Posted August 11, 2019
high rated
Dawn of Magic is a russian ARPG initially released in Russia in 2005 as Blood Magic. It eventually made it to Europe and North America in 2007. Nowadays the game is unfortunately not available on the digital platforms. Dawn of Magic 2 (Blood Magic - Time of Shadows), which is available on Steam is a mere stand-alone expansion that is basically the same in regards to most game mechanics, but is clearly inferior in many other ways.
Looking around for information on the game, I haven't found much. There is one ok walkthrough and guide on gamefaqs and some footage on youtube, but in comparison to most games and even in comparison to many obscure games, there is barely any information or any other kind of content to be found on the Internet. And the old Deep Silver-forums have long since been shut down. There might be more in Russian, but that's unfortunately not an option for me.
Let's see if I can recruit some converts to the cause. Below I have listed a number of the accomplishments as well as of the shortcomings of the game, which should give you a good overview of why some people did enjoy Dawn of Magic and justification for why those people aren't just a bunch of weirdos who like "bad" games. ;-)
Good:
- 12 schools of magic with eight spells each, which can be combined in a variety of ways.
- Mostly good, informative tooltips.
- Spells change the appearance of the player character. How these changes look, varies from character to character.
- Amount of skill points and spell points is limited and the cost increases with every level, forcing choices.
- Great art, especially in regards to the varied architecture of the different cities.
- Many great tracks of music, creating varied moods for the different environments.
- Storyline changes dependent on the alignment that the player picks at the start.
- City guards fight the monsters and also the player when he attacks them or simply has messed up somehow.
- Potions are not potions in the traditional sense, but rather are a single pool of which each heal will subtract exactly as much as used. 500 life equals 500 potions used for instance. Furter potions can be stored in a chest, but not in the inventory. As a result the number of uses is limited.
- Dark Path is a teleport-skill, which makes navigation much less of a hassle and it is a good escape-mechanism as well.
- Stable and not buggy. In about 200 hours of playtime I can easily count the crashes on one hand.
Bad:
- Attribute requirements for items are often too high.
- Totems which can be found and given to Alchemist to make unique items are too hard to find.
- The four different characters are only different in minor ways, such as having a different size of their potion-pools.
- A number of spells that can technically be combined simply do not work together.
- The exact rules for which spells do work together and how, are often unclear.
- Most spells only fit in the primary slot, that is, they cannot be combined with other primaries.
- Some information isn't included in the tutorial or only mentioned in passing.
- Repeatable mini-quests that get more challenging with each try and have the reward (skill-points and such) locked behind 5+ tries. The worst imaginable way to do it in my opinion.
- The spell Earth Golem is bugged. It's supposed to use the Rock-spell, but it never goes beyond using the Level 1-version of it.
- Navigation can a times be difficult, especially since the Teleport is somewhat picky about where it will let the player go.
Neutral:
- On the first difficulty the game is generally not hard, but most builds require a lot of kiting.
- Some builds are not viable, i.e. the player can mess up, which is as it should be, but can lead to frustration.
- The towns are quite big, which I personally like, but it leads to a lot of running around. Some of them have little meaningful content.
- Big maps combined with monsters that take time to kill. The good thing about this is that it gives the player leeway for grinding, but doesn't force it.
- Story is nothing much to write home about, but is somewhat dynamic because of alignment-choice.
- Characters of note all have some voiced dialogue, even if they have no importance for the plot. Alchemists, which speak differently depending on which Act one is in, are a standout.
The only around 100 votes for the game on the community wishlist are another clear indication of how Dawn of Magic has - in my opinon unjustly - been forgotten. I therefore encourage the gog-community to add more votes here:
https://www.gog.com/wishlist/games#search=dawn%20of%20magic
Who knows: You might even be inclined to get one of the used copies that are still around on Amazon.
Looking around for information on the game, I haven't found much. There is one ok walkthrough and guide on gamefaqs and some footage on youtube, but in comparison to most games and even in comparison to many obscure games, there is barely any information or any other kind of content to be found on the Internet. And the old Deep Silver-forums have long since been shut down. There might be more in Russian, but that's unfortunately not an option for me.
Let's see if I can recruit some converts to the cause. Below I have listed a number of the accomplishments as well as of the shortcomings of the game, which should give you a good overview of why some people did enjoy Dawn of Magic and justification for why those people aren't just a bunch of weirdos who like "bad" games. ;-)
Good:
- 12 schools of magic with eight spells each, which can be combined in a variety of ways.
- Mostly good, informative tooltips.
- Spells change the appearance of the player character. How these changes look, varies from character to character.
- Amount of skill points and spell points is limited and the cost increases with every level, forcing choices.
- Great art, especially in regards to the varied architecture of the different cities.
- Many great tracks of music, creating varied moods for the different environments.
- Storyline changes dependent on the alignment that the player picks at the start.
- City guards fight the monsters and also the player when he attacks them or simply has messed up somehow.
- Potions are not potions in the traditional sense, but rather are a single pool of which each heal will subtract exactly as much as used. 500 life equals 500 potions used for instance. Furter potions can be stored in a chest, but not in the inventory. As a result the number of uses is limited.
- Dark Path is a teleport-skill, which makes navigation much less of a hassle and it is a good escape-mechanism as well.
- Stable and not buggy. In about 200 hours of playtime I can easily count the crashes on one hand.
Bad:
- Attribute requirements for items are often too high.
- Totems which can be found and given to Alchemist to make unique items are too hard to find.
- The four different characters are only different in minor ways, such as having a different size of their potion-pools.
- A number of spells that can technically be combined simply do not work together.
- The exact rules for which spells do work together and how, are often unclear.
- Most spells only fit in the primary slot, that is, they cannot be combined with other primaries.
- Some information isn't included in the tutorial or only mentioned in passing.
- Repeatable mini-quests that get more challenging with each try and have the reward (skill-points and such) locked behind 5+ tries. The worst imaginable way to do it in my opinion.
- The spell Earth Golem is bugged. It's supposed to use the Rock-spell, but it never goes beyond using the Level 1-version of it.
- Navigation can a times be difficult, especially since the Teleport is somewhat picky about where it will let the player go.
Neutral:
- On the first difficulty the game is generally not hard, but most builds require a lot of kiting.
- Some builds are not viable, i.e. the player can mess up, which is as it should be, but can lead to frustration.
- The towns are quite big, which I personally like, but it leads to a lot of running around. Some of them have little meaningful content.
- Big maps combined with monsters that take time to kill. The good thing about this is that it gives the player leeway for grinding, but doesn't force it.
- Story is nothing much to write home about, but is somewhat dynamic because of alignment-choice.
- Characters of note all have some voiced dialogue, even if they have no importance for the plot. Alchemists, which speak differently depending on which Act one is in, are a standout.
The only around 100 votes for the game on the community wishlist are another clear indication of how Dawn of Magic has - in my opinon unjustly - been forgotten. I therefore encourage the gog-community to add more votes here:
https://www.gog.com/wishlist/games#search=dawn%20of%20magic
Who knows: You might even be inclined to get one of the used copies that are still around on Amazon.
Post edited August 11, 2019 by BurningSheep