Mythical Realms - Readme
Mythical Realms
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.
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.
-
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.
-
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
- Conjurer - Starts with the Summoning Circle spell.
- Charismatic - Now also gains the benefits of the Famous trait: begin the game with an extra 25 Fame plus doubles the chance of hiring heroes, recruiting mercenaries, and merchants selling magical items. Costs 2 Picks.
- 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.
- Lifebringer - Now also doubles the effect of the Healing and Mass Healing spells to heal 10 Hit Points.
- Runemaster - Starts with the Dispel Magic spell.
- Sage Master - Starts with both the Awareness and Detect Magic spells.
- Stonemason - Changed from +10 to +5 production and added +25% production in the capital.
Spell Changes
Arcane
-
Cosmic Spray - A new, Uncommon spell that launches 3 different spell
attacks at once on a target doing nature, chaos, and sorcery damage.
Spell damage and mana cost is selectable from 15 to 45 with each bolt
doing 5-15 damage.
- Magic Spirit - Movement increased to 3.
- Scrying - A new, Common Arcane spell that all wizards start the game with. It is the same as the Nature spell Earth Lore: Reveals the map in a 7 hex radius from a chosen hex on the map. Overland cost is 30 mana.
Chaos
- Call Chaos - Removed the chance of nothing or Healing enemies from happening, changed Fire Bolt to Fireball, changed Chaos Channels to Shatter, changed Warp Lightning to Lightning bolt (45 strength).
- Chaos Spawn - Removed Poison 4, added Illusions Immunity, Movement increased to 3, Defense increased to 8.
- Corruption - Renamed to Ravage, gives 1-5 gold in addition to corruption effects.
- Disrupt - Reduced casting cost to 5 mana.
- Fire Bolt - Maximum of up to 45 mana allowed to be used (up from 35, and originally 25).
- Fire Storm - Damage increased to 10.
- Gargoyles - Added Armor Piercing, added Missile Immunity, Hit Points increased to 6.
- Great Wasting - Gives 1-5 gold per hex ravaged. Increased to 8-16 hexes per turn, unrest increased to 4 Rebels.
- Hell Hounds - Casting cost raised to 60 mana and upkeep to 2 mana.
- Hydra - Melee Attack changed Melee Attack All which causes damage to all figures in the unit. Increased To Hit to +20%.
- Magic Vortex - Changed to a controllable battle summon, casting cost increased to 50 mana:
-
Figures = 1
-
Movement = 4
-
Melee = 8*
-
Defense = 7
-
Resistance = 10
-
Hit Points = 15
-
* Chaos damage - always hits but damage is halved to 4.
-
Magic Immunity
-
Poison Immunity
- Metal Fires - Bonuses raised to +2.
- Shatter - Reduces the target's melee, ranged, thrown, and breath attacks by 2. No longer has a Resistance check. Cost increased to 15 mana.
- 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 Creature - Changed the effects to be one of the following: 1) To-hit chance -10%, 2) Defense chance -10%, 3) Reduce movement by 2. Resistance check is now -3. Cost reduced to 10 mana.
- Warp Lightning - All enemies in battle are attacked by a strength 20 Lightning Bolt, Cost increased to 50.
Death
- Black Channels - Moved to Common taking Mana Leak's spot. Research reduced to 220, casting cost reduced to 50. Units now retain the ability to earn XP.
- Cloak of Fear - Overland cost reduced to 40 mana, in battle cost reduced to 5.
- Cloud of Shadow - Moved to Uncommon, swapping places with Subversion. Instead of the battle starting with Darkness cast, all attacking units suffer -2 Melee, -2 Resistance, and -10% defense chance. Research Points needed reduced to 620. Upkeep reduced to 2 mana.
- Cruel Unminding - Target now loses 5% - 10% of casting skill.
- Cursed Lands - Gains the effect of Famine's 50% less Food production in addition to 50% less production. Unrest increased to 3 Rebels, Cost increased to 200 mana, Upkeep increased to 5 mana.
