Master of TECHNICAL SUPPLEMENT ™ Explore and Conquer Magical Worlds HARDWARE & SYSTEM REQUIREMENTS To play Master of Magic, your computer must have: • • • • • an 80386sx processor or better (for best play, we recommend at least a 33MHz 80386 or faster) at least 575K of free conventional memory at least 2.
Software Compatibility Issues Please note that this list includes only the known conflicts and incompatibilities. Since no test procedure can ever be totally comprehensive, you may run into undiscovered problems. Please consult with Customer Service if you do. We strongly recommend that you do not run Master of Magic under either Windows 3.1 or Windows 95. We recommend running the game in MS-DOS mode.
MASTER OF MAGIC ADVANCES CHART
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 1 Master of ™ Explore and Conquer Magical Worlds MASTER OF MAGIC Revised Edition Game designed by SimTex Software All Rights Reserved Copyright ©1994 MicroProse This book may not be reproduced in whole or in part, by mimeograph or photocopy or other means without permission, with the exception of quoting brief passages for the purpose of review.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 1 Introduction to Master of Magic Imagine falling through time and space. You land in a world called Arcanus, a world something like medieval earth, yet one where the practiced arts of alchemy and magic are true and powerful. The creatures of fantasy (elves, orcs, klackons and such) that in our world have so far been dismissed as the products of fertile imagination, are reality on Arcanus.
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MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 3 Mouse Commands W • e assume here that you understand basic mouse functionality, like clicking and dragging. Since your mouse has two buttons, the interface distinguishes between them. The following definitions refer to their usage in this manual. A “click” refers to placing the pointer over an area of the screen and clicking with the left mouse button. A “right-click” is a click with the right mouse button.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 4 The New Game Menu I f you choose to start a new game in the main menu, you are whisked to this screen. Here you can decide on several parameters (by clicking on the appropriate buttons to select or cycle through options) that will influence the nature of your new game of Master of Magic. DIFFICULTY Choose a difficulty level by cycling through the options (clicking on the difficulty button) until you find a suitable level.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 5 The Universal Help Button IMPORTANT NOTE: Regardless of the difficulty level that you choose, on-line help is always available! Right-clicking on almost any area of almost every screen in the game provides you with “HELP” information and definitions. Clicking then takes you back to where you were in the game. OPPONENTS Choose the number of enemy wizards (from one to four) playing against you by clicking on the opponents button.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 6 Because magic power is vital to the spell researching and spell casting efforts of the battling wizards on Arcanus and Myrror, when nodes are powerful sources of magic, enemy wizards aggressively attempt to gain control of them. When nodes are weak sources of magic, city-based sources of magic power become relatively more important, encouraging enemies to accelerate both expansion efforts and the development of their cities.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 7 which indicates the kind of magic described in the tome. The more books that a wizard owns in a particular kind of magic, the more rare and powerful spells he or she can learn in that subject. There are five types of magic in which wizards can specialize: • • • • • Life magic (indicated by white ankhs on the spell book bindings) is focused on healing, protective and inspirational spells.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 8 Below the shelf containing the spell books, you see any special abilities the highlighted wizard possesses. These attributes are described in Special Abilities. Brief summaries of these special abilities are also included, when relevant, with the descriptions of the predesigned wizards. What follows is a list of the fourteen predesigned wizards. If you wish to play as one of these wizards, click on his or her name.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 9 • • • • • • • • Merlin is a great wizard who specializes in both nature and life magic (having five spell ranks in each of these areas). Merlin is also a sage (special ability of Sage Master), which tremendously increases the speed with which he researches (and learns) new spells. Oberic is an elementalist who specializes in both chaos and nature magic (having five spell ranks in each of these areas).
