Mythical Realms - Readme

Mythical Realms



Download from Steam Workshop: Mythical Realms on Steam




Download from Nexusmods: Mythical Realms on Nexusmods




Version 1.1.0 (2024-2-8): Scourge of the Seas update. Makes the mod compatible with the DLC but does not require it.




  • I Need a Hero! - Removed code for 25% casting discount to Summon Hero and Summon Champion as this is now the default behavior in game.
  • Sage Mastery - Removed starting with Recall Hero spell, added Awareness spell.

  • Draconian Airship and Voltar Storm Jammer units now have the SHIP tag added to them allowing them to be affected by the Wind Mastery spell.

  • Champion hero, "Synlia the Scourge" renamed to, "Synlia the Ravager".
  • Hero, "Thrawn the Trapper" renamed to, "Tawgir the Trapper".

  • Fixed Voltar racial bonuses description.
  • Fixed missing description on units when they become affected by an Apparition's Haunt skill.
  • Fixed Wizards' Guild description stating it gives research instead of power.
  • Fixed Alchemists' Guild not giving default enchanted weapons.



Table of Contents:

  1. Installation
  2. Overview
  3. Trait Changes
  4. Spell Changes
  5. Buildings (*new section*)
  6. Race Changes
  7. New Races
  8. Hero Changes
  9. New Heroes
  10. Version History
  11. Recognition & Contacting me



Installation

Note! The install procedure has changed with the patch released August 28th, 2023. If you are switching to the Steam version or updating from a previously installed Nexusmods version, It's highly recommend to reinstall the game as an easier way to remove the files. Otherwise you must delete the old version located by default at:
C:\Program Files (x86)\Steam\steamapps\common\MuHa Master of Magic\ExternalAssets\.

Note! Using this mod will most likely not allow you to continue with your previous saved games. Ideally you should starting a new game when using new mods.

  1. Extract the files in to the Mods folder which is by default located at, "C:\Users\%userprofile%\AppData\LocalLow\MuHa Games\MoM\Mods". You can copy/paste the above without quotes in to the Windows Explorer to easily access it. Overwrite the folders and/or files if/when prompted.
  2. When installed this way, it will allow you to easily toggle the mod on and off in the game menu. Also as the .bin files are now added to instead of replaced, it will be much faster. I have included pre-built .bin files that should make initial start up very quick.


Overview

This mod is not designed to be a total overhaul of the game but it does make a fair number of changes. It is also not specifically a difficulty increasing mod even though some things have been adjusted that might make some styles of play more difficult. It is intended to pursue 3 goals to improve game play while keeping close to the original game design. I welcome advice, feedback, bug reports, and ideas on how to improve upon things.

New content

One main focus is adding new things to the game that are (hopefully) similar in design and power to the core game. This mostly is in the form of new, "toys" to play with in game; new heroes, races, skills, spells, traits. Some additional game options have been added but there are limits to what the game and myself can do.

Boost under performers

There are quite a few things that, "under perform" in the game. Performance in this case is not just measured by numbers, but also by fun. For example if a niche spell isn't very fun there's a good chance I'll be looking to adjust it. When changes are done, I aim to keep within the theme of the original idea when possible.

Balance if needed

Aka, "nerfing" things that are over powered. I have taken a very light touch to this, leaving plenty of over powered strategies, spells and units in place for now since that can be fun occasionally.



Trait Changes



Spell Changes

Arcane

Chaos

Death

Life

Nature

Sorcery



Buildings



Race Changes



All Races
Barbarians
Gnolls
Halflings
High Elves
High Men
Klackons
Lizardmen
Nomads
Orcs
Beastmen
Dark Elves
Draconians
Dwarves
Goblins
Trolls


New Races

All races can make all buildings up to and including Barracks, Builders' Hall, City Walls, Farmers' Market, Foresters' Guild, and Smithy. In the tables below buildings that have been stricken through cannot be built. Special racial units in the tables are in bold. In addition to racial units, these are the other standard units they can build.

