Submod of Caster of Magic for Windows expansion of Master of Magic Classic.

This mod is for those who love normal units with improve immersion for being warlords. Rebalance of spells and huge rebalance of units with help of Anskiy and Zitro1987. This mod included more than 60 units are added or changed in sprites, spells changes, and overall change in balance closer to vanilla Master of Magic.

How to install:

1) create folder "Master of Magic Windows Warlord" in Master of Magic folder

2) copy all content from "Master of Magic Caster Windows" to "Master of Magic Caster Windows Warlord" (Requires fresh copy of all content from CoM II 1.4.1 or higher.)

3) extract content from archive file into Master of Magic folder (overwrite all file in "Master of Magic Windows Warlord" as well as Multi.config outside)

4) You may launch from launcher, select this mod (first of the 4 option), start game

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This is part two of the guide on OP combo. Part one could be found here.

There are 16 races available for play in Warlord mod (14 return from the Master of Magic Classics and Caster of Magic + 3 new races), 10 of them on Arcanus and 7 of them on Myrror. Them all could formed combo with spells or retorts, and here are some of them.

Plane of Arcanus

1) Barbarian
Plane: Arcanus
Economic characteristic: fast outpost/city growth, cheap settler, lack of advanced economic and military buildings
Unit characteristic: +10% To-Hit, innate Pathfinding, innate Thrown (up to +4)
Normal Units: Spearmen, Swordsmen, Bowmen, Cavalry, Shamans, Heavy Cavalry, Trireme, Galley
Unique Units: Berserkers (replaces Halberdiers), Spellserkers, Gladiators, Longship
Major advantage: Fast growth, strong navy, Elite units coming early (not need tree of knowledge)
Major disadvantage: Could not access magic weapon/mithril/adamantium/orihalcon own their own, lack of advanced city buildings.

Military-Oriented Gameplay
One of the rush races, Barbarian design is to overwhelm opponents early on with mobile overland units (pathfinding) that deal very high-damage due to having an innate +10% to hit and extra thrown secondary attacks. The high outpost and city growth and cheap settlers ensure you have numerous sufficiently developed military centers producing strong mid-tier units (Barbarians lack a top tier unit). If military superiority on land is not enough, barbarians also rule the seas via a unique naval ship. Barbarian has weakness in its lack of magic weapon, this means they would have problem dealing with Weapon Immunity in summon creatures and from enchantment.

Important combo with retort or spell:
Warlord retort (for rush and overwhelms opponent early)
Tactician retort (synergized nicely with innate pathfinding)
Philosopher's Stone (uncommon Sorcery city enchantment) (allow barbarian units access to magic weapon)
Transmute Equipment (rare Nature unit enchantment) (allow barbarian units access to adamantium weapon and orihalcon protection)
Fiery Fury (Common Chaos unit enchantment) (most of Barbarian units suitable for this buff than Holy Weapon due to high To-Hit has both Melee, Range attack, and some have Thrown)
Holy Weapon (Common Life unit enchantment) (allow unit to bypass weapon immunity)
Flight (Uncommon Sorcery unit enchantment) (working well with Longships which is one of the best ship in this game)
Venom (Uncommon Nature unit enchantment) (Poison would roll twice due to trigger by both melee and thrown and it has a lot of figures to trigger)
Vampiricism (Rare Death unit enchantment) (Bloodsucking is triggered twice by both melee and thrown)


2) Gnoll
Plane: Arcanus
Economic characteristic: average city/outpost growth, lack of advanced economic and military buildings
Unit characteristic: +2 Melee, +1 Movement
Normal Units: Spearmen, Swordsmen, Halberdiers, Trireme, Galley
Unique Units: Hunters (replaces Bowmen), Wolf Riders (replaces Cavalry), Witchdoctors (replaces Shamans), Marauders (replaces Shieldbearers), Jackal Riders
Major advantage: Each units are powerful above its tier, units are generally fast, Elite units coming early (not need tree of knowledge), has unit with Illusion Immunity
Major disadvantage: No advanced economic buildings, lack of powerful late game options, lack of very fast unit.

Military-Oriented Gameplay
Gnoll is designed to be an early rush aggressive race, even more so than Barbarians. This means terrible economic potential on their own, but outstanding and mobile military units ideal for early war. A unique theme of Gnolls is how some units appear to be a tier above what the unlocking building would otherwise provide. Players starting with Gnolls cannot excel without early conquest.

