One design choice that I find questionable is that the dungeon drops are not prerolled. That means every time you load a save file, you can get completely different set of outcomes from the same dungeon.
All units in the game have to-hit. But the weird thing is that the default to-hit is 30%. Which means that units miss a lot.
The is surprising amount of attention to counter magic. In addition to both combat and global map dispells, there is also an entire mechanic to fail enemy spells before they are being cast.
It is somewhat of a problem how slow the game is. It takes a lot of turns to get started and hire at least one hero. Then it took me about 200 turns to best 3 of my opponents. And I didn’t even get to research yhr Spell of Mastery, which is the alternative way to end the game. Not even mentioning casting it, which probably would have taken even longer.
Part of the fun, I guess, is also to create things that are intentionally broken. You can summon heroes like Torin, essentially an avatar, already extremely powerful, then craft artifacts that grant him invincibility against most types of harm. All you need is enough time.
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[…] enough, I did manage to enjoy the original Master of Magic. But only after playing Master of Magic 2022, as it explains a lot of mechanics. There is “continue move” in the original, just […]