FANDOM


If Random Events are enabled in Game Settings, then starting at turn 50, and again 5 turns after the previous Event, there is a chance for a random Event every turn. Turn 50 is February, 1404.

Description Edit

The world is anything but predictable. Even for Wizards on a grand quest to achieve ultimate mastery over magic. Some aspects of it are simply beyond control. Whether it's the fabric of magic itself shifting to increase the power of some, and lessen that of others; or a local noble inciting a rebellion that none could have foreseen; Random Events give a unique flavour to every game. Even the Gods themselves may grant their boon to those they deem worthy!

But beware: the larger an empire grows, the more hidden enemies will be lurking in the shadows. Even the very land itself may rise up to swallow the followers of those who become too strong for their own good. Fortune actually favors the poor in this game. But in the end, it all boils down to who happens to be in the wrong place at the wrong time. After all, a predictable world would be rather boring, wouldn't it?

Effect Edit

Random Events are an "extra" feature in Master of Magic, that can enhance immersion by creating the impression of a game world that doesn't revolve solely around the competition of the Wizards. This feature can be turned on and off in the Game Settings, and is enabled by default. If disabled, none of the Events below will ever occur.

Random Events always trigger at the beginning of the player's turn, and will either affect the entire game world (e.g. "Conjunction" and "Disjunction"), a specific Wizard ("Piracy", "The Gift"), or one of their Towns ("Population Boom", "Earthquake"). Only one Event can happen on any single turn, but several of them have durations, and may thus be still ongoing when the next Event occurs. However, another Event will never trigger within 5 turns of the previous one, and they are not allowed to happen within the first 50 turns of the game at all (some have even greater delays).

Events are different from the random appearance of Mercenaries, Heroes for hire, or wandering Merchants, and can thus occur on the same turn as one of these opportunities. They are also separate from the generation of raiders and wandering monsters, and disabling Events from the Game Settings will have absolutely no impact on any of these other mechanics.

Probability Edit

WikiIcon Research Research Required
This article/section is missing crucial information and may require additional research to answer the following questions:
  • Can an Event happen on turns 50-54?

The probability of an Event occurring is

(turns since last Event or turn 50) * (Base Chance)

where (Base Chance) depends on difficulty, as in the following table. Additionally, the first 5 turns after the last Event or after turn 50, no Event is possible (probability is 0).

Difficulty Intro Easy Average Hard Impossible
Chance 0.1% 0.12% 0.14% 0.16% 0.2%
Mean Interval 41 35 33 32 29

Once it has been determined that a Event will happen, the game picks one at random from the following list, and, if appropriate, picks a random target Wizard and Town. If the Event proves invalid, the game will try again up to five times. All Events produce a message when they start, which is different depending on whether they're affecting the player or some other Wizard. If they have a duration, another message will be displayed when they end.

Targeting Edit

WikiIcon Research Research Required
This article/section is missing crucial information and may require additional research to answer the following questions:
  • Is the information in the Strategy Guide correct about Event targeting?

According to the official Strategy Guide, negative events have a proportionately higher chance of affecting more powerful Wizards, whereas positive events work the other way around. For this purpose, "power" is measured by the combined sum of the individual fields shown in the Astrologer (F5) window. That is, both Army Strength, Magic Power, and Spell Research contribute equally to weigh the random roll that chooses the target of an Event.

In addition, some Events also require a target City. Referring to the Strategy Guide again, this may not just be any Town owned by the target Wizard either: it has to be a city with a racial Unrest modifier no greater than 1 (+10%). In other words, it has to be a Town whose Race gets along with the capital Race of the target Wizard. This presents an intriguing controversy, as common sense would dictate the exact opposite for certain Events (i.e. "Rebellion").

Duration Edit

Many of the random Events actually last for a period of time. These will always remain in effect for at least 5 game turns. On the 6th turn, they have a base 10% chance of ending. This is increased by a cumulative 5% each turn afterwards, meaning that the longest an Event can extend is 23 turns (it will always end at the start of the 24th). This is extremely unlikely however, and the average Event will only last 8 or 9 turns.

List of Events Edit

Below is a list of Events in Master of Magic, their effects, and their in-game descriptions. The "Depletion" and "New Mineral" events are unfortunately not working in the official 1.31 version of the game, and require the Unofficial Patch 1.50 to occur at all.

