recursal/Fanatic-Fandom huggingface dataset:
Divine Tetrad

The Divine Tetrad is a formal term for the four divinities which, together, encompass all of reality. It comprises Azathoth, Yog-Sothoth, Shub-Niggurath, and Nyarlathotep.￼

## **Cosmology**

Within the Zharnoth cosmology, all possible laws of physics are manifested. A countably infinite number of these are unique, resembling only themselves, and vanishing into the noisy multitude of cosmic configurations "surrounding" them; however, some configurations are such that they are self-replicating, in a sense, infinitely reflecting their own existence within themselves. These particular mathematical structures are uncountably infinite, and so act as preferred bases for reality itself. The form this self-reflection takes varies, but often manifests as intelligence, self-awareness, or consciousness (none of the three necessarily implying the existence of the other two, though they certainly can coexist).
Azathoth

"They danced insanely to the high thin whining

Of a cracked flute clutched in a monstrous paw

Whence emanate the aimless waves whose chance combining

Gives each frail Cosmos its eternal law"

H. P. Lovecraft, "Fungi From Yuggoth"

Azathoth is the absolute source of all creation. Among the Zhar, It is wholly mindless and without will, yet absolute in Its mastery of creation. For this reason, the Crawling Chaos regards It with both contempt and subservience.
Shan

The Shan are the former inhabitants of the planet Shaggai, who have been scattered across the Cosmos by their homeworld's destruction.

## **Biology**

The Shan are carbon-based organisms, similar to terrestrial life. How much they converge upon terrestrial norms at a microscopic or cellular level is unknown. What is known is that, relative to Earth, Shaggai had a significant amount of chlorine in its atmosphere and water for life to take advantage of when generating compounds. The Shan are small organisms roughly the size of a pigeon, which exhibit convergent anatomical characteristics with insects. They have a segmented body covered in armor akin to chitin plating. The frontal segment comprises the creature's cephalon, the primary feature of which is three crude, featureless orifices--two on bottom, one on top, aligned with the Shan's limb rows. These primarily act as sensory organs, being both the Shan's method for chemoreception to "taste" the air, as well as crude cup eyes that can sense light and its direction. They also act as the means to intake water when a Shan needs to hydrate. The middle segment of a Shan is the thorax, which is oblong and considerably longer than the head or rear segment, containing most of the internal organs and bearing all of the Shan's limbs. A Shan bears two rows of jointed legs in its undercarriage, numbering six pairs in total. Shan have simple pincers at the end of each limb, wreathed in prehensile tactile cilia. On a Shan's back is a third row of limbs. In an adult Shan, the dorsal limbs are offset at an angle, half sticking out to the left and half sticking out to the right. The direction of each limb alternates: limbs 1-3-5 might tilt left, while limbs 2-4-6 tilt right, for example. Each set is connection by a membrane of photosynthetic webbing, so that they can be used both as a sail to collect energy and as a method for powered flight. The last segment of a Shan's body is the heavily armored pygidium, and primarily serves them in reproduction--it contains their equivalent to an ovipositor.

The Shan's armor plating is formed out of fused, interlocking triangular scales of teflon. These scales bulge out convexly because as the Shan grows new, larger layers of plating are added to them from below, much like the osteoderms of an armadillo or the plates of a tortoise shell.

## **Technology and Magic**

**[Kirlian Phasing, Teleporting Temples, Singularity Idols]**
Great Race

The Great Race are one of the major precursor races that have colonized Earth in the deep geological past. They are referred to as such because they are the only race to wholly, systemically master the use of time travel--though it also largely due to the fact that they are fascists, and view themselves superior to all other sapient beings.
Hastur

Cassilda, meekly: "So you've conquered all of Hastur, then?"

The King: "**WE *ARE* HASTUR. WE HAVE MERELY RECLAIMED YHTILL FROM THE INFESTATION WHICH HAS PLAGUED IT.**"

*The King in Yellow*

Hastur is one of the five Lloigor--though It might be more accurately described as a Zharnos--which are present on Earth.
Star Fires

## Spell

**Cost : 12 MP**

**Research : 160 RP**

**Perform a strength 23 attack on target fantastic creature in combat.**

### Developer Comments

*While Life is not expected to be able to do direct damage on normal units which it is meant to protect, treating summoned units as non-life and harming them is perfectly acceptable and is the only type of damage spell the realm gets.*
Barracks

A **Barracks** is a type of Building. It can be constructed in any town belonging to any race, and has no prerequisites. Its base construction cost is  **125**, and it has no Upkeep Cost.

The **Barracks** improves all units generated in the city by one experience level, and also allows construction of a War College.

**(EDIT: Is this paragraph true for Caster of Magic?)** If pressed for Gold, a **Barracks** can be sold back for  **10**.

## Description

A **Barracks** is simply a large hall which serves to house military personnel - in this case the recruits who will later form Normal Units constructed at a town. It raises the experience of such units by 30 EXP (ie. one level).

The building is a large rectangular structure, filled with dormitory rooms for the recruits. Many windows line its sides. The top of the structure has a flat roof surrounded with parapets - probably so that it can be used as a defensive fortification in case of attacks (though this has no real effect in-game).

## Races and Construction

All Races in the game with the exception of halflings have access to the **Barracks**. No other Buildings are required in order to create a **Barracks** - it is available for construction as soon as a town becomes capable of producing anything.

