Sss'ra | |
---|---|
Default Spellbooks | |
Default Retorts | Myrran |
Sss'ra is one of the 14 Wizards featured in Master of Magic. His default profile is 4 4 Myrran.
Description[]
The only thing the exotic Myrran races have in common is their contempt for one another. Yet, the Draconian known as Sss'ra aims to expand his territory and unite the arrogant feudal clans of his world under a new ideology. His imperium is destined to change the face of Myrror with streamlined trade and guild activity. Then, he can turn his bloodthirsty vassals loose upon Arcanus instead, crush those pathetic kingdoms, and end all dispute as to who is the Master of Magic.
Sss'ra is a Draconian, a humanoid dragon-kin. He is covered in green scales from head to toe; has a long, thin tail; a reptilian head with horns and eerie yellow eyes; and purple wings that enable him to fly like the rest of his kind. He wears a white mantle with gold ornaments.
Playing as Sss'ra[]
Sss'ra's portrait may be selected for a custom Wizard when starting a new game at any Difficulty setting above Intro in the official game, or respectively Easy in the unofficial patches. Selecting either his default profile or his portrait prevents him from being encountered as an opposing Wizard.
Sssra's Default Traits[]
- Sss'ra introduces the complementary attacks and buffs of the Red and White combination, but who looks at his 8-pick bookshelf when the retort is so domineering.
- Town and Treasure objectives on Myrror are well-guarded. The time and strategy for each battle will heavily depend on which powerful Myrran Race you choose to lead.
- The default Wizards feature each possible combination of either one solid or two evenly-split Realms of Spellbooks, as per the following table:
Default Profiles Portrait Wizard Name Traits Portrait Wizard Name Traits Merlin 5 5 Sage Master Sss'ra 4 4 Myrran Raven 6 5 Tauron 10 Chaos Mastery Sharee 5 5 Conjurer Freya 10 Nature Mastery Lo Pan 5 5 Channeler Horus 5 5 Archmage Jafar 10 Alchemy Ariel 10 Charismatic Oberic 5 5 Mana Focusing Tlaloc 4 5 Warlord Rjak 9 Infernal Power Kali 5 5 Artificer
Sss'ra as an Opponent[]
If not chosen, Sss'ra is likely to appear among the computer-controlled opponent Wizards in the vast majority of Hard and Impossible maps. As long as there are at least 2 opponents, there will always be a Myrran on these settings – the game keeps recreating the opponents until this is the case – and the probability of selecting Sss'ra is typically much higher than that of awarding this 3-pick trait through the limited modification of another profile.
Spellbooks and Retorts strongly influence AI Wizards' die rolls for Personality and Objective. At the Normal setting and above, there is a 20% chance of either his Life or Chaos aspects rolling up into a single color. Taking this into account, Sss'ra's typical traits are predicted below.
Sss'ra |
Personality | Objective | ||
---|---|---|---|---|
Chaotic | 45% | Expansionist | 46% | |
Aggressive | 20% | Militarist | 21% | |
Ruthless | 19% | Perfectionist | 17% | |
Maniacal | 9% | Theurgist | 16% | |
Peaceful | 5% | |||
Lawful | 2% |
Higher difficulties subject a Wizard's default profile to increasingly arbitrary adjustments, including exposure to random Realms and skills. On Impossible, be prepared for anything.
Starting Spells[]
At the start of the game, a non-customized Sss'ra knows all spells specified in the table below. The known spells of a randomly generated opposing Sss'ra depend entirely on the type and quantity of Spellbooks. For more information see the Wizard article. How many spells are researchable throughout the game depends on this as well.
Starting Spells depending on Master of Magic Version | |||||
official patch 1.31 | unofficial patch 1.40 | ||||
Heroism Guardian Spirit Holy Armor |
Fire Bolt Fire Elemental Eldritch Weapon |
Just Cause Heroism Holy Weapon |
Fire Bolt Eldritch Weapon Hell Hounds |
Trivia[]
- Computer Sss'ra has trouble expanding in 1.31 if he begins with Dwarves. This race cannot produce Spearmen, and can therefore only train one type of military unit, Settlers, until a Smithy is constructed. In new dwarven settlements, the AI too-often deletes its own settlements by producing settlers as garrison units.