Race Units
Atlanteans None
Fallen Men Triremes, Galleys, Warships, Catapults
Kobolds Triremes, Galleys
Mystics Triremes, Galleys, Catapults
Voltars Triremes, Galleys, Warships, Catapults


Atlanteans

Atlanteans are a resilient race, born from the magical Myrran sea. Their society is driven by a dark, religious dogma that strives for immortality. Atlanteans have scoured the depths of the oceans, finding powerful and dangerous magics to wield from places few dare to seek.

Racial Info
Atlantean Buildings

Armory Fighters' Guild Armorers' Guild War College -
Stables Animists' Guild Fantastic Stables (w/ Armorers' Guild) - -
Shrine Temple Parthenon Cathedral Oracle (w/ University)
Miners' Guild Mechanicians' Guild (w/ University) - - -
Library Sages' Guild University Alchemists' Guild Wizards' Tower (w/ University)
Marketplace Bank (w/ University) Merchants' Guild (w/ Shipyard) - -
Shipwrights' Guild Shipyard Maritime Guild (w/ Armory) - -

Atlantean Units

Unit Cost Gold / Food Figures
Moves Melee Ranged (Ammo) Defense Resistance HP (per Figure) Skills Building(s) Required
Settlers 150 3 / 1 1 3 0 - 1 6 20 Create Outpost, Swimming None
Spearmen 25 0 / 1 8 2 1 - 2 6 2 Swimming None
Swordsmen 50 1 / 1 6 2 3 - 2 6 2 Large Shield, Swimming Smithy + Barracks
Bowmen 75 2 / 1 6 2 1 1 (8) 1 6 2 Swimming Sawmill + Barracks
Halberdiers 100 2 / 1 6 2 4 - 3 6 2 Armor Piercing, Negate First Strike, Swimming Armory
Priests 150 3 / 1 4 2 3 4 (4) 4 9 2 Healing Spell, Healer, Purify, Swimming Parthenon
Shock Eels 180 4 / 1 6 4 2 - 2 8 2 Lightning Breath 2, Stun, Swimming Animists' Guild
Medusa 200 5 / 1 1 3 10 - 6 9 15 First Strike, Poison 6, Stoning Gaze -1, Swimming Oracle
Elders 240 5 / 1 4 3 5 5 (4) 5 10 4 Black Prayer Spell, Swimming Cathedral

Atlantean Racial Modifiers

Arcanus Race Unrest Modifier
Barbarians +10%
Fallen Men +10%
Gnolls +20%
Halflings +10%
High Elves +30%
High Men +20%
Klackons +20%
Kobolds +20%
Lizardmen +40%
Mystics +30%
Nomads +20%
Orcs +20%
Scourgers +20%
Soultrapped +10%
Myrror Race Unrest Modifier
Atlanteans 0%
Beastmen +20%
Dark Elves +10%
Draconians +20%
Dwarves +30%
Goblins +20%
Trolls +20%
Voltars +10%


Fallen Men

Fallen men are the shunned outcasts of High Men civilization. They mostly follow their old societal structure except now they turn away from divine forces in favor of darker paths. Tired of failed diplomacy, they now rely on military might as a way to survive in the world. Fallen Men dabbling in forbidden magics have learned to control hateful Specters and even Demons.