## Continuous Effects

The **Barracks** raises the level of all new Normal Units created in the town to "Regular".

## Strategy

Because the **Barracks** improves all units generated in a city and has no maintenance cost, it is a strong option for any city that will produce military units.
World Map

## Changes from Master of Magic

*Water bodies with no connection to the ocean had to be removed, as they are pretty hard to overcome for AI players who don't know their ships will get stuck in those. Continent sizes have been limited to no more than 200 tiles, as continent based AI regrouping and movement is far too inefficient and slow otherwise. Existing ore types have been overhauled and one new type of ore has been added to make them more relevant to the gameplay. Unproductive and suboptimal tiles have been kept in the game, as a land that has uniformly useful tiles everywhere results in boring and uninteresting games. However treasure generation in encounter zones have been completely overhauled, as well as placing monsters into these, to ensure a fun, balanced, and varied experience. Extreme travels speeds escalate the effectiveness of unstoppable armies (that are available in very limited quantities due to their cost), by allowing them to be omnipresent, and conquer targets at insane speed, denying the enemy the chance to launch any counterattack. Due to this, some travel options have been changed to be less efficient.*

*Scouting range on many units was increased in the initial versions of Caster of Magic but I realized doing that was a mistake as it made it too easy to scout the entire world map and also too easy to notice incoming enemies and position stacks at a safe distance from threats, giving more tactical advantage to the player than intended, so now scouting ranges are closer to the original. This also makes stopping enemy scouts from discovering your cities and enabling their owner to curse them somewhat more manageable although still quite difficult.*

*Chain transportation is no longer possible. While you can still board a ship, move, and disembark the same turn, if you board another ship that wasn't used to move the unit, you can't transport the unit any further that turn. Additionally, you can't transport a unit if it already participated in combat that turn either.*
Aklo

Aklo is the language of existence, used by Zhar, Lloigor, lloigornos, and many of the mortals and other beings who have dealings with them. Grammatically, its structure resembles formal logic, and expresses concepts as conditional relationships rather than as absolute states of being. Aklo is integral to most Lovecraftian spellcasting, as the contorted, strained states of mind required to understand and express grammatically correct Aklo are precisely those that are necessary to achieve a Ghooric overlap between the spellcaster’s mind and the reality that they are attempting to alter.
Gnolls

**Gnolls**

*Gnolls are the most early game specialized militaristic race in the game. While they lack the powerful spike in unit power at the medium tier units Barbarian empires can take advantage of, they have outstanding early units and extremely fast movement, as well as a fairly good top tier unit. Gnolls are about exploring and conquering most of the world before other races start to be relevant, however they come with severe weaknesses to offset that potential. Lacking the Barbarian's Thrown ability and having no ranged units at all either, they have very hard time dealing with fighting enemies. While Gnoll units are super fast and have high attack power, they aren't any more durable than other races and the player has to find a way to keep expanding despite the lost units in battles. Gnoll ecnomy is bad, lacking advanced buildings and having no access to Magic Market and Wizards' Guilds makes Gnoll empires particularly bad magic users in the late game. They need to rely on conquering other races for that, which is especially difficult as more refined races generally hate Gnolls even more than Barbarians, and have really bad interracial unrest.*

**+60 Growth**

Spearmen, Swordsmen, Halberdier, Trireme, Galley

+2 Melee attack, + 1 Movement

Wolf Riders (80, Stables) : 7 Melee, 3 Defense, 5 Resistance, 5 Movement, 4 Figures, 4 Health. Pathfinding.

Jackal Riders (150, Armorer's Guild) : 6 Melee, 3 Defense, 5 Resistance, 4 Movement, 8 Figures, 3 Health. Cloak of Fear.

*Wolf Riders offer the extreme early mobility and military power no other race has. The melee bonus ensures the generic units like swordsmen and halberdiers are highly effective, and the movement bonus makes them able to easily corner and destroy enemies that try to evade them. Jackal Riders offer a powerful late game unit, especially for buff based strategies due to the very high figure count, but taking advantage of the Fear ability, it can be used effectively to destroy a wide range of enemies.*
Philosophy

> The core goal of the mod is to keep the game as similar to the original as possible, while simultaneously maximizing the fun factor, achieved through improved game balance, smarter AI, and redesign of useless
> units, spells or other features that drag down the game - in other words, to draw out the full potential of what Master of Magic could have been.
>
>

> A heavy emphasis is placed on Magic and Spells, summoned creatures and artifacts dominate the game, while
>
>
> mundane economy and normal unit armies merely stay relevant through sheer quantity and exist to be
>
>
>
> outclassed by the much more limitedly available but powerful supernatural forces.
>
>

> Game balance is achieved through a vast array of powerful and diverse abilities and spell effects, all of which
>
>
> having an appropriate amount of counters. Game mechanic changes keep all of the above in mind, and are
>
>
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> specifically trying to be AI friendly to make sure the AI can provide a sufficient level of challenge.
>
>

> Obviously, the mod also aims to fix all the bugs and other oversights that exist within the original game.
>
>
> I would like to give my thanks to all the people who kept providing me with feedback and bug reports on the
>
>
>
> forums or uploaded gameplay videos to help me make this game as good as possible. Many thanks to Sapher, Nelphine, and all the others. I'd also like to give special thanks to Hadriex who provided me with the art for two of the new units, Wild Boars and Gorgons, and regularly has streams of playing Caster of Magic on Youtube.
>
>

