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** Not so weak if those Priestesses and Cultists are lucky enough to charm the likes of Vampires, Shadowbeasts, Werewolves, and Medusae.

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* TheMinionMaster: Priestesses of Krypta, who rarely go anywhere without a retinue of skeletons.

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* TheMinionMaster: Priestesses of Krypta, who rarely go anywhere without a retinue of skeletons.skeletons and other undead they happen to charm into servitude.
** Also Cultists of Fervus, who are always accompanied by the many animals and monsters they've tamed.
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** In the original expansion, the Darkness Falls mission has your kingdom ally with a local tribe of Goblins who have been driven from their homelands by Styx and Stones and their undead armies. They actually provide a pretty effective supporting force for your heroes.
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** In the sequel, Blademasters, even more so. [[https://cdnb.artstation.com/p/assets/images/images/002/163/133/large/vadim-keen-blademaster.jpg?1458084258 Look at them.]] Their high priest is [[Creator/ArnoldSchwarzenegger Jarl Scwarz.]]
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** Elves, as far as the races are concerned. Statistically, they’re among the best ranged attackers in the game, and they enable your marketplaces and inns to generate extra gold. However, they have the lowest unit-to-building ratio of any faction at a measly ''two'', and you’re bound to lose every bit of that extra gold, plus some, to the untaxable Elven Lounges and Gambling Halls, which will inevitably start popping up like mushrooms not long after you recruit your first elf. Overall, the handful of benefits elves bring to the table simply aren't worth giving up the cost-effectiveness of gnomes or the high versatility of dwarves over.

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** Elves, as far as the races are concerned. Statistically, they’re among the best ranged attackers in the game, and they enable your marketplaces and inns to generate extra gold. However, they have the lowest unit-to-building ratio of any faction at a measly ''two'', and you’re bound to lose every bit of that extra gold, plus some, to the untaxable Elven Lounges and Gambling Halls, which will inevitably start popping up like mushrooms not long after you recruit your first elf. Overall, Thankfully though, you convince your heros destroy them with reward flags. Once you get rid of them, the handful of benefits elves bring to massive gold bonus you get from the table simply aren't worth giving up the cost-effectiveness of gnomes or the high versatility of dwarves over.Elven Bungalows do make them worthwhile.
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Irrelevant wick.


---> '''Priestesses (getting ready to fight):''' "Are you willing to ''flirt with death''?"
---> '''Barbarians (dying):''' "[=YARRRRRrrrrrr!!!=]"
---> '''Gnomes (going to an explore flag, and [[MagikarpPower yes, they will sometimes)]]:''' "At last, some adventure!"

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---> '''Priestesses (getting ready to fight):''' "Are you willing to ''flirt with death''?"
--->
death''?"\\
'''Barbarians (dying):''' "[=YARRRRRrrrrrr!!!=]"
--->
"[=YARRRRRrrrrrr!!!=]"\\
'''Gnomes (going to an explore flag, and [[MagikarpPower yes, they will sometimes)]]:''' "At last, some adventure!"



** Your [[NumberTwo Royal Advisor]] gets into this ''[[MostAnnoyingSound for everything.]]''

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** Your [[NumberTwo Royal Advisor]] gets into this ''[[MostAnnoyingSound for everything.]]''everything:
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A version of ''Majesty'' has been recently developed for cell phones and IOSGames, by Herocraft and Paradox Interactive. To save on memory, it cuts out and/or fuses the functions of many aspects of the original ''Majesty''; for example, you can only build temples to Agrela, Krypta, or Krolm, and they're all mutually exclusive. Additionally, you can no longer hire gnomes, their dwelling instead providing a one-time reduction to construction time on all buildings on the map, although it still prevents you from hiring elves or dwarves, and several types of heroes, such as rogues, are removed entirely. This version takes, if possible, an even more tongue-in-cheek look at the stereotypical fantasy setting than the original version did, replacing the graphics with cartoony sprites and adding a number of blatant references (your wizards can randomly be named [[Literature/TheLordOfTheRings Gandalf]]). The campaign is significantly shorter as well, comprising a handful of linearly unlocked missions.

