The inhabitants of Arcanus and Myrror
While the contest for the elusive Master of Magic is fought with great spells and ultimate wizard power, it is still all built on the sweat of the little folk down below, or so they tell you. You may be an ever powerful mage, but you need your cannon fodder… great men, women and creatures who will be manipulated into working and fighting for you, many that will die in blazing glory.
In our previous diaries we mentioned that all fourteen races are returning to Master of Magic, and here we describe and show some more of them, especially for players who may not know the original so well.
Your Wizard will choose a race they will lead at the start of the game, but as you grow in power and reach, you may conquer or otherwise gain new cities and thus rule over a diverse cast of people by the end of your playthrough.
Every race in Master of Magic is different. Not only visually, but also in terms of game mechanics. Some may have access to different sets of buildings, different numbers and types of units, or have special racial abilities, such as troll regeneration or draconian flying ability. Choosing the right people to rule over may dictate your tactics, especially at the start of the game.
Lizardmen
Lizardmen are bipedal, aquatic reptilians. Physically, the lizardmen are small, resilient, and agile and can move on water with ease. What they may lack in stature, they make up in numbers. There are some theories that suggest common ancestry with the draconians, but neither race finds them convincing. Lizardmen form mostly tribal societies, and they tend to build settlements using simple technologies. They also prefer wetlands as their settling grounds and so, they tend not to be expansive, unless convinced otherwise by a strong Wizard.
Lizardmen are one of the Arcanus races and as such, they can be chosen as the starting race by any Wizard that does not start on Myrror.