> Seravy
>
>

> Caster of Magic developer
>
>

> http://seravy.x10.mx/Wordpress
>
>
Hero Type

*While heroes start to appear at turn 30, some more exploitable hero types will not show up until slightly later turns to ensure the player has just the right amount of time to use them for snowballing. The latest hero to show up is the Ninja, as Invisibility is extremely powerful and exploitable, and can win the game if found early on its own.*

*This of course only refers to the early game - beyond turn 80 or so, all heroes will be available, needless to say only if you have the necessary Fame and gold, or obtain them from other sources that don't require any such as finding a Prisoner. Champions still don't show up as Prisoners though, it was considered, but that would undermine the role of building up fame or casting Summon Champion too much.*
Summoning Circle

## Spell

**Cost:** 0 MP

**Research Cost:** 160 RP

Moves your Summoning Circle to the chosen city.

### Developer Comments

*It really makes no sense that you have to spend time and cast a spell just to be able to change the city of summoning, when you can summon ANYWHERE during combat. To make it worse, you can end up having to wait a turn to cast it, and forgetting why and where you wanted to move/ what you wanted to summon. Note that the two spells that could have been abused by this Cost, Recall Hero and Word of Recall, are not available. Finally, the zero cost makes it AI friendly, as the AI lacks the concept of a long term plan and needs to move their circle frequently to ensure they'll have relevant forces everywhere.*

*(The AI moves the circle every turn, to one of three possible targets at a 1/3 chance each: their Fortress, their selected “Frontier City” or the next city in their queue of moving the city through every city one at a time. This ensures AI forces will be concentrated where they are needed most, but each city also gets a few summoned creatures in their garrison. The Frontier City is the AI's city that's located on a continent where the AI has the fewest and other wizards the most number of cities, the exact formula I don't remember but it's likely in the changelog somewhere.)*

*I wouldn't mind moving the circle to be a UI feature instead, but having to pay a small research cost to get the ability makes sense and I like to keep this idea. The important part is to be able to move it for free once you learn how.*
Magic Spirit

Meld
 Non-Corporeal

## Spell

### Developer's Comments

*This is a necessary spell to be able to meld nodes. It's also a decent early game scout, as it can move through any terrain at the same speed, although it doesn't really stand out as much as it seems - building the lowest tier ship or a few cavalry is cheap and they can explore even faster. These used to threaten the AI though by destroying their freshly planted outposts, literally denying the AI players from having any cities other than their starting one at minimal cost, and if sea was in the way, at no risk of retaliation.*

*Fortunately, this issue was solved by making freshly created outposts spawn a swordsmen unit which is enough to defend them against lone magic spirits.You still start the game with this spell, so even if you picked no overland spells you have something to cast. The AI has been significantly improved and is now able to summon and send more than one of these towards unclaimed magical nodes at the same time.*
Barbarians

**Barbarians**

*The original design of Barbarians was to be the only race that has no access to magical resources and virtually anything economical, but in exchange have powerful, fast, efficient military units. Playtesting unfortunately showed this design is not viable and locks out the race as playable for most realms and strategies, thus Barbarians had to gain the ability to at least have some minimal magical infrastructure. While they still specialize in military, and are the only race in the game incapable of producing magical weapons, their economy is now enough to make them playable. Barbarians gained two new units, as for a military specialized race, having only one type of unit, Berserkers, which are not particularly versatile and work well specificaly with one realm of magic, is not acceptable. Barbarian population grows quickly to support the need of large early military production potential, but lacking most lategame economy buildings, they can't tale advantage of that through peaceful strategies. Barbarians typically generate high unrest in more sophisticated races, but militaristic races work well under their rule. Their medium tier units are nearly as powerful as top tier units from other races, but they don't have a top tier of their own.*

**+90 Growth**

**+30 Outpost growth**

Spearmen, Swordsmen, Bowmen, Cavalry, Shaman, Trireme, Galley, Warship

-1 Resistance, + 1 To Hit, Pathfinding, Thrown 1

Settler costs 33% less.

Berserkers (100, Fighter's Guild) : 7 Melee, 3 Thrown, +1 To Hit, 3 Defense, 3 Resistance, 3 Movement, 6 Figures, 3 Health. Pathfinding.

Spellzerkers (120, Wizard's Guild) : 3 Melee, 5 Thrown, +1 To Hit, 4 Defense, 6 Resistance, 3 movement, 4 Figures, 4 Health, Caster 20, Pathfinding.

Gladiators (120, Colosseum) : 5 Melee, 4 Thrown, +2 To Hit, 6 Defense, 5 Resistance, 3 movement, 3 Figures, 6 health, Large Shield, Pathfinding.

