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Muskets & Magic Battle Maps

Five maps, three modes, lore votes, and the scramble round that follows.

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Battle Maps

Muskets & Magic currently ships five maps and three gamemodes. Maps are how Nanoplex Studio teaches the four factions and the lore. They are also how you waste 100 tickets if you treat every field like a deathmatch lobby. Learn the rule-set before you lock Mage or Flag Bearer.

Voted maps are lore battles: the factions that belong there. After a lore round, a non-lore scramble can mix pairings (Zemliya versus Sitari on Prok’s Glade, for example) before you return to the vote screen. Same geometry, different kits. That is why a Little Green habit can fail on the same trees after the scramble.

If you have not spawned yet, skim Getting Started first. This page assumes you know Line Infantry, tickets, and Crowns.

The three gamemodes

Ticket Deathmatch. Each team starts with 100 tickets. A respawn spends 1 ticket. Drain the other team to zero, then wipe whoever is still standing, or win on remaining tickets when the timer ends. Feeding is a resource dump. Little Green and Prok’s Glade use this.

Deathmatch. Same idea without the bank. One life. Final Stand of the Two Battalions and Battle of the Remnants use this. Peek like a coward. Reload like a thief. A Flag Bearer here is a rally, not a spawn printer.

Attack Defense. Attackers must take every capture point; the last point wins the map. Defenders win by holding until the timer. Respawns are on. Strike at Wickland Manor is the current exam. Sappers matter more here than on any other map; read Sapper Building before you defend a manor with good intentions and no bags.

Final Stand of the Two Battalions

Lore pairing: Descendants of Death versus Empire of Ignia. Mode: Deathmatch. In-lore date: 17 March 1352.

This is a last-stand field, not a ticket farm. DoD should play like a guerilla: trees, angles, Necromancer in the second rank. Ignia should play like a firing line that knows it cannot reprint. One life means a Grenadier sprint across open ground is a round-ender for the wrong team.

Mages: Fire stays behind muskets. Necromancers stay behind Cultists and Brutes. If you 1v1 a Grenadier here, you have deleted a capped slot for the rest of the match. Flag Bearers: buff the last clump, do not lead the charge. See How to Play Mage and Flag Bearer.

Battle / Skirmish at Little Green

Lore pairing: Empire of Ignia versus Kingdom of Zemliya. Mode: Ticket Deathmatch.

Little Green is the musket classroom. Tree lines, a wide field, and enough space to teach you that standing on the green is how tickets disappear. Line Infantry volleys from the trees. Riflemen poke flanks, then leave. Earth Mages play rock sniper from a hedge that already has friends. Fire Mages do the same with balls instead of boulders.

Sappers: bags on the tree line, not a fort in the middle. Flag Bearers: colour behind those bags so respawns land in cover. Healers: AOE on the rank, not a solo picnic. When tickets drop under thirty, stop taking “one more flank.” The timer will hand the round to whoever still has a bank.

Scramble warning: if Sitari shows up here after a lore round, the field becomes a charge lane. Volley earlier. Stake the green. Do not wait for Napoleonic manners from a Sklirite Heavy.

Battle of Prok’s Glade

Lore pairing: Empire of Ignia versus Kingdom of Zemliya. Mode: Ticket Deathmatch. In-lore date: 19 March 1352.

Prok’s Glade is the village. Timbered houses, hay bales, roads that look safe and are not. This is the map on the wiki overview screenshot for a reason: people fight the buildings, not the sky. Clear windows. Do not reload in the street. Platforms on house walls beat a rank in the lane.

Earth and Fire both love second-storey peeks; both die if they use the same window twice. Flag Bearers belong inside a house the team owns. If the fight migrates to the other farm, walk the colour. Spawning into a lost yard is how 100 tickets become a highlight reel for the other Officer.

Sitari scramble on this village is ugly for gunpowder teams. Heavies in doorways. Archers on roofs. Your Sapper should already have the door staked. Your Mage should not be first through it.