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A version of ''Majesty'' has been recently developed for cell phones and IOSGames, UsefulNotes/IOSGames, by Herocraft and Paradox Interactive. To save on memory, it cuts out and/or fuses the functions of many aspects of the original ''Majesty''; for example, you can only build temples to Agrela, Krypta, or Krolm, and they're all mutually exclusive. Additionally, you can no longer hire gnomes, their dwelling instead providing a one-time reduction to construction time on all buildings on the map, although it still prevents you from hiring elves or dwarves, and several types of heroes, such as rogues, are removed entirely. This version takes, if possible, an even more tongue-in-cheek look at the stereotypical fantasy setting than the original version did, replacing the graphics with cartoony sprites and adding a number of blatant references (your wizards can randomly be named [[Literature/TheLordOfTheRings Gandalf]]). The campaign is significantly shorter as well, comprising a handful of linearly unlocked missions.
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A version of ''Majesty'' has been recently developed for cell phones and IOSGames, by Herocraft and Paradox Interactive. To save on memory, it cuts out and/or fuses the functions of many aspects of the original ''Majesty''; for example, you can only build temples to Agrela, Krypta, or Krolm, and they're all mutually exclusive. Additionally, you can no longer hire gnomes, their dwelling instead providing a one-time reduction to construction time on all buildings on the map, although it still prevents you from hiring elves or dwarves, and several types of heroes, such as rogues, are removed entirely. This version takes, if possible, an even more tongue-in-cheek look at the stereotypical fantasy setting than the original version did, replacing the graphics with cartoony sprites and adding a number of blatant references (your wizards can randomly be named [[LordOfTheRings Gandalf]]). The campaign is significantly shorter as well, comprising a handful of linearly unlocked missions.

to:

A version of ''Majesty'' has been recently developed for cell phones and IOSGames, by Herocraft and Paradox Interactive. To save on memory, it cuts out and/or fuses the functions of many aspects of the original ''Majesty''; for example, you can only build temples to Agrela, Krypta, or Krolm, and they're all mutually exclusive. Additionally, you can no longer hire gnomes, their dwelling instead providing a one-time reduction to construction time on all buildings on the map, although it still prevents you from hiring elves or dwarves, and several types of heroes, such as rogues, are removed entirely. This version takes, if possible, an even more tongue-in-cheek look at the stereotypical fantasy setting than the original version did, replacing the graphics with cartoony sprites and adding a number of blatant references (your wizards can randomly be named [[LordOfTheRings [[Literature/TheLordOfTheRings Gandalf]]). The campaign is significantly shorter as well, comprising a handful of linearly unlocked missions.
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* ComebackMechanic: [[ZigZaggedTrope In a roundabout way,]] graveyards. They only appear if a lot of heroes are getting killed, but they also provide a constant stream of low-level XP fodder to help grind up the dead heroes' replacements... provided you can ''handle'' said stream of low-level enemies, that is.
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** DarkIsEdgy - Priestesses, the Witch King, the Liche Queen

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** DarkIsEdgy CastingAShadow - Priestesses, the Witch King, the Liche Queen

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* MeaningfulName: The cell phone version takes this one and runs away with it; the (small) pool of randomized names for each hero type is comprised entirely of hilariously appropriate monikers. "Manhater" the Paladin and "Armless" the Healer, anyone?


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* MeaningfulName: The cell phone version takes this one and runs away with it; the (small) pool of randomized names for each hero type is comprised entirely of hilariously appropriate monikers. "Manhater" the Paladin and "Armless" the Healer, anyone?


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* {{Medusa}}: Medusae are a type of enemy, who not only have snakes for hair, but are also serpent from the waist down. ''The Northern Expansion'' introduces the stronger Greater Gorgons.
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formatting isn't working, I give


** Additionally, one of the randomly selected names your barbarians can have is "Kornan". At the same time, your wizards can be named "[[Myth/Merlin Merlan]]."

