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Содержание
Введение
Lords of Magic – это пошаговая стратегия для Microsoft Windows, разработанная компанией Sierra On Line для операционных систем Windows 95/98. Игра задумывалась как сочетание элементов Heroes of Might and Magic II и Lords of the Realm II. Специальное издание также включает в себя дополнение Legends of Urak – набор из пяти отдельных квестов, сюжет которых не связан с основной кампанией игры.
Lords of Magic is a turn based strategy Microsoft Windows game designed for Windows 95/98 by Sierra On Line. The game was intended to combine elements of Heroes of Might and Magic II and Lords of the Realm II. The special edition also contains the Legends of Urak quest pack, a set of five individual quests that revolve around stories unrelated to the main plot of the game.
Геймплей
Мир полон скитающихся монстров и стационарных построек, кишащих ими. Lords of Magic заметно отличается от других стратегических игр тем, что в ней представлена лишь одна карта, с которой каждая вера начинает в разном месте. Это приводит к некоторой повторяемости, частично компенсируемой встроенным редактором карт. На протяжении всей игры игроки путешествуют по фэнтезийному миру Урак (разделенному на 8 отдельных регионов, по одному для каждой веры), создавая армию, состоящую из лучников, пехоты, кавалерии и существ. Игровой процесс на глобальной карте пошаговый; здесь игроки управляют городами и перемещают свои армии. С началом битвы игровой процесс переходит в режим реального времени. Чемпионы и Лорды могут быть экипированы сокровищами, найденными в подземельях или полученными от других фракций. По мере развития игры многочисленные безбожные банды будут пытаться подорвать экономику и прогресс вер. Также присутствует гибкая система дипломатии, позволяющая взаимодействовать с другими фракциями для торговли или обмена исследованиями. Главная цель игры – победить Балкота, Повелителя Смерти, любыми средствами. После первого прохождения игры игроки могут начать новую игру за Балкота с целью завоевания всего Урака. Лорды – это персонажи-аватары, используемые игроком. Они похожи на чемпионов, но отличаются по цвету и имеют более высокие характеристики. Когда лорд погибает, вера исключается из игры, если только игрок не обзавёлся "наследником". Наследники получаются путем налаживания дружеских отношений с другой верой, а затем освобождения их великого храма до того, как это сделает она, в этом случае вера переходит к игроку, а ее лорд становится наследником. Существует восемь различных фракций: жизнь, смерть, порядок, хаос, воздух, земля, огонь и вода. Каждая фракция представляет свой элемент собственным набором юнитов, героев и заклинаний. Герои в игре представлены тремя типами, предлагающими уникальный игровой процесс и тактику. Это Воин, Вор и Маг. Воин – специалист по ближнему бою, лучше всего подходящий для ведения армий в сражение. Вору лучше всего работать в одиночку, он способен красть деньги и заниматься шпионажем. Вор может даже похищать других героев, выкупая их за деньги и артефакты. Маг очень слаб и имеет мало здоровья, но может использовать заклинания, способные переломить ход битвы в пользу его армии, призывая могущественных монстров или обрушивая огонь и молнии с тыла. В игре доступно более 160 различных заклинаний, уникальных для каждой фракции. Эти заклинания делятся на четыре типа: "атакующие", "защитные", "для открытой местности" и "общие знания". Также можно обнаружить и собрать более 90 различных артефактов. Игра включает в себя одиночный режим и ограниченные многопользовательские возможности в локальной сети и через Интернет.
The world is filled with wandering monsters and fixed buildings filled with monsters. Lords of Magic is notably different from other strategy games in that it has only one map, with each faith starting at a different location. This results in a somewhat repetitive nature, counteracted somewhat by a supplied map editor. Throughout the game, players travel across the high fantasy land of Urak (which is split into 8 distinct regions, one for each faith), building an army composed of archers, infantry, cavalry, and creatures. The overworld map gameplay is turn based; here, players manage cities and move their armies. When beginning a battle, the gameplay switches to real time. Champions and Lords can be equipped with treasures found throughout dungeons or from other factions. As the game progresses, many faithless marauding parties will attempt to disrupt the faith's economies and progress. There is also a loose diplomacy system that can be used to interact with other factions as well for trade or the exchange of research. The main goal of the game is to defeat Balkoth, Lord of Death, by any means necessary. After finishing the game once, players can begin a new game as Balkoth with the goal of conquering all of Urak. Lords are the avatar characters used by the player. They are like champions, but colored differently and have higher stats. When a lord dies, the faith is removed from play, unless the player has obtained an "heir". Heirs are obtained by befriending another faith, then liberating their great temple before they have, in which case the faith becomes the player's and their lord in turn becomes the heir. There are eight different factions: life, death, order, chaos, air, earth, fire, and water. Each faction represents their element with their own set of units, heroes and spells. The Heroes of the game consist of three different types which offer unique game play and tactics. They are Warrior, Thief and Mage. The Warrior is a close combat specialist who is best at leading armies into battle. The Thief works best alone, being able to steal money and spy. The Thief can even kidnap other heroes, ransoming them for money and artifacts. The Mage is very weak with low hit points, but can use spells which can change the entire battle in his army's favor, summoning great monsters or raining down fire and lightning from behind the front lines. There are over 160 different spells and they are different for each faction. These spells are divided into four types: "offensive", "defensive", "overland" and "general knowledge". There are over 90 different artifacts as well to discover and collect. The game includes a single player mode and limited multiplayer features on LAN and the Internet as well.