Racial Info
Fallen Men Buildings

Armory Fighters' Guild Armorers' Guild War College -
Stables Animists' Guild Fantastic Stables (w/ Armorers' Guild) - -
Shrine Temple Parthenon Cathedral Oracle (w/ University)
Miners' Guild Mechanicians' Guild (w/ University) - - -
Library Sages' Guild University Alchemists' Guild Wizards' Tower (w/ University)
Marketplace Bank (w/ University) Merchants' Guild (w/ Shipyard) - -
Shipwrights' Guild Shipyard Maritime Guild (w/ Armory) - -

Fallen Men Units

Unit Cost Gold / Food Figures
Moves Melee Ranged (Ammo) Defense Resistance HP (per Figure) Skills Building(s) Required
Settlers 60 3 / 1 1 3 0 - 1 4 10 Create Outpost None
Engineers 40 1 / 1 6 3 1 - 1 4 1 Build Road, Wall Crusher Builder's Hall
Spearmen 10 0 / 1 8 2 1 - 2 4 1 - None
Swordsmen 20 1 / 1 6 2 3 - 2 4 1 Large Shield Smithy + Barracks
Bowmen 30 1 / 1 6 2 1 1 (8) 1 4 1 - Sawmill + Barracks
Cavalry 40 1 / 1 4 4 2 - 2 4 3 First Strike Stables + Barracks
Pikemen 60 2 / 1 8 2 4 - 3 4 1 Armor Piercing, Negate First Strike Armory
Priests 100 2 / 1 4 2 3 4 (4) 4 7 1 Healer, Healing Spell, Purify Parthenon
Occultists 120 3 / 1 4 2 1 5 (4) 3 8 1 Missile Immunity, Summon Demon Wizards' Tower
Specters 200 4 / 1 4 4 5 - 5 10 4 Doom Gaze 1, Magic Immunity, Non-Corporeal, Poison Immunity, Cathedral

Fallen Men Racial Modifiers

Arcanus Race Unrest Modifier
Barbarians 0%
Fallen Men 0%
Gnolls +10%
Halflings +10%
High Elves +20%
High Men +40%
Klackons +20%
Kobolds +10%
Lizardmen +10%
Mystics +20%
Nomads 0%
Orcs 0%
Scourgers +30%
Soultrapped 0%
Myrror Race Unrest Modifier
Atlanteans +10%
Beastmen +10%
Dark Elves +10%
Draconians +10%
Dwarves +20%
Goblins +10%
Trolls +10%
Voltars +10%


Kobolds

Kobolds are small, nimble lizard-like humanoids who have focused their culture on the material world over nature. They have made impressive industrial advancements allowing them to not only defend themselves but project force when needed. They are well known for creating wacky machines that are horrifyingly effective in battle.

Racial Info
Kobold Buildings

Armory Fighters' Guild Armorers' Guild War College -
Stables Animists' Guild Fantastic Stables (w/ Armorers' Guild) - -
Shrine Temple Parthenon Cathedral Oracle (w/ University)
Miners' Guild Mechanicians' Guild (w/ University) - - -
Library Sages' Guild University Alchemists' Guild Wizards' Tower (w/ University)
Marketplace Bank (w/ University) Merchants' Guild (w/ Shipyard) - -
Shipwrights' Guild Shipyard Maritime Guild (w/ Armory) - -

Kobold Units

Unit Cost Gold / Food Figures
Moves Melee Ranged (Ammo) Defense Resistance HP (per Figure) Skills Building(s) Required
Settlers 90 3 / 1 1 3 0 - 2 4 10 Create Outpost None
Engineers 60 1 / 1 6 3 1 - 2 4 1 Build Road, Wall Crusher Builder's Hall
Spearmen 15 0 / 1 8 2 1 - 2 4 1 - None
Swordsmen 30 1 / 1 8 2 2 - 2 4 1 Large Shield Smithy + Barracks
Bowmen 45 1 / 1 6 2 1 1 (8) 2 4 1 - Sawmill + Barracks
Rock Thrower 80 2 / 1 1 2 0 *5 (8) 2 4 8 *Boulder Ranged Attack Armory
Shamans 90 2 / 1 4 2 1 2 (4) 3 6 1 Healer, Purify Shrine
Igniters 160 4 / 1 4 2 1 4 (4) 4 6 3 Fire Breath 1, Magical Ranged Attack Alchemists' Guild + Armory
Contraption 200 5 / 1 1 3 12 - 6 7 16 Armor Piercing, Wall Crusher, Web Armorers' Guild