Bad Moon Edit

Bad Moon
Events BadMoon Text (Start): Bad Moon! The moon controlling the powers over evil waxes, doubling the power from evil temples.
Text (End): The bad moon has waned.
Effect: Doubles the Icon Power.png Power production of Shrines, Temples, Parthenons, and Cathedrals if the owner has Icon Death.pngDeath Spellbooks, and halves their Icon Power.png Power production if the owner has Icon Life.pngLife Spellbooks. Stacks multiplicatively with Icon Death.pngDark Rituals, Infernal Power, and Divine Power.
Only one conjunction type Event can be active at any time.
Has Duration: Yes Conjunction: Yes Targets Wizard: No Targets Town: No

Conjunction of Chaos Edit

Conjunction of Chaos
Events ConjunctionChaos Text (Start): The rising triad of red stars come together, doubling all power gained from red nodes and halving all others.
Text (End): The conjunction of chaos has ended.
Effect: Doubles the Icon Power.png Power production of Icon Chaos.pngChaos Nodes. Halves the Icon Power.png Power gained from Icon Nature.pngNature and Icon Sorcery.pngSorcery Nodes. Cumulative with Node Mastery and realm masteries, but fractions are rounded down before the effects of these retorts are considered.
Only one conjunction type Event can be active at any time.
Has Duration: Yes Conjunction: Yes Targets Wizard: No Targets Town: No

Conjunction of Nature Edit

Conjunction of Nature
Events ConjunctionNature Text (Start): The rising triad of green stars come together, doubling all power gained from green nodes and halving all others.
Text (End): The conjunction of nature has ended.
Effect: Doubles the Icon Power.png Power production of Icon Nature.pngNature Nodes. Halves the Icon Power.png Power gained from Icon Chaos.pngChaos and Icon Sorcery.pngSorcery Nodes. Cumulative with Node Mastery and realm masteries, but fractions are rounded down before the effects of these retorts are considered.
Only one conjunction type Event can be active at any time.
Has Duration: Yes Conjunction: Yes Targets Wizard: No Targets Town: No

Conjunction of Sorcery Edit

Conjunction of Sorcery
Events ConjunctionSorcery Text (Start): The rising triad of blue stars come together, doubling all power gained from blue nodes and halving all others.
Text (End): The conjunction of sorcery has ended.
Effect: Doubles the Icon Power.png Power production of Icon Sorcery.pngSorcery Nodes. Halves the Icon Power.png Power gained from Icon Chaos.pngChaos and Icon Nature.pngNature Nodes. Cumulative with Node Mastery and realm masteries, but fractions are rounded down before the effects of these retorts are considered.
Only one conjunction type Event can be active at any time.
Has Duration: Yes Conjunction: Yes Targets Wizard: No Targets Town: No

Depletion Edit

Depletion
Events Depletion Text (Player): Depletion! A [mineral] mine within [cityname] has become depleted and can no longer be mined.
Text (Other): A [mineral] mine within the [citysize] of [cityname] has become depleted and can no longer be mined.
Effect: Destroys the indicated Mineral patch. Cannot target cities with no Mineral deposits. Quork Crystals and Crysx Crystals cannot deplete. Similarly, Wild Game and Nightshade won't be affected either.
Requires game version 1.50 or higher (unofficial).
Has Duration: No Conjunction: No Targets Wizard: Yes Targets Town: Yes

Diplomatic Marriage Edit

Diplomatic Marriage
Events DiplomaticMarriage Text (Player): Diplomatic Marriage! The neutral [citysize] of [cityname] has offered to join your cause.
Text (Other): The neutral [citysize] of [cityname] offers its allegiance to [wizard].
Effect: The indicated neutral city becomes owned by the indicated wizard.
This Event cannot occur before turn 150.
Has Duration: No Conjunction: No Targets Wizard: Yes Targets Town: Yes

Disjunction Edit

Disjunction
Events Disjunction Text: Disjunction! The fabric of magic has been torn asunder destroying all overland enchantments.
Effect: Destroys all Global Enchantments, of all wizards. Has no effect on other types of enchantments (i.e. City- and Unit Enchantments).
Has Duration: No Conjunction: No Targets Wizard: No Targets Town: No

Donation Edit

Donation
Events Donation Text (Player): Donation! A wealthy merchant has decided to support your cause with a contribution of [num] gold.
Text (Other): A wealthy merchant has decided to support [wizard] with a contribution of [num] gold.
Effect: Contributes the indicated amount of Icon Gold.png Gold to the wizard specified.
Has Duration: No Conjunction: No Targets Wizard: Yes Targets Town: No

Earthquake Edit

WikiIcon Research Research Required
This article/section is missing crucial information and may require additional research to answer the following questions:
  • What mechanics does the Earthquake Event use to determine the loss of population?

Earthquake
Events Earthquake Text (Player): Earthquake! A violent quake struck [cityname], killing [num] people and [num] units, and destroying [num] buildings.
Text (Other): A quake struck [wizard]'s [citysize] of [cityname], killing [num] people and [num] units, and destroying [num] buildings.
Effect: Both the Game Manual and the Strategy Guide claim that this is the same efect as the Icon Nature.pngEarthquake spell, but that spell cannot kill citizens. Most likely it's a 15% chance per citizen after the first.
Has Duration: No Conjunction: No Targets Wizard: Yes Targets Town: Yes