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** Additionally, one of the randomly selected names your barbarians can have is "Kornan". At the same time, your wizards can be named "[[Myth/Merlin Merlan]]."
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extra funnies


** Additionally, one of the randomly selected names your barbarians can have is "Kornan".

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** Additionally, one of the randomly selected names your barbarians can have is "Kornan". At the same time, your wizards can be named "[[Myth/Merlin Merlan]]."



* PunnyName: All over the place. Besides having Styx and Stones and Rhoden the Rat King for villains, your healers can have names that sound suspiciously like prescription drugs.

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* PunnyName: All over the place. Besides having Styx and Stones and Rhoden the Rat King for villains, your healers can have names that sound suspiciously like prescription over-the-counter drugs.
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* LinearWarriorsQuadraticWizards: ''Oh yeah''. At low levels, wizards amount to little more than energy-shooting cannon fodder, meaning your other heroes will be doing the bulk of the fighting. If you can somehow get them to higher levels, however, wizards become [[OneManArmy one-man armies]] capable of decimating most foes effortlessly, putting even the strongest warriors to shame.
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** Elves, as far as the races are concerned. Statistically, they’re among the best ranged attackers in the game, and they enable your marketplaces and inns to generate extra gold. However, they have the lowest unit-to-building ratio of any faction at a measly ''two'', and you’re bound to lose just as much gold to the Elven Lounges and Casinos that will invariably start popping up like mushrooms, which aren’t taxable. Overall, it’s not worth giving up the cost-effectiveness of gnomes or the high versatility of dwarves over.

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** Elves, as far as the races are concerned. Statistically, they’re among the best ranged attackers in the game, and they enable your marketplaces and inns to generate extra gold. However, they have the lowest unit-to-building ratio of any faction at a measly ''two'', and you’re bound to lose just as much gold every bit of that extra gold, plus some, to the untaxable Elven Lounges and Casinos that Gambling Halls, which will invariably inevitably start popping up like mushrooms, which aren’t taxable. mushrooms not long after you recruit your first elf. Overall, it’s not the handful of benefits elves bring to the table simply aren't worth giving up the cost-effectiveness of gnomes or the high versatility of dwarves over.
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* Elves, as far as the races are concerned. Statistically, they’re among the best ranged attackers in the game, and they enable your marketplaces and inns to generate extra gold. However, they have the lowest unit-to-building ratio of any faction at a measly ''two'', and you’re bound to lose just as much gold to the Elven Lounges and Casinos that will invariably start popping up like mushrooms, which aren’t taxable. Overall, it’s not worth giving up the cost-effectiveness of gnomes or the high versatility of dwarves over.

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* ** Elves, as far as the races are concerned. Statistically, they’re among the best ranged attackers in the game, and they enable your marketplaces and inns to generate extra gold. However, they have the lowest unit-to-building ratio of any faction at a measly ''two'', and you’re bound to lose just as much gold to the Elven Lounges and Casinos that will invariably start popping up like mushrooms, which aren’t taxable. Overall, it’s not worth giving up the cost-effectiveness of gnomes or the high versatility of dwarves over.
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* Elves, as far as the races are concerned. Statistically, they’re among the best ranged attackers in the game, and they enable your marketplaces and inns to generate extra gold. However, you’re bound to lose just as much gold to the Elven Lounges and Casinos that will invariably start popping up like mushrooms, which aren’t taxable. Overall, it’s not worth giving up the cost-effectiveness of gnomes or the high versatility of dwarves over.