Battle of the Remnants

Lore pairing: Descendants of Death versus Theocracy of Sitari. Mode: Deathmatch.

No tickets, no muskets required. Sitari brings melee, bows, and Sklirite. DoD brings scavenged guns, traps, and a Necromancer. This is the map that punishes people who learned the game exclusively on Little Green. You cannot “just volley” if your faction did not bring a volley.

Sitari: Linemen and Heavies are the plan, Light Mage and Doctor behind them, Engineer stakes on the approach. DoD: do not mirror a parade. Trap a path, raise dead from a pocket, keep the Standard Bearer in the trees. One life means the first greedy Werewolf is also the last.

If a scramble drops Ignia or Zemliya into Remnants, suddenly muskets exist again. Sitari must close faster. DoD must decide whether to duel at range or stay ugly in the brush. Read the team list at spawn, not after you have already charged.

Strike at Wickland Manor

Lore pairing: Theocracy of Sitari versus Empire of Ignia. Mode: Attack Defense. In-lore date: 6 April 1352. Wickland is an Ignian county; the manor is the house being struck.

Attackers (Sitari in lore) must take every point. Defenders (Ignia in lore) stall the clock. Respawns are on, so deaths are tempo, not a Deathmatch wipe — unless you dump them in a doorway with no Engineer or Sapper work.

Defenders: Sapper platforms on windows, bags on landings, Flag Bearer on the point you still hold, Fire Mage in a window that is not the first one the attackers see. Do not jump into the courtyard for a sabre clip.

Attackers: destroy the platform, heal the people going through the door, Flag Bearer on the last captured pocket, not on the shot trap. Light Mage beams the landing; Heavies take the stairs; Archers punish anyone who stands on the roof to spectate.

Scramble can flip who attacks. If you are suddenly Ignia attacking a manor, your muskets still want a platform — build it on the point you just took, then shoot the next landing. If you are Sitari defending, you are a melee team on a clock. Stake the stairs and make them come to Sklirite.

How to pick a class from the map screen

  • Ticket maps, gunpowder team: Line Infantry first, then Rifleman or Healer. Mage if the cap is open and you will stay back.
  • Ticket maps, you like support: Flag Bearer if free, otherwise Surgeon. One colour only.
  • Deathmatch: whatever you can keep alive. No feeding “for the EXP.”
  • Wickland defender: Sapper is the pick if nobody else took it.
  • Wickland attacker: Engineer / Sapper plus a Healer. Flag Bearer after the first point is down.

Officers belong wherever people will actually stand in the aura. Mages belong behind that. The class hub and tier list can argue strength; the map decides whether that strength is allowed to exist.

Treat the vote screen as a loadout screen. Ticket Deathmatch is a bank. Deathmatch is a duel with costumes. Attack Defense is a house. Lore tells you which kits should be there; the scramble round tells you whether the game is about to lie. If you still spawn the same class into every geometry, you are not learning maps — you are repeating Little Green on four other stages, and the tickets will notice.

FAQ

Frequently Asked Questions

Quick answers for Muskets & Magic players.

How many maps are in early access?

Five: Final Stand of the Two Battalions, Little Green, Prok's Glade, Battle of the Remnants, and Strike at Wickland Manor. More are expected later.

What is the difference between lore and non-lore battles?

Voted maps use the lore faction pairing. After that round, a scramble can mix factions on the same geometry before the next vote.

How do tickets work?

Ticket Deathmatch starts at 100 tickets per team, one per respawn. Deathmatch has no ticket bank — one life. Attack Defense uses capture points with respawns.

Which map should a new player learn first?

Little Green or Prok's Glade as Line Infantry. Both are Ticket Deathmatch gunpowder maps. Wickland can wait until you can build or destroy cover. See Getting Started.

Where does Flag Bearer matter most?

Ticket maps and Wickland, where respawns exist. On Deathmatch maps the flag is a rally, not a spawn. Full role notes are on Flag Bearer.

Which map needs a Sapper?

Wickland first, then Prok's Glade houses and Little Green tree lines. Build and break notes are on Sapper Building.