История
Действие игры происходит в стране Урак. Люди этого мира поклоняются одной из восьми религий. Каждая религия имеет свою противоположность в круговороте жизни, и последователи этих верований – непримиримые враги. Атмосфера игры – высокофантазийная, вольно вдохновлённая произведениями Толкина и Dungeons & Dragons. Балкот, Владыка Смерти, начал кампанию по уничтожению всех остальных верований в честь тёмного бога Голгофа. Другие владыки спешат пополнить свои ряды, чтобы защититься от этой мрачной угрозы, но и раз и навсегда уничтожить своего извечного врага. Каждая вера обладает своими сильными и слабыми сторонами. Важно отметить, что полярные противоположности каждой веры (например, Хаос и Порядок, Огонь и Вода) начинают игру крайне враждебно по отношению друг к другу. Дипломатия между этими фракциями возможна, но затруднена. Однако у всех вер (кроме самой Смерти, стремящейся к мировому господству) есть общая конечная цель: победить Смерть.
The game takes place in the land of Urak. The people of this world worship one of eight religions. Each religion has an opposite in the circle of life and the people of those faiths are bitter enemies. The atmosphere of the game is high fantasy, loosely inspired by the works of Tolkien, as well as Dungeons & Dragons. Balkoth, the lord of Death, has embarked on a campaign to destroy all other faiths in honor of the dark god Golgoth. The other lords scramble to expand their ranks to defend themselves against this dark threat but also to once and for all destroy their lifelong nemesis. Each faith has its own weaknesses and strengths. One of these considerations is that each faith's polar opposite (e. g., Chaos vs. Order, Fire vs. Water) begins the game extremely hostile to its counterpart. Diplomacy is possible between these factions but difficult. However, all faiths (other than Death itself, which strives for global conquest) have the same ultimate goal: to defeat Death. LifeReferred to as the "Elddren", the followers of life are elves who fight with oaken staves and bows. Their structures are carved out of trees with white bark and golden leaves and they are at home in the woods. Their land is a distinct vibrant green. Life has the strongest archers in the game, but suffer from weak melee fighters. Eventually they can summon Pegasus riders and the mighty phoenix. DeathThe Dark Elves who follow Golgoth. They inhabit the swamps and marshes of Urak and are feared for their potent necromancy, spear throwers and cavalry. They have very few weaknesses, the greatest one being that that other faiths are initially hostile toward them, and their relationships will automatically depreciate over time. Their special creatures are the vampire and lich. EarthBased heavily on the hobbits and dwarves of Tolkien, the Earth Folk live in giant mushrooms and earthen burrows. They have the slowest movement speed of any faction, an often crippling weakness, but make up for it in the endurance and strength of their warriors. They can summon golems and the Great Worm. AirIn Urak, both storm giants and fairies make their homes among the clouds. Air Mages are renowned for their incredible magic and their giants wield massive swords that can topple foes. They suffer from weak cavalry but typically their armies march quickly and unhindered. Eventually they can summon a storm dragon. FireThe volcanoes and lava filled caves are home to the faith of Fire, a people composed of both Giants and Dwarves. Their magic is destructive and their offense relentless. They can do large amounts of damage but often can't handle much themselves. They can eventually summon a mighty dragon who can destroy armies on its own. WaterThe Amazons rule the waters in Urak. The Water people live in coral encrusted homes by the shores. They benefit from the strongest ships in the game by a margin so large that most faiths can't even compete for dominance. They also have strong cavalry and warriors and quick scouts. They suffer from lacking a special creature that succeeds on land and from poor archers. They are the only faith that can summon more than one legendary creature, the Giant Arachnids. OrderHeavily based on the legends of Camelot, the members of Order represent a typical medieval fighting force. Plate armored knights and hardy crossbowmen make up their ranks. The faction of Order is the most well rounded in the game but suffer from not excelling in any field. Also, in the regular game their city is found close to the center of the game world, so an Order player who makes many enemies will quickly realize they have bitten off more than they can chew. Their special creatures are spirit warriors and Sir Lancelot of the Lake; when fully leveled, Lancelot is superior to the special creatures of the other factions. ChaosBarbarians who roam the mountain and plains of Urak. Living in a tribal society, these warriors excel at brute force, but lack in defense and marksmanship. Their warriors and horsemen can strike fear into many, but their laughable stickthrowers make effective ranged attacks next to impossible. They can summon a Hydra as their special creature. They also benefit, and sometimes suffer, from a chance based magic system. Their spells can either do great harm to their enemies, or themselves.
Жизнь. Последователи Жизни, известные как "Элддрены", – это эльфы, сражающиеся с дубовыми посохами и луками. Их сооружения вырезаны из деревьев с белой корой и золотыми листьями, и они чувствуют себя как дома в лесу. Их земли отличаются ярко-зелёным цветом. Жизнь обладает сильнейшими лучниками в игре, но страдает от слабости воинов ближнего боя. Со временем они смогут призвать всадников на пегасах и могущественного Феникса.
