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* AuthorityEqualsAsskicking: Lords are, generally, the most powerful unit in any faction, and only Lords can reach twelfth level, whereas regular champions can only go up to ten. Therefore, whichever lord type you choose, that particular type of unit will be strongest in your faction.
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trope is renamed Prefers Going Barefoot. Dewicking old name


* DoesNotLikeShoes: Quite a few, but trolls, grendels, goblins, goblin archers (two different units), dryads, some elven units, the huntress, the amazon thief, and the lizardfolk and lizardfolk slingers are some examples of this.

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Mix And Match is now a disambig.


* GenreMashup: Lords of Magic combines DungeonCrawling roleplaying game elements,[[FourX turn-based grand strategy and diplomacy]], and RealTimeWithPause tactical combat into a HighFantasy setting and [[TheQuest quest]] to defeat an EvilOverlord. While each individual genre is simplified the way they're combined leads to quite complex gameplay.



* MixAndMatch: Lords of Magic combines DungeonCrawling roleplaying game elements,[[FourX turn-based grand strategy and diplomacy]], and RealTimeWithPause tactical combat into a HighFantasy setting and [[TheQuest quest]] to defeat an EvilOverlord. While each individual genre is simplified the way they're combined leads to quite complex gameplay.
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* AllThereInTheManual: While a player can get some details by reading spell and unit descriptions the majority of the game's backstory is confined to its lengthy manual.
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* BladeOnAStick: The Death Faith's infantry are Dark elf Halberdiers. The Dark Halberdiers don't get any particular combat bonuses and actually have mediocre Attack potential for a melee unit, but they do have the highest possible Defense for an infantry unit.
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* MagikarpPower: Mage Lords can sometimes start out with decent support abilities but tend to have terrible damage output and very restrictive {{Mana}} capacity. They also die in a few hits from even the weakest enemy archers and can't confer experience to barracks or thieves guilds which leaves your military units behind the level curve. If you do manage to get your Mage Lord leveled up and learn your Faith's best spells he can usually annihilate a max size enemy party with just a few halfway decent units or creatures on his side.
** The Life Elven Warrior Lord starts out as a FragileSpeedster that can be shot down by enemies as weak as goblin archers, even while he's using the 'Defend' command. At max Level he'll have the highest Defense possible for a Lord, 17, and he can use artifacts that will reduce enemies' Attack, heal him at both the start and end of combat while also providing gradual RegeneratingHealth during the battle, and do massive damage to Death creatures. With weapon artifacts his Attack can exceed a dragon's; with armor artifacts he can gain Resist against all magic and Defense that rivals the toughest Legendary Creature. Meanwhile he'll still have the fastest combat Speed and most Move points of any warrior, making him an undeniable example of a LightningBruiser. The icing on the cake is that the Elven Warlord reaches his max Level with much fewer Experience points than Balkoth and most other warrior Lords.
* OddFriendship: The Air Faith is comprised of both small, nimble, mischievous faeries and the tall, strong, solemn Storm Giants. The description of the Air spell 'Headwind', which slows a victim's speed, claims it was developed to hinder nuisance faeries. Nonetheless the two races cooperate effectively and have in-game stats that complement each other.
* OurMonstersAreDifferent: Special Edition adds a monster named Grendel inspired by the creature of that name from the legend of Beowulf. Grendels in-game look like giant gray versions of the CreatureFromTheBlackLagoon,[[CthulHumanoid have tendrils or small tentacles hanging over their mouth,]] have [[GlowingEyesOfDoom glowing yellow eyes]] and generally look like a humanoid SwampMonster. Grendel, rather than being the name of a specific individual, is used as the common name for these monsters and they show up multiple times semi-frequently in high-level dungeons.
* ProjectileSpell: The basic damage spell for every Faith besides Chaos creates a homing projectile that doesn't deal damage until it strikes the target. However it is [[AlwaysAccurateAttack impossible for the target to avoid these projectiles by doing anything short of leaving the combat area entirely.]] Unusually, the Water spell 'Gift of Life' functions the same way despite healing the target. This can be annoying when your teammate is struck dead before the spell reaches him. More conventional examples of projectile spells are Fire's 'Fury Fire' and Chaos' 'Blades of Fury' and 'Vortex'. Those spells create persistent projectiles that fly straight from the caster to an area of the combat field and then circle that spot rapidly, damaging anything that gets in their way. These projectiles can get slower victims trapped in a CycleOfHurting as they get hit repeatedly everytime the projectile touches them and can be used for area denial, but are usually easy to avoid.
* ReplayValue: The player's choice of Lord has a major impact on how each game begins and progresses. With 7 Faiths and 3 Lord types you get 21 different starting options for a standard game, and 3 options for a GottaKillThemAll campaign using Death. Then there's countless possibilities with Custom Starts and Custom Maps.