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 10 CREATING A WIZARD To design your own wizard, click on the custom button when you are in the wizard creation screen. This option is not available if you are playing at the Intro level or Easy level of difficulty. Select Picture After you decide to custom design a wizard, you choose a picture for your wizard from one of the fourteen predesigned wizard portraits.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 11 You can select (or if you change your mind, deselect) a special ability by clicking on its name in the spell picks screen. Special abilities that are available to your wizard (this depends on which spell ranks you have already selected) are highlighted in white. All special abilities you have chosen appear beneath the portrait of your wizard.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 12 In addition to belonging to one of the six magic types (colors), each spell has a certain degree of rarity (common, uncommon, rare and very rare) associated with it. Rare spells tend to be more powerful than common spells. To be able to learn the rarer spells of a particular magic type, a wizard must have a greater degree of knowledge (i.e., more spell ranks) in that area.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 13 Special Abilities Beside choosing spell ranks when you create a new wizard, you can use one or more of your eleven spell picks to endow your wizard with special abilities. Available choices are highlighted in white. Note that several of the special abilities have prerequisites. As an example, for the special ability Infernal Power to become available (become highlighted), you must have chosen at least four spell books in death magic.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 14 • • • • • • • • • Conjurer allows a wizard to cast summoning spells at 25% less than the usual cost. Divine Power dramatically improves the effectiveness of shrines, temples, parthenons and cathedrals in cities owned by a wizard. The magic power obtained from these city-based sources is increased by 50%, and the pacifying effects (ability to reduce unrest in a city’s populace) of these institutions are enhanced.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 15 • • • Sage Master greatly increases the speed at which a wizard researches all spells. A wizard must have a minimum of one spell book in at least two different magic areas to qualify for this special ability. Sorcery Mastery enhances a wizard’s use of sorcery magic in many different ways.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 16 When you enter the select spells screen, notice some spells are already highlighted in yellow with a check mark to their left. These are the default spell selections. If they are satisfactory, just click on the OK button at the bottom of the screen to continue.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 17 • • • Maximum City Population: Some races are less tolerant of crowding than others. Their cities have lower maximum population sizes as follows: trolls and dark elves have four fewer people per city; dwarves have three fewer people per city; draconians, gnolls, high elves and klackons each have two fewer people per city than “normal.” Population Growth Rates: Races have different population growth rates.
MOM Manual pp.1-112 for PDF 2/26/97 12:28 PM Page 18 Select Banner After you have chosen one of the predesigned wizards, or upon completing the creation of your own wizard, you enter the select banner screen. Click on one of the five banners (green, yellow, blue, purple or red) to select the color your troops will follow. After you choose, the program generates the worlds of Arcanus and Myrror according to the parameters you selected in the new game screen.
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MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 20 MAIN MOVEMENT SCREEN Reduced map (world window) Status window Upkeep summary window Next turn button Buttons Main movement view Enchanted fortress The main movement screen of Master of Magic is where most of the game play takes place. This introductory section contains a very brief description of each area of the main movement screen. The sections that follow describe each of these areas in detail.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 21 • • The info button takes you to a long list of advisors. Clicking on the advisor buttons provides you with important information about the world, your spell library, other wizards, etc. The plane button switches you between the worlds of Arcanus and Myrror. At the beginning of the game you have no means to travel to a different plane. Eventually you will be able to use the plane button to move troops between these two worlds.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 22 Game C licking on the game button takes you to the game options screen. The game options screen can be used to save and load games, to quit to DOS and to adjust game settings. Save slots SAVING To save a game, click on one of the eight slots in the middle of the screen. A cursor appears. Type in a name or short description for the game in progress and then click on the save button at the bottom of the screen.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 23 Sound Effects should be turned on if you wish to listen to the sound effects. This setting is ignored if your sound card does not support digitized speech. Background Music should be turned off if you do not wish to have continuous music playing in the background during your game. Event Music should be turned on if you wish to hear special music when various events occur.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 24 End of Turn Wait should be on if you wish to be prompted to press the next turn button once all your units have moved. Strategic Combat Only should be on if you wish all battles to take place under the computer’s control. Turn this off if you wish to conduct your own tactical combat. Note: with this option on you need never witness combat at all; you are simply informed of the results.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 25 Spells C licking on the spells button takes you to your spellbook. Only those spells that you know and that can be cast overland (i.e., noncombat spells such as city enchantments, unit enchantments, summoning spells, etc.) are visible. At the beginning of the game, the only spell in your spellbook is likely to be magic spirit, a common arcane summoning spell described in the Spellbook supplement.