The game takes place in the land of Urak. The people of this world worship one of eight religions. Each religion has an opposite in the circle of life and the people of those faiths are bitter enemies. The atmosphere of the game is high fantasy, loosely inspired by the works of Tolkien, as well as Dungeons & Dragons. Balkoth, the lord of Death, has embarked on a campaign to destroy all other faiths in honor of the dark god Golgoth. The other lords scramble to expand their ranks to defend themselves against this dark threat but also to once and for all destroy their lifelong nemesis. Each faith has its own weaknesses and strengths. One of these considerations is that each faith's polar opposite (e. g., Chaos vs. Order, Fire vs. Water) begins the game extremely hostile to its counterpart. Diplomacy is possible between these factions but difficult. However, all faiths (other than Death itself, which strives for global conquest) have the same ultimate goal: to defeat Death. LifeReferred to as the "Elddren", the followers of life are elves who fight with oaken staves and bows. Their structures are carved out of trees with white bark and golden leaves and they are at home in the woods. Their land is a distinct vibrant green. Life has the strongest archers in the game, but suffer from weak melee fighters. Eventually they can summon Pegasus riders and the mighty phoenix. DeathThe Dark Elves who follow Golgoth. They inhabit the swamps and marshes of Urak and are feared for their potent necromancy, spear throwers and cavalry. They have very few weaknesses, the greatest one being that that other faiths are initially hostile toward them, and their relationships will automatically depreciate over time. Their special creatures are the vampire and lich. EarthBased heavily on the hobbits and dwarves of Tolkien, the Earth Folk live in giant mushrooms and earthen burrows. They have the slowest movement speed of any faction, an often crippling weakness, but make up for it in the endurance and strength of their warriors. They can summon golems and the Great Worm. AirIn Urak, both storm giants and fairies make their homes among the clouds. Air Mages are renowned for their incredible magic and their giants wield massive swords that can topple foes. They suffer from weak cavalry but typically their armies march quickly and unhindered. Eventually they can summon a storm dragon. FireThe volcanoes and lava filled caves are home to the faith of Fire, a people composed of both Giants and Dwarves. Their magic is destructive and their offense relentless. They can do large amounts of damage but often can't handle much themselves. They can eventually summon a mighty dragon who can destroy armies on its own. WaterThe Amazons rule the waters in Urak. The Water people live in coral encrusted homes by the shores. They benefit from the strongest ships in the game by a margin so large that most faiths can't even compete for dominance. They also have strong cavalry and warriors and quick scouts. They suffer from lacking a special creature that succeeds on land and from poor archers. They are the only faith that can summon more than one legendary creature, the Giant Arachnids. OrderHeavily based on the legends of Camelot, the members of Order represent a typical medieval fighting force. Plate armored knights and hardy crossbowmen make up their ranks. The faction of Order is the most well rounded in the game but suffer from not excelling in any field. Also, in the regular game their city is found close to the center of the game world, so an Order player who makes many enemies will quickly realize they have bitten off more than they can chew. Their special creatures are spirit warriors and Sir Lancelot of the Lake; when fully leveled, Lancelot is superior to the special creatures of the other factions. ChaosBarbarians who roam the mountain and plains of Urak. Living in a tribal society, these warriors excel at brute force, but lack in defense and marksmanship. Their warriors and horsemen can strike fear into many, but their laughable stickthrowers make effective ranged attacks next to impossible. They can summon a Hydra as their special creature. They also benefit, and sometimes suffer, from a chance based magic system. Their spells can either do great harm to their enemies, or themselves.
Смерть. Тёмные эльфы, поклоняющиеся Голгофу. Они обитают в болотах и топях Урака и внушают страх своей мощной некромантией, метателями копий и кавалерией. У них немного слабостей, главной из которых является изначально враждебное отношение других вер к ним, и их отношения автоматически ухудшаются со временем. Их особые существа – вампиры и личи.
The game takes place in the land of Urak. The people of this world worship one of eight religions. Each religion has an opposite in the circle of life and the people of those faiths are bitter enemies. The atmosphere of the game is high fantasy, loosely inspired by the works of Tolkien, as well as Dungeons & Dragons. Balkoth, the lord of Death, has embarked on a campaign to destroy all other faiths in honor of the dark god Golgoth. The other lords scramble to expand their ranks to defend themselves against this dark threat but also to once and for all destroy their lifelong nemesis. Each faith has its own weaknesses and strengths. One of these considerations is that each faith's polar opposite (e. g., Chaos vs. Order, Fire vs. Water) begins the game extremely hostile to its counterpart. Diplomacy is possible between these factions but difficult. However, all faiths (other than Death itself, which strives for global conquest) have the same ultimate goal: to defeat Death. LifeReferred to as the "Elddren", the followers of life are elves who fight with oaken staves and bows. Their structures are carved out of trees with white bark and golden leaves and they are at home in the woods. Their land is a distinct vibrant green. Life has the strongest archers in the game, but suffer from weak melee fighters. Eventually they can summon Pegasus riders and the mighty phoenix. DeathThe Dark Elves who follow Golgoth. They inhabit the swamps and marshes of Urak and are feared for their potent necromancy, spear throwers and cavalry. They have very few weaknesses, the greatest one being that that other faiths are initially hostile toward them, and their relationships will automatically depreciate over time. Their special creatures are the vampire and lich. EarthBased heavily on the hobbits and dwarves of Tolkien, the Earth Folk live in giant mushrooms and earthen burrows. They have the slowest movement speed of any faction, an often crippling weakness, but make up for it in the endurance and strength of their warriors. They can summon golems and the Great Worm. AirIn Urak, both storm giants and fairies make their homes among the clouds. Air Mages are renowned for their incredible magic and their giants wield massive swords that can topple foes. They suffer from weak cavalry but typically their armies march quickly and unhindered. Eventually they can summon a storm dragon. FireThe volcanoes and lava filled caves are home to the faith of Fire, a people composed of both Giants and Dwarves. Their magic is destructive and their offense relentless. They can do large amounts of damage but often can't handle much themselves. They can eventually summon a mighty dragon who can destroy armies on its own. WaterThe Amazons rule the waters in Urak. The Water people live in coral encrusted homes by the shores. They benefit from the strongest ships in the game by a margin so large that most faiths can't even compete for dominance. They also have strong cavalry and warriors and quick scouts. They suffer from lacking a special creature that succeeds on land and from poor archers. They are the only faith that can summon more than one legendary creature, the Giant Arachnids. OrderHeavily based on the legends of Camelot, the members of Order represent a typical medieval fighting force. Plate armored knights and hardy crossbowmen make up their ranks. The faction of Order is the most well rounded in the game but suffer from not excelling in any field. Also, in the regular game their city is found close to the center of the game world, so an Order player who makes many enemies will quickly realize they have bitten off more than they can chew. Their special creatures are spirit warriors and Sir Lancelot of the Lake; when fully leveled, Lancelot is superior to the special creatures of the other factions. ChaosBarbarians who roam the mountain and plains of Urak. Living in a tribal society, these warriors excel at brute force, but lack in defense and marksmanship. Their warriors and horsemen can strike fear into many, but their laughable stickthrowers make effective ranged attacks next to impossible. They can summon a Hydra as their special creature. They also benefit, and sometimes suffer, from a chance based magic system. Their spells can either do great harm to their enemies, or themselves.
