0.0 hours played
Written 1 year and 10 months ago
Note I am a beta tester of this DLC but I bought this copy 100% on my own money
Everyone is going to focus on the techmagic (Techmaster pick) and tech race Soultrapped but I think that is missing the point.
The retorts/wizard picks in this DLC are all crazy fun in the grand tradition of Master of Magic i.e. taking them changes your playing style. Here are some
1. Demonologist (1 pick , requires 1 death, 1 chao and conjurer)- Remember the fun playing 10 or 11 book death and picking Wraiths or Shadow demons? This one duplicates the twist but with a unit called lesser shadow demons. Unlike 10/11 books strategies you even start with the unit (you also have that unique spell summon lesser shadow demons). That said lesser shadow demons have only 2 figures and have lower stats per figure than the real shadow demons, so they become almost useless much faster than usual...
2. Myrran Refugee 2 picks - This one allows you to start with a Myrran race on arcanus - When i first saw this, this felt weak, since it was costed the same as the Myrran pick. After all, one of the major advantages besides the powerful Myrran race is that you start in one plane typically isolated from other players. However on playing you will notice, that this is misleading. Myrran races like the goblins in the free DLC are more powerful than average arcanus races. Typically if you start in Myrror, the ruins and dungeons are also more powerful so you don't get a faster start. But with Myrran Refugee you can now have a much faster start with Trolls, Goblins, Draconian etc
3. Might make rights - 5 pick but you restricted to 2 max spell book - This is hands down the most MOMish Wizard trait in the game that makes playing MoM a totally different game. Part of the new default Troll Wizard , this gives all your non-fantastic units and heroes +3 resist and more importantly a new trait "combat regeneration". This is similar to the troll regeneration except it gives +2 HP per turn and more importantly, on the battle ending your units don't automatic restore to full HP and your units that died don't revive even if you won. The drawback is you are restricted to only 2 spellbooks though it is possible to find more spellbooks as treasures from cracking dungeons (unlikely) or from defeating wizards totally (much more likely). It goes without saying even combat regeneration (+2 per turn is probably too much) in the hands of a decent player, this is very OP
4. Veteran warlord (1 pick, requires warlord) - This pick probably is the most boring. You get 1 extra swordman at the starting game and all your units get extra +1XP per turn. This one is clearly designed to be used in the "Warrior package" consisting of Might make right, Warlord and Veteran Warlord but even without this, a constant +1XP per turn is easily underestimated as it gets your unit to Ultra elite a lot faster and save you mana on heroism
5. Technomaster (1 pick, requires 3 spellbooks in 2 diff schools) - This one was poised to be most interesting, but in fact feels the least interesting to me. The new spells were nice I guess but nothing much that was awesome. You also get +5% research bonus and a starter drone at the start.
The other thing that game adds is the threat of the soul trapped, You can use the setting to control when tech dungeons which tend to produce souitrapped dungeons and mobs that arise from turn 100 to 300. This isn't much of a threat, not in the way the antrares of Moo2 too since by the time you get to turn 300 , you pretty much won the game already. Thankfully now you can set the target as low as turn 100.
All in all the DLC is relatvely cheap and the new retorts/picks in the new DLC is well worth the money.
Note : Also if you bounced off MoM in Dec 2022/Jan 2023, or are waiting for the right time to get into this game, this is the right time! The big incremental update has improved a ton of things and the new paid DLC and the ongoing steam discounts are the best time to get into it!