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 26 You may simply stop casting the current spell (indicated in glowing letters) by clicking on that spell; you are then asked to confirm that you wish to cancel the spell. For more information on different types of spells and spell casting, see the Spellbook supplement. Armies licking on the armies button takes you to the armies screen. This screen provides a complete list of all your armies and heroes and gives you access to the items screen.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 27 • • Right-clicking on the highlighted unit presents a detailed description of the unit (see Basic Units Information). You can dismiss the unit from your army by clicking on the dismiss button. You can also remove any enchantments that were cast by your wizard from the unit by clicking on the enchantment icon.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 28 IMPORTANT: The three slots next to each hero’s portrait are limited to holding specific types of items. Some slots can only hold special items (such as rings and orbs), while others are suited to holding armor (mail and shields). Below is a chart of the slots and the sorts of items they can hold. Note that the weapons and armor a hero can be equipped with depend on the hero’s type; some heroes are mages, others are warriors, etc.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 29 In addition to providing ways to view, move and break artifacts, the items screen allows you to examine heroes (by right-clicking on their portraits, see Basic Unit Information) and to move to the specific location of a hero (by clicking on his or her portrait) on the main movement screen. If you are short of either mana or gold, you can use the alchemy button in the items screen to interconvert these two goods.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 30 Clicking on the highlighted city takes you to that city’s city screen (see The Hamlet and the City Screen). Right-clicking on the highlighted city calls up just that city’s production screen (see Production Screen) in which you can alter the city’s current project without leaving the city screen. Click on the OK button to exit the cities screen. Magic licking on the magic button takes you to the magic summary screen.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 31 MAGIC SUMMARY SCREEN Enemy wizard portraits Status Overland enchantments window (no enchantments) “Locked” wand • Observe the status of wizards’ relationships with each other. To the right of each wizard’s portrait you may see a series of icons including scrolls, doves and crossed swords. These icons are colorcoded to match the banner colors of the other wizards, including yours.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 32 • • • • • indicated by a second number in parentheses following the spell casting skill. This second number is the total current spell casting skill of the wizard, taking any heroes’ contributions into account. Magic reserves is the amount of total mana you have on hand for casting spells. You can make more efficient use of this mana if your wizard has the Mana Focusing ability (see Special Abilities).
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 33 ALCHEMY If you are short of mana or gold, you can interconvert these two resources through the use of alchemy. Click on the alchemy button to get to the conversion screen. Conversion screen Do not, however, recklessly interconvert gold and mana.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 34 Info C licking on the info button calls up a list of advisors (surveyor, cartographer, apprentice, historian, astrologer, chancellor, tax collector, grand vizier) who can provide valuable information to your wizard. SURVEYOR Clicking on the surveyor button replaces the status window of the main movement screen (see Status Window) with surveyor information (surveyor window).
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 35 Surveyor summary of effects for indicated square CARTOGRAPHER Clicking on the cartographer button brings up maps of Arcanus and Myrror (you can switch between the two maps by clicking on the dog ear in the lower right corner). These maps only show those areas of the worlds that you have already explored.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 36 Clicking on a part of the map returns you to the main movement screen, with the main movement window centered on that location. Clicking on the word “close” returns you to the main movement screen. APPRENTICE Clicking on the apprentice button takes you to your complete spell library. All the spells that you have already researched are legible in this book. All of the spells that you will eventually be able to research appear in a runic script.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 37 The History of Wizards’ Power graph also compares your wizard with all known enemy wizards. Each wizard’s power is represented by a colored line corresponding to the wizard’s banner-color. A key in the upper left corner shows each wizard’s name printed in the same color. Click anywhere on the graph to exit this screen. ASTROLOGER Clicking on the astrologer button takes you to the current status screen.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 38 The current status screen is divided into three sections: Army Strength, Magic Power and Spell Research. The sections each have a bar graph that compares all known wizards in terms of the relative strength of their armies, the total magic power drawn per turn, or the total research cost of all the spells learned by each wizard to date.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 39 GRAND VIZIER Clicking on the grand vizier button takes you to a window in which you can select or deselect computer-controlled production of buildings in your cities. This function is automatically on if you are playing at the Intro setting and off if you are playing at Average or harder settings. At the Easy setting, you receive a prompt at the beginning of the game asking if you wish to use the grand vizier to control what your cities are building.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 40 MIRROR Clicking on the mirror button takes you to your mirror screen. This screen contains all sorts of relevant information about yourself (and is almost identical in set up to the enemy wizard statistics screen that reveals information about your foes; see Enemy Wizard Statistics).