* SquareRaceRoundClass: Any player who has used the Earth Faith should know that dwarves have the worst speed and stealth around. Predictably, Fire's dwarven thief is the worst thief for any actions requiring stealth or espionage.
* TheUnfought: In addition to Balkoth, the Death Faith also has more typical options for warrior, thief, and mage Lords that appear on the Lord selection screen at the beginning of the game. Should you select one of these Lords you can play the Death GottaKillThemAll campaign with him. The Dark Warrior Lord can actually attain higher Attack and Defense than Balkoth can! However, you'll never be able to face these Death Lords as enemies in a normal game since Balkoth always fills the role for Lord of Death.
** The player's units will never fight or even encounter [[NonActionBigBad Golgoth, God of Death.]]
* UnusableEnemyEquipment: Very few artifacts can be used by both champions of opposite Faiths. For example Earth warriors and Air warriors can't use the same artifacts, with the exception of the most generic ones, like 'Ring of Protection', which can be used by any champion. The player will gain any artifacts enemies had when he destroys them in combat, which is where this trope comes into effect. You'll often kill the Lord or champions of a rival Faith and be 'rewarded' with the artifacts they were using, which your units can't equip. However if you completely conquer your rival Faith you'll be able to make their champions, who can then use such equipment.
** In a Custom start even the cheapest units, spells, and artifacts will be impossibly expensive if they're associated with the opposite Faith. This can lead to things like a Seagull being priced at 9999 Barter Points if you choose a Fire Lord. A bit disappointing since Water's seagull is a much better scout unit that Fire's imp.
* UselessUsefulSpell: Earth's spell 'Turn to Stone' takes a lot of turns to research, is near the end of its spell book, has a high {{Mana}} cost, targets a single enemy, and also requires the spellcaster to have a higher level than his target. Slow reduces a target's Attack Rate and combat Speed and Entangle stops it's movement entirely, neither have a caster Level requirement, both are much quicker to research than Turn to Stone, and they can both be cast on the same target for less combined Mana cost than Turn to Stone. Sands of Sleep is another advanced Earth spell that disables the victims' movement and actions and it hits every enemy in a wide area while having no caster Level requirement. The only downside for Sands of Sleep compared to Turn to Stone is that once a victim gets hit by anything the Sleep ends. The only time Turn to Stone would hypothetically be the best choice is when you're facing an extremely powerful unit that's formidable with both melee and ranged attacks... which pretty much means only Dragons and Drakes. Problem is those creatures are Level 10, making it impossible for a generic spellcaster to be higher Level than them! To add insult to injury the Water spell Freeze also disables the target's movement and actions but doesn't have any level requirement to work. The only downside of Freeze compared to Turn to Stone is that it makes the target impervious to normal hits while in effect. This is mostly irrelevant when Freeze is cast on an enemy since the player's party can kill all the other enemies then swarm and overwhelm the one remaining enemy when Freeze ends. This odd attribute of Freeze can actually be a strategic asset by letting the player Freeze one of his own units to save it from imminent death.
* VideoGameCrueltyPunishment: A player that routinely razes villages he captures will quickly have AI Faiths develop hostile attitudes towards his Faith.
* VideoGameDelegationPenalty: Choosing to Auto-Calculate a battle can result in the player taking damage and losses he could avoid with basic tactics if he'd played combat manually. This is because Auto Calc results seem to be based almost entirely on the relative 'barter value' of the opposing parties' units. If your party is much more valuable than your opponents Auto Calc will typically turn out reliable results of you annihilating them with little damage taken. But, if the enemy has expensive units you could take some big damage with Auto Calc. This discounts every PlayerExclusiveMechanic, instance of ArtificialStupidity, and GameBreaker tactic a player can easily exploit in combat. On the other hand, Auto Calc can occasionally let you win battles that would be impossible manually, such as letting an Earth Magician with practically no damage-dealing ability kill a small enemy group solo. Auto Calc is also useful for wiping out other Faiths' parties completely, as in combat AI units tend to flee when the battle turns against them.
* WideOpenSandbox: The player is strongly encouraged to conquer his Faith's Great Temple ASAP but nothing forces him to. Want to take over a friendly Faith's Great Temple to gain their city while totally [[DoomedHometown ignoring your own starting city]]? It can be done. Want to take your StartingUnits straight into Death's homeland to fight the FinalBoss? You can, although you'll probably need to exploit a GameBreaker Custom start to survive, much less win! Want to take a ship to the Dragon's Lair and win a [[DiscOneNuke Greater Artifact]] before you conquer the NoobCave? If you can afford to hire a ship and find a way to kill the dragons within, you sure can!