- Demon Lord - Ranged attack increased to 15, added Missile Immunity, added Demon Flock spell that summons 3 demons in to one unit.
- Eternal Night - Instead of adding Darkness to all battles, it now causes all units not controlled by the caster to suffer -10% to hit, -10% defense chance and -1 resistance at all times unless they have magic or death immunity.
- Evil Omens - Now makes all spells cast by other wizards cost 50% more.
- Famine - Effects added to Cursed Lands and replaced by Soul Sacrifice: Sacrifice 10 Hit Points from a friendly unit to damage all enemies for 5 Hit Points. Can create undead, including the friendly unit.
- Mana Leak - Effects of Mana Leak have been combined with the Terror spell in to a new spell called Feeblemind which uses Terror's spot.
- Night Stalker - Added Non-Corporeal. Defense increased to 4, Hit Points increased to 12.
- Subversion - Moved to Rare, swapping places with Cloud of Shadow and replaced with Summon Apparition.
- Summon Apparition - A new, Rare summon that casts Death magic spells and lowers enemy resistance. Requires 1300 Research, Casting Cost 550 mana, Upkeep 8 mana:
- Figures = 1
- Movement = 3
- Melee = 15
- Defense = 6
- Resistance = 9
- Hit Points = 20
- +20% To Hit
- Non-Corporeal
- Cause Fear
- Weapon Immunity
- Death Immunity
- Illusions Immunity
- Poison Immunity
- Cold Immunity
- Caster 30 (Death spells)
- Haunt - Melee attacks reduce the target's Resistance by 2 (does not stack).
-
Summon Zombies - A new, Uncommon combat summon spell that takes over Black Channel's spot. Requires 500 research, Casting cost 30:
-
Figures = 6
-
Movement = 2
-
Melee = 4
-
Defense = 3
-
Resistance = 3
-
Hit Points = 3
-
+10% To Hit
-
Cold Immunity
-
Death Immunity
-
Illusions Immunity
-
Poison Immunity
- Terror - Renamed to Feeblemind: Combines the effects of the Terror and Mana Leak spells together. Costs 20 mana.
- Wall of Darkness - In addition to making the wall of darkness, all defending units gain +10% Defense chance and +1 Resistance. Upkeep lowered to 2 mana. No longer can be cast during battle. Casting cost reduced to 150, upkeep lowered to 2 mana.
- Warp Node - Can also be cast on unmelded nodes. Disables a node's counter magic and aura buff enchantments in combat (though the icons still show). The node will give very reduced power if melded with until the enchantment is dispelled.
- Wrack - Resistance check modifier changed from +1 to -1.
- Weakness - Renamed to Weaken: Lowers Defense and Resistance by 2. No longer has a Resistance check. Cost increased to 10 mana.
Life
- Guardian Spirit - Now has +10% to hit, 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.
- Heroism - No longer can target heroes.
- Holy Arms - Renamed Holy Armaments. Gives all normal units Holy Armor in addition to Holy Weapon. Casting cost increased to 1200 mana. Upkeep increased to 15 mana.
- Life Force - Effects added to Tranquillity and replaced with a new combat spell: Greater Healing - Heals one unit to full health. Costs 70 Mana.
- Lionheart - Bonuses reduced to +2 per category.
- Planar Seal - Upkeep increased to 10 mana.
- Prosperity - Casting increased cost to 350 mana. Upkeep increased to 5 mana.
- Tranquillity - Combined the effects of Life Force in to one spell. Decreased dispel strength to 400. Casting cost increased to 1200 Mana. Upkeep increased to 15 mana.
- Unicorns - Resistance to All lowered to +1, Movement increased to 4, added Healer, added Pathfinding, added Purifier.