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 41 Plane licking on the plane button shifts you between main movement views in Arcanus and Myrror. Currently-active units that can shift between planes (because of their location in a tower of wizardry or city with an astral gate, or because of a special ability) move between Arcanus and Myrror each time you click the plane button.
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MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 43 Right-clicking on your own cities also calls up their city screens. From there, you can quickly determine the city’s productivity and the nature of its latest project. You may activate patrolling units on city squares from this screen (by clicking on them). You may also enter the city production screen by clicking on the change button below the city’s current building project.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 44 • • • • Move by clicking on an allowed destination map square or by hitting the keys on the numeric keypad. When units are moving over long distances, a “G” appears on their pictures. Right-clicking on a unit or stack that is traveling over a long distance reveals, with tiny boot symbols, the exact path over which it is traveling.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 45 Unit Movement Every game turn, you cycle through all active units (only patrolling units must be specifically activated). The map window centers on the active unit (outlined in red) and a unit window appears on the right side of the screen (in place of the upkeep summary window). You can center the map on the currently active unit by hitting C on your keyboard.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 46 If you wish to split a stack into smaller stacks (of one or more units), click on the individual unit pictures in the unit window until all the units you wish to move as one stack are highlighted and all the units you wish to leave out of the current stack are grayed out. Move the stack of highlighted units.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 47 Unit Window he unit window is extensively described earlier in Unit Actions. This window appears on the right side of the main movement screen whenever it is time for an active unit (stack) to move or when you right-click on a unit or stack in the main movement view or a city screen. All units that appear together in the unit window are currently stacked (no more than nine units may be stacked together).
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 48 MOVEMENT MODES Different units are capable of moving in different ways and at different speeds. In the unit window, the bottom edge shows the number of movement points left to the unit (stack) as well as any special movement modes. See Table C: Basic Movement Types in the Appendix.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 49 Next Turn licking on the next turn button in the bottom right corner of the main movement screen moves the game to the next time period (or turn). This button only appears when all units (except those on patrol) have been given orders. If the End of Turn Wait setting (see Settings) is off, the next turn button never “pops” up. Instead, the game automatically advances to the next time period after all units have been allowed to act.
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MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 51 The following sections focus on the basic information necessary for you to expand your territories and build up your cities. Exploring the Worlds of Arcanus and Myrror hile the worlds of Arcanus and Myrror are similar in many ways (each having some basic land masses, oceans and seas, creatures, magic sources and minerals), Myrror is a fantastic world with an almost-alien, mystical richness of creatures, magic and elements.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 52 As you build troops, summon creatures and hire mercenaries, more and more of the world becomes visible and accessible to you. Moving troops into the black, uncharted reaches beyond your cities (see Unit Actions) reveals more of the surrounding lands. If you have some knowledge in nature magic, you may be able to get an early start on exploration by learning the spell earth lore if it is in your spell library (see Spellbook supplement).
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 53 The Hamlet and the City Screen he hamlet in which you begin the game is your first source of workers, settlers, gold, magic power and spell research points. Your home base, as you first see it, looks like a small settlement with a waving flag. The flag is your wizard’s banner-color, and all subsequent cities you conquer or build are marked with such a flag. Enemy cities display the controlling wizard’s banner, while neutral cities fly a brown flag.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 54 CITY SIZE Cities are named according to the number of inhabitants, as indicated on the following table. City Name Population Hamlet Village Town City Capital 1–4 5–8 9–12 13–16 17–25 RESOURCES The cities in Master of Magic can produce up to five different resources: food, production points, gold, magic power or “mana,” and spell research points.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 55 In addition to feeding townsfolk and troops, potential food production has an impact on the growth rate of the population. The greater the difference between the number of people in a town and the total number of people that can be fed in the city, the faster its growth rate. This growth rate is further modified by the type of race in the city (some races naturally reproduce more quickly than others; see Select Race) and various city enchantments.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 56 In addition to tax rates, other things influence how much gold you earn. Cities built on rivers or oceans increase commerce and income (see Terrain Types). Institutions such as marketplaces, banks and merchant’s guilds generate additional income (as a percentage of the collected taxes). Producing trade goods instead of buildings or troops provides a great deal of gold from trade (see Production Screen).