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* LuckBasedMission: Pretty much every one of a thief's non-combat special abilities are subject to random chance. While a thief's Level and Stealth Factor influences his chance of success for spying, interrogation, and stealing he'll always have some chance of failing. The only guarantee a player can get is guaranteed failure when sending a thief to spy on a party that's using 'Detect Thief' or [[DeathByMaterialism steal more resources than the enemy actually has.]]
* LuckStat: Champions have a 'Luck' stat and luck is occasionally referenced in the descriptions of artifacts, such as the 'Luckstone', but it doesn't actually have any gameplay impact; likely due to the stat being DummiedOut.
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* GameplayRandomization: On the default map the locations of dungeons and the encounters that wait within are slightly randomized, with the exception of unique dungeons like the Dragon's Lair and Lich Castle. The artifacts and other rewards from higher level dungeons are also somewhat random. Whether the AI Faiths have a warrior, thief, or mage as their Lord is also randomly determined for each Faith except Death.
** Many Chaos spells are influenced by the RandomNumberGod in ways other Faith's magic isn't. For example, Polymorph Other will most likely turn an enemy into a harmless chicken but there's a small chance the target will instead [[CriticalFailure become a mighty dragon]].
** The exact damage done by normal melee and missile hits can vary slightly from the attacker's Attack stat and this is influenced by the direction of the attacker relative to his target. [[BackStab Attacks to the target's back will do more damage, on average.]]
* IceMagicIsWater: 'Ice Bolt' is the Water Faith's only direct damage spell, for practical purposes, and 'Freeze' is their ultimate attack spell. Although Air also gets the spells 'Cone of Cold' and 'Ice' so this could be considered a DownplayedTrope.
* InsurmountableWaistHeightFence: In most dungeons impassable terrain is represented with slightly different colored ground and there's no obvious reasons why only flying units can move over it.
** [[InvertedTrope Inverted]] for combat that takes place on the world map. Any units can move over any terrain except ocean without any penalty besides being slowed down, [[ConvectionSchmonvection including pools of lava!]]
* LightningFireJuxtaposition: The Storm Giants and Fire Giants start each game with unfriendly relations and generally have a RedOniBlueOni type relationship. The Storm Giants' magic makes extensive use of lightning while the Fire Giants' magic is themed exclusively around elemental fire.
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* AllThereInTheManual: While a player can get some details by reading spell and unit descriptions the majority of the game's backstory is confined to its lengthy manual.
* BanditMook: The AI Faiths often send stealthy thieves roving around the map, either solo or accompanied by a small group of archers. These thieves will try to steal from your parties if they're controlled by an unfriendly Faith. Normally they'll steal a paltry amount of gold, crystal, or ale but an unlucky or careless player might be robbed of his artifacts. On the upside would-be stealers have a chance to fail, giving your party the opportunity to capture or kill the enemy thief.
* BeginWithAFinisher: Once a player using the Fire Faith learns Fire's ultimate attack spell, 'Inferno', he'll most likely start every fight with it. Inferno does 2 times the spellcaster's Level Fire [[SymmetricEffect damage to EVERY unit on the combat map.]] A Level 6 or higher mage can kill just about anything besides warrior champions in 2 casts of Inferno. Sure the mage [[SuicideAttack will die with the second cast]] but you'll usually kill far more than their value in enemy units. Plus Fire has the benefit of relatively cheap Sorceresses [[ExploitedImmunity and magic creatures that have 100% Fire Resist.]]
* CoversAlwaysLie: Despite Golgoth, the God of Death, being the EvilOverlooker depicted on the game's cover art the player [[TheUnfought never fights or even faces Him.]]
* CrutchCharacter: Magic Creatures available from the Mage Tower start off at their maximum Level and don't require a Follower to create. This typically makes them more powerful and easier to use than conventional units early in a game. However, once you start leveling up your other units they usually outclass creatures, or at least become more cost-effective. The exception are most Legendary Creatures which are instead a TacticalSuperweaponUnit available near the end of a game.
* DiscOneNuke: Choosing a Custom start allows the player to start with any artifact in the game provided he spends enough Barter Points to get it. Some artifacts are definitely a GameBreaker when given to the right Lord, or can quickly become one as the Lord increases his Level.
* DungeonBypass: A player's party can ignore the enemies on the first floor of a multi-floor dungeon if all his units go straight into the entrance for the next floor. This is normally only possible with a party of thieves using Stealth but may also be possible if the player's units are so much more powerful than the enemies they take little or no damage from their hits, allowing his units to just ignore the opponents while walking past them.
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* ActionGirl: Water's Amazon Warrior is the only female warrior in the game. Even rank-and-file fighters are AlwaysMale

