lowered to 12, resistance lowered to 7.
Kobold Igniters - Removed Bleeding 2 skill. Magical ranged attack increased to 4.
Voltar Evokers - Warp Lightning skill replaced with Lightning Bolt skill (Strength 20). Magical ranged attack increased to 4.

Magic Spirit - Movement increased to 3.
Call Chaos - Changed Warp Lightning to Lightning Bolt (45 strength).
Gargoyles - Added Missile Immunity, Hit Points increased to 6.
Hydra - Melee Attack changed Melee Attack All which causes damage to all figures in the unit. Increased To Hit to +20%.
Wall of Fire - In addition to making the wall of fire, all defending units gain +2 Melee and +2 Ranged. No longer can be cast during battle.
Warp Lightning - All enemies in battle are attacked by a strength 20 Lightning Bolt, Cost increased to 50.
Cloud of Shadow - Instead of the battle starting with Darkness cast, all attacking units suffer -2 Melee, -2 Resistance, and -10% defense chance.
Demon Lord - Ranged attack increased to 20, added Missile Immunity, added Demon Flock spell that summons 3 demons in to one unit.
Evil Omens - Now makes all spells cast by other wizards cost 50% more.
Ghouls - Reverted back to default stats.
Night Stalker - Added Non-Corporeal. Defense increased to 4, Hit Points increased to 12.
Wall of Darkness - In addition to making the wall of darkness, all defending units gain +10% Defense chance and +1 Resistance. No longer can be cast during battle. Casting cost reduced to 150, upkeep lowered to 2 mana.
Guardian Spirit - Movement increased to 4.
Heavenly Light - Instead of the battle starting with True Light cast, all defending units gain +1 defense, +1 resistance, and +1 Hit Point.
Unicorns - Resistance to All lowered to +1, Movement increased to 4, added Healer, added Pathfinding, added Purifier.
Change Terrain - Moved to Common, taking Earth Lore's spot. Research Cost lowered to 250.
Cockatrices - Added First strike, Stoning Touch resistance penalty increased to -4.
Earth Lore - Moved to the Arcane realm and renamed to Scrying. All wizards start the game with this spell already learned in their spell books.
Elemental Armor - Moved to Uncommon, taking Change Terrain's spot. Research Cost lowered to 500, overland casting cost reduced to 150, combat casting cost lowered to 30, upkeep lowered to 4 mana.
Pathfinding - Swaps places with Wall of Stone to become Common. Research Cost reduced to 60, overland cost reduced to 25 mana.
Primal Tenacity - A new, Rare Nature combat enchantment spell taking Elemental Armor's spot. All friendly units in battle gain +1 Hit Point or +25% Hit Points, which ever is greater. Research Cost 880, combat casting cost 50.
Wall of Stone - Swaps places with Pathfinding to become Uncommon and is replaced with a new city enchantment spell called Overgrowth: During combat, all enemy movement is reduced by 1 (except for flying and non-corporeal units). Additionally, all defenders gain +1 melee, thrown, defense, and resistance. Research cost increased to 560, overland cost increased to 150.
Creature Binding - Fantastic creatures bound by the spell remain under control of the of the wizard after combat if the wizard wins the battle. Resistance penalty increased to 3.
Fortress of Flying - Moved to rare, taking Stasis' spot. All defending units gain +10% To Hit and visibility range extended to 7. Research Cost decreased to 1500, casting cost reduced to 300 mana.

Fixed Life Stealing on Death Knights, Demon Lords, and Wraiths to happen before their regular melee or ranged damage occurs.
Fixed unrest modifiers for Mythical Realms races.
Fixed Orc Ogres not gaining levels properly.
Fixed heroes with extra casting skill not getting their correct casting skill amount.
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Showing 1-5 of 5 comments
Rachenickoto Oct 25, 2023 @ 12:14pm 
thank you for the extensive work on the great mod!
Le gadgeteer gnome Oct 28, 2023 @ 10:18am 
very nice !
jasons073 Oct 29, 2023 @ 9:53am 
I'd like to play this mod, but I was curious about why you eliminated or reduced the effect of the "poison" ability for certain units, and removed lifesteal from Raveshack the Necromancer. Could you please share your reasoning for these changes?

I always felt lifesteal was thematic for Raveshack, but ended up being weak since the ability didn't increase in power as he leveled (similar to Tumu the Assassin's poison ability). I don't know if their abilities could be adjusted to scale with level, or if the engine made that difficult.
Xeth Nyrrow  [developer] Oct 29, 2023 @ 2:50pm 
Originally posted by jasons073:
I'd like to play this mod, but I was curious about why you eliminated or reduced the effect of the "poison" ability for certain units, and removed lifesteal from Raveshack the Necromancer. Could you please share your reasoning for these changes?
Sure! Poison in general is very weak, especially in the later game. I lowered poison on the Manticores and Wyvern Riders because they got other buffs that are a lot better and I didn't want to remove it completely. I removed it from Chaos Spawn but give it Illusions immunity as it didn't really fit the theme of the creature. Nightblades got a much better doom ability instead for their loss of poison.

Originally posted by jasons073:
I always felt lifesteal was thematic for Raveshack, but ended up being weak since the ability didn't increase in power as he leveled (similar to Tumu the Assassin's poison ability). I don't know if their abilities could be adjusted to scale with level, or if the engine made that difficult.
It's not something easy to do with how the game is set up but it also leads to some out of balance issues quickly if not careful. Tumu again poison is very weak so I changed it up for the new hero ability. Ravashack is much better now as ALL his damage is the create undead type which means he makes undead 100% of the time.
Dr.Bahaos Nov 27, 2023 @ 4:03am 
Thank you
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Showing 1-5 of 5 comments
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