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* Elves, as far as the races are concerned. Statistically, they’re among the best ranged attackers in the game, and they enable your marketplaces and inns to generate extra gold. However, they have the lowest unit-to-building ratio of any faction at a measly ''two'', and you’re bound to lose just as much gold to the Elven Lounges and Casinos that will invariably start popping up like mushrooms, which aren’t taxable. Overall, it’s not worth giving up the cost-effectiveness of gnomes or the high versatility of dwarves over.
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* Elves, as far as the races are concerned. Statistically, they’re among the best ranged attackers in the game, and they enable your marketplaces and inns to generate extra gold. However, you’re bound to lose just as much gold to the Elven Lounges and Casinos that will invariably start popping up like mushrooms, which aren’t taxable. Overall, it’s not worth giving up the cost-effectiveness of gnomes or the high versatility of dwarves over.
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** Wizards, full stop. They start off physically frail, slow, and not very damaging, but at max level they are capable of TeleportSpam, magic InstantArmor, and several flavors of FantasticNuke. It's not uncommon late game for a troll, dragon, or some other powerful monster to spawn only for a bored wizard to instantly teleport to it and vaporize it in a single attack. Vampires are the only thing that can fight them evenly (unless they're able to {{One-Hit Kill}} it before the vampire can turn on its magic mirror spell), but most wizards won't face them anyways.

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** Wizards, full stop. They start off physically frail, slow, and not very damaging, but at max level they are capable of TeleportSpam, magic InstantArmor, and several flavors of FantasticNuke. It's not uncommon late game for a troll, dragon, or some other powerful monster to spawn only for a bored wizard to instantly teleport to it and vaporize it in a single attack. Vampires are the only thing that can fight them evenly (unless they're able to {{One-Hit Kill}} {{OneHitKill}} it before the vampire can turn on its magic mirror spell), but most wizards won't face them anyways.

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** Evil occuli aren't easy to deal with either. They have a sizable amount of HP, and spam Paralyze (one of the most powerful spells in the game) on any unlucky hero wandering near them.

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** Evil occuli oculi aren't easy to deal with either. They have a sizable amount of HP, and spam Paralyze (one of the most powerful spells in the game) on any unlucky hero wandering near them.



* DeaderThanDead: If you wait too long to resurrect a fallen hero, his or her gravestone will disappear, and they can't be resurrected unless you have a mausoleum.

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* DeaderThanDead: If you wait too long to resurrect a fallen hero, his or her gravestone will disappear, and they can't be resurrected unless you have a mausoleum. And even then, followers of Agrela or Dauros will not be buried there due to their beliefs.



* GrimUpNorth: The general theme of the "Northern Expansion," but especially for "The Valley of the Serpents," "Darkness Falls," and "Spires of Death."



* LevelEditor: You can build your own custom maps, with the ability to modify the type of enemy forces, wandering monsters, treasure, starting buildings, and map scenery. The game's even nice enough to indicate the approximate difficulty.



* NightOfTheLivingMooks: "Vengeance of the Liche Queen," where skeletons, zombies, and vampires abound. "Darkness Falls" kicks things up a notch by periodically sending waves of Shadowbeasts -- large, four-legged creatures that move insanely fast and have massive tusks for tearing flesh apart.



*** After awhile, the missions become essentially luck based. Monster Kingdom is downright impossible after a few levels in due to the rampant cheating the AI puts you through.

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*** After awhile, a while, the missions become essentially luck based.luck-based. Monster Kingdom is downright impossible after a few levels in due to the rampant cheating the AI puts you through.



* StupidGood: Paladins, who are virtuous heroes committed to fighting injustice wherever it dwells, even if they have [[CurbStompBattle absolutely no chance of victory]]. Particularly amusing is when you get a pack of three or four chasing one skeleton down from across the entire map. [[Webcomic/TheOrderOfTheStick Miko Miyazaki would be proud.]]

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* StupidGood: Paladins, who are virtuous heroes committed to fighting injustice wherever it dwells, even if they have [[CurbStompBattle absolutely no chance of victory]]. Particularly amusing is when you get a pack of three or four chasing one skeleton down from across the entire map. [[Webcomic/TheOrderOfTheStick Miko Miyazaki would be proud.]]



* TakenForGranite: The Medusae in the base game, along with the Greater Gorgons in the expansion, inflict this on your heroes. The quest that features them the most, "Valley of the Serpents", has the remains of petrified heroes dotted all over the map.



* WorldOfHam

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* WorldOfHamWorldOfHam: Over-the-top barks and combat shouts abound.


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* WrittenInAbsence: Sometimes, one of the limitations on your quests is that you can't use a specific race or temple, such as the Dwarves refusing to move into [[GrimUpNorth one map in the expansion]] or the Priestesses refusing to battle the Liche Queen [[spoiler:because she used to be one of them.]]

