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Blood And Magic - MS-DOS



Blood And Magic2.txt Blood & Magic is a real-time strategy game in which players take on the role of wizards by using blood magic to create monsters. The game is set in the settings of the Forgotten Lands campaign in an area known as the Full East. The war in this land revolves around the powerful magic of the Blood Forges, ancient magical items that can create huge armies of loyal followers for their users. Players use their Bloody Forge to create base golems that can either generate mystical energy to power the forges, explore the land and fight, or be transformed into a series of more powerful units. The game features five pre-generated campaigns with three missions each, or the option to play a random campaign across all 15 maps. The basic units in the game are the basic golems that are created in Bloodforge. They provide mana for the production of new units and can be turned into buildings or monsters. When four are placed on the foundation, they can turn into a mystical place dedicated to the type of magic the player chooses. Placing the base golem adjacent to a friendly mystical place will allow them to turn into a different creature, depending on the type of mystical place. The player can automatically only use the weakest transformation and can unlock more through research. The study of the cost of experience, which is obtained by creating or transforming basic golems, creating or destroying structures, casting spells, and killing enemies. While this approach is original compared to the regular Dune II-like system where the player had to gather or mine resources, it comes with its own set of problems. Basic golems are limited to a maximum unit capacity per map of 100, and depending on how the player balances his golems with fighting units, an almost unlimited mana production can be achieved (although a player cannot have more than 300 mana at a time). Since stationary golems are much easier to protect than moving harvesters, undisturbed exponential growth can easily occur. Also, not having to protect supply routes means less strategic thinking, as does not having any defensive structures (except passive walls).