Important combo with retort or spell:
Alchemist retort (for rush and overwhelms opponent early as high melee stat make it could capitalize magic weapon bonus)
Warlord retort (for rush and overwhelms opponent early)
Tactician retort (synergized nicely with Wolf Riders and Jackal Riders)
Focus Magic (Uncommon Sorcery unit enchantment) (synergy well with early Witchdoctors)
Flight (Uncommon Sorcery unit enchantment) (Highman has no ability to attack flyer in melee)
Shadow Strike (Uncommon Death unit enchantment) (Allows Highman units to attack flyer)


3) Halfling
Plane: Arcanus
Economic characteristic: high outpost growth, +2 food per farmer, +1 research per pop unit, very low racial interaction unrest
Unit characteristic: innate Lucky (+10% To-Hit, +10% To-Defend, +1 Resistance), -1 Melee, units more expensive
Normal Units: Spearmen, Swordsmen, Bowmen, Shamen, Disciples, Magisters, pioneers, Trireme, Galley, Fire Galley, Warship, Catapult, Ballista
Unique Units: Slingers, Scouts, Rocs
Major advantage: Strong economic bonus, decent units if upgrade, decent navy, has stealth unit, good explorer, has innate flying unit
Major disadvantage: Lack of exp upgrade buildings, units more expensive

Economy-Oriented Gameplay
Halfling is dedicated economy race with farmer that could produce 8 food under fully developed city, full economy infrastructure which means decent gold generation, and research point bonus per population and could build road, but at slow speed. Halfling units suffer from more expensive units and lack of exp boost buildings, but their unique units are decent and useful.

Important combo with retort or spell:
Uranus' Blessing (Rare Sorcery city enchantment) (could convert Halfling's excellent research into power)
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Abundance (Rare Nature city enchantment) (could help capitalized Halfling's food production by eliminate overfarming penalty from city)
Pillar of Faith (Uncommon Life city enchantment) (Halfling could use the spell effect to full potential)
Heroism (give exp buff to Halfling units)
Altar of Battle (give exp buff to Halfling units)
Chaos Channels/Chaos' Blessing/Doom Mastery (Uncommon/Rare/Very Rare unit/city/global enchantment) (Halfling units are suitable for convert into fantastic chaos creatures due to high Resistance)
Crusade (Very Rare Life global enchantment) (Halfling units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Halfling units could access free Bless unit enchantment)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


4) High Elf
Plane: Arcanus
Economic characteristic: Slow population growth, +0.5 power per pop unit
Unit characteristic: +10% To-Hit, +1 resistance, innate Forester
Normal Units: Spearmen, Swordsmen, Cavalry, Halberdiers, Shieldbearers, Heavy Cavalry, Pioneers, Trireme, Galley, Fire Galley, Catapult, Ballista
Unique Units: Longbowmen, Pegasi, Elven Lords, Rangers, Druids
Major advantage: Excellent units, high economy potential, has innate flying unit, good Resistance level
Major disadvantage: Very slow population growth

Economy/Military Mixed Gameplay
High Elf is race with high economic potential with full economic infrastructure and population generate 0.5 power per pop unit but hamper by its very slow population growth. High Elf units are formidable with high to-hit and additional resistance plus good mobility in forest. This made them suitable for buffs. Longbowmen and High Elf Cavalry units which could be using for early lair assault due to how cheap and effective they are.

Important combo with retort or spell:
Tactician retort (synergy with innate Forester)
Pillar of Faith (Uncommon Life city enchantment) (High Elf could use the spell effect to full potential)
Stream of Life (Uncommon Life city enchantment) (remedy for High Elf's slow population growth)
Spirit of Community (Uncommon Life global enchantment) (remedy for High Elf's slow outpost growth)
Root of Genesis (Very Rare Nature global enchantment) (gradually turn whole planes into forest thus increase mobility for High Elf units)
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Fiery Fury (Common Chaos unit enchantment) (most of High Elf units suitable for this buff than Holy Weapon due to has Range attack and/or high To-Hit)
Chaos Channels/Chaos' Blessing/Doom Mastery (Uncommon/Rare/Very Rare unit/city/global enchantment) (High Elf units are suitable for convert into fantastic chaos creatures due to high Resistance)
Crusade (Very Rare Life global enchantment) (High Elf units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (High Elf units could access free Bless unit enchantment)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


5) High Man
Plane: Arcanus
Economic characteristic: Average population growth, -20% building cost, +1Unrest both as home and subjugated race
Unit characteristic: generic units get -1 Resistance, +2 Figures
Normal Units: Spearmen, Swordsmen, Bowmen, Monks, Engineers, Crossbowmen, Disciples, Magisters, Trireme, Galley, Fire Galley, Warship, Catapult, Ballista
Unique Units: Pikemen, Squires, Knights, Inquisitors, Crusaders, Paladins
Major advantage: Develops city faster, has Engineers, decent elite units, strong navy, has unit with Illusion Immunity
Major disadvantage: generic units have low resistance, Lower unrest toleration across the empire, no flying units

Tilted Toward Economic Gameplay
High Man has strong economic potential with cheaper buildings which allows elite units and gameplay loop faster. Although their elite units are not the most powerful, their ability to coming out earlier than most of civilized races give them huge advantage in gameplay. One of the biggest weakness of its army is mobility across rough terrain.