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* ActionGirl: Water's Amazon Warrior is the only female warrior in the game. Even rank-and-file fighters are AlwaysMaleAlwaysMale.
* AllThereInTheManual: While a player can get some details by reading spell and unit descriptions the majority of the game's backstory is confined to its lengthy manual.
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** AI Faiths seem to negotiate trades almost entirely based on the value assigned the player's offer compared to their offer. The problem with this trading method is that most objects seem to have a set value for the AI that never varies based on context. This leads the AI to consider spells they can't possibly cast and buildings they can't possibly defend highly valuable commodities regardless. This makes SellABridgeToHim a great way to improve diplomatic relations with an AI Faith.

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** AI Faiths seem to negotiate trades almost entirely based on the value assigned the player's offer compared to their offer. The problem with this trading method is that most objects seem to have a set value for the AI that never varies based on context. This leads the AI to consider spells they can't possibly cast and buildings they can't possibly defend highly valuable commodities regardless. This makes SellABridgeToHim giving the AI useless stuff a great way to improve diplomatic relations with an AI Faith.or get actually valuable resources from them.
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* AbandonedMine: Abandoned mines (and breweries, for ale) are the only consistent source of resource income each turn to supplement the income from a Faith's cities; at the start of a game they're all occupied by [[HardCodedHostility Marauders]] and Cities usually have a couple Level 3 mines

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* AbandonedMine: Abandoned mines (and breweries, for ale) are the only consistent source of resource income each turn to supplement the income from a Faith's cities; at the start of a game they're all occupied by [[HardCodedHostility Marauders]] and must be captured by force to start producing resources. Cities usually have a couple Level 3 mines near them but, since a mine generates resources equal to its Level, the Level 8 to 11 mines in the borderlands are fiercely contested as a game progresses.


