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Mastering the Arcane


silencer_pl

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Howdy.

 

I don't know why I'm doing this to myself, but I wanted to share with you some form of experience with another strategy game. It's a little old game, but is quite nice. I'm talking about Warlock: Master Of The Arcane. A 4X strategy game, made by Russian team from Ino-Co famous for creating such titles like Elven Legacy, Majesty 2 and Fantasy Wars. The game is set in the same world as in Majesty and events in the game happens few years after Majesty 2: Monster Kingdom. In this game player takes role of a Warlock and his goal will be to unite the world, be it by either casting Unity spell, the most powerful and ancient of spells, long forgotten. The other way is to either defeat all other opponents, become a champion of a God and defeat the Avatar of the opposing God, or become an Archon between mortals and gods.

 

So that's enough of the introduction, more information you will find reading this AAR.

 

 

First starting the game we will choose the difficulty and game type. Since I have all the DLCs, I could choose Game mode - Armageddon. It changes the game and objective, so for now we will go classic. And because everyone here on the forum is a strategy genius (right NoX?), there can be only one difficulty to chose.

 

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Next on the list is choosing what map will be generated and how many opponents there will be. From the left we have world types from big giant land mass to island type world. Next the size from small to extra large. Additional Worlds are other dimension portals, guarded by powerful elementals, and inside dwell powerful creatures, but inside you can find rare and powerful minerals and artifacts. Last option is number of oponents. Each map size has it's default setting, which player can change. On the bottom we can choose whether the world is flat or cylindrical.

 

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The last screen is choosing your avatar. You can pick either pre-generated or create your own. So let's do that. To start let's start with naming our Warlock and choosing the portrait. Let's go with the standard stereotypical magician, because of the awesome beard and hat (right Nook?). Next you can assign what starting race town you will have. There are 5 races. Humans, Monsters, Undead, Lizards, Elves. Each race, have their own uniques. While generally, the building construction and army buildup is the same for all races, there are differences in special buildings and the units themselves. Next is to choose what perks and spells our Warlock will start with. Those range with pretty simple to very powerful and thus more expensive. I've chosen what you see. Elven relatives will grant me a elven village near the capital. I could improve it to gain tier 2 and tier 3 elven archers. A very powerful and expensive unit, or a casino which boosts the money output of city by 50%. But surely you want units right? The Academic perk will increase the science output by 20%. Science is used to research new spells. You can say that spells are generally tech tree, with Unity Spell somewhere at the end. Spells range from simple heals, destruction, protection ones, to more advanced like terraforming, summoning.

 

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So with our Warlock chosen let's hop in.

 

As you can see in the start, the game looks very similar to Civilization 5, due to hexagonal map. While it looks similar it plays a little differently. First look at the top left screen. There you can find 3 important resources in the game. Money, Food, Mana. Money is used to recruit and support units and also maintain some buildings. Tier 3 units are very very expensive, and you will also use money to upgrade units with additional bonuses. Food is responsible to keep the cities growing and maintain units. You don't store food, so any excess is converted to money. Mana is of course obvious, it allows to cast spells, maintain buffs and some units also need mana to maintain. The last resource is your research output.

 

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If you look at our starting point you will probably notice that we don't have very good starting position. Well icy plains aren't the best of starting locations, but it's not that bad. As you can see Icy plains give bonus to any buildings that produce money, while farming is not that efficient. To the south we can spot some greener tiles and even further there is a pumpkin field. Cities can have borders up to 3 tiles surrounding the city. The borders grow once city reaches level 5 and 10. Our capital starts at level 4 and soon will be at level 5.

 

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Unlike in civilization you can't just build everything. In fact city building is a little limited, each population level can support one building, that you place inside city borders. Those also act as roads so units can move faster. Carefully planning you can create a highway between cities. Our capital starts with 3 buildings. A farm that produces food, market place, that generates money and simple barracks that allows to recruit tier 1 melee unit: Warriors. Although it is tier 1, it can become a very tough unit later in the game. It won't be as tough as Tier 3 unit but hey. Let's take the opportunity with the icy planes and place the Rouges guild. On it's own it produces 2 gold per turn and it will allow to recruit rouges and later maybe cutthroats. It allso unlocks Tax offices. Yes buildings are unlocked by other buildings or special fields. For example to the west there is a silver vein. Once our capital borders grow we could build there a silver mine for +6 gold or silvery armoury. This will give all units produced in that city silvery weapons that deal additional 20% of light and spirit damage. You only need one of this building in the empire. Units created in other cities will have to pay a fee to get that upgrade. But since this city will be more focusing on money I'll probably build a mine.

 

Now let's start exploring. We start with two units. Rouges and Huntsman. Rouges are melee unit a little more powerful than warriors in offence, since they attack also does 10% death magic. Scouting to the north we found a magic node and sort of end of the map. Magic node allows to build a mana pump that adds +10 mana per turn or other building. It's too far for our capital to reach it, so maybe a new city will be build in the vicinity.