Important combo with retort or spell:
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Pillar of Faith (Uncommon Life city enchantment) (This spell could remedy High Man's Resistance weakness and Highman could use the spell effect to full potential)
Crusade (Very Rare Life global enchantment) (High Man units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (High Man units could access free Bless unit enchantment)
Spirit of Community (Uncommon Life global enchantment) (This spell would maximize advantage of High Man's cheaper buildings)
Heart of Solidarity (Rare Life global enchantment) (This spell eliminates racial unrest completely)
Flight (Uncommon Sorcery unit enchantment) (High Man has no ability to attack flyer in melee, flying Warship would solved most of logistic problem for High Man.)
Shadow Strike (Uncommon Death unit enchantment) (Allows High Man units to attack flyer)
Endurance (Uncommon Life unit enchantment) (mitigate mobility problem)
Beat of Swiftness (Rare Chaos combat enchantment) (mitigate mobility problem)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


6) Klackon
Plane: Arcanus
Economic characteristic: Very fast population growth, +1 Production per worker, -4 Unrest to Klackon as home race but strong penalty to unrest with other races
Unit characteristic: +2 Armor
Normal Units: Spearmen, Swordsmen, Engineer, Trireme, Galley, Fire Galley, Catapult, Ballista
Unique Units: Stingers, Mantises, Antlions, Stag Beetle, Maiden Queens
Major advantage: Fastest population growth, fast build, low home race unrest, have Engineers, has innate flying unit
Major disadvantage: Bad race relation, could not build high level religious buildings

Econnomy/Military Mix Gameplay
Klackon is one of the most unique and iconic races in Master of Magic. With the fastest city growth and extra production per worker and ability to tax to max to your Klackon population if you start as Klackon, these allow fast empire development. Klackon units are durable and helpful but rather unimpressive power-to-cost ratio. But you could make good replacement for your loss and dominate enemy with quantity. Klackons in Warlord mod are coming with more diverse set of units and make them more satisfy to play.

Important combo with retort or spell:
Alchemist retort (Using strength in gold economy to solve mana problem)
Heart of Solidarity (Rare Life global enchantment) (This spell eliminates racial unrest completely so you could run multi-racial empire)
Prosperity (Rare Life city enchantment) (to maximize economic strength)
Inspiration (Rare Life city enchantment) (to maximize economic strength)
Abundance (Rare Nature city enchantment)
Flight (Uncommon Sorcery unit enchantment) (Allow early Klackon units attack flyer)
Shadow Strike (Uncommon Death unit enchantment) (Allows Klackon units to attack flyer early)
Endurance (Uncommon Life unit enchantment) (Allow Antlions to use hit-and-run tactics)
Vampiricism (Rare Death unit enchantment) (Bloodsucking is triggered twice for Stag Beetle, Stingers due to using both melee and fire breath/poison)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


7) Lizardman
Plane: Arcanus
Economic characteristic: fast population growth, very fast outpost growth, +0.25 max pop per swamp tile, +1 Movement for Settler.
Unit characteristic: +1 HP, -1 Resistance, innate Amphibious (except Reptile Riders)
Normal Units: Spearmen, Swordsmen, Bowmen, Shamans, Shieldbearers, Priests
Unique Units: Carrack, Reptile Riders, Mariners, Javelineers, Sea Hags, Dragon Turtle
Major advantage: Fast colonization, could move across the sea without using ship
Major disadvantage: slow production, could not use ore resource efficiently

Economy/Military Mix Gameplay
Lizardman excels at early expansion, marking your territory outside your main continents via fast, swimming settlers. As an incentive to player, settlers are cheaper, more faster, swim, and their outposts grow much faster than average. Early military is oriented towards expansionist playstyles thanks to favorable military logistics and high hp units. Race has limitations to gold and especially production buildings, slowing down construction and unit-recruitment on an individual city basis. However, allowed enough time, Lizardman cities are rather comprehensive in economic bonuses and late military units excel at city defense.