*Berserkers offer the most figures and best attack power, making them an amazing unit for buffing and killing things, but they're super vulnerable and generally risky to use against enemies that can use unit curses on them that they have a hard time resisting. Spellzerkers are similar in role as magicians, they work well in garrisons due to their decent resistance and hit points, and while they have no ranged attacks, they have Caster 20 to have some sort of way to indirectly harm enemies, as well as very high Thrown and good hit points which they can take advantage of to hurt enemies in melee combat, usual Magicians would never even think about. Gladiators offer fewer figures but they are a lot more durable and have more defense and resistance. Unlike most other Barbarian units, they are effective against ranged enemies due to their shield, and work well without relying on buffs or magic support.*
World Map Creation

## Developer Comments

*Similarly to wizard options, the aim here was to ensure maximal replayability by providing more options. Climate and Mineral settings were added. The cost of Myrran has been reduced to ensure the races on the Myrror plane are much more accessible. There are 5 separate levels of Magic Power setting to control node power, 5 land size settings, and 7 separate difficulty levels to ensure players of all skill level can have fun.*

## Staring World Creation

### Climate Settings

The **Dry** climate setting adds more deserts and reduces the amount of swamps and rivers. The **Wet** climate does the opposite : fewer deserts but more swamps and rivers.

## Mineral Settings

Minerals can be Fair, Rich or Poor. On the **Rich** setting, some otherwise Myrror exclusive minerals can appear on Arcanus in very small amounts and both the quantity and quality of minerals is higher. On the **Poor** setting, minerals will be quite rare and usually the less valuable kind.

## Difficulty Settings

The **Easy** difficulty level is recommended for complete beginners. The AI receives a resource penalty and intentionally plays worse. The **Normal** difficulty level is recommended for the first few playthroughs of the mod, if you already played 4X games before, or Master of Magic in particular. The AI gets no advantage here, and is still holding back on strategies as well as being prohibited from using custom wizards or starting on Myrror. **Fair** is an alternate version of the Normal difficulty, the AI will no longer hold back on most strategies, and can create their starting wizard without restriction, but they still don't get much of an advantage otherwise. **Advanced** gives the AI a small resource advantage while **Expert** gives a relevant amount. These are recommended for regular playing if you're already familiar with the mod. **Master** and **Lunatic** are very hard difficulties where the AI gets a fairly large bonus (however still much less than in MoM 1.31) and might use some strategies that specifically take advantage of this fact. Use these for additional challenge once you found your favorite and most effective strategies.

## Land Size Settings

Land comes in sizes of **Tiny, Small, Fair, Large, and Huge**. Different amount of land favors different strategies, so be careful with this setting. Choosing one that doesn't suit your strategy might make the game significantly more difficult than it otherwise would be on the same difficulty level.
Housing

One of the two non-building options for a city to build in its "building queue". This option converts the city's production into population growth.

The formula for calculating that growth is:

+170 \*

(Terrain Maximal Population + Racial Growth Modifier - 8)/13 \*

Max(1.3 - 0.1 \* Current Population, 0) \*

(Non-rebel and Non-optional-farmer population/Current Population)
Dispel Magic

## Spell

**Cost:** 10-50 MP

**Research Cost:** 640 RP

All spells on the target unit have a Cost/(Dispel Cost+Cost) chance to resist, otherwise they are dispelled.

### Developer Comments

*This is necessary to make sure the super powerful buff stacking strategies are kept in control. In particular, highly buffed units tend to* *take no damage, allowing their owner to keep destroy even very powerful enemies without losing anything in the process. This is far too* *efficient as you can pretty much destroy a full enemy stack each turn by a single one of your units. However, Dispel Magic ensures you* *lose something: the buffs themselves, in the process, and will need to constantly resupply your “forces” by recasting those* *enchantments, similarly to how regular strategies need to build new troops as reinforcements after a major battle.*

*More importantly it* *also ensures you can't risk letting a single unit fight a whole army: getting hit by a successful Dispel Magic at that timing will likely* *spell doom for the entire unit. So you still need to dedicate a reasonable amount of resources towards winning battles and can't* *excessively snowball. Dispel Magic has a fairly high research cost for a “common' tier spell, ensuring there is a small timeframe to* *enjoy unit enchantments before having to worry about it, giving Life wizards who have nothing else, a bit of a breathing room*

*Furthermore, it ensures those unit curses AI players employ to cause the player to lose units, such as Confusion, will be an efficient* *deterring factor as intended at least for the very early turns when snowballing too much would have critically unbalancing* *consequences. The formula for the dispelling was kept as is, so it's not very effective against single spells, but very powerful on targets* *that have many enchantments stacked.*

***Additionally, a new rule was added that unit curses has double the normal resistance**: this* *is necessary because to cast a unit curse it needs to succeed at a resistance roll itself, meaning it requires a lot more effort to use than* *the cost would otherwise imply. Without this rule Dispel Magic was far too effective at negating Confusion or other similar effects. It's still pretty good at it, but not good enough that you can consistently expect to survive getting hit by those spells. Of course this applies* *for the early game - later dispelling those is trivial as more mana and skill is available to do so.*
Sprites