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 57 By right-clicking on a building in this window you call up an information scroll about the structure. To sell a building, you can click on it (you only receive half of its construction cost in gold). The only structures that you cannot sell are fortresses and summoning circles. CITY ENCHANTMENTS AND CITY WALLS The city enchantment window appears to the right of the resources window. Enchantments affecting your city appear in this square.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 58 There are three buttons below the production window: • • • Buy: Clicking on the buy button allows you to pay to complete your current project—if you have enough gold in your treasury. The more you try to speed up a building project, however, the more you have to pay to get it done (all that overtime work...). So, you have to pay more for each remaining (i.e.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 59 The information displayed about buildings includes the construction cost in production units, the maintenance cost, the structures and units that you will be able to build after you have constructed this building and any other important effects this structure has. The information displayed about units includes their construction costs and statistical information (number of hit points, defense rating, special abilities, etc.).
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 60 Table G: Building Types in the Appendix shows the cost to produce and maintain the different buildings. If any previously constructed buildings or terrain types are necessary for the construction of a building, this is also indicated.
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MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 62 After you’ve oriented yourself to the basic tools in Master of Magic, it is time to start taking some action! While the earliest parts of the game involve exploring the immediate vicinity of your hamlet and maybe constructing a few buildings, the next stage of the game requires that you take a little more control of the situation.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 63 Every game turn offers the outpost a chance to grow or decline in size (outposts can be deserted). The direction and speed of growth depends on a number of factors: • • • • Race: Some races are better at establishing new cities than others (see Select Races). Potential Food: The more food the surrounding terrain (within two squares of the outpost) can potentially produce, the more rapidly an outpost grows.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 64 Finally, when you are ready to conquer the targeted city, just move your stack of units onto the city. This immediately initiates a combat sequence (see Combat) with your army pitted against the city’s garrison. If you are victorious, the city suffers a few losses (in buildings and population) and then becomes yours. It erects a banner of your color, and the city’s production contributes to your reserves, magic power, spell research, etc.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 65 Both magic and guardian spirits are summoned creatures (see Summoned Creatures and the Spellbook supplement) with a special ability that allows them to “meld” with nodes. When such a spirit steps into a node square, the option for it to “meld” appears in the unit window (see Unit Actions). Melding with the node obliterates the spirit, as it is reforged into a channel that directs the node’s magic power to the controlling wizard.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 66 • • • Magic Power: Your total income of magic power per turn determines how much magic power you can direct toward spell research.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 67 Comparative information is also available through your Historian (History of Wizards Power graph) and your Astrologer. The latter holds vital information concerning the relative army strengths, magic power and spell research efforts of all known wizards (including yours). See Historian and Astrologer for more details.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 68 THE ART OF DIPLOMACY At the beginning of the game, each pair of wizards has a diplomacy rating that is designed to reflect the inherent suspicions and prejudices that differences between beings can generate.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 69 So how do diplomatic relations affect your interactions with other wizards? Basically, the relations your wizard has with other wizards determine how they weigh your behavior. If a wizard is loyal toward yours, he or she is likely to put the kindest interpretation on your actions; a wizard who thinks yours is lower than snail slime despises him or her on principle and, therefore, dislikes almost everything your wizard does.
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 70 • Propose Treaty: This option gives you a chance to improve and solidify relations with another wizard, and calls up the following possibilities: a) Wizard Pact: This is basically an offer for a nonaggression agreement that only has a chance of acceptance if you are on good terms with the other wizard (gargoyle eyes are green).
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 71 peace treaty with you (see notes on peace treaties above).