Important combo with retort or spell:
Tactician retort (synergy with innate Amphibious)
Venom (Uncommon Nature unit enchantment) (Poison would roll twice for Javelineers due to trigger by both melee and thrown and it has a lot of figures to trigger)
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Pillar of Faith (Uncommon Life city enchantment) (This spell could remedy Lizardman's Resistance weakness and Lizardman could use the spell effect to full potential)
Crusade (Very Rare Life global enchantment) (Lizardman units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Lizardman units could access free Bless unit enchantment)
Vampiricism (Rare Death unit enchantment) (Bloodsucking is triggered twice for Dragon Turtle due to using both melee and lightning breath)
Inner Power (Rare Chaos global enchantment) (Mariners in sea combat and Dragon Turtle could receive buff from Inner Power)
Mariner Mastery (Uncommon Sorcery global enchantment) (improve combat movement at sea for Lizardman units)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


8) Nomad
Plane: Arcanus
Economic characteristic: Cheap settler, +50% trade bonus even with without road, Trade bonus does not capped by population in city, +0.25 max population for each desert tile near the city
Unit characteristic: +3 Resistance, All non-range generic nomad units gain weak bow range attack with 4 ammos
Normal Units: Spearmen, Swordsmen, Shieldbearers, Pioneers, Monk, Priest, Disciples, Magisters, Trireme, Galley, Warship
Unique Units: Horsebowmen, Sipahis, Cataphracts, Kardakes, Griffins
Major advantage: generate prosperous in gold generation, very high Resistance level, every units could perform range attack, all nomad cavalry units could innately attack air, has innate flying unit, decent navy
Major disadvantage: city lack of food-related upgrade, cities are generally smaller than other race due to could not build Granery, most of nomad range attack could be countered by simple Guardian Wind spell

Economy/Military Mix Gameplay
Nomads suffer heavily from lack of food buildings, requiring a larger number of farmers to maintain army, growing slower and reaching population caps earlier. This is an incentive for players to pick low-production territories or even disregard some locations altogether. But Nomad race also has strong advantage, typical nomad town will have 50% gold bonus as a minimum which is a significant boost to the economy. Nomad units have high resistance, and their typical combination of melee, thrown, and arrows make them great targets for damage-oriented buffs and the effects of experience points. Chaos goes well with this strategy with spells like fiery fury or blazing march, and if combined with life spells, units become near-unstoppable when not facing missile immunity.

Important combo with retort or spell:
Alchemist retort (Using strength in gold economy to solve mana problem)
Guardian retort (Mitigate city size problem)
Pillar of Faith (Uncommon Life city enchantment) (Nomad could use the spell effect to full potential)
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Venom (Uncommon Nature unit enchantment) (Poison would roll twice for all Nomad cavalry units due to trigger by both melee and thrown and it has a lot of figures to trigger)
Vampiricism (Rare Death unit enchantment) (Bloodsucking is triggered twice for all Nomad cavalry units due to using both melee and thrown)
Fiery Fury (Common Chaos unit enchantment) (most of High Elf units suitable for this buff due to has both Melee, Range attack, and some have Thrown)
Blazing March (Uncommon Chaos combat enchantment) (All Nomad units are perfectly fit for this spell)
Chaos Channels/Chaos' Blessing/Doom Mastery (Uncommon/Rare/Very Rare unit/city/global enchantment) (Nomad units are suitable for convert into fantastic chaos creatures due to high Resistance)
Crusade (Very Rare Life global enchantment) (Nomad units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Nomad units could access free Bless unit enchantment)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


9) Orc
Plane: Arcanus
Economic characteristic: fast growth, could build all of buildings
Unit characteristic: -1 gold upkeep cost
Normal Units: Spearmen, Swordsmen, Bowmen, Engineer, Cavalry, Disciples, Shamans, Shieldbearers, Crossbowmen, Heavy cavalry, Trireme, Galley, Fire Galley, Warship, Catapult, Ballista
Unique Units: Hoplites, Legionary, Wyvern Riders
Major advantage: Fast growth, good and well-round economy, has Engineers, decent navy, has innate flying unit
Major disadvantage: Mediocre units, master of none

Economy-oriented gameplay
Orc is an economy-oriented race with cities growing rapidly and access to all buildings, ultimately making orc population extremely productive while paying high taxes. Additionally, all Orc units have lowered maintenance costs, so if you produce large armies for defense, for lowering unrest, and for offense, you will save a significant amount of gold per turn. This is a solid beginner race, allowing access to most stock units without any racial modifiers, a couple of top-tier units that are fairly easy to use, and practice with the empire building elements of the game.