 

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On the map you can also find all kind of different treasures. Be it lost caravans, monster lairs. Monster lairs spawn monster units, like wolfs, bears, spiders, etc.

 

On second turn some enemies strolled near our capital. Apart from other great mages in the realm, there are "neutral" cities. They are always hostile and you should capture them to expand the empire. They will of course produce units of their own to make your life harder. And by the looks, there is a city slightly to the west.

 

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To the south our hunters have found another city. "Neutral" cities start either at level 1 or level 5. Level 5 cities are pretty tough to get on the start, plus they have a defensive forts to boot. Their range is two, so the hunters are not in danger, and the local garrison should not attack beyond the city borders.

 

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So now let's move ahead of time. After 10 more turns, we now have small army. It's time to take some of the cities. Due to our larger force, and the fact that our capital is on icy plains, our food output is currently on the negatives, but it should change once we get that new city. Attacking cities is similar to Civilization 5, yet there are differences. First you need to reduce the defense of the city to 0. Any "garrisoned" unit will also take damage, and the overall damage will be split. Unlike in civilzation 5, you can't take city while there is garrison unit standing, and you can march in with archers. Ships can't enter cities.

 

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After a turn we capture a city, but it looks like there is a group of hostile bears. Unfortunately monsters can capture your cities and "neutral" cities. And because rouges are wounded and don't stand a chance against bears (feels like Baludrs Gate right?). We've lost a city for now. Cities can't be razed through conquest. Although bigger cities will lose population and buildings, but capturing level 1 city will not raze it unlike in civilzation. In next turn however we've taken back the city.

 

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From time to time, a merchant will come offering some powerful artifacts. Those artifacts can be then handed out to heroes that would like to join you for a price. Currently offered artifact is too expensive, and we don't have a hero. Heroes range from melee to magicians and each hero has it's own 3 different slots for artifacts. So for example even if I bought this artifact and suddenly got a melee hero, the artifact still would not be used. Also if you give artifact to a hero, and the hero is killed, the artifacts are gone.

 

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Also once in a while you will receive a quests. Those range from simple build specific building, found a city, capture a city, kill a monster. Some quests don't have penalties, but some do, specially the ones given by Gods themselves.

 

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Further scouting to the south revealed another human city. It's on the green tiles so it will be good place for a farming city. The problem is, it is surrounded by all kind of hills and forests, so attacking it won't be that easy.

 

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And to the west, we found a good place for a city. The bad thing is, there is big fire elemental to the west. Elementals fortunately don't capture cities, but they deal truck load of damage. So let's hope the city will endure until I'll have a bigger force to drive it off.

 

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After 10 or so turns, we have our first new hero. We can't be picky and have enough money, so let's hire him. We also have our first elven archer units. Let's send them both and help capture that city in the hills.

 

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With the city taken, and our force somewhat strong, let's go and retake Baronfell and kill that large elemental.

 

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No, this is neither mod nor clone. It looks like it, but it definitely ain't. Yes Nook, I've lost a city to bears. Wandering monsters can capture your cities. This is not Civ 4 ;)

 

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Our scouts have located the first opponent. Empress is leading the armies of undead. Diplomacy in this game is practically non existent. AIs that start with your own faction tend to be peacful towards you, while the ones with other tend to just attack you out of any reason. Even if your military might is super great. Sometimes they can just declare war and be like on the opposite side of the map and then suddenly you get peace proposal on terms that suit you. Even if you make a peace and you'r military is super strong they will declare war anyway. You can also abuse the diplomacy in few other forms. For example you have an alliance with other AI, you make peace with other AI and on the same turn your ally asks to you to help him fight this AI. And you can do it and nobody will be angry like in Civilization. Money for nothing and mana for free ;)

 

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Back to Baronfell. It has been liberated from the bears and now we need to deal with that massive fire elemental.

 

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And speaking of the diplomacy. Just a turn later. War it is. There is so much distance that this threat is so empty.

 

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Also once in a while a monster dens will spawn throughout the world. However once your cities reach higher levels, they will be safe. But if the camp eventually will just overspawn the city defenses.

 

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Or like in this case, you will be attacked by a giant.

 

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While exploring some tougher monsters dens, you might be lucky enough to get a artifact, spell or in this case a hero. Heroes are generally tougher and stronger version of a unit.

 

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Unfortunately we found an area with pretty nasty creatures.

 

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On turn 43 we get a second (third) hero to hire. He is a magician but has no spells (yet). With his help we will take back that city taken by the ogre.

 

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This episode we start with a peace negotiations. So why did she even threatened me? Who knows. One can hardly understand a woman, and you let AI do that? Bah. After each such deal is done or not done, there is a few turns time, that you can't contact one or another. That's probably not to make peace on your terms then declare war, but this can be omitted if you make peace and ally asks for help.

 

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We've also found another good spot for a city. There where the skelingtons roam, a city would have access to a gold mine, minotaurs maze and hallebardiers tent.

 

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And as I said few turns later...

 

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We also had a quest to capture Vaindryn. At least it's human settlement so it won't be razed.