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%%* FragileSpeedster:
%%** The Adepts of Lunord. They don't ''die'' very easily, but they will flee a fight upon breaking a fingernail, so it still applies.
%%** Cultists may be a straighter example, at least until they hit level 7 and gain the Shapeshift spell, at which point they become {{Lightning Bruiser}}s.
* GameplayAutomation: The "Embassy" building introduced in the expansion pack can be set to automatically recruit heroes for you. It costs significantly more than recruiting manually and is totally random, but the heroes are invariably somewhat levelled up and aren't restricted by your choice of buildings. This is especially handy during "The Seige" because it's the only way to gain access to wizards.

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%%* FragileSpeedster:
%%**
* FragileSpeedster: As heroes' attendance to bounties is outside of your control, you run the risk of attracting a wave of Fragile Speedsters (particularly Rogues, who will jump at the chance of even a small bounty) before the heavy melee units arrive to back them up.
**
The Adepts of Lunord.Lunord are naturally fast, and can magically buff their speed to true Speedster levels, MotionBlur and all. They don't ''die'' very easily, but they will flee a fight upon breaking a fingernail, so it still applies.
%%** ** Cultists may be a straighter example, at least until they hit level 7 and gain the Shapeshift spell, at which point they become {{Lightning Bruiser}}s.
** Wizards gain teleportation before they reach the [[LinearWarriorsQuadraticWizards Quadratic]] levels that allow them to hold their own in a tough fight, so can end up mired in enemy territory if they don't have the juice to [[HitAndRunTactics teleport out again]].
* GameplayAutomation: The "Embassy" building introduced in the expansion pack can be set to automatically recruit heroes for you. It costs significantly more than recruiting manually and is totally random, but the heroes are invariably somewhat levelled up and aren't restricted by your choice of buildings. This is especially handy during "The Seige" Siege" because it's the only way to gain access to wizards.



* MagikarpPower: Gnomes start out pitifully weak and are really useful only to get your initial guilds built. In ''The Northern Expansion'', however, those with enough time and patience to grind them up to level 8 through the fairgrounds or forcing them into combat through some means will transform them into Gnome Champions, which have stats nearly on par with [[GameBreaker PALADINS]].
** It also isn't quite as big of a game breaker when you consider their low damage and poor hit points; they receive a boost from the pitiful number of hitpoints they have when upgrading to champions, but it's still very low for other melee heroes of the same level.
** Wizards, full stop. They start off physically frail, slow, and not very damaging, but at max level they are capable of TeleportSpam, magic InstantArmor, and several flavors of FantasticNuke. It's not uncommon late game for a troll, dragon, or some other powerful monster to spawn only for a bored wizard to instantly teleport to it and vaporize it in a single attack. Vampires are the only thing that can fight them evenly, but most wizards won't face them anyways.
*** Actually high level wizards are quite capable of teleporting to a vampire and {{One-Hit Kill}} it before the vampire can turn on its magic mirror spell.

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* MagikarpPower: Gnomes start out pitifully weak and are really useful only to get your initial guilds built. In ''The Northern Expansion'', however, However, those with enough time and patience to grind them up to level 8 10 (8 in ''The Northern Expansion'') through the fairgrounds or forcing them into combat through some means will transform them into Gnome Champions, which have stats nearly on par with [[GameBreaker PALADINS]].
** It also isn't quite as big of
PALADINS]]. This is only a game breaker when you consider relative boost, however; their low damage and poor hit points; they receive a boost from the pitiful number of hitpoints they have when upgrading to champions, but it's stats are still very fairly low for relative to other melee heroes of the same level.
** Wizards, full stop. They start off physically frail, slow, and not very damaging, but at max level they are capable of TeleportSpam, magic InstantArmor, and several flavors of FantasticNuke. It's not uncommon late game for a troll, dragon, or some other powerful monster to spawn only for a bored wizard to instantly teleport to it and vaporize it in a single attack. Vampires are the only thing that can fight them evenly, but most wizards won't face them anyways.
*** Actually high level wizards are quite capable of teleporting
evenly (unless they're able to a vampire and {{One-Hit Kill}} it before the vampire can turn on its magic mirror spell.spell), but most wizards won't face them anyways.