Important combo with retort or spell:
Alchemist retort (Using strength in gold economy to solve mana problem)
Pillar of Faith (Uncommon Life city enchantment) (Orc could use the spell effect to full potential)
Crusade (Very Rare Life global enchantment) (Orc units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Orc units could access free Bless unit enchantment)
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Venom (Uncommon Nature unit enchantment) (Venom trigger twice for Legionary due to it has both melee and poison and it has a lot of figures to trigger)
Vampiricism (Rare Death unit enchantment) (Bloodsucking is triggered twice for Legionary and Wyvern Riders due to using both melee and thrown/poison)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)
Flight (Uncommon Sorcery unit enchantment) (Orc has no ability to attack flyer in melee until late game, flying Warship would solved most of logistic problem for Orc.)
Wind Mastery (Very Rare Sorcery global enchantment) (Orc has no ability to attack flyer in melee until late game, flying Warship would solved most of logistic problem for Orc.)


10) Hawkman
Plane: Arcanus
Economic characteristic: Slow growth, very slow outpost growth, flying Settlers, Limit gold-related buildings, could build both of mutually exclusive religious buildings, +0.5 power per pop unit.
Unit characteristic: Innate Flying, innate First Strike, -1 Figure
Normal Units: Spearmen, Swordsmen
Unique Units: Harpies, Eagle Warriors, Tomahawks, Enchantresses, Siren, Holy Mother, Huichilobos, Sky Lantern
Major advantage: Excellent units with innately Flying and First Strike, has all religious buildings (including mutually exclusive ones)
Major disadvantage: Slow growth of both outpost and city, poorest race in term of gold, no naval units

Tilted Towards Military Race
Hawkman is a new race introduced in Warlord mod. Hawkmen are spiritual but openminded people, this is the only race that could build both temple and cathedral at the same time. Hawkmen economic potential is mainly limited to strategies that exploit religious buildings the most. Otherwise, hawkmen could not build any economic buildings beyond basic marketplace, could not trigger trade bonus by sea, and have the lowest fertility rate among Arcanian races. Their military is however formidable with Flying combined with First Strike and nearly all recruitable units are racial uniques. Hawkmen higher tier units dominate with abilities and special traits.

Important combo with retort or spell:
Pillar of Faith (Uncommon Life city enchantment) (Hawkman could use the spell effect to the maximum potential)
Crusade (Very Rare Life global enchantment) (Hawkman units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Hawkman units could access free Bless unit enchantment)
Stream of Life (Uncommon Life city enchantment) (remedy for Hawkman's slow population growth)
Spirit of Community (Uncommon Life global enchantment) (remedy for Hawkman's slow outpost growth)
Fiery Fury (Common chaos unit enchantment) (This enchantment is working well with Harpies, and Huichilobos)
Dark Ritual (Rare Death city enchantment) (No other race that could have more religious power output more than Hawkman)
Venom (Uncommon Nature unit enchantment) (Venom trigger twice for Harpy due to it has both melee and poison and it has a lot of figures to trigger)
Vampiricism (Rare Death unit enchantment) (This enchantment working well with Huichilobos that allow it to performs bloodsuck 3 times in the same attack, Enchantresses and Sirens could trigger twice due to innate poison attack)
Guardian Wind (Common Sorcery unit enchantment) (This enchantment eliminate early threat for Hawkman)
Sanctify (Uncommon Life unit enchantment) (Sanctified Holy Mother is the best Life realm caster unit in the game)
Inner Power (Huichilobos could receive buff from Inner Power)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


Plane of Myrror

1) Beastman
Plane: Myrror
Economic characteristic: +0.5 Power per pop unit.
Unit characteristic: +1 Melee, +1 HP
Normal Units: Spearmen, Swordsmen, Bowmen, Engineers, Monks, Disciples, Priests, Magisters, Halberdiers, Crossbowmen, Shieldbearers, Trireme, Galley, Fire Galley, Catapult, Ballista
Unique Units: Centaurs, Chironean Guards, Minotaurs, Gugalanna
Major advantage: Well-round race, has Engineers
Major disadvantage: unique units are generally poor armor rating

Tilted towards economy gameplay
Beastmen are the most traditional of the Myrran races. On the economy side of things, you can build nearly everything and even have some passive power income through their population. On the military side, you have a wide variety of stock and racial unique units covering various needs.

Important combo with retort or spell:
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Pillar of Faith (Uncommon Life city enchantment) (Beastman could use the spell effect to full potential)
Fiery Fury (Common chaos unit enchantment) (This enchantment is working well with Centaurs, and Chironean Guards that have both melee and range attack)
Crusade (Very Rare Life global enchantment) (Beastman units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Beastman units could access free Bless unit enchantment)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


2) Dark Elf
Plane: Myrror
Economic characteristic: Very slow growth, +1 Power per pop unit.
Unit characteristic: +2 Resistance, +1 Scouting, Magic range attack with 4 ammo or more
Normal Units: Spearmen, Swordsmen, Cavalry, Halberdier, Shaman, Priests, Pioneers, Trireme, Galley, Fire Galley, Catapult, Ballista
Unique Units: Adepts, Magic Knights, Warlock, Nightblades, Nightmares
Major advantage: High Resistance level, almost all units able to perform magic range attack, generate a lot of Power per pop unit. Has stealth and invisible unit, has several caster units which coming early.
Major disadvantage: Very slow population and outpost growth, low tier units lack of decisive strength in combat, unique units lack of raw power and very expensive.