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** AI Faiths seem to negotiate trades almost entirely based on the value assigned the player's offer compared to their offer. The problem with this trading method is that most objects seem to have a set value for the AI that never varies based on context. This leads the AI to consider spells they can't possibly cast and buildings they can't possibly defend highly valuable commodities regardless. This makes SellABridgeToHim a great way to improve diplomatic relations with an AI Faith.
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* AbandonedMine: Abandoned mines (and breweries, for ale) are the only consistent source of resource income each turn to supplement the income from a Faith's cities; at the start of a game they're all occupied by [[HardCodedHostility Marauders]] and Cities usually have a couple Level 3 mines
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* SeaMonster: Both Water's first and last magic creatures are sea monsters: the [[KrakenAndLeviathan Kraken]] and the [[SeaSerpents sea Serpent]]. Both of them have a lot of HitPoints and Attack but suffer CripplingOverspecialization due to being confined to Ocean terrain when AI Faith's never use ships to transport units and rarely create them at all. Water's ship, the Corsair, also [[Organic technology appears to be attached to the back of a giant manta ray.]]

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* SeaMonster: Both Water's first and last magic creatures are sea monsters: the [[KrakenAndLeviathan Kraken]] and the [[SeaSerpents sea Serpent]]. Both of them have a lot of HitPoints and Attack but suffer CripplingOverspecialization due to being confined to Ocean terrain when AI Faith's never use ships to transport units and rarely create them at all. Water's ship, the Corsair, also [[Organic technology [[OrganicTechnology appears to be attached to the back of a giant manta ray.]]
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* SeaMonster: Both Water's first and last magic creatures are sea monsters: the [[KrakenAndLeviathan Kraken]] and the [[SeaSerpents sea Serpent]]. Both of them have a lot of HitPoints and Attack but suffer CripplingOverspecialization due to being confined to Ocean terrain when AI Faith's never use ships to transport units and rarely create them at all. Water's ship, the Corsair, also appears to be attached to the back of a giant manta ray.

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* SeaMonster: Both Water's first and last magic creatures are sea monsters: the [[KrakenAndLeviathan Kraken]] and the [[SeaSerpents sea Serpent]]. Both of them have a lot of HitPoints and Attack but suffer CripplingOverspecialization due to being confined to Ocean terrain when AI Faith's never use ships to transport units and rarely create them at all. Water's ship, the Corsair, also [[Organic technology appears to be attached to the back of a giant manta ray.]]
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* SeaMonster: Both Water's first and last magic creatures are sea monsters: the Kraken and the sea Serpent. Both of them have a lot of HitPoints and Attack but suffer CripplingOverspecialization due to being confined to Ocean terrain when AI Faith's never use ships to transport units and rarely create them at all.

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* SeaMonster: Both Water's first and last magic creatures are sea monsters: the Kraken [[KrakenAndLeviathan Kraken]] and the [[SeaSerpents sea Serpent.Serpent]]. Both of them have a lot of HitPoints and Attack but suffer CripplingOverspecialization due to being confined to Ocean terrain when AI Faith's never use ships to transport units and rarely create them at all. Water's ship, the Corsair, also appears to be attached to the back of a giant manta ray.
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* NatureIsNotNice: Wild animals make up a good portion of marauding unit types roving the map or lurking in unconquered dungeons. Wolves and bears are likely to be some of the first enemies that will be a challenge to overcome. More exotic beasts, such as panthers and tigers, can be a threat to even veteran military units. Like all Marauder faction units [[HardCodedHostility they'll raze any buildings they capture and attack any parties they come across.]]

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* NatureIsNotNice: Wild animals make up a good portion of marauding unit types roving the map or lurking in unconquered dungeons. Wolves [[SavageWolves wolves]] and bears [[BearsAreBadNews bears]] are likely to be some of the first enemies that will be a challenge to overcome. More exotic beasts, such as panthers and tigers, can be a threat to even veteran military units. Like all Marauder faction units [[HardCodedHostility they'll raze any buildings they capture and attack any parties they come across.]]
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* RibcageRidge: Several of the ornamental doodads that appear in the wilderness are skeletal animal remains. If they're at all to scale with the map's buildings and units they're certainly large enough to qualify for this trope, although they appear to be spines and skulls rather than ribs.
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* BewareTheSkullBase: Death's city stronghold and Great Temple prominently feature giant skulls seemingly carved of blackened rock, just in case the player didn't pick up their ObviouslyEvil aesthetics beforehand.
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* NatureIsNotNice: Wild animals make up a good portion of marauding unit types roving the map or lurking in unconquered dungeons. Wolves and bears are likely to be some of the first enemies that will be a challenge to overcome. More exotic beasts, such as panthers and tigers, can be a threat to even veteran military units. Like all Marauder faction units [[AlwaysChaoticEvil they'll raze any buildings they capture and attack any parties they come across.]]