** "The Clash of Empires" scenario, still in ''Northern Expansion''. The Sovereign's settlement of this mission is built right in the middle of a battlefield opposing a Ratmen faction and a Goblins one, who are of course both hostile to the Sovereign. There are even scripted random spawns of mixed Ratmen and Goblins parties right next to the city, very busy fighting each others. The trope is even more exaggerated that it initially seemed when beginning the scenario, as the usual wandering monsters faction is still present in this specific scenario, hostile to any of the three other factions.
%%* MightyGlacier: Warriors, dwarves, and barbarians.

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** "The Clash of Empires" scenario, still in ''Northern Expansion''. The Sovereign's settlement of this mission is built right in the middle of a battlefield opposing a Ratmen faction and a Goblins one, who are of course both hostile to the Sovereign. There are even scripted random spawns of mixed Ratmen and Goblins parties right next to the city, very busy fighting each others. other. The trope is even more exaggerated that than it initially seemed when beginning the scenario, as the usual wandering monsters faction is still present in this specific scenario, hostile to any of the three other factions.
%%* * MightyGlacier: Warriors, dwarves, and barbarians.barbarians, meaning your toughest melee fighters can take a long time to reach distant threats.
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* AuthorityEqualsAsskicking: Subverted. You yourself cannot go destroy the dark castle of the liche queen, dragons, minotaurs, etc.; you must coax your heroes into destroying the dark castle of the liche queen, dragons, minotaurs, etc., and whatever offensive and defensive spells you can cast are done under the paid auspices of your hero's guilds.

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* AuthorityEqualsAsskicking: Subverted.Averted. You yourself cannot go destroy the dark castle of the liche queen, dragons, minotaurs, etc.; you must coax your heroes into destroying the dark castle of the liche queen, dragons, minotaurs, etc., and whatever offensive and defensive spells you can cast are done under the paid auspices of your hero's guilds.
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To YMMV it goes.


* MostAnnoyingSound: Many high-level monsters and unique bosses have their audio cues, which sometimes cross over into HellIsThatNoise territory for the player, especially in the NintendoHard missions. However, you 'will' learn to hate the relatively ordinary and all-too-common sound of trolls and ratmen spawning, usually close to your marketplace and often at the most inopportune moments - because that sound will frequently be followed by the death cry of your tax collector who was about to drop off his haul of +2K gold before getting a troll club to the face/ratman dagger to the gut.
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The Kingdom has been renamed The Good Kingdom. ZCE and unclear examples are being zapped; add back with more context if correct.


* TheKingdom
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You have inherited the crown of TheKingdom of Ardania, a MedievalEuropeanFantasy kingdom with a surplus of [[TheHero heroes]] but a desperate need of an [[TheLeader inspired leader]] to lead them to victory. Taking up the throne of Ardania, it is your duty as Sovereign to forge alliances with [[FiveRaces the other races]], placate the gods, hire heroes to defend your kingdom, and send them on quests to drive back the AlwaysChaoticEvil monsters that threaten Ardania's borders.

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You have inherited the crown of TheKingdom the kingdom of Ardania, a MedievalEuropeanFantasy kingdom with a surplus of [[TheHero heroes]] but a desperate need of an [[TheLeader inspired leader]] to lead them to victory. Taking up the throne of Ardania, it is your duty as Sovereign to forge alliances with [[FiveRaces the other races]], placate the gods, hire heroes to defend your kingdom, and send them on quests to drive back the AlwaysChaoticEvil monsters that threaten Ardania's borders.
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** [[{{Elfeminate}} And possibly the elves, but it's hard to tell]]. According to the flavor text of the [[TheyChangedItNowItSucks "re-imagining,"]] the Elves in the first game and Elves serve the human world in gender shifts.