Земля. Основанные на хоббитах и гномах Толкина, жители Земли живут в гигантских грибах и земляных норах. Они обладают самой низкой скоростью передвижения среди всех фракций, что часто является серьёзным недостатком, но компенсируют это выносливостью и силой своих воинов. Они могут призывать големов и Великого Червя.
The game takes place in the land of Urak. The people of this world worship one of eight religions. Each religion has an opposite in the circle of life and the people of those faiths are bitter enemies. The atmosphere of the game is high fantasy, loosely inspired by the works of Tolkien, as well as Dungeons & Dragons. Balkoth, the lord of Death, has embarked on a campaign to destroy all other faiths in honor of the dark god Golgoth. The other lords scramble to expand their ranks to defend themselves against this dark threat but also to once and for all destroy their lifelong nemesis. Each faith has its own weaknesses and strengths. One of these considerations is that each faith's polar opposite (e. g., Chaos vs. Order, Fire vs. Water) begins the game extremely hostile to its counterpart. Diplomacy is possible between these factions but difficult. However, all faiths (other than Death itself, which strives for global conquest) have the same ultimate goal: to defeat Death. LifeReferred to as the "Elddren", the followers of life are elves who fight with oaken staves and bows. Their structures are carved out of trees with white bark and golden leaves and they are at home in the woods. Their land is a distinct vibrant green. Life has the strongest archers in the game, but suffer from weak melee fighters. Eventually they can summon Pegasus riders and the mighty phoenix. DeathThe Dark Elves who follow Golgoth. They inhabit the swamps and marshes of Urak and are feared for their potent necromancy, spear throwers and cavalry. They have very few weaknesses, the greatest one being that that other faiths are initially hostile toward them, and their relationships will automatically depreciate over time. Their special creatures are the vampire and lich. EarthBased heavily on the hobbits and dwarves of Tolkien, the Earth Folk live in giant mushrooms and earthen burrows. They have the slowest movement speed of any faction, an often crippling weakness, but make up for it in the endurance and strength of their warriors. They can summon golems and the Great Worm. AirIn Urak, both storm giants and fairies make their homes among the clouds. Air Mages are renowned for their incredible magic and their giants wield massive swords that can topple foes. They suffer from weak cavalry but typically their armies march quickly and unhindered. Eventually they can summon a storm dragon. FireThe volcanoes and lava filled caves are home to the faith of Fire, a people composed of both Giants and Dwarves. Their magic is destructive and their offense relentless. They can do large amounts of damage but often can't handle much themselves. They can eventually summon a mighty dragon who can destroy armies on its own. WaterThe Amazons rule the waters in Urak. The Water people live in coral encrusted homes by the shores. They benefit from the strongest ships in the game by a margin so large that most faiths can't even compete for dominance. They also have strong cavalry and warriors and quick scouts. They suffer from lacking a special creature that succeeds on land and from poor archers. They are the only faith that can summon more than one legendary creature, the Giant Arachnids. OrderHeavily based on the legends of Camelot, the members of Order represent a typical medieval fighting force. Plate armored knights and hardy crossbowmen make up their ranks. The faction of Order is the most well rounded in the game but suffer from not excelling in any field. Also, in the regular game their city is found close to the center of the game world, so an Order player who makes many enemies will quickly realize they have bitten off more than they can chew. Their special creatures are spirit warriors and Sir Lancelot of the Lake; when fully leveled, Lancelot is superior to the special creatures of the other factions. ChaosBarbarians who roam the mountain and plains of Urak. Living in a tribal society, these warriors excel at brute force, but lack in defense and marksmanship. Their warriors and horsemen can strike fear into many, but their laughable stickthrowers make effective ranged attacks next to impossible. They can summon a Hydra as their special creature. They also benefit, and sometimes suffer, from a chance based magic system. Their spells can either do great harm to their enemies, or themselves.
Воздух. В Ураке среди облаков живут как великаны-штормовые, так и феи. Маги Воздуха известны своей невероятной магией, а их великаны владеют огромными мечами, способными повергать врагов. Они страдают от слабости кавалерии, но обычно их армии маршируют быстро и беспрепятственно. В конечном итоге они могут призвать штормового дракона.