 

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Unfortunately being a level 5 city it won't be easy. Especially when there are predators spiders just coming to munch your face. But we can now produce those guys.

 

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They are super tough very expensive units. Few of this full upgraded with gear can storm any castle.

 

 

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Remember that city we've lost to an ogre? Well we've lost it again, but this time there are 2 ogres. But we have ogre of our own. It looks like there is an ogre den further to the east. We must clear it.

 

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This diplomacy thing is not working for her.

 

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As for the Vaindryn, we've capture it, but long after the desired time.

 

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Anf back to Aldgold. We've found a gold mine, that this city would not reach. However this game has this trick with cities. Razing any city greater than level 1, produces a settler unit. This allows to "move" cities if needed. Luckily the gold mine is in such position that we won't lose the pumpkin field, although it will take a while for this city to grow such borders.

 

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On the last episode we've finished being in the stage of peace with the Empress. But hey, she wouldn't be herself to make yet another empty threat. Come on seriously, at least in Civ games if AI made a threat it hat the power to do so.

 

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After we have captured the city we couldn't capture in desired times, we found two more cities to capture. Because we all need more cities and there is no penalty not to have massive amounts of cities.

 

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Few turns later she managed to get some units. But really I have more powerful army. And I'm fielding elven sharpshooters. Tier 3 archer unit, who is powerful but fragile.

 

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Also we've found another Great Mage. Anna the Benign represents humans, so I guess we might find ally there. Which is good. Although we will probably end in capturing every capital there is. But for now peace be with you sister.

 

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The empress kept sending their units, but our defenses where too good to breach.

 

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Near the end of this part, we've found two portals to other dimensions. Good we might want to create an expedition soon. It will be dangerous but we might find very rare resources.

 

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In last episode we were constantly pushing east trough the desert. In this episode we continue doing so.

 

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The Empress was constantly sending troops, but our defense grew bigger, and soon we will counter attack. But not just yet. In the meantime we've met two more opponents. Nicholas Frost, who also represents humans and King Lich, who represents undead. Unfortunately Nicholas Frost was soon defeated after we've met him.

 

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We've met the Lich King near the borders of this here fine city.

 

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Because of that any many other unknown reasons, a war was declared. Fine by me.

 

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The Lich King, sent a lot of troops, but we've bravely defended the Wizdorn.

 

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After a while, a new quest was received to conquer the Empress. The reward will be a champion, but turn limit 40 will be hard to compete. Probably won't make it.

 

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But once her forces to the west were destroyed it was time to start a push.

 

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While we have repelled the Lich King from our territory, he keeps sending more troops. I'll probably start to abuse the make peace mechanic to get some spells out of him. Meanwhile the war with the Empress is at a little stalemate. But once more troops will be directed there, there should be some push visible.

 

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I've also tried my lucky with the first pocket dimension. Let's just say you need a really powerful army. And you can't clear it entirely. New monsters will spawn every few turns. However if succesful you might find the most powerful resources there to plant a city. The other problem would be to protect the city.

 

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Back to the war, a small progress was visible for a while. But she kept sending those troops.

 

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Once her troop count begun to dwindle, our small expeditionary force, captured another city.

 

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But then she moved again, and retaken the last city. At this point I've started to raze any city that I will not use. This will force her to move at me, and not play tag.

 

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The Lich King also returned with new force. Don't they ever learn? A minor setback in the east, but he will be crushed.

 

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Meanwhile, we are at the Empress' door.

 

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This is long episode, first half is just killing lots of AI troops. The second part start to build up. First our expedition to the other dimension failed. Our standard units were already killed, but this here hero mage, was doing OK for quite a long time. But alas, he the spawn Gods decided to end this. The meta-teleportation spell came to to late, but there is no need for grief. There is a resurrection spell that has memory of each fallen unit, so he could be resurrected later.

 

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The war against Empress got small reinforcement. Another group of Paladins of Dauros, and a hero from the Stubborn Knights order (the stubborn knights ride on Donkeys).

 

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With this force Empress` capital has fallen very quickly.

 

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Capturing capital is enough to remove competition, however all remaining cities now to neutral, so you still need to destroy roaming units. But now this will be easier because no new units will spawn like crazy.

 

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Damn, that is too bad. I always felt that when you can not win as an alliance, all diplomacy is just a backstabbing delay of the inevitable. If AI would comprehend the workings of the game, you'd have no friends.

 

Ah, I'm still spoiled by SotS... Gotta play that game again.

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The nearby city of Linch King was captured and it looks like there are further obstacles. Nothing a small Rise Land spell won't fix. Although we haven't uncovered it, the captial of Lich King is there. It's stronger than Empress` so let's gather more forces.

 

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Also her captial also is found. Attacking it directly would probably be bad idea, so let's for now find a good striking point.

 

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In this episode we are this close to defeating Lich King, but he has enough troops to keep the invading force occupied. Also the capital is dealing a lot of damage so we can't stay close enough to make a good push.

 

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However on the other side, we declare war on the other AI.

 

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With one good push we moved towards the capital. It's pretty defenseless.

 

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It didn't took long to capture it.

 

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