Kobold Racial Modifiers

Arcanus Race Unrest Modifier
Barbarians 0%
Fallen Men +10%
Gnolls 0%
Halflings 0%
High Elves +20%
High Men +10%
Klackons +20%
Kobolds 0%
Lizardmen 0%
Mystics +20%
Nomads 0%
Orcs 0%
Scourgers +30%
Soultrapped 0%
Myrror Race Unrest Modifier
Atlanteans +20%
Beastmen +10%
Dark Elves +20%
Draconians +10%
Dwarves +40%
Goblins 0%
Trolls 0%
Voltars +20%


Mystics

Mystics are elves hailing from another world. While striving to expand their knowledge of magical forces, they have become extremely entwined with magic making it their religion. Their explorations in to other realms are often peaceful but occasionally hostilities force them to fight where they employ unusual magics against their enemies.

Racial Info
Mystic Buildings

Armory Fighters' Guild Armorers' Guild War College -
Stables Animists' Guild Fantastic Stables (w/ Armorers' Guild) - -
Shrine Temple Parthenon Cathedral Oracle (w/ University)
Miners' Guild Mechanicians' Guild (w/ University) - - -
Library Sages' Guild University Alchemists' Guild Wizards' Tower (w/ University)
Marketplace Bank (w/ University) Merchants' Guild (w/ Shipyard) - -
Shipwrights' Guild Shipyard Maritime Guild (w/ Armory) - -

Mystic Units

Unit Cost Gold / Food Figures
Moves Melee Ranged (Ammo) Defense Resistance HP (per Figure) Skills Building(s) Required
Settlers 120 3 / 1 1 3 0 - 2 6 10 Create Outpost None
Spearmen 20 0 / 1 8 2 1 - 2 6 1 - None
Swordsmen 40 1 / 1 6 2 3 2 6 1 Large Shield Smithy + Barracks
Bowmen 60 1 / 1 6 2 1 1 (8) 2 6 1 - Sawmill + Barracks
Cavalry 80 1 / 1 4 4 4 - 3 6 3 First Strike Stable + Barracks
Halberdiers 80 2 / 1 6 2 4 - 3 6 1 Armor Piercing, Negate First Strike Armory
Priests 150 3 / 1 4 2 3 4 (4) 4 9 1 Healer, Healing Spell, Purify Parthenon
Anomaly 160 4 / 1 1 3 10 - 8 15 10 Invisibility, Word of Recall Spell, Teleporting Animists' Guild + University
Crystal Drakes
200 5 / 1 2 3 7 - 7 7 7 Flying, Frost Breath 7, Cold Immunity, Scouting 1 Fantastic Stables
Illusionists 200 5 / 1 4 2 1 *2 (4) 3 10 1 *Illusion Ranged Attack, Missile Immunity, Vertigo Spell Wizards' Tower

Mystic Racial Modifiers

Arcanus Race Unrest Modifier
Barbarians +10%
Fallen Men +20%
Gnolls +10%
Halflings +10%
High Elves 0%
High Men +10%
Klackons +20%
Kobolds +20%
Lizardmen +10%
Mystics 0%
Nomads +10%
Orcs +10%
Scourgers +30%
Soultrapped +10%
Myrror Race Unrest Modifier
Atlanteans +30%
Beastmen +20%
Dark Elves 0%
Draconians +10%
Dwarves +30%
Goblins +20%
Trolls +30%
Voltars +20%


Voltars

Voltars are aggressive humanoids who have magical lightning coursing through their bodies. Their society focuses on military build up for conquest, both of the martial and magical kind with little regard for defense. Voltar spiritual beliefs are simple, they worship the raw force of lightning and strive to emulate everything that is.