The game takes place in the land of Urak. The people of this world worship one of eight religions. Each religion has an opposite in the circle of life and the people of those faiths are bitter enemies. The atmosphere of the game is high fantasy, loosely inspired by the works of Tolkien, as well as Dungeons & Dragons. Balkoth, the lord of Death, has embarked on a campaign to destroy all other faiths in honor of the dark god Golgoth. The other lords scramble to expand their ranks to defend themselves against this dark threat but also to once and for all destroy their lifelong nemesis. Each faith has its own weaknesses and strengths. One of these considerations is that each faith's polar opposite (e. g., Chaos vs. Order, Fire vs. Water) begins the game extremely hostile to its counterpart. Diplomacy is possible between these factions but difficult. However, all faiths (other than Death itself, which strives for global conquest) have the same ultimate goal: to defeat Death. LifeReferred to as the "Elddren", the followers of life are elves who fight with oaken staves and bows. Their structures are carved out of trees with white bark and golden leaves and they are at home in the woods. Their land is a distinct vibrant green. Life has the strongest archers in the game, but suffer from weak melee fighters. Eventually they can summon Pegasus riders and the mighty phoenix. DeathThe Dark Elves who follow Golgoth. They inhabit the swamps and marshes of Urak and are feared for their potent necromancy, spear throwers and cavalry. They have very few weaknesses, the greatest one being that that other faiths are initially hostile toward them, and their relationships will automatically depreciate over time. Their special creatures are the vampire and lich. EarthBased heavily on the hobbits and dwarves of Tolkien, the Earth Folk live in giant mushrooms and earthen burrows. They have the slowest movement speed of any faction, an often crippling weakness, but make up for it in the endurance and strength of their warriors. They can summon golems and the Great Worm. AirIn Urak, both storm giants and fairies make their homes among the clouds. Air Mages are renowned for their incredible magic and their giants wield massive swords that can topple foes. They suffer from weak cavalry but typically their armies march quickly and unhindered. Eventually they can summon a storm dragon. FireThe volcanoes and lava filled caves are home to the faith of Fire, a people composed of both Giants and Dwarves. Their magic is destructive and their offense relentless. They can do large amounts of damage but often can't handle much themselves. They can eventually summon a mighty dragon who can destroy armies on its own. WaterThe Amazons rule the waters in Urak. The Water people live in coral encrusted homes by the shores. They benefit from the strongest ships in the game by a margin so large that most faiths can't even compete for dominance. They also have strong cavalry and warriors and quick scouts. They suffer from lacking a special creature that succeeds on land and from poor archers. They are the only faith that can summon more than one legendary creature, the Giant Arachnids. OrderHeavily based on the legends of Camelot, the members of Order represent a typical medieval fighting force. Plate armored knights and hardy crossbowmen make up their ranks. The faction of Order is the most well rounded in the game but suffer from not excelling in any field. Also, in the regular game their city is found close to the center of the game world, so an Order player who makes many enemies will quickly realize they have bitten off more than they can chew. Their special creatures are spirit warriors and Sir Lancelot of the Lake; when fully leveled, Lancelot is superior to the special creatures of the other factions. ChaosBarbarians who roam the mountain and plains of Urak. Living in a tribal society, these warriors excel at brute force, but lack in defense and marksmanship. Their warriors and horsemen can strike fear into many, but their laughable stickthrowers make effective ranged attacks next to impossible. They can summon a Hydra as their special creature. They also benefit, and sometimes suffer, from a chance based magic system. Their spells can either do great harm to their enemies, or themselves.
Огонь. Вулканы и пещеры, заполненные лавой, – дом веры Огня, народа, состоящего из великанов и гномов. Их магия разрушительна, а атаки – неумолимы. Они могут наносить огромный урон, но часто сами не могут выдержать ответный удар. В конечном итоге они могут призвать могучего дракона, способного в одиночку уничтожать армии.
The game takes place in the land of Urak. The people of this world worship one of eight religions. Each religion has an opposite in the circle of life and the people of those faiths are bitter enemies. The atmosphere of the game is high fantasy, loosely inspired by the works of Tolkien, as well as Dungeons & Dragons. Balkoth, the lord of Death, has embarked on a campaign to destroy all other faiths in honor of the dark god Golgoth. The other lords scramble to expand their ranks to defend themselves against this dark threat but also to once and for all destroy their lifelong nemesis. Each faith has its own weaknesses and strengths. One of these considerations is that each faith's polar opposite (e. g., Chaos vs. Order, Fire vs. Water) begins the game extremely hostile to its counterpart. Diplomacy is possible between these factions but difficult. However, all faiths (other than Death itself, which strives for global conquest) have the same ultimate goal: to defeat Death. LifeReferred to as the "Elddren", the followers of life are elves who fight with oaken staves and bows. Their structures are carved out of trees with white bark and golden leaves and they are at home in the woods. Their land is a distinct vibrant green. Life has the strongest archers in the game, but suffer from weak melee fighters. Eventually they can summon Pegasus riders and the mighty phoenix. DeathThe Dark Elves who follow Golgoth. They inhabit the swamps and marshes of Urak and are feared for their potent necromancy, spear throwers and cavalry. They have very few weaknesses, the greatest one being that that other faiths are initially hostile toward them, and their relationships will automatically depreciate over time. Their special creatures are the vampire and lich. EarthBased heavily on the hobbits and dwarves of Tolkien, the Earth Folk live in giant mushrooms and earthen burrows. They have the slowest movement speed of any faction, an often crippling weakness, but make up for it in the endurance and strength of their warriors. They can summon golems and the Great Worm. AirIn Urak, both storm giants and fairies make their homes among the clouds. Air Mages are renowned for their incredible magic and their giants wield massive swords that can topple foes. They suffer from weak cavalry but typically their armies march quickly and unhindered. Eventually they can summon a storm dragon. FireThe volcanoes and lava filled caves are home to the faith of Fire, a people composed of both Giants and Dwarves. Their magic is destructive and their offense relentless. They can do large amounts of damage but often can't handle much themselves. They can eventually summon a mighty dragon who can destroy armies on its own. WaterThe Amazons rule the waters in Urak. The Water people live in coral encrusted homes by the shores. They benefit from the strongest ships in the game by a margin so large that most faiths can't even compete for dominance. They also have strong cavalry and warriors and quick scouts. They suffer from lacking a special creature that succeeds on land and from poor archers. They are the only faith that can summon more than one legendary creature, the Giant Arachnids. OrderHeavily based on the legends of Camelot, the members of Order represent a typical medieval fighting force. Plate armored knights and hardy crossbowmen make up their ranks. The faction of Order is the most well rounded in the game but suffer from not excelling in any field. Also, in the regular game their city is found close to the center of the game world, so an Order player who makes many enemies will quickly realize they have bitten off more than they can chew. Their special creatures are spirit warriors and Sir Lancelot of the Lake; when fully leveled, Lancelot is superior to the special creatures of the other factions. ChaosBarbarians who roam the mountain and plains of Urak. Living in a tribal society, these warriors excel at brute force, but lack in defense and marksmanship. Their warriors and horsemen can strike fear into many, but their laughable stickthrowers make effective ranged attacks next to impossible. They can summon a Hydra as their special creature. They also benefit, and sometimes suffer, from a chance based magic system. Their spells can either do great harm to their enemies, or themselves.