Nature
- Behemoth - Added new skill Trample (strength 10): melee attacks and counter attacks cause an additional area of effect attack that targets all figures in the attacked unit. Melee reduced to 20, Defense increased to 11, Hit Points increased to 60, To-Hit increased to +30%
- 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.
- 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.
- Herb Mastery - Renamed to Herbal Invigoration. In addition to completely healing all units at the end of each turn, also gives +1 movement to all owned units. Upkeep increased to 20 mana.
- Ice Bolt - Added Coldness effect that reduces movement of the target by 1 for 2 turns.
- Ice Storm - Damage increased to 8.
- Nature's Eye - Renamed to Tree of Knowledge. Adds +5 Research bonus and gives defending town units Illusions Immunity. Casting cost increased to 125 mana. Upkeep increased to 3 mana.
- Pathfinding - Moved to Common, taking Wall of Stone's spot. Research Cost reduced to 60, overland cost reduced to 25 mana.
- Petrify - Added -3 resistance penalty.
- Primal Tenacity - A new, Rare 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, casting cost 50.
-
Stone Giant - Replaced with a new summon called Archdruids that has the same Research, Casting, and Upkeep costs:
- Figures = 4
- Movement = 3
- Melee = 5
- Ranged = 5 (Ammo 6)
- Defense = 5
- Resistance = 9
- Hit Points = 5
- +20% To Hit
- Forester
- Scouting 3
- Healer
- Purify
- Caster 20 (Nature spells)
- Wall of Stone - Moved to Uncommon, taking Pathfinding's spot 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.
- War Bears - Added +10% To Hit. Reduced casting cost to 60 mana.
- Web - Reduced resistance penalty to -1.
Sorcery
- Aura of Majesty - Now also gives a 25% discount to hiring heroes/mercenaries and on merchant prices. Stacks with the Charismatic trait.
- Banish - Casting cost increased to 35 mana, resistance penalty increased to -4, removed ability to add more mana to increase resistance penalty.
- Blur - Increased chance to avoid damage to 20%
- Confusion - Resistance penalty reduced to -2.
- 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.
- Floating Island - Movement reduced to 2, Hit Points reduced to 15.
- 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.
- Resist Magic - Bonus reduced to +3 Resistance.
- Stasis - Moved to very rare, taking Fortress of Flying's spot. Research Cost increased to 4000. Casting cost increased to 300 mana. Resistance penalty increased to -6.
- Time Stop - Upkeep increased to 500 mana.
- Vertigo - Added -3 resistance penalty.
- Wind Mastery - Reduced casting cost to 200 mana.
Buildings
- 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.
Race Changes
All Races
- Triremes, Galleys, and Warships all gain Scouting 2.
- Triremes gain Ranged 6 attack with 8 ammo plus Long Range.
- Galleys ranged attack increased to 8 and gain Long Range.
-
All Halberdiers units now have Armor Piercing and Negate First Strike
abilities.
-
Normal Ranged damage on all units lowered by 1 except where noted.
Barbarians
-
Berserkers Movement raised to 3.
Gnolls
-
Animists' Guild - Gnolls can now make this building which unlocks a new
unit, Hyenas:
- Construction Cost = 160
- Upkeep Cost = 4 Gold / 1 Food
- Figures = 6
- Movement = 4
- Melee = 4
- Defense = 2
- Resistance = 5
- Hit Points = 3
-
First Strike
- Shamans - Gnolls can now make Shaman units (Shrine required).
Halflings
-
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 3
-
Lucky
-
Slingers - Requires Fighters' Guild in addition to Armory, Ranged still 2.
High Elves
-
Magicians - Renamed to Druids who can now cast either Ice Bolt (20 strength)
or Earth to Mud instead of Fireball.
-
Pegasi - Increased Hit Points to 8, Increased Melee to 7, Increased
Defense to 5. Ranged still 4, added Forester. Cost increased to 200.
High Men
-
Magicians - Fireball spell increased to 10 strength.