Racial Info
Voltar Buildings

Armory Fighters' Guild Armorers' Guild War College -
Stables Animists' Guild Fantastic Stables (w/ Armorers' Guild) - -
Shrine Temple Parthenon Cathedral Oracle (w/ University)
Miners' Guild Mechanicians' Guild (w/ University) - - -
Library Sages' Guild University Alchemists' Guild Wizards' Tower (w/ University)
Marketplace Bank (w/ University) Merchants' Guild (w/ Shipyard) - -
Shipwrights' Guild Shipyard Maritime Guild (w/ Armory) - -

Voltar Units

Unit Cost Gold / Food Figures
Moves Melee Ranged (Ammo) Defense Resistance HP (per Figure) Skills Building(s) Required
Settlers 120 3 / 1 1 3 0 - 1 6 10 Armor Piercing, Create Outpost None
Spearmen 20 0 / 1 8 2 1 - 1 6 1 Armor Piercing None
Swordsmen 40 1 / 1 6 2 3 1 6 1 Armor Piercing, Large Shield Smithy + Barracks
Halberdiers 80 2 / 1 6 2 4 - 2 6 1 Armor Piercing, Negate First Strike Armory
Cavalry 80 2 / 1 4 4 4 - 2 6 3 Armor Piercing, First Strike Stable + Barracks
Tempest 200 4 / 1 1 4 5 - 7 9 10 Armor Piercing, Flying, Lightning Breath 4, Poison Immunity, Scouting 1, Stoning Immunity, Stun Animists' Guild
Evokers 240 5 / 1 4 2 1 4 (4) 2 10 1 Armor Piercing, Magical Ranged Attack, Missile Immunity, Lightning Bolt Spell Wizards' Tower
Storm Jammer
240 5 / 1 1 4 6 5 (4) 5 6 20 Armor Piercing, Flying, Scouting 2, Transporter Maritime Guild + Armorers' Guild

Voltar Racial Modifiers

Arcanus Race Unrest Modifier
Barbarians +10%
Fallen Men +10%
Gnolls +10%
Halflings +10%
High Elves +20%
High Men +10%
Klackons +20%
Kobolds +20%
Lizardmen +10%
Mystics +20%
Nomads +10%
Orcs +10%
Scourgers +10%
Soultrapped +10%
Myrror Race Unrest Modifier
Atlanteans +10%
Beastmen +20%
Dark Elves +20%
Draconians +20%
Dwarves +20%
Goblins +20%
Trolls +20%
Voltars 0%



Hero Changes


All Fame 0 heroes, including the new ones added in Mythical Realms, can now be selected as a starting hero:
Hero Skills
Hero Adjustments

Mana Adjustments

Heroes receive a diminishing percentage of total casting skill from level ups beginning at level 4. This balancing change was made because magical ranged attacks consumed 3 mana per shot in the original game but now have their own ammo pool. Additionally, changes were also made that reduce the casting cost of many combat spells from 10%-35%. This contradicts the purpose of reducing the mana pools in the first place while giving a slight buff to fantastic casting units. By eliminating this change, the numbers mostly balance each other out, creating consistent mana costs. Here's an example of what this does to a hero with a Caster 10 skill.

Level Caster Percentage - Default Caster 10 - Default Caster Percentage - Modded Caster 10 - Modded
1 100% 10 100% 10
2 100% 20 100% 20
3 100% 30 100% 30
4 94% 37 100% 40
5 88% 44 100% 50
6 82% 49 100% 60
7 76% 53 100% 70
8 70% 56 100% 80
9 64% 57 100% 90



New Heroes

Below are the new heroes sorted by Fame required. Heroes who use bows have, "Archer" picks listed which is the same as Fighter but with the addition of possibly obtaining Archery or even Super Archery. Lythdria and Zarvonax have, "Any#" pick which means they can get any skill except Arcane Power and Archery. Cyrenika (and now Alorra) have, "Archer#" which allows any pick including Archery but not Arcane Power.