Вода. Амазонки правят водами Урака. Последователи Воды живут в домах, покрытых кораллами, на берегу. Они обладают самыми сильными кораблями в игре, с таким отрывом, что большинство вер даже не могут конкурировать за господство. У них также сильная кавалерия, воины и быстрые разведчики. Они страдают от отсутствия особого существа, эффективного на суше, и от слабых лучников. Они – единственная вера, способная призвать более одного легендарного существа, гигантских паукообразных.
The game takes place in the land of Urak. The people of this world worship one of eight religions. Each religion has an opposite in the circle of life and the people of those faiths are bitter enemies. The atmosphere of the game is high fantasy, loosely inspired by the works of Tolkien, as well as Dungeons & Dragons. Balkoth, the lord of Death, has embarked on a campaign to destroy all other faiths in honor of the dark god Golgoth. The other lords scramble to expand their ranks to defend themselves against this dark threat but also to once and for all destroy their lifelong nemesis. Each faith has its own weaknesses and strengths. One of these considerations is that each faith's polar opposite (e. g., Chaos vs. Order, Fire vs. Water) begins the game extremely hostile to its counterpart. Diplomacy is possible between these factions but difficult. However, all faiths (other than Death itself, which strives for global conquest) have the same ultimate goal: to defeat Death. LifeReferred to as the "Elddren", the followers of life are elves who fight with oaken staves and bows. Their structures are carved out of trees with white bark and golden leaves and they are at home in the woods. Their land is a distinct vibrant green. Life has the strongest archers in the game, but suffer from weak melee fighters. Eventually they can summon Pegasus riders and the mighty phoenix. DeathThe Dark Elves who follow Golgoth. They inhabit the swamps and marshes of Urak and are feared for their potent necromancy, spear throwers and cavalry. They have very few weaknesses, the greatest one being that that other faiths are initially hostile toward them, and their relationships will automatically depreciate over time. Their special creatures are the vampire and lich. EarthBased heavily on the hobbits and dwarves of Tolkien, the Earth Folk live in giant mushrooms and earthen burrows. They have the slowest movement speed of any faction, an often crippling weakness, but make up for it in the endurance and strength of their warriors. They can summon golems and the Great Worm. AirIn Urak, both storm giants and fairies make their homes among the clouds. Air Mages are renowned for their incredible magic and their giants wield massive swords that can topple foes. They suffer from weak cavalry but typically their armies march quickly and unhindered. Eventually they can summon a storm dragon. FireThe volcanoes and lava filled caves are home to the faith of Fire, a people composed of both Giants and Dwarves. Their magic is destructive and their offense relentless. They can do large amounts of damage but often can't handle much themselves. They can eventually summon a mighty dragon who can destroy armies on its own. WaterThe Amazons rule the waters in Urak. The Water people live in coral encrusted homes by the shores. They benefit from the strongest ships in the game by a margin so large that most faiths can't even compete for dominance. They also have strong cavalry and warriors and quick scouts. They suffer from lacking a special creature that succeeds on land and from poor archers. They are the only faith that can summon more than one legendary creature, the Giant Arachnids. OrderHeavily based on the legends of Camelot, the members of Order represent a typical medieval fighting force. Plate armored knights and hardy crossbowmen make up their ranks. The faction of Order is the most well rounded in the game but suffer from not excelling in any field. Also, in the regular game their city is found close to the center of the game world, so an Order player who makes many enemies will quickly realize they have bitten off more than they can chew. Their special creatures are spirit warriors and Sir Lancelot of the Lake; when fully leveled, Lancelot is superior to the special creatures of the other factions. ChaosBarbarians who roam the mountain and plains of Urak. Living in a tribal society, these warriors excel at brute force, but lack in defense and marksmanship. Their warriors and horsemen can strike fear into many, but their laughable stickthrowers make effective ranged attacks next to impossible. They can summon a Hydra as their special creature. They also benefit, and sometimes suffer, from a chance based magic system. Their spells can either do great harm to their enemies, or themselves.
Порядок. Основанные на легендах Камелота, члены Ордена представляют собой типичные средневековые воинские силы. Их ряды состоят из рыцарей в латах и стойких арбалетчиков. Фракция Ордена – наиболее сбалансированная в игре, но страдает от отсутствия явного превосходства в какой-либо области. Кроме того, в обычной игре их город расположен недалеко от центра игрового мира, поэтому игрок Ордена, наживший много врагов, быстро поймёт, что переоценил свои возможности. Их особые существа – духи-воины и сэр Ланселот Озёрный; на максимальном уровне Ланселот превосходит особых существ других фракций.
