Majesty/YMMV

Everything About Fiction You Never Wanted to Know.


  • Crowning Moment of Funny: The ending of the "Urban Renewal" quest. "Hey, Majesty. You've deprived this town of all crime, amusement, and entertainment. It's a wholesome, safe, and dreadfully dull place to live, if you ask me. Outstanding work."
    • In the cell phone version: Harpy Feminists. That is all.
    • Also the ending of "The Wizard's Curse".
  • Demonic Spiders: Dragons, ice dragons, greater medusae, rock golems, wendigo, and yetis all count. Ironically, the giant spiders in the game only count as Goddamned Bats.
  • Game Breaker: Ballista towers. They're tougher than guardhouses, are capable of dealing actual damage with their bolts, don't increase in cost like guardhouses do, and also don't require research to get working. It's practically necessary to form a perimeter of these in harder maps, and is one of the reasons why you'll want to choose dwarves nine times out of ten.
    • The issue is fixed in the sequel so they are no longer Game Breakers. The flavor text of the new dwarven towers even lampshades this, saying about how in old times, dwarven ballista were considered the most cost-effective means of defending a kingdom.
    • Paladins can also border on this.
    • In general, balancing of the mutually exclusive factions is really skewed, with one being a Game Breaker and the others being average. Oddly, it usually isn't due to the immediate benefits (such as the heroes), but due to the perks that come with the faction: For example, while dwarves are pretty good in general, but on their own, mostly balanced with the other races...except for the fact that they're the only way to get ballista towers, mentioned above. Same thing with Dauros/Agrela vs. Fervus/Krypta; nine times out of ten, you'll be picking the former, for no other reason than because paladins are vastly superior to warriors of discord, as mentioned above.
  • Goddamned Bats: Taken to a frustrating degree in the sequel. Goddamn sewer rats and ratmen who relentlessly attack peasant houses, and should just one of your heroes die, a graveyard will appear, and before long, your kingdom will be plagued by undead zombie warriors. Oh, and you still have to complete the quest you're on, despite these annoyances. You practically have to build towers near those sewer entrances and graveyards to keep them from disrupting your economy.
    • In the original, strangleweeds and giant spiders. They do little damage, but their poisonous attacks spell death for any neophyte hero lacking healing potions.
      • The original Majesty also has swarms of goblins, which, whilst their melee and archer units aren't particularly dangerous, even in numbers and to most low level heroes (though the expansion pack does give them a more powerful melee unit that operates like a fast, gimped minotaur), their PRIESTS (which cast magical swarms of stinging insects) are another matter, well able to run-up severe damage on most hero types if they are not killed quickly due to most heroes having 0 magic resistance in single player (in multi-player there is a minimum resistance of 30 on all heroes). In large numbers, they border on Demonic Spiders.
  • Memetic Mutation: "Three cheers for Fervus!"
  • Most Annoying Sound: Pretty much every alert that comes out of your Number Two's mouth will eventually come to set your teeth on edge, Sean Connery impression notwithstanding. "Majesty! The Palace is UNDER SIEGE!"
    • "Your Highness, if our kingdom is to prosper, it needs more heroes." He says that about 10 seconds in. *twitch*
      • Although, to be fair, he only says this when you have zero heroes. Even a single gnome is enough to prevent him saying this, though it is something you're likely to hear once or even twice if you decide not to use gnomes (as the guilds can take long enough to build that an in-game day rolls by, as he says this at the end of every in-game day at which point you have zero heroes). Far more annoying are the alerts for building completion, upgrades and research. Hearing, "Your highness, we've improved the guardhouse!" four or five times in a row can be EXTREMELY trying on your nerves...
  • Most Wonderful Sound: "I...am...A CHAMPION!" See Magikarp Power on the main page.
  • That One Attack: The Paralyze spell. It deals very large amounts of damage and immobilizes heroes for long periods of time. It is spammable. Combine this with the fact that most heroes have zero magical resistance, and anyone who gets hit by this is dead meat.
    • The Magma Bomb spell is perhaps a more typical example, though one you're less likely to see, as it's only used by bosses. Each casting sends out three projectiles that deal the most damage out of any spell in the game. This is one of the reasons the black phantoms are so dangerous (see below).
  • Those Three Bosses: The black phantoms. They're lightning fast, immune to magic, and spam devastating spells at any hero foolish enough to come near them (both of which are That One Attack). Oh, and you have to deal with three at once. Ballista towers are the only effective way to deal with them. Fortunately, you don't have to actually fight them except in The Day of Reckoning.
  • That One Quest: Legendary Heroes, dear gods, Legendary Heroes. In many ways it's actually more difficult than the Master quests it unlocks; sure, they're difficult, but they don't have a time limit, don't throw brick walls in your face constantly, and aren't filled to the brim with Fake Difficulty.