-
Pikemen - Reduced Melee to 4 and cost to 60.
Klackons
-
Klackon cities have 30% unrest reduction if the capitol is also Klackon
(up from 20%).
-
Shipyards and Maritime Guilds - Klackons can now make these buildings which
also unlocks the construction of Galleys and Warships.
-
Engineers - Now have a normal Ranged 1 attack with 8 ammo (doesn't show
animation).
Lizardmen
-
Animists' Guild - Lizardmen can now make this building which unlocks a new
unit, Flying Serpents:
- Construction Cost = 120
- Upkeep Cost = 3 Gold / 1 Food
- Figures = 2
- Movement = 4 (flying)
- Melee = 6
- Defense = 6
- Resistance = 8
- Hit Points = 7
- Poison 4
- Illusion Immunity
-
Holy Bonus +1
Nomads
-
Pikemen - Reduced Melee to 4 and cost to 60.
-
Horsebowmen - Added First Strike.
-
Rangers - Increased Hit Points increased to 3. Added Double Shot.
Orcs
-
New Orc unit, Ogres:
-
Requires = Armorers' Guild
-
Cost = 160
-
Upkeep = 4 Gold / 1 Food
-
Figures = 2
-
Movement = 3
-
Melee = 8
-
Ranged = 4 (boulder)
-
Ammo = 2
-
Defense = 8
-
Resistance = 8
-
Hit Points = 8
-
Cold Immunity
-
Fire Immunity
-
Missile Immunity
-
Poison Immunity
-
Stoning Immunity
-
Wall Crusher
-
Magicians - Renamed to Storm Callers and now cast Lightning Bolt
(strength 20) instead of Fireball.
-
Wyvern Riders - Increased Melee to 6, added Cold Breath 4, Poison
lowered to 4.
Beastmen
-
Beastmen - Can now make all buildings.
-
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 1
-
Distract - Melee attacks cause the targeted unit to suffer -10% defense chance.
- Centaurs - Ranged still 3, increased ammo to 8, added Forester.
-
Magicians - Renamed to Conjurers and now cast Summon Fire Elemental
instead of Fireball.
-
Manticores - Reduced Poison to 4, added Ranged 4 attack (4 ammo),
increased Hit Points to 8, increased Melee to 7, increased Defense to 5,
increased Resistance to 7, increased Movement to 4, increased cost to 200.
Requires Fantastic Stables.
-
Minotaurs - Increased Movement to 3.
Dark Elves
-
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.
-
Nightmares - Added Immolation.
Draconians
-
Air Ship - Requires Armory in addition to Ship Yard.
Ranged attack lowered to 8.
-
Doom Drakes - Requires Fighters' Guild in addition to Stables.
Resistance lowered to 6.
-
Magicians - Fireball spell increased to 10 strength.
Dwarves
- Golem - Added Illusions Immunity, added Missile Immunity. Defense increased to 10.
-
Steam Cannon - Added Wall Crusher.
Goblins
-
Removed unrest bonus from Goblin, Orc, and Troll cities when Goblins are
the capitol race.
Trolls
-
Mammoth Riders - Added a Ranged 5 Boulder attack (doesn't show
animation).