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MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 73 At almost every point during Master of Magic, it behooves your wizard to construct (or to have nearby) units or creatures of various types. During expansion phases, your wizard builds settlers. When taking over magic nodes, your wizard summons magic or guardian spirits from other realms.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 74 Unit Size and Healing Every unit has a specific number of figures in it. The number of figures in a unit is shown in the picture in the upper left corner of the unit statistics window. This number ranges from one (for some of the fantastic summoned creatures) to eight.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 75 Melee Strength The melee (hand-to-hand) attack strength of a figure in a unit is indicated in the unit statistics window by the number of swords next to the word “Melee”. Each sword represents one basic attack (where each attack has a 30% chance of doing one point of damage). The number of swords, then, is the total amount of damage the unit can theoretically do to an opponent in melee combat.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 76 Defense The armor row in the unit statistics window indicates, by the number of shields, the defense rating of the unit. Each shield represents one chance (30%) to stop one successful basic attack (one damage). Damage that is not stopped decreases the hit points of the defending figure. If the defending figure dies, then the next figure (if any remain in the unit) becomes the defender.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 77 Increases in experience levels are associated with commensurate increases in various unit statistics. Table H: Normal Unit Bonuses for Experience in the Appendix shows how unit statistics rise with experience. The indicated bonuses reflect increases to the unit’s base levels for the indicated attribute. Special Abilities and Enchantments Any special abilities and unit enchantments appear as icons in the bottom half of the unit statistics window.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 78 While all summoned creatures bear the marks of the magic realm that begot them, those that have been called by and formed from the power of death magic (including undead creatures) are special in many ways. They are considered creatures of death and have immunity to Cold, Poison and Death Magic. They do not heal as normal units or even as other fantastic creatures do.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 79 When heroes come to a wizard’s enchanted fortress looking for work, that wizard is not obligated to hire them. If a wizard refuses to hire a hero, he or she leaves only to return (with a higher experience level) at a later date. However, level advances accrued in this way stop at the Commander level (see Table K: Hero Experience Levels in the Appendix), so no hero approaching you for hire is ever more experienced than this.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 80 Experience levels are indicated on the heroes’ pictures (in the main movement screen, armies screen, city screen, etc.) by colored circles (silver, gold and red, see Experience Level Representation). Table K: Hero Experience Levels in the Appendix shows the increases in a hero’s statistics for increasing experience levels. Special Unit Abilities any units have special abilities that make them different from other units.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 81 Creates Undead . . . . . This basically creates new undead creatures when units are destroyed in combat. If killed units had more than half their hit points destroyed by a creature with the Creates Undead ability, then they rise from the dead after combat under the control of their former enemies! The new undead units have the same abilities they did before, but now they can no longer heal.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 82 Illusory Attack . . . . . . Attacker ignores defender’s armor (shields). Immolation . . . . . . . . Every opponent engaged in melee combat is subjected to a strength four fire attack; this occurs at the same time and in addition to melee combat. Immunity to Cold . . . . Unit unaffected by cold attacks: Ice Bolt, Ice Storm. Immunity to Death Magic . . . . . . .
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 83 Lightning Breath. . . . . Long Range . . . . . . . . Luck . . . . . . . . . . . . . Meld With Nodes . . . . *Might. . . . . . . . . . . . Mountaineer . . . . . . . Natural Healers . . . . . Negate First Strike . . . *Noble . . . . . . . . . . . Non-Corporeal . . . . . . Pathfinding . . . . . . . . Planar Travel . . . . . . . Poison Attack . . . . . . Poison Immunity . . . . *Prayer Master . . . . . . attacker’s melee strength (swords).
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 84 Purification . . . . . . . . Ability to remove (clean) corruption from a square. Purification requires four turns. Quiver . . . . . . . . . . . The total number of ranged attacks remaining to the unit for the current battle. All ammunition is replaced after each battle. The quiver shows the number of shots (arrows) left for that particular battle. Regeneration . . . . . . .
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 85 Thrown Weapons . . . . Thrown weapons are used before entering a melee attack and are effective against flying units in neighboring squares. Note that thrown attacks are in addition to normal melee attacks. Opponents slain by Thrown Weapons may not counterattack. Undead Creature . . . . Creatures that are Undead cannot heal by any means. While they gain the benefits of death magic creatures (i.e.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 86 MERCHANTS From time to time, wandering merchants present you with the opportunity to buy powerful artifacts. If you agree (click on yes), the gold to buy the artifact is taken from your treasury (gold reserve). You are then whisked to the items screen (see Items) with the new artifact, so that you can give it to the appropriate hero or store it in your fortress vault.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 87 Spellspecific Selected enchantments are highlighted Cost so far To choose an item, click on the button with the name of the item type and then scroll through the pictures, using the arrows in the upper left corner of the artifact creation screen (by clicking) until you are satisfied with the appearance and the type of item. Notice that the item itself (without any enchantments) has a base price in mana, shown in the lower right corner of the screen.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 88 • General magic enchantments include: a) Spell Skill which can raise the hero’s spell casting skill by the specified amount. b) Spell Charges which embed the stated number of combat spells (that can be thrown once per combat turn by the hero wielding the item) into the artifact. Your wizard must already know a combat spell before he or she can embed it into the artifact.