The game takes place in the land of Urak. The people of this world worship one of eight religions. Each religion has an opposite in the circle of life and the people of those faiths are bitter enemies. The atmosphere of the game is high fantasy, loosely inspired by the works of Tolkien, as well as Dungeons & Dragons. Balkoth, the lord of Death, has embarked on a campaign to destroy all other faiths in honor of the dark god Golgoth. The other lords scramble to expand their ranks to defend themselves against this dark threat but also to once and for all destroy their lifelong nemesis. Each faith has its own weaknesses and strengths. One of these considerations is that each faith's polar opposite (e. g., Chaos vs. Order, Fire vs. Water) begins the game extremely hostile to its counterpart. Diplomacy is possible between these factions but difficult. However, all faiths (other than Death itself, which strives for global conquest) have the same ultimate goal: to defeat Death. LifeReferred to as the "Elddren", the followers of life are elves who fight with oaken staves and bows. Their structures are carved out of trees with white bark and golden leaves and they are at home in the woods. Their land is a distinct vibrant green. Life has the strongest archers in the game, but suffer from weak melee fighters. Eventually they can summon Pegasus riders and the mighty phoenix. DeathThe Dark Elves who follow Golgoth. They inhabit the swamps and marshes of Urak and are feared for their potent necromancy, spear throwers and cavalry. They have very few weaknesses, the greatest one being that that other faiths are initially hostile toward them, and their relationships will automatically depreciate over time. Their special creatures are the vampire and lich. EarthBased heavily on the hobbits and dwarves of Tolkien, the Earth Folk live in giant mushrooms and earthen burrows. They have the slowest movement speed of any faction, an often crippling weakness, but make up for it in the endurance and strength of their warriors. They can summon golems and the Great Worm. AirIn Urak, both storm giants and fairies make their homes among the clouds. Air Mages are renowned for their incredible magic and their giants wield massive swords that can topple foes. They suffer from weak cavalry but typically their armies march quickly and unhindered. Eventually they can summon a storm dragon. FireThe volcanoes and lava filled caves are home to the faith of Fire, a people composed of both Giants and Dwarves. Their magic is destructive and their offense relentless. They can do large amounts of damage but often can't handle much themselves. They can eventually summon a mighty dragon who can destroy armies on its own. WaterThe Amazons rule the waters in Urak. The Water people live in coral encrusted homes by the shores. They benefit from the strongest ships in the game by a margin so large that most faiths can't even compete for dominance. They also have strong cavalry and warriors and quick scouts. They suffer from lacking a special creature that succeeds on land and from poor archers. They are the only faith that can summon more than one legendary creature, the Giant Arachnids. OrderHeavily based on the legends of Camelot, the members of Order represent a typical medieval fighting force. Plate armored knights and hardy crossbowmen make up their ranks. The faction of Order is the most well rounded in the game but suffer from not excelling in any field. Also, in the regular game their city is found close to the center of the game world, so an Order player who makes many enemies will quickly realize they have bitten off more than they can chew. Their special creatures are spirit warriors and Sir Lancelot of the Lake; when fully leveled, Lancelot is superior to the special creatures of the other factions. ChaosBarbarians who roam the mountain and plains of Urak. Living in a tribal society, these warriors excel at brute force, but lack in defense and marksmanship. Their warriors and horsemen can strike fear into many, but their laughable stickthrowers make effective ranged attacks next to impossible. They can summon a Hydra as their special creature. They also benefit, and sometimes suffer, from a chance based magic system. Their spells can either do great harm to their enemies, or themselves.
Хаос. Варвары, бродящие по горам и равнинам Урака. Живя в племенном обществе, эти воины превосходят в грубой силе, но уступают в обороне и меткости. Их воины и всадники могут вселять страх, но их жалкие метатели палок делают эффективные дальние атаки практически невозможными. Они могут призвать Гидру в качестве своего особого существа. Они также получают пользу, а иногда и страдают, от магической системы, основанной на случайности. Их заклинания могут нанести большой вред врагам или им самим.