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
- Myrran
- Growth Rate -10%, +0.5 power per 1k population, x2.5 base unit costs
- Base units receive +2 resistance, +1 hit points, and Swimming
- Racial Units: Shock Eels, Elders, Medusa
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
- Arcanian
- Growth Rate +0%, x1 base unit costs
- Base units have no modifiers
- Racial Units: Pikemen, Occultists, Specters
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
- Arcanian
- Growth +20%, x1.5 base unit costs, 3 production per worker
- Base units receive +2 figures, -1 melee
- Racial Units: Rock Thrower, Igniters, Contraption
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
- Arcanian
- Growth Rate -20%, x2 base unit costs, +1 Power per population
- Base units receive +2 resistance
- Racial Units: Anomaly, Crystal Drakes, Illusionists
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
- Myrran
- Growth Rate +0%, x2 base unit costs, +1 Power per population
- Base units receive +2 resistance and armor piercing
- Racial Units: Tempest, Evokers, Storm Jammer
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:
- Bahgtru the Orc Warrior
- Brax the Dwarf
- B'Shan the Dervish
- Gunther the Barbarian
- Klicky the Klackon
- Mufahd the Pikeman
- Quaspolk the Alchemist
- Rakir the Beastmaster
- Serena the Healer
- Shuri the Huntress
- Skirrathi the Pyromancer
- Theria the Thief
- Umsha the Sorceress
- Valana the Bard
- Zaldron the Sage
Hero Skills
- Archery - New skill available to bow using heroes only. Increases a hero's normal ranged attack by +1 for every 2 levels. Super Archery gives 50% more.
- Blademaster - Renamed to, "Accuracy" and made available to all heroes.
- Convoker - New skill available to mage heroes only. Gives +1.5 Power per level to your Wizard (no super version available).
- Courage - New skill available to all heroes. In combat, gives +1 HP per figure to all allies (no super version available).
- Cunning - New skill available to all heroes. In combat, all enemies suffer -10% to defense chance (no super version available).
- Defender - New skill available to all heroes. Grants +0.25 Defense (+0.33 for super) per level to normal units in the stack.
- Discipline - New skill available to all heroes. In combat, gives +10% to hit to all allies (no super version available).
- Intimidation - New skill available to all heroes. In combat, all enemies suffer -10% to hit (no super version available).
- Legendary - Now gives +4 gold (+6 with super) per level in addition to Fame and made available to all heroes.
- Noble - Removed from the game and its effects have been combined in to Legendary at a reduced amount.
Hero Adjustments
-
Fame 0
- Brax the Dwarf - Added Courage.
- B'Shan the Dervish - Removed Noble, added Legendary.
- Rakir the Beastmaster - Removed Caster 5 skill, added summon Rakir's Giant Spider, added 1 Fighter pick.
- Valana the Bard - Melee increased to 5, HP increased to 7.
-
Zaldron the Sage - Added 1 Mage pick.
-
Fame 5
- Greyfairer the Druid - Added 1 Mage pick, added Primal Tenacity spell
-
Reywind the Warrior Mage - Melee increased to 5, ranged increased to 5 ranged, defense increased to 5 defense, added 1 Any pick.
-
Tumu the Assassin - Removed Poison 5, Added Cunning, Melee increased to 6.
-
Fame 10
- Aureus the Golden One - Weapon slot changed to Melee/Staff, added 1 Any pick. Added Warp Wood and Metal Fires spells.
- Jaer the Wind Mage - Added Convoker, Ranged increased to 7.
-
Marcus the Ranger - Reduced Ranged back to 5.
-
Fame 20
- Spyder the Rogue - Removed Leadership, added Cunning, added 1 Fighter pick.
-
Yramrag the Warlock - Added Convoker.
-
Fame 20/40 (Champions)
- Mystic X the Unknown - Now requires 40 fame, has a 500 gold hiring cost, and 10 gold upkeep. Melee increased to 8, ranged increased to 8, defense increased to 5, caster increased to 10. Added Blur and Invisibility spells.
- Alorra the Elven Archer - Added Archery, reduced Ranged back to 8, removed 1 Any pick.
- Deth Stryke the Swordsman - Removed Legendary, added Discipline, increased Melee to 8.
- Elana the Priestess - Removed Noble, added Convoker. Removed Holy Word spell, added Greater Healing spell.
- Mortu the Black Knight - Removed Legendary, added Intimidation.
- Ravashack the Necromancer - Removed Life Stealing 1, added Create Undead. Removed Black Sleep spell, added Summon Zombies spell.
- Sir Harold the Knight - Removed Noble, added Courage.