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MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 90 Casting Now is the time to focus on the nitty-gritty aspects of becoming Master of Magic. To conquer the worlds, your wizard has to engage in some combat and a lot of spell casting. While you may avoid the details of combat by toggling on the strategic combat only button under the game settings (see Settings), there is no way to avoid learning some rudimentary spell casting.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 91 Should you decide to forge ahead (or if an opponent’s troops move onto a square occupied by your units), you enter combat. Combat takes place on an invisible grid, with both armies arranged in a square-like formation on opposite sides of the battlefield. The defender gets to move some or all of his or her units first.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 92 The active unit window shows information about the currently active unit (a red outline surrounds the active unit’s square on the combat grid). Next to the unit’s picture are tiny symbols with numbers.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 93 Combat Movement and Terrain All terrain not listed in this chart costs one movement point per square. Terrain Movement Points Per Square 1⁄2 Cities Hills Rivers Roads Rough (Dirt) Tree 2 2 1⁄2 2 2 MELEE ATTACKS Melee attacks are initiated by moving an active unit into a square adjacent to an enemy unit. Next, click on the enemy unit (the mouse cursor appears as a pair of crossed swords) to attack.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 94 Gaze attacks are resolved before regular melee attacks. Since the basilisk has the Stoning Gaze ability, this attack is resolved before the hand-to-hand fighting of the melee attack. Each of the four figures in the elven lords unit must make a saving throw against your Stoning Gaze attack or be turned to stone (eliminated). Elven lords have a fantastic innate resistance ability of 9 (i.e., they are born with nine crosses in their statistics).
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 95 defense rolls, each with that base 30% chance to stop a single hit. Luckless, the basilisk suffers all 13 blows, reducing its full strength of 30 hits (hearts) down to 17. Now, the losses to both units are applied.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 96 RANGED ATTACKS To initiate a ranged attack, the active unit must have a ranged weapon (missile, magic or rocks, indicated in the active unit window by a small bow, fireball or rock, respectively, depending on the unit’s ranged weapon type) and some ammunition. When the active unit still has ammunition (the combat unit display in the upper right corner helps in determining this; see Combat), you can click over enemy units to fire at them.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 97 SPELLS IN COMBAT During a battle, you may cast as many spell-points-worth of spells as your spell casting skill or your remaining mana reserve, whichever is smaller. A wizard may only cast those combat spells that he or she has learned. Some spell casting heroes have their own spell books, giving them access to spells that their controlling wizard does not know. Spells cast during combat generally cost more than they would if they were cast overland.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 98 Using Artifacts in Combat The spell button also allows heroes to use artifacts in their possession to cast spells. Clicking on this button causes any spells that a hero can cast (because he or she carries artifacts with spell charges) to appear (see Artifacts). You may then “cast” an appropriate spell from the artifact. STRUCTURES INFLUENCING COMBAT City Walls City walls prevent all nonflying creatures from entering a city except through the city gates.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 99 AFTER IT’S OVER The following sections contain material on the aftermath of battle. In addition to this information, you can find material on how undead creatures come into being in Special Unit Abilities, as the forming of these creatures is one potential consequence of battles involving creatures of death.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 100 Spells and Spell Casting T he following sections describe the basic elements of spell casting in Master of Magic. A list describing all of the spells in the game is included for easy reference in the separate Spellbook supplement. TYPES OF MAGIC The different types of magic (arcane, life, death, chaos, nature and sorcery) are discussed in great detail in the earlier Choosing a Wizard and Spell Ranks.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 101 power you are funneling into spell research every turn (use your magic summary screen to adjust this). More powerful and rarer spells generally have higher research costs. The research cost of a spell is constant and related to the rarity of the spell. Common spells may cost anywhere from 20 to 250 research points, depending on the spell; uncommon spells can cost from 300 to 800 research points; rare spells cost between 880 and 1700 research points.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 102 To abort a combat spell, left-click on the cancel button that