The Gift Edit

The Gift
Events GiftoftheGods Text (Player): The Gift! An ancient God has returned, bearing the relic of [itemname] to aid your cause.
Text (Other): [wizard] was given the [itemname] as a gift from the gods.
Effect: Grants the specified wizard the indicated Magical Item. Possible items are determined by the spellbooks of the wizard unless the game is played with the Unofficial Patch 1.50.
Has Duration: No Conjunction: No Targets Wizard: Yes Targets Town: No

Good Moon Edit

Good Moon
Events GoodMoon Text (Start): Good Moon! The moon controlling the powers over good waxes, doubling the power of good temples.
Text (End): The good moon has waned.
Effect: Doubles the Icon Power.png Power production of Shrines, Temples, Parthenons, and Cathedrals if the owner has Icon Life.pngLife Spellbooks, and halves their Icon Power.png Power production if the owner has Icon Death.pngDeath Spellbooks. Stacks multiplicatively with Divine Power, Infernal Power, and Icon Death.pngDark Rituals.
Only one conjunction type Event can be active at any time.
Has Duration: Yes Conjunction: Yes Targets Wizard: No Targets Town: No

Great Meteor Edit

Great Meteor
Events Meteor Text (Player): A meteor has hit [cityname] killing [num] townsfolk and [num] units, and destroying [num] buildings.
Text (Other): A meteor has hit [wizard]'s city of [cityname] killing [num] people and [num] units, and destroying [num] buildings.
Effect: The indicated city is struck by a meteor, with effects identical to the Icon Chaos.pngCall the Void spell.
This Event cannot occur before turn 150.
Has Duration: No Conjunction: No Targets Wizard: Yes Targets Town: Yes

Mana Short Edit

Mana Short
Events ManaShort Text (Start): Magic Short! All sources of magical power have been shorted out.
Text (End): The mana short has ended and magic has returned to normal.
Effect: Reduces all Icon Power.png Power production, from any source, to 0. Has no effect on other sources of Icon Mana.png Mana, such as Alchemy, nor does it affect sources of Icon Research.png Research.
Only one conjunction type Event can be active at any time.
Has Duration: Yes Conjunction: Yes Targets Wizard: No Targets Town: No

New Minerals Edit

New Minerals
Events NewMine Text (Player): New Mine! Surveyors find a [mineral] deposit near the [citysize] of [cityname].
Text (Other): [wizard]'s surveyors have found a [mineral] mine near the [citysize] of [cityname].
Effect: Creates a Mineral patch. This new deposit can only appear on Mountain or Hill tiles, and only if they don't already contain a Mineral. Hence, Towns without an empty Hill or Mountain tile are not valid targets. The Mineral created by this Event has a 25% chance to be Coal, and 18.75% each for Gold Ore, Gems, Mithril Ore and Adamantium Ore. Other Minerals cannot appear.
Requires game version 1.50 or higher (unofficial).
Has Duration: No Conjunction: No Targets Wizard: Yes Targets Town: Yes

Piracy Edit

Piracy
Events Pirates Text (Player): Pirates! Pirates have plundered your gold reserve, looting and stealing [num] gold.
Text (Other): Pirates have reportedly stolen [num] gold from [wizard].
Effect: Target wizard loses 30-50% of his total Icon Gold.png Gold reserves. This event cannot occur if the wizard has less than 100 gold.
Has Duration: No Conjunction: No Targets Wizard: Yes Targets Town: No

Plague Edit

Plague
Events Plague Text (Player): PLAGUE! A virulent plague has broken out in the [citysize] of [cityname].
Text (Other): [wizard]'s [citysize] of [cityname] fell victim to a virulent plague.
Text (End): The plague in [cityname] has ended.
Effect: Every turn, the target Town's Population is reduced by one if it exceeds a random number between 1 and 10. This is the same effect as the Icon Death.pngPestilence spell without the Unrest modifier.
Mutually exclusive with Population Boom.
Has Duration: Yes Conjunction: No Targets Wizard: Yes Targets Town: Yes

Population Boom Edit

Population Boom
Events PopulationBoom Text (Player): Population Boom! A sudden population boom doubles the population growth rate of the [citysize] of [cityname].
Text (Other): [wizard]'s [citysize] of [cityname] population is booming, doubling their population growth rate.
Text (End): The population boom in [cityname] has ended.
Effect: Doubles the Population Growth of the target Town. Stacks multiplicatively with all other modifiers affecting Population Growth.
Mutually exclusive with Plague.
Has Duration: Yes Conjunction: No Targets Wizard: Yes Targets Town: Yes

Rebellion Edit

Rebellion
Events Rebellion Text (Player): Rebellion! The [citysize] of [cityname] has rebelled and become a netural city.
Text (Other): [wizard]'s [citysize] of [cityname] has rebelled and become a neutral city!
Effect: The city becomes neutral. Normal Units in the city also become neutral, and Fantastic Creatures are banished. A city containing more Fantastic Creatures than Normal Units cannot rebel. Fortress cities and Towns containing a Hero are also invalid targets.
Has Duration: No Conjunction: No Targets Wizard: Yes Targets Town: Yes

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.