- Warrax the Chaos Warrior - Added Lightning Bolt and Flame Strike spells.
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
Version 1.0.9b (2024-10-27): 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 Ravager - 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 15, 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.
-
(1.0.9.a): Fixed not being able to take Alacrity and Charismatic traits at the same time.
-
(1.0.9.a): Fixed Hydra To Hit rate to be 50%.
-
(1.0.9.b): Fixed creatures with life stealing not having their regular attacks work against death immune targets.
Version 1.0.8a (2023-8-28): Rise of the Soultrapped DLC and Steam Workshop update: The #1 most popular mod on Nexusmods is now available on the Steam Workshop!
-
Added compatibility for the Rise of the Soultrapped DLC (not required for Mythical Realms).
-
Mythical Realms mod added to the Steam Workshop.
-
Fixed multiple units missing sound effects.
-
Fixed Goblins no longer have 0.5 power per population.
-
Fixed Fallen Men Bowmen now have 1 Ranged attack.
-
Fixed Removed swimming from all Voltar units, but added to Voltar Tempests.
-
New wizard added: Xeth Nyrrow - has 3 each of Chaos, Nature, and Sorcery spell books plus Runemaster and Node Mastery traits.
-
Stonemason trait changed from +10 production to +25% production in the capital.
-
Call Chaos - Removed the chance to cast Healing on enemy units.
-
Fire Bolt - Maximum of up to 45 mana allowed to be used (up from 35).
-
Fire Storm - Damage increased to 10.
-
Gargoyles - Now have Armor Piercing.
-
Shatter - Reduces the target's melee, ranged, thrown, and breath attacks by 2. No longer has a Resistance check. Cost increased to 15 mana.
-
Warp Creature - Changed the effects to be one of the following: 1) To-hit chance -10%, 2) Defense chance -10%, 3) Reduce movement by 2. Resistance check is now -3. Cost reduced to 10 mana.
-
Black Channels - Moved from Uncommon to Common, taking Mana Leak's spot. Casting cost reduced to 50, research cost reduced to 220.
-
Cloak of Fear - Overland cost reduced to 40 mana, in battle cost reduced to 5.
-
Eternal Night - Instead of adding Darkness to all battles, it now causes all units not controlled by the caster to suffer -10% to hit, -10% defense chance and -1 resistance at all times unless they have magic or death immunity.
-
Ghouls - Replaced Poison 1 with Life Stealing 1. Upkeep increased to 2 mana.
-
Mana Leak - Effects of Mana Leak have been combined with the Terror spell in to a new spell called Feeblemind which uses Terror's spot.
-
Summon Zombies - A new Uncommon, combat summoning spell that takes Black Channel's spot. Requires 500 research:
-
Mana Cost = 30
-
Figures = 6
-
Movement = 2
-
Melee = 4
-
Defense = 3
-
Resistance = 3
-
Hit Points = 3
-
+10% To Hit
-
Cold Immunity
-
Death Immunity
-
Illusions Immunity
-
Poison Immunity
-
Terror - Renamed to Feeblemind: Combines the effects of the Terror and Mana Leak spells together. Costs 20 mana.
-
Weakness - Renamed to Weaken: Lowers Defense and Resistance by 2. No longer has a Resistance check. Cost increased to 10 mana.
-
Wrack - Resistance check modifier changed from +1 to -1.
-
Guardian Spirit - Now has +10% to hit.
-
Behemoth - Added new skill Trample (strength 10): melee attacks and counter attacks cause an additional area of effect attack that targets all figures in the attacked unit. Defense changed to 11, Melee reduced to 20, To-Hit increased to +30%.
-
Ice Bolt - Added Coldness effect that reduces movement of the target by 1 for 2 turns.
-
Ice Storm - Damage increased to 8.
-
Fortress of Flying - Moved to rare, taking Stasis' spot. Casting cost reduced to 300 mana. Research Cost decreased to 1500.