Tilted Towards (late) Military Gameplay
Dark Elves have the original design - being the best race at using magic. This comes in the form of power income bonuses via population and magic-oriented military units having ranged magic attacks, caster skill, magic resistance, or advanced abilities. One downside to this is their fragility relative to other Myrran races and inability to deal high physical damage. However, the top-tier units of Dark Elf, while difficult to obtain and mass-produce, are among the most powerful in the game. The most significant changes to this race were additions to mounted mages (magic knight), eliminating the overpowered library-required apprentices, and added emphasis on late-game military domination with abnormally powerful units with high cost and building requisites.

Important combo with retort or spell:
Astrologer retort (maximize potential of caster units in node combat)
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Pillar of Faith (Uncommon Life city enchantment) (Dark Elf could use the spell effect to full potential)
Crusade (Very Rare Life global enchantment) (Dark Elf units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Dark Elf units could access free Bless unit enchantment)
Stream of Life (Uncommon Life city enchantment) (remedy for Dark Elf's slow population growth)
Spirit of Community (Uncommon Life global enchantment) (remedy for Dark Elf's slow outpost growth)
Chaos Channels/Chaos' Blessing/Doom Mastery (Uncommon/Rare/Very Rare unit/city/global enchantment) (Dark Elf units are suitable for convert into fantastic chaos creatures due to high Resistance)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)
Reinforce Magic (Rare Sorcery Global Enchantment) (increase strength of Dark Elf's magic range attack)


3) Draconian
Plane: Myrror
Economic characteristic: Slow outpost growth, Flying Settlers, +0.5 Power per pop unit.
Unit characteristic: +1 Armor, +1 Resistance, +Fire Breath, Flying, generally +1 Scouting
Normal Units: Spearmen, Swordsmen, Bowmen, Halberdier, Shieldbearers, Monks, Disciples, Magisters, Trireme, Galley, Warship
Unique Units: Saints, Air Ship, Doom Drakes
Major advantage: Innate Flying units, decent navy, population generates Power, good Resistance level
Major disadvantage: Slower late game production, slower outpost growth

Economy/Military Mix Gameplay
Another flying race in the game, Draconians can scout the map very fast, help settle territory outside your continent, and are great for strategies that rely on combat-cast spells while the enemy can't engage them. They stay close to the Caster of Magic design, with a few adjustments relative to newly introduced units. Their units are excellent due to a combination of added stats, flying abilities, and access to an early 'holy bonus' unit. Ranged units can benefit from being harder to reach with bowmen taking a similar role to Caster of Magic's sprite unit when scouting lairs. Melee units are more convenient with flying with shieldbearers being a great unit to mass-recruit due to lack of noticeable weaknesses.

Important combo with retort or spell:
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Pillar of Faith (Uncommon Life city enchantment) (Draconian could use the spell effect to full potential)
Crusade (Very Rare Life global enchantment) (Draconian units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Draconian units could access free Bless unit enchantment)
Chaos Channels/Chaos' Blessing/Doom Mastery (Uncommon/Rare/Very Rare unit/city/global enchantment) (Draconian units has good Resistance and due to innate Flying and Fire Breath, Chaos Channels would only give +3 Armor varient)
Guardian Wind (Common Sorcery unit enchantment) (This enchantment eliminate early threat for Draconian)
Venom (Uncommon Nature unit enchantment) (Poison would roll twice due to trigger by both melee and fire breath and it has a lot of figures to trigger)
Vampiricism (Rare Death unit enchantment) (Bloodsucking is triggered twice by both melee and fire breath)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


4) Dwarf
Plane: Myrror
Economic characteristic: Slowest growth, expensive Settlers, +50% gold income, 2X resource bonus, +1 production per worker
Unit characteristic: +1 HP, +2 Resistance, innate Mountaineer
Normal Units: Swordsmen, Crossbowmen, Trireme, Galley, Fire Galley, Warship, Catapult, Ballista
Unique Units: Arquebusiers, Hammerhands, Combat Engineers, Musketeers, Steam Cannon, Huskarls, Golem, Steam Tank
Major advantage: Strong gold and production economy, fastest road builder, high Resistance level
Major disadvantage: Has slowest growth rate among all races, has no "Pact Exemption" unit, lack of buildings to support the ruling wizard in magic, units' movement are generally slow