Flying

## Developer's note

Unlike bears, Sprites are a more tactical unit - they fly and shoot but are extremely fragile. Their cost and vulnerability to any direct damage spell makes them pretty bad to use against other wizards as each Sprite unit lost to an enemy spell will set your army size back by several turns, and this keeps in check the huge strategic potential of having a flying ranged attacker. What Sprites truely excel at is claiming nodes and treasure for their owner, as nonflying melee monsters can't do a thing while the Sprites destroy them slowly, one at a time. Many test games were played to ensure sprites are neither overpowered treasure hunters that return with vast riches, nor a situational useless unit that every once in a while manages to salvage a few gold coins. While it seems like it works without issues, a lot of fine tuning and specific details had to be added to the lair monster generation algorhitm to guarantee the chance of generating targets that are vulnerable to the Sprite strategy are frequent enough for the startegy to be reliable, but don't include extremely high reward targets too often. For that reason, spawning Great Wyrms had to require them to never be alone or grouped with other sprite-vulnerable monsters. In the later phases of development, the gold and mana crystal loot from treasure has been halved as the originally planned amounts proved way too much, which reduced the efficiency of this strategy somewhat, but it's still a good strategy nonetheless - while it won't yield enough resources to build up a vast military on that alone, it will still provide you with enough to be relevant, and of course, the treasure you fight might include other, more valuable things like good artifacts, spells, or even spellbooks or heroes. This fine tuning of monster generation however, was well worth the effort, as it also ensures diverse contents in the encounter zones that provide players with some good targets for all kinds of strategies.

# Strategy

## How to use

Sprites are great for clearing nodes without flying and ranged units.

Normally you should avoid using them against other wizards as they die too fast to any damaging spell.
Halflings

**Halflings**

*Halflings are the opposite of Gnolls, the least militaristic race in the game, perfectly suitable for peaceful economy based strategies. As they have no military power to speak of on their own, interracial unrest is the lowest for them among all races when conquering others, to allow a Halfling ruler to effectively build units of other races, should they be dragged into a war, or playing a specialized conquest based strategy despite their bad military power. Halflings kept the increased food producing ability from the original game mainly for flavor, as food is much more available in Caster of Magic with troops only costing 1/2 to maintain each. However, to keep the race relevant, they gained the new ability to produce research, which is ideal for peaceful strategies that win through reaching Spell of Mastery or the Very Rare tier first. When playing as Halfings, the player has a choice between building all Halfling cities which gives them maximal economy and research potential, or take advantage of the unrest tables and conquer other races which allow for military diversity at the price of less research. Halfling units are Lucky, but their baseline stats are so low, the increased chance to hit or defend doesn't help them out that much. While additional unit levels could mitigate this issue, the race cannot building Barracks or War Collages to achieve that easily.*

**+60 Growth**

**+40 Outpost growth**

**+1 Research per population.**

**+1 Food per Farmer.**

**Military units are more expensive.**

Spearmen, Swordsmen, Magicians, Shaman, Catapult, Trireme, Galley

-1 Melee attack, Lucky.

Spearmen and Swordsmen have +2 figures.

Slingers (100, Fighter's Guild) : 1 Melee, 4 Ranged, 1 Defense, 4 Resistance, 2 Movement, 8 Figures, 1 Health. Lucky.

*Just like in the original game, Halflings are super effective when buffed due to the high figure count and additional hit chance. Halfling slingers with enough buffs can obliterate even very rare creatures with relative ease. However, as testing has proven, they are no longer as overpowered as they used to be thanks to the improved AI. While the unit is powerful, the AI will now be able to counter buffed Slingers through the spells Warp Wood and Guardian Wind, as well as Invisibility and Walls of Darkness, and they will typically use Magicians as garrisons which are immune to the projectiles from Slingers.*
Blood Magic

Blood Magic is the type of Magic that draws its power from sacrifice, may it be a humanoid or animal sacrifice. A life **must** be taken to complete the ritual and/or incantation. The size and quality of the magic are tied to the number of sacrifices.

Blood Magic is a very specific type of Magic where the caster must be devoted and clear of mind to be able to utilize. All forms of Magic demands precision and can be fatal and/or cause great harm to the caster if they fail to focus or perform the ritual correctly. Emotions play a huge role in how different aspects of Magic can be used, and the danger and consequences of using it.

**Blood Magic is the darkest form of Magic as it requires a sacrifice to fuel its power.** This type of Magic is mainly used for Curses, Plagues, Substance Control, and in rare cases, controllable reanimations.

This means if your character is using Blood Magic, there needs to be sacrifices made, be it human or animal. Blood Magic is not looked at as a "good thing". It's evil. It's not meant to be flaunted around.

(From Espen on the AoC Discord)

The Cold Embrace has practitioners of blood magic, but much like Arcane, Blood Magic is a form of channel magic.

This means that in order to practice Blood Magic you need to draw that power from something dead which once held power, and/or recently sacrificed beings.

Arcane works in a similar fashion, albeit, its power is drawn from objects like Artifacts and such, and not living/dead entities.

Something to note in relation to the Cold Embrace though, is that they allow for the use of Blood Magic unlike, say, Felgarth. Amongst the orders, this form of magic is very much frowned upon.

**Factions 100% Against Blood Magic:** Elvanor, Stormhold, The Elven Covenant, Felgarth
Orcs

**Orc**

*Orcs are Caster of Magic's most generic race, which can do pretty much anything but excels at nothing - a role typically given to humans. This makes it fairly similar to what they used to be in the original Master of Magic game - a reliable race with no drawbacks or advantages for your late game strategy that only wants the resources and doesn't really care about being able to produce good units, as victory is achieved either through summoning good monsters, or through peaceful economy reaching the highest tier spells, either way, through specializing entirely into the usage of magic. To support this role, they have the best growth rate of late game races, and their troops cost less maintenance to ensure you can afford to wage war without having to redirect resources from your magical goals towards military funding. Needless to say, good growth and inexpensive units also work decent at more aggressive strategies, if you can overcome the lack of having powerful units through various ways of buffing them.*

**+90 Growth**

**-10 Outpost Growth**

**-1 gold unit maintenance**

Spearmen, Swordsmen, Bowmen, Halberdiers, Shaman, Cavalry, Catapult, Magician, Trireme, Galley, Warship, Engineers

Horde (75, Armorer's Guild) : 6 Melee, 5 Defense, 5 Resistance, 2 Movement, 8 Figures, 2 Health, Negate First Strike, Large Shield.