-
Stasis - Moved to very rare, taking Fortress of Flying's spot. Casting cost increased to 300 mana. Resistance penalty increased to -6 from -5. Research Cost increased to 4000.
-
New Orc unit - Ogres:
-
Requires = Armorers' Guild
-
Cost = 160
-
Upkeep = 4 Gold / 1 Food
-
Figures = 2
-
Movement = 3
-
Melee = 8
-
Ranged = 4 (boulder)
-
Ammo = 2
-
Defense = 8
-
Resistance = 8
-
Hit Points = 8
-
Cold Immunity
-
Fire Immunity
-
Missile Immunity
-
Poison Immunity
-
Stoning Immunity
-
Wall Crusher
-
High Elf Druids can now cast either Ice Bolt (20 strength) or Earth to Mud.
-
High Men and Draconian Magicians' Fireball spell increased to strength 8.
-
Draconian Air Ship ranged attack lowered to 8.
-
Fallen Men Specters Doom Gaze lowered from 2 to 1.
-
Mystics Anomaly unit Mana Leak skill changed to Word of Recall.
-
Voltars now gain +1 (up from +0.5) power per 1k population.
-
Version 1.0.7a (2023-5-9): Archery Heroes update
-
Normal ranged attack heroes (ones with a bow weapon slot) can now get a new skill called Archery: increases a hero's normal ranged attack by +1 for every 2 levels. Super Archery gives 50% more.
-
4 new, "Archer" heroes added:
-
Iswen the Scout (Fame 5)
-
Muddy the Javelineer (Fame 10)
-
Tawgir the Trapper (Fame 20)
-
Cyrenika the Valkyrie (Fame 40 - Champion).
-
Adjusted several hero skills.
-
Voltars growth rate changed from -20% to 0% and unit costs are reduced from x3 to x2.
-
Voltar Tempest defense increased from 5 to 7.
-
Corrected various description errors.
-
Version 1.0.7a fixes an issue with Atlantean and Mystic Priests not having enough mana to cast Healing and Beastmen Conjurers (Magicians) not having enough mana to summon Fire Elemental.
-
Version 1.0.6 (2023-4-7): Fixed a bug preventing Dwarven Steam Cannons from being produced.
-
Version 1.0.5 (2023-4-6): Fixed a bug causing all nodes to lose node enchantments due to Warp Node code change.
-
Version 1.0.4 (2023-4-4): Update for compatibility with patch 1.06.44 released 2023-4-4 with the following changes:
-
Spell AI adjustments for the following spells:
-
Herbal Invigoration
-
Lionheart
-
Metal Fires
-
Tree of Knowledge
-
Aura of Majesty - Now also gives a 25% discount to hiring heroes/mercenaries and on merchant prices. Stacks with the Charismatic trait.
-
Chaos Spawn - Movement increased to 3, Defense increased to 8.
-
Great Wasting - Gives 1-5 gold per hex ravaged. Increased to 8-16 hexes per turn, unrest increased to 40%.
-
Magic Vortex - Changed to a controllable battle summon, casting cost increased to 50 mana:
-
Figures = 1
-
Movement = 4
-
Melee = 8*
-
Defense = 7
-
Resistance = 10
-
Hit Points = 15
-
* Chaos damage (is halved to 4)
-
Magic Immunity
-
Poison Immunity
-
Warp Node - Can be cast on unmelded nodes. Disables a node's counter magic and aura buff enchantments in combat (though the icons still show). Will give very reduced power if melded with until the enchantment is dispelled.
Version 1.0.3 (2023-3-17): Fixed a bug when a neutral Arch Angel unit casts the Healing spell.
Version 1.0.2 (2023-3-16): Fixed several units not showing graphics.
Version 1.0.1 (2023-3-14): Fixed a bug with Atlantean Bowmen not working in battle.
Version 1.0.0 (2023-3-13): Initial release.
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 ~