Economy/Military Mix Gameplay
Dwarves are possibly the most overhauled race in Warlord mod. Economically speaking, their building limitations have been shifted around with significant lack of magic-oriented buildings, making 'Alchemist' a retort worth considering when playing race. Their gold and production potential is somewhat improved, if that was even possible. Military-wise, Dwarves have been improved. When consulted with other players, the general consensus was that Dwarf was Myrran's worst race, having severe military deficiencies and gold building limitations that ironically left them with weaker gold income than Beastmen and a few other races. Therefore, Dwarves were given a set of mechanical units and troop-like units, mainly associated with top tier buildings and high magic resistance.

Important combo with retort or spell:
Alchemist retort (Using strength in gold economy to solve mana problem)
Tactician retort (synergy with innate Mountaineer)
Artificer retort (synergy with Golem, Steam Tank, and ships of all kind)
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Pillar of Faith (Uncommon Life city enchantment) (Dwarf could use the spell effect to full potential)
Crusade (Very Rare Life global enchantment) (Dwarf units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Dwarf units could access free Bless unit enchantment)
Stream of Life (Uncommon Life city enchantment) (remedy for Dwarf's slow population growth)
Spirit of Community (Uncommon Life global enchantment) (remedy for Dwarf's slow outpost growth)
Venom (Uncommon Nature unit enchantment) (Poison would roll twice for Aquebusiers, and Musketeers due to trigger by both melee and thrown and they have a lot of figures to trigger)
Vampiricism (Rare Death unit enchantment) (Bloodsucking is triggered twice for Aquebusiers, and Musketeers due to using both melee and thrown)
Fiery Fury (Common chaos unit enchantment) (This enchantment is working well with Aquebusiers, and Musketeers)
Chaos Channels/Chaos' Blessing/Doom Mastery (Uncommon/Rare/Very Rare unit/city/global enchantment) (Dwarf units are suitable for convert into fantastic chaos creatures due to high Resistance)
Inner Power (Rare Chaos global enchantment) (Steam Tank could receive buff from Inner Power)
Flight (Uncommon Sorcery unit enchantment) (flying Warship would solved most of logistic problem for Dwarf.)
Wind Mastery (Very Rare Sorcery global enchantment) (improves Dwarf units mobility)
Beat of Swiftness (Rare Chaos combat enchantment) (improves Dwarf units' combat movement)


5) Troll
Plane: Myrror
Economic characteristic: Very slow outpost growth, +0.25 max pop for each tundra tile near city
Unit characteristic: +3 Melee, +1 Resistance, +200-300% HP, fewer Figures, innate Regeneration 1 or 2, approx +50% cost, +1upkeep
Normal Units: Spearmen, Swordsmen, Halberdiers, Shieldbearers, Trireme, Galley
Unique Units: Rock Throwers, War Trolls, War Mammoths, Chieftains, Medicinemans
Major advantage: Units are generally far more powerful and more hardy than other races
Major disadvantage: could not build high level economic and religious buildings, very slow outpost growth, very expensive units

Military-Oriented Race
Trolls have been redesigned to be a purely military and very primitive race, so several new building limitations have been established. Additionally, troll units have higher production costs and noticeably higher upkeep costs, severely hurting your economy the larger armies you control. Unlike Barbarians and Gnolls, Troll units remain impressive during the later stages of the game. Their military characteristics are defined by regeneration, high damage, and very high hp ratings and have been enhanced further.

Important combo with retort or spell:
Alchemist retort (Troll get more from alchemist's free magic weapon than Warlord's veterancy buff in rushing strategy)
Warlord retort (using it for rush strategy to overwhelm opponent early)
Revenant (Uncommon Death combat unit enchantment) (Undead trolls are both regenerate and immune to most of early curses)
Vampiricism (Rare Death unit enchantment) (Undead trolls are both regenerate and immune to most of early curses)
Blaze of Glory (Common Chaos combat unit enchantment) (Troll is the best race to use this spell due to regeneration and high HP make losing of Armor not fatal)


6) Xuanyuan
Plane: Myrror
Economic characteristic: +1 Food per Farmer, +25% Maximum Population, cheaper Settler
Unit characteristic: +2 Figures, -1 Armor
Normal Units: Swordsmen, Bowmen, Cavalry, Engineer, Shaman, Shieldbearer, Crossbowmen, Heavy Cavalry, Trireme, Galley, Fire Galley, Warship, Catapult, Ballista
Unique Units: Conscripts, Firelancers, Alchemists, War Monks, War Wagons, Elixir Alchemists, Autocrossbowmen, Dragon Guards, Dragon Ship, Immortals
Major advantage: Strong overall economy, powerful unique units, very strong navy, has Engineers
Major disadvantage: Slow early game, could not build highest level religious buildings, weak to Missile Immunity, overall fragile units