Wyvern Rider (150, Fantastic Stables) : 7 Melee, 5 Defense, 7 Resistance, 4 Movement, 2 Figures, 10 Health, Poison 6, Flying.

*The race has by far the most diverse set of generic units, and even their unique unit is as generic as possible, being just a slightly stronger halberdier with more figures and Large Shield to resist ranged attacks better. The maximal figure count ensures the buffs based strategies work very well for the race, and thanks to the shield, they unit is expected to survive and reach enemies despite having only the baseline 2 movement. Wyvern Riders lack the good damage output of Griffons, as their Poison ability only deals relevant damage to units with low resistance which is much less likely to happen by the time they come into play, and while they have the 20 hit points, without First Strike, they get damaged and killed when engaging enemies fairly quickly. Nonetheless, the unit does enable the race to have access to flying, completing their “can do everything but excels at nothing” role.*
Caster of Magic Wiki

**Welcome to the Caster of Magic Wiki!**
We're a collaborative community website about Caster of Magic that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Magical Realms

Chaos RealmDeath RealmLife RealmNature RealmSorcery RealmArcane Realm
## Important articles

Questions? See the Frequently Asked Questions (FAQs)
World Map Creation
## | Buildings | Character Creation

Caster of Magic is a fan-made "2.0" version of the classic DOS game Master of Magic. That game was a bit of a cross between a Civilization-style conquest game, and a Magic: The Gathering-style magic tactical battle game.

This wiki describes various aspects of the game, from the spells available in it, to the customization options (or "Retorts") for your Wizard, to the units and buildings they can create.

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
The Cold Embrace

Read more about The Cold Embrace here.

The Cold Embrace is made up of two different groups: the Knights of Empyrus and The Sanguis Unit.

This is a **secret** organization, to the point that most of it's member do not even know they are actually members of the Cold Embrace. Most members are normal humans, but there are other races who are recruited usually as spies. Members who betray the Cold Embrace are hunted down and brought to justice by the Inquisitors. There are 10 Inquisitors within the ranks of The Cold Embrace.

The glowing blue eyes of The Cold Embrace are a very rare thing. Those with the glowing blue eyes have them because they have been magically enhanced. This is only for the Inquisitors and a special division of the Empyrus Knights.
Disenchant Area

## Spell

**Cost:** 50-250 MP

**Research Cost:** 1280 RP

Dispel overland curses on the target map tile.

### Developer Comments

*Mass dispelling is contrary to the design goal of making magic matter and has no place to exist in Arcane. It should only be available in the realm that specializes in dispelling which is Sorcery, and even there is needs limitations. Also note the ability to spend 250 mana on this was insane. Nonetheless, the players need the ability to dispel one particular thing, and that's curses on their cities and nodes. So Disenchant Area has been reassigned for that role and can't dispel anything else.*
Grey Lotus

Grey Lotus in liquid form causes madness. The madness causes the effected to become a raving berserk that attacks everything in sight with unnatural strength. The victim has no control of himself and will kill and destroy until the effect wears off in a few minutes.

Grey Lotus in powder form, and can be blown into the face of enemies. It causes madness within the affected.
Lotus Roleplay Wiki

**Welcome to Lotus Roleplay Wiki!**
Hello! Welcome to the Wiki for Lotus Roleplay. Here you will find more information and lore for the Lotus Roleplay server. The lore used for LotusRP follows Conan lore, which you can find a ton of at CLA on Discord. We also follow lore from the mod Age of Calamitous, which you can find their wiki on WorldAnvil here. With Espen's permission I have also added lore he's given us outside of the wiki, that we have asked questions on for RP purposes.

### LotusRP

* Backstory
* The Map
* Available Transmogs
* Races
* Factions
* Magic
* Elarikan Plague
* Uses For Plants & Herbs
* The Outer Dark

### LotusRP Mods

* Lotus Roleplay Mod

* Lotus Roleplay Additions
* LotusRP Decor & More
Lotus Roleplay Mod

This mod is created by Jay, one of the admins at Lotus Roleplay.

You can find it on the steam workshop, here: https://steamcommunity.com/sharedfiles/filedetails/?id=2100108502

## **CHANGES**

Terrain:

* Changed the Green Cursewall slightly. It's now Red, and can be seen from slightly farther away.
* Cleaned up the Xel-ha Docks. Removed Rubble, and leveled out the ground, getting rid of the foliage inside the ruins.
* Added a bridge that extends to the opposite end of the river at the Xel-ha Docks.
* Removed sand from ruins
* Removed shipwrecks from the water surrounding the docks.
* Made a new section of the map with it's own little curse wall for Wargames.
* Added trees to the new section for a better, more consistent look.
* Added a permanent bridge leading to the volcanic forge
* Made some additions to "Tavern Island" on the river
* Added O's garden along the frozen river on the Highlands side.