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* NatureIsNotNice: Wild animals make up a good portion of marauding unit types roving the map or lurking in unconquered dungeons. Wolves and bears are likely to be some of the first enemies that will be a challenge to overcome. More exotic beasts, such as panthers and tigers, can be a threat to even veteran military units. Like all Marauder faction units [[AlwaysChaoticEvil [[HardCodedHostility they'll raze any buildings they capture and attack any parties they come across.]] ]]
* NewsTravelsFast: When another Faith's Lord gets killed the player will immediately be notified with a message that also tells which Faith killed them. This is often your cue to swoop in and capture the defeated Faith's now defenseless buildings.
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* VisibilityMeter: A thief who is detected while in Stealth will literally have a target appear on him.

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* VisibilityMeter: A thief who is detected while in Stealth [[CrosshairAware will literally have a target appear on him.]]
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* VisibilityMeter: A thief who is detected while in Stealth will literally have a target appear on him.
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* ExpansionPack: The 'Special Edition' added [[TacticalSuperweaponUnit Legendary Creatures]], Great Temple special buildings with unique functions for each Faith, and the 'Legends of Urak' which are single-player storylines that play out somewhat like conventional roleplaying games.

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* ExpansionPack: The 'Special Edition' added [[TacticalSuperweaponUnit Legendary Creatures]], Great Temple special buildings with unique functions for each Faith, additional monster types, multi-floor dungeons, and the 'Legends of Urak' which are single-player storylines that play out somewhat like conventional roleplaying games.
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* ExpansionPack: The 'Special Edition' added [[TacticalSuperweaponUnit Legendary Creatures]], Great Temple special buildings with unique functions for each Faith, and the 'Legends of Urak' which are single-player storylines that play out somewhat like conventional roleplaying games.
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* TurnBasedStrategy: All non-combat gameplay is turn-based (each remaining Faith gets it's own round during a turn) on a single world map. If the player chooses the 'auto-calculate' option for combat pretty much the entire game can be played this way.
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* DrawAggro: The Chaos spell 'Blind Rage' forces a lower level enemy to target the spellcaster while neglecting other potential targets. A Chaos shaman can combine this with TeleportSpam from the spell 'Blink' to keep their victim on a wild goose chase across the combat map.
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* PlayerExclusiveMechanic: AI opponents will never use the 'Defend' or 'Berzerk' commands, and this limitation makes AI melee units much less versatile. AI Faiths never use ships to transport units either.

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* PlayerExclusiveMechanic: PlayerExclusiveMechanic:
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AI opponents will never use the 'Defend' or 'Berzerk' commands, and this limitation makes AI melee units much less versatile. versatile than a player's.
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AI Faiths never use ships to transport units either.their ground units. This is especially noticeable when the AI controls Water.
** AI thieves will never use Subdue to disable the player's champions and take them as prisoners.
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** The combat AI has no idea how to deal with a thief using Stealth. They won't try to use Detect Thief or any other counterplay and if a thief is detected they'll immediately and completely forget about him when he reenters Stealth.

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** The combat AI has no idea how to deal with a thief using Stealth. They won't try to use Detect Thief or any other counterplay and if a thief is detected [[ItsProbablyNothing they'll immediately and completely forget about him when he reenters Stealth.]]
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** The combat AI has no idea how to deal with a thief using Stealth. They won't try to use Detect Thief or any other counterplay and if a thief is detected they'll immediately and completely forget about him when he reenters Stealth.
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* BackFromTheBrink: The player's Faith starts like this, unless he cheats with the Custom start option. The Faith's most holy site has been desecrated and occupied by monsters, all magical knowledge has been lost, the only people willing to fight are mercenaries, the capital city is a defenseless village, [[ArsonMurderAndJaywalking and its shopkeepers charge extortionate prices.]] Of course, Death and the player's rival Faith [[TheComputerIsACheatingBastard start the game much better off.]]

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