Tilted Towards Economy Race
Xuanyuan is a new race introduced by Warlords mod. The race gameplay theme is strength in numbers (figures, higher population). Economically, Xuanyuan enjoys good population growth and late-game economy thanks to the maximum population bonus and having all buildings accessible to them. The slight increase in food help feed the higher population and larger number of military units. Xuanyuan introduces a varied unit roster with different strengths, helping player adapt to challenges. The units come with higher # of figures. The increased figures (+2) benefit the 4-figure units such as crossbowmen and cavalry units the most. A downside is their fragile nature – a 1 armor reduction with no durability bonuses other than their higher figure counts. Xuanyuan also has similar problem with High Man of Arcanus, they have one more level of unrest than what others would.

Important combo with retort or spell:
Heart of Solidarity (Rare Life global enchantment) (This spell eliminates racial interaction unrest completely)
Heart of Solidarity (Rare Life global enchantment) (This spell eliminates racial unrest completely)
Inner Power (Rare Chaos global enchantment) (Immortals could receive buff from Inner Power)
Venom (Uncommon Nature unit enchantment) (Poison would roll twice for Dragon Guards and Autocrossbowmen due to trigger by both melee and fire breath/thrown and they have a lot of figures to trigger)
Vampiricism (Rare Death unit enchantment) (Bloodsucking is triggered twice for Dragon Guards and Autocrossbowmen due to using both melee and fire breath/thrown)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)
Flight (Uncommon Sorcery unit enchantment) (flying Dragon Ship would solve most of logistic problem for Xuanyuan and also give one of the most powerful unit in this mod.)
Wind Mastery (Very Rare Sorcery global enchantment) (allow flying Dragon Ship and solve both logistic and tactical problem against threat on the ground and in the sky.)


7) Rakhshasa
Plane: Myrror
Economic characteristic: Slow growth, +0.25 max pop per forest tile near city, +0.5 Power per pop unit
Unit characteristic: +1 Armor, +1 Movement, -20% unit Cost
Normal Units: Spearmen, Swordsmen, Monks, Trireme, Galley
Unique Units: Jungle Stalkers, Wildhunters, Jaguar Warriors, Blood Priests, Weretiger Mages, Rishis, Ogre Lords, Manticores
Major advantage: Overall fast units, most of unique units have Bloodsucking ability, many units have stealth, cheaper units, has unit with Illusion Immunity, good explorer
Major disadvantage: Could not build road, lack of very fast unit, slow late game production

Tilted Towards Military Race
Feline race with a gameplay theme of fast bloodsucker carnivore units and multiple units (including a starter unit) with stealth ability. Their military moves fast in the battlefield, their lower-tier generic units are cheap to build, while their more advanced racial uniques all come with the bloodsucker trait (if unit attack deals damage, 3 extra damage is added while unit heals 3 points). This can include separate ranged attacks and thrown attacks, the latter allowing a double-bloodsucker effect. However, a maximum of 1 trigger per attack regardless of # of figures.

Important combo with retort or spell:
Warlord retort (able to use this retort to overwhelm enemy early)
Tactician retort (synergy with innate Forester)
Dark Ritual (Rare Death city enchantment) (could build all religious buildings, not include mutually excluded one)
Pillar of Faith (Uncommon Life city enchantment) (Rakhshasa could use the spell effect to full potential)
Crusade (Very Rare Life global enchantment) (Rakhshasa units could access free Holy Armor unit enchantment)
Consecration (Very Rare Life city enchantment) (Rakhshasa units could access free Bless unit enchantment)
Root of Genesis (Very Rare Nature global enchantment) (gradually turn whole planes into forest thus increase mobility for Rakhshasa units)
Venom (Uncommon Nature unit enchantment) (Venom would allow Rakhshasa's innate bloodsucking to trigger twice/separately)
Shadow Strike (Uncommon Death unit enchantment) (Shadow Strike allow bloodsucking to trigger twice/separately)
Magocracy (Uncommon Sorcery global enchantmetn) (This race able to take advantage of Magocracy to the fullest)


Next time would be about how each magic realms would compatible to one anothers.....

Build your OP build in Warlord mod......start from retort.

Build your OP build in Warlord mod......start from retort.

Management Tutorial

Guide on how to build your OP build in Warlord mod around wizard retort compatibility.

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HITMAN.Dominus
HITMAN.Dominus - - 13 comments

Doesn't work for me. It's telling me to buy the game I already bought.

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