Weather Changes:

* Attempted to remove Fog
* Removed Wetness
* Removed Lightning storms in all biomes (good for light sensitive players)
* Added 1% Chance for snow in Jungle/Swamp (Severity 100)
* Added High Chance for snow in Highlands (Severity 86+)

Others:

* Icons for lotus seeds, plants, dust adjusted.
* Growing recipes for crimson, frost, yellow, purple now use regular compost.
* Dry lotus flowers into seeds.
* Plants that didn't make spices before in the grinder now do.
* Seed output from regular plants adjusted higher.
Yellow Lotus

Yellow Lotus is a narcotic used for trances and visions. The lotus itself is sometimes seen in these visions, and it could be that the flower itself has influence in them.

Incense made from Yellow Lotus can be found in several varieties:

* A half-dose of Yellow Lotus induces sleep in a willing target.
* A full dose can help with preparing or readying spells for that day..
* Burning and inhaling two doses of Yellow Lotus, heavily increase magic spells.

Within the game, as far as mechanics go, Yellow Lotus is used as a attribute/feat wiping potion.
Purple Lotus

The Purple Lotus juices produce temporary paralysis. Using purple lotus, the mind can sense everything but has no control at all over the body. Sorcerers are known use this flower in small doses to free their mind from their bodies. The potion looks and smells like clear water and is undetectable. In normal doses, it has the power to paralyze those who drink, ingest or breathe its fumes.

In a concentrated powder, one pinch of this dust will make those effected find their minds dulled and their wits slowed.
AoC - Elves

Elves from AoC are broken up into 3 species: The Akachena, The Stryth, and Zychlunes.

Some of the information added here is lore questions Espen has answered, but the lore does not yet appear on the WorldAnvil, and is able to change depending on how he put things on the World Anvil in the end..

To find out more about them from the AoC World Anvil: Elves.

### Akachena

The Akachena are part of The Elven Covenant.

### Stryth

The Stryth are part of The Shadaerion Dominion.

The Stryth created the Vanghoul.
Recipes - Lotus Roleplay Additions

## **HANDCRAFTED**

Bone!

* Bone

Fetch Stick

* Branch

Pillow 1(2, 3, & 4)

* Pillow

Throw Pillow 1(2, 3, & 4)

* Pillow

Rolled Up Scroll

* Papyrus Scroll

Snowball!

* Ice

Silken Wraps

* Layered Silk
* Aloe Extract
* Honey
* Frost Lotus Potion

Fishy Slappy

* 10 Fish
* 20 Salt

## **TORTURER’S WORKTABLE**

Blunted Daggers

* 5 Branches
* 4 Iron Bars
* 10 Leather

Blunted Steel Daggers

* 5 Branches
* 4 Steel Bars
* 10 Leathers

## **IMPROVED BLACKSMITH’S BENCH**

Composite Blunted Dagger

* 2 Black-Ice Composite
* Short Handle
* 2 Composite Obsidian

Composite Large Truncheon

* 4 Black-Ice Composite
* Long Handle
* 4 Composite Obsidian

Composite Truncheon

* 2 Black-Ice Composite
* Short Handle
* 2 Composite Obsidian

## **IMPROVED CARPENTER’S BENCH**

Stunbow

* 7 Branch
* 13 Thick Leather
* 13 Silk

Reinforced Stunbow

* 6 Shaped Wood
* 13 Thick Leather
* 13 Silk
* 5 Steel Bar

Composite Stunbow

* 2 Black-Ice Composite
* Sturdy String
* 2 Composite Obsidian

Heavy Blunted Arrow

* 10 Branch
* 2 Steel Bar
* 2 Feather

Composite Blunted Arrow

* 10 Branch
* Black-Ice Composite
* 2 Feather
* Composite Obsidian

## **FROST FORGE**

Composite Black-Ice

* 10 Black Ice
* 1 Star Metal Bar
* 5 Alchemic Base
Histories

## **THE BEGINNING**

    The mortals of the material plane do not know whether or not nothing or many *somethings* existed at the beginning, but do know that magic was the first aspect to be considered important. Magic, which is a concentrated power of potential, is understood as the first living god, **Liym**. Liym lived alone in the endless dark expanse. Their mindless and all-conscious existence attracted the second known god, known in plane terms as the physical form matter, **Pagum**. Pagum placed their arms around Liym and created the core of the Earth and the concept of love, which begets all other things. Love is the final true deity and the creator of consciousness, called **Ahiv** by their children.

    The first creatures to come into being exist in the second layer of the planet. By virtue of existing first, they are more concentrated in magic and are more powerful. Liym shares their power with all things that breathe, and grows weaker when there are more. Included among the first creatures are the Great Dragons, which are large enough to walk on the surface of the planet in a hundred steps. The center layers, known as planes, are not constrained by the size of the uppermost layer, due to Liym's own chaotic nature. Pagum is a lawful god and keeps the material plane stable. Magic in the world acts as if it is finite, a force stretched thin supporting all living things—but creatures of matter will never need to fear entropy.