The game takes place in the land of Urak. The people of this world worship one of eight religions. Each religion has an opposite in the circle of life and the people of those faiths are bitter enemies. The atmosphere of the game is high fantasy, loosely inspired by the works of Tolkien, as well as Dungeons & Dragons. Balkoth, the lord of Death, has embarked on a campaign to destroy all other faiths in honor of the dark god Golgoth. The other lords scramble to expand their ranks to defend themselves against this dark threat but also to once and for all destroy their lifelong nemesis. Each faith has its own weaknesses and strengths. One of these considerations is that each faith's polar opposite (e. g., Chaos vs. Order, Fire vs. Water) begins the game extremely hostile to its counterpart. Diplomacy is possible between these factions but difficult. However, all faiths (other than Death itself, which strives for global conquest) have the same ultimate goal: to defeat Death. LifeReferred to as the "Elddren", the followers of life are elves who fight with oaken staves and bows. Their structures are carved out of trees with white bark and golden leaves and they are at home in the woods. Their land is a distinct vibrant green. Life has the strongest archers in the game, but suffer from weak melee fighters. Eventually they can summon Pegasus riders and the mighty phoenix. DeathThe Dark Elves who follow Golgoth. They inhabit the swamps and marshes of Urak and are feared for their potent necromancy, spear throwers and cavalry. They have very few weaknesses, the greatest one being that that other faiths are initially hostile toward them, and their relationships will automatically depreciate over time. Their special creatures are the vampire and lich. EarthBased heavily on the hobbits and dwarves of Tolkien, the Earth Folk live in giant mushrooms and earthen burrows. They have the slowest movement speed of any faction, an often crippling weakness, but make up for it in the endurance and strength of their warriors. They can summon golems and the Great Worm. AirIn Urak, both storm giants and fairies make their homes among the clouds. Air Mages are renowned for their incredible magic and their giants wield massive swords that can topple foes. They suffer from weak cavalry but typically their armies march quickly and unhindered. Eventually they can summon a storm dragon. FireThe volcanoes and lava filled caves are home to the faith of Fire, a people composed of both Giants and Dwarves. Their magic is destructive and their offense relentless. They can do large amounts of damage but often can't handle much themselves. They can eventually summon a mighty dragon who can destroy armies on its own. WaterThe Amazons rule the waters in Urak. The Water people live in coral encrusted homes by the shores. They benefit from the strongest ships in the game by a margin so large that most faiths can't even compete for dominance. They also have strong cavalry and warriors and quick scouts. They suffer from lacking a special creature that succeeds on land and from poor archers. They are the only faith that can summon more than one legendary creature, the Giant Arachnids. OrderHeavily based on the legends of Camelot, the members of Order represent a typical medieval fighting force. Plate armored knights and hardy crossbowmen make up their ranks. The faction of Order is the most well rounded in the game but suffer from not excelling in any field. Also, in the regular game their city is found close to the center of the game world, so an Order player who makes many enemies will quickly realize they have bitten off more than they can chew. Their special creatures are spirit warriors and Sir Lancelot of the Lake; when fully leveled, Lancelot is superior to the special creatures of the other factions. ChaosBarbarians who roam the mountain and plains of Urak. Living in a tribal society, these warriors excel at brute force, but lack in defense and marksmanship. Their warriors and horsemen can strike fear into many, but their laughable stickthrowers make effective ranged attacks next to impossible. They can summon a Hydra as their special creature. They also benefit, and sometimes suffer, from a chance based magic system. Their spells can either do great harm to their enemies, or themselves.
Разработка
Lords of Magic была разработана Impressions Games для Microsoft Windows и выпущена Sierra Entertainment в декабре 1997 года.
Lords of Magic was developed by Impressions Games for Microsoft Windows and released by Sierra Entertainment in December 1997.
Легенды о расширении Урака
Расширение Legends of Urak было выпущено в 1998 году. Оно было включено в специальное издание игры. Расширение построено вокруг различных легенд и сказаний. У стихий Земли, Огня и Смерти по одному уникальному заданию, а у Ордена – два. Задание Земли основано на эпической поэме «Беовульф», но включает множество оригинальных сражений и приключений, в которых участвует Беовульф. Задание Огня вращается вокруг огненной колдуньи по имени Криспин, которая выслеживает и убивает колоссального ледяного дракона, чтобы восстановить поток лавы в огненную столицу. Приключение Смерти сосредоточено на способности некроманта воскрешать мертвых и использовать их в бою. Приключение завершается либо победой над личом и возвращением его посоха повелителю смерти, либо сохранением посоха, захватом столицы Смерти и победой над эльдрической королевой. Первое приключение Ордена вольно основано на легендах о Мерлине и короле Артуре и заканчивается обретением Святого Грааля и смертью Мордреда. Второе приключение Ордена активируется только при нажатии в центр круга жизни в меню заданий и имеет уникального лорда по имени Зигфрид, который меняется по ходу игры. Он спасает валькирию Брунхильду и побеждает Аттилу Гунна.
Legends of Urak expansion pack was released in 1998. It was included in the Special Edition of the game. The expansion revolves around various fables and stories. Earth, Fire, and Death each have a unique quest while Order has two quests. The Earth quest is based on the epic poem Beowulf but involves many original battles and adventures Beowulf partakes in. The Fire quest revolves around a fire sorceress named Crispin who seeks out and slays a colossal ice drake in order to return the flow of lava to the fire capital. The Death adventure focuses on the necromancer's ability to raise the dead and employ them in battle. The adventure ends either by defeating a lich in battle and retrieving his staff for the death lord, or by keeping the staff, taking control of the death capitol and defeating the eldren queen. The first Order adventure is loosely based on the legends of Merlin and King Arthur and ends with the retrieval of the Holy Grail and death of Mordred. The second Order adventure is only activated by clicking in the center of the circle of life in the quests menu and has a unique lord named Sigfried who transforms as the game progresses. He saves the valkyrie Brunhilde and defeats Attila the Hun.
Наследие
Для работы на большинстве современных операционных систем рекомендуется установить разрешение экрана 800 x 600. На данный момент максимальное поддерживаемое разрешение – 1360 x 768. После прекращения официальной поддержки с патчем 3.01 для Special Edition, сообщество игроков взяло на себя дальнейшую поддержку игры и создало собственные неофициальные патчи для исправления оставшихся ошибок и улучшения совместимости.
To run on most modern operating systems adjust the screen resolution to 800 X 600. Current known highest playable resolution is 1360 X 768. After the end of the official support with patch 3.01 for the Special Edition, the game's community tried to take over the support and created own fan patches to address remaining issues and enhance compatibility.
Повелители Магии
Властели Магии получили смешанные отзывы.
Lords of Magic received average reviews.
Специальное издание
Специальное издание получило отзывы выше среднего, согласно сайту агрегации обзоров GameRankings.
The Special Edition received above average reviews according to the review aggregation website GameRankings.