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** [[{{Elfeminate}} And possibly the elves, but it's hard to tell]]. According to the flavor text of the [[TheyChangedItNowItSucks "re-imagining,"]] the Elves in the first game and Elves serve the human world in gender shifts.
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* EasyLogistics: Averting this is why you have to clear the research tree each time for every new building. Presumably you're not discovering them, you're paying the money to get the infrastructure in place.


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* GenderBender: In ''Northern Expansion'', you can eventually sell Shapeshift Tinctures. Each class turns into a different kind of beast when they use them; the (male) Wizards and Elves turn into (female) Medusae and Dryads.
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Fix


Released by Cyberlore in 2000, ''Majesty: The Fantasy Kingdom Sim'' portrays a typical fantasy {{RPG}} world from a slightly different angle. The game can probably best be described as a city-building {{Sim}} with RealTimeStrategy and RPGElements, but that doesn't quite encompass the extent of the gameplay. The player is cast as the Sovereign of Ardania, a [[AffectionateParody deliberately stereotypical]] fantasy kingdom, and is given complete control over construction, taxation, research, and the hiring of heroes to defend the realm.

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Released by Cyberlore in 2000, ''Majesty: The Fantasy Kingdom Sim'' portrays a typical fantasy {{RPG}} world from a slightly different angle. The game can probably best be described as a city-building {{Sim}} {{Sim|ulationGame}} with RealTimeStrategy and RPGElements, but that doesn't quite encompass the extent of the gameplay. The player is cast as the Sovereign of Ardania, a [[AffectionateParody deliberately stereotypical]] fantasy kingdom, and is given complete control over construction, taxation, research, and the hiring of heroes to defend the realm.
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* CrapsackWorld: It's hidden by an often humorous approach, part pastiche, part parody. At a closer glance, however, considering the abundant monster population, black sorcerers and evil mages (as evidenced by the amount of quests tied to some kind of curse), constant undead and "greenskin" incursions, hellishly dangerous unique bosses, doomsday scenarios and the often skyrocketing casualty rate of normals (i.e. non-heroic NPCs such as guards, tax collectors and peasants), the setting is really not that nice a place to live in.

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* CrapsackWorld: It's hidden by an often humorous approach, part pastiche, part parody. At a closer glance, however, considering the abundant monster population, black sorcerers and evil mages (as evidenced by the amount of quests tied to some kind of curse), constant undead and "greenskin" incursions, hellishly dangerous unique bosses, doomsday scenarios and the often skyrocketing casualty rate of normals (i.e. non-heroic NPCs {{Non Player Character}}s such as guards, tax collectors and peasants), the setting is really not that nice a place to live in.

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* CrapsackWorld: It's hidden by an often humorous approach, part pastiche, part parody. At a closer glance, however, considering the abundant monster population, black sorcerers and evil mages (as evidenced by the amount of quests tied to some kind of curse), constant undead and "greenskin" incursions, hellishly dangerous unique bosses, doomsday scenarios and the often skyrocketing casualty rate of normals (i.e. non-heroic NPCs such as guards, tax collectors and peasants), the setting is really not that nice a place to live in.



* MostAnnoyingSound: Many high-level monsters and unique bosses have their audio cues, which sometimes cross over into HellIsThatNoise territory for the player, especially in the NintendoHard missions. However, you 'will' learn to hate the relatively ordinary and all-too-common sound of trolls and ratmen spawning, usually close to your marketplace and often at the most inopportune moments - because that sound will frequently be followed by the death cry of your tax collector who was about to drop off his haul of +2K gold before getting a troll club to the face/ratmen dagger to the gut.

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* MostAnnoyingSound: Many high-level monsters and unique bosses have their audio cues, which sometimes cross over into HellIsThatNoise territory for the player, especially in the NintendoHard missions. However, you 'will' learn to hate the relatively ordinary and all-too-common sound of trolls and ratmen spawning, usually close to your marketplace and often at the most inopportune moments - because that sound will frequently be followed by the death cry of your tax collector who was about to drop off his haul of +2K gold before getting a troll club to the face/ratmen face/ratman dagger to the gut.

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