## **WORLD HISTORY**

    Celestial and magic-attuned races originated from layers underneath the surface plane (dragonborn, elves, aasimar, etc.), separated from those originating on the surface (humans, dwarves, gnomes, etc.). Around 70,000 years ago, due to unknown causes, the Great Dragons living in Valturi began acting out of turn and clawed their way through the planes, from the center of the planet outward. This brought races from the inner layers outward, where some have settled in modern times. The resultant damage of the Dragons' journey can still be found in some points of the world, such as the circle of islands to the east of Kitarryn, or the wastes in Malgacor.

    The Dragons then broke through the atmosphere, opening the world to a terrible chaos in the stars. This began a centuries-long war—the Blighted Ages—that only ended when one Dragon died, Lacidere. Lacidere's body fell on the continent of Malgacor, which became an expansive mountain range that reaches into other kingdoms. Where Lacidere's blood was spilled created an uninhabitable ground where nothing can grow and dark forces are born. When this Dragon fell, the rest gave up their quest to reach the ends of the stars and returned to Valturi, sealing all the other layers of the planet behind them with the help of mortal mages. This gave way to a tradition in many kingdoms where magic-users played a heavy role in government and protection. In the wake of the havoc of the war, the Material layer gained a new host of creatures and culture with them, including some demonic children from the outer spaces. Still it would be thousands of years before the planet could recover enough to start flourishing.
Dominion

Read more about The Shadaerion Dominion.

(The information below is a work in progress, but was given to us for use in Roleplay.)

**The Hierarchy of the Dominion**

Ascendant of the Night is the Emperor/Empress title, aka. the ruler of the Dominion.

Council Member of the Circle, these are branch commanders of the Dominion and they answer only to the Ascendant.

Servant of the Circle, these are elite guards of the Council. Sort of like the Royal Guard, except they hold much more responsibility in warfare.

Vash'ari of the Legion is the equal to a General of the Army, within the 'Pure' sub-race.

Seeker of the Lost is the leader of the 'Lost' Stryth Elves.

Warden of the Touched is the leader of the 'Touched' Stryth Elves.

All of which answers to the Ascendant of the Dominion.
The Outer Dark

The Outer Dark is akin to a Lovecraftian nightmare. It is a place that is incomprehensible by a mortal brain, especially those of normal humans, elves, orcs, etc. Those who enter the Outer Dark can become corrupted, diseased, maimed by a creature of the Outer Dark, driven completely insane, or killed. Any buildings and landscapes within the Outer Dark are from destroyed worlds pulled in by horrible beasts.

The Outer Dark exists outside the normal realm of time. The Grove and The Exiled Lands themselves live within "protected pockets" of the Outer Dark. Map Rooms and Portals use something similar to these protected pockets for magical travel.

If you speak to Razma after obtaining her key, she will talk about the Outer Dark.

This means that just simply looking into the Outer Dark drove her to a point of madness to where the Witch Queen took over her mind and body.
Lotus Roleplay Additions - Feats

#### **THRALL TAKER**

* Blunted Daggers (Torturer’s Table)
* Blunted Steel Daggers (Torturer’s Table)
* Stun Bow (Carpenter’s Bench)
* Heavy Blunted Arrow (Carpenter’s Bench)
* Composite Stunbow (Improved Carpenter’s Bench)

#### **SKIRMISHER**

* Fetch Stick (Handcrafted)
* Bone! (Handcrafted)

#### **BEDSHAPER**

* Pillow 1 (Handcrafted)
* Pillow 2 (Handcrafted)
* Pillow 3 (Handcrafted)
* Pillow 4 (Handcrafted)
* Throw PIllow 1 (Handcrafted)
* Throw Pillow 2 (Handcrafted)
* Throw PIllow 3 (Handcrafted)
* Throw Pillow 4  (Handcrafted)

#### **FROST SMITHING**

* Black Ice Greatsword (Frost Temple Smithy)
* Black Ice Warhammer (Frost Temple Smithy)
* Black Ice Daggers (Frost Temple Smithy)
* Black Ice Spear (Frost Temple Smithy)
* Black Ice Shield (Frost Temple Smithy)
* Composite Blunted Dagger (Blacksmith’s Bench)
* Composite Truncheon (Blacksmith’s Bench)
* Composite Large Truncheon (Blacksmith’s Bench)
* Composite Stunbow (Improved Carpenter’s Bench)
* Composite Blunter Arrow (Carpenter’s Bench)
Elemental Magic

Elemental Magic is the ability to control and manipulate the environment around the caster. With this form of Magic, the caster is able to destroy, move or transform objects of nature.

Elemental Magic is the type of Magic that draws its power from nature to manipulate the surroundings. However, **the elements can only be controlled in their own environment**, meaning water can't appear out of thin air in a desert as an example. Elemental Magic requires a direct trade-off between elements in order to be cast, where a piece of nature must be sacrificed to complete the incantation.

Elemental Magic is the easiest Magic to cast as it can be channeled between objects instead of the caster. However, all forms of Magic demands precision and can be fatal and/or cause great harm to the caster if they fail to focus or perform the ritual correctly. Emotions play a huge role in how different aspects of Magic can be used, and the danger and consequences of using it.

Elemental Magic consists of, as far as AoC lore, **Earth, Fire, and Air**. As far as server lore, we have seen people use other elements like lightning, ice, snow, etc. Obviously, we are bound to what it available to use resource and magic wise for visual effects.