Fame 0, Hiring Cost = 100g, Upkeep 2g

Name Moves Melee Ranged Defense Resist HP Items Caster Skills Picks Spells
Klicky the Klackon 4 5 - 6 6 7 Melee - Fire Breath 3, Lucky - -
Mufahd the Pikeman 4 5 - 4 6 8 Melee - Armor Piercing, Might, Negate First Strike - -
Quaspolk the Alchemist 4 4 5 4 6 6 Melee / Staff 5 None 2 Any Giant Strength, Stone Skin
Skirrathi the Pyromancer 4 1 6 4 7 5 Staff 7.5 Arcane Power 1 Mage Fire Bolt, Fire Elemental, Fireball, Immolation
Umsha the Sorceress 4 1 6 4 8 5 Staff 10 None 1 Mage Dispel Magic True, Disenchant True, Flight

Fame 5, Hiring Cost = 150g, Upkeep 3g

Name Moves Melee Ranged Defense Resist HP Items Caster Skills Picks Spells
Bruumgaha the Wolf Rider 5 6 - 5 6 8 Melee - Might (Super) 1 Fighter -
Chamosij the Phantom 4 1 6 5 6 5 Staff 10 Non-Corporeal 2 Mage Phantom Warriors, Phantom Beast
Delmee the Slinger 4 2 7 4 8 5 Bow - Legendary, Lucky 1 Archer -
Doonan the Savage 4 6 - 5 8 8 Dual Melee - Constitution, Intimidation, Might - -
Iswen the Scout 4 3 6 5 6 6 Bow - Archery, Forester, Scouting 3 1 Archer -
Pennigal the Cavalier 4 6 - 6 6 7 Melee - Armsmaster, Discipline, First Strike, Legendary - -
Yussif the Wise 4 1 7 5 6 5 Staff 7.5 Sage (Super) 1 Mage Warp Wood, Shatter, Metal Fires

Fame 10, Hiring Cost = 200g, Upkeep 4g

Name Moves Melee Ranged Defense Resist HP Items Caster Skills Picks Spells
Bruferd the Skald 4 6 - 5 10 10 Melee 5 Courage 2 Any# Heroism, Guardian Wind, Resist Magic
Himani the Trickster 4 6 - 6 6 8 Dual Melee - Agility, Charmed, Lucky 1 Fighter -
Krugow the Shaman 4 2 7 6 6 7 Staff 7.5 Healer, Missile Immunity, Purify, Swimming 2 Mage Stone Skin, Earth to Mud, Elemental Armor
Lythdria the Crusader 4 7 - 5 7 7 Melee 5 Accuracy, Might 1 Any# Star Fires, Holy Weapon, Heroism
Muddy the Javenlineer 4 5 5 6 6 8 Bow - Archery, Swimming 2 Archer -
Vylarro the Acolyte 4 3 7 5 6 5 Staff 10 Healer, Missile Immunity, Prayermaster 1 Mage Healing, Holy Armor, True Sight
Zyntor the Commander 4 7 - 5 6 8 Melee - Constitution, Cunning, Discipline, Leadership 1 Fighter -

Fame 20, Hiring Cost = 300g, Upkeep 6g

Name Moves Melee Ranged Defense Resist HP Items Caster Skills Picks Spells
Draythe the Summoner 4 1 8 5 7 6 Staff 12.5 Missile Immunity, Sage 1 Mage Fire Elemental, Air Elemental, Earth Elemental
Eraane the Bandit 4 5 7 5 6 7 Bow - Accuracy, Agility 2 Archer -
Mephek the Dark Elf 4 7 7 5 9 7 Melee / Staff 7.5 Arcane Power 3 Any Life Drain, Wraith Form, Animate Dead
Nelthu the Enchantress 4 1 8 5 6 5 Staff 10 Arcane Power, Missile Immunity 2 Mage Blur, Invisibility, Haste
Ootum the Witch Doctor 4 6 - 5 6 8 Melee 10 Curse, Intimidation, Life Stealing 3, Power Drain 1 Any# Black Sleep, Feeblemind, Weaken, Summon Zombies
Rime the Ice Draconian 5 7 - 6 7 8 Melee - Cold Breath 5, Cold Immunity, Constitution, Flying, Might, Scouting 2 2 Fighter -
Savvien the Curate 4 3 7 5 6 5 Staff 10 Courage, Healer, Missile Immunity 2 Mage Healing, Raise Dead, Mass Healing
Tawgir the Trapper 4 6 6 5 6 8 Bow 5 Archery, Long Range, Might, Pathfinding - Web, Earth to Mud, Cracks Call
Trugoron the Guardian 4 7 - 5 7 9 Melee - Agility, Constitution, Courage, Defender (Super) - -

Fame 40 (Champions), Hiring Cost = 500g, Upkeep 10g

Name Moves Melee Ranged Defense Resist HP Items Caster Skills Picks Spells
Arkhellien the Realm Walker 4 1 8 5 8 5 Staff 12.5 Arcane Power, Missile Immunity, Plane Shift, Sage 2 Mage Guardian Wind, Banish, Magic Immunity
Azinakk the Chaos Mage 4 1 9 5 9 5 Staff 12.5 Arcane Power (Super), Armor Piercing, Convoker, Missile Immunity 2 Mage Warp Wood, Warp Creature, Warp Lightning, Warp Reality
Cyrenika the Valkyrie 5 7 7 7 7 7 Bow 5 Accuracy, Archery, Flying, Forester 2 Archer# Healing, True Sight, Invulnerability
Freck the Troll 4 9 - 4 8 9 Melee - Constitution, Might, Regeneration 1 Fighter -
Gregorio the Gladiator 4 9 - 5 7 9 Melee - Accuracy, Agility, Armor Piercing, Constitution, First Strike, Legendary, Might 1 Fighter -
Jyndokhan the Wanderer 4 7 7 5 6 8 Bow + Melee - Agility, Pathfinding, Summon Protective Spirit 3 Archer -
Nobir the Marksman 4 4 9 5 6 8 Bow - Accuracy, Archery (Super), Forester, Leadership, Legendary 1 Archer -
Quinne the Blademistress 4 8 - 5 6 7 Dual Melee - Accuracy (Super), Agility, Charmed, Lucky, Thrown 4 - -
Rovan the Centaur 4 6 7 5 7 8 Bow - Archery, Cunning, Lucky, Pathfinding, Scouting 3 2 Archer -
Slyloc the Nightblade 4 8 - 5 9 7 Melee - Accuracy, Invisibility, Might 2 Fighter -
Synlia the Ravager 4 1 *3 5 10 5 Staff 15 Arcane Power, *Chaos, Missile Immunity - Disrupt, Magic Vortex, Disintegrate, Call Chaos
Wynzella the Minstrel 4 7 - 5 6 8 Melee 15 Cunning, Curse, Legendary, Stun 1 Any# Confusion, Vertigo, Mind Storm, Creature Binding
Xeth Nyrrow the Ancient 4 8 8 6 7 8 Melee / Staff 12.5 Accuracy, Agility, Arcane Power (Super), Might (Super), Purify - Crack's Call, Primal Tenacity, Entangle, Call Lightning
Zarvonax the Fiend 4 9 - 5 6 9 Melee 7.5 Cause Fear, Constitution, Intimidation, Might (Super) 2 Any# Cloak of Fear, Feeblemind, Berserk


Version History



Recognition & Contacting me

A special thanks to Alnakar, BiffLipstand, Narf the Mouse, Shadowtiger, Xeno Reaver, fellow MoM guinea pig testers players, many various artists of the Internet, and the MuHa dev team for helping me to get many parts of the mod working.

Discord (preferred): Xeth Nyrrow#4312

Steam: https://steamcommunity.com/profiles/76561198052343879

Email: xethnyrrow@hotmail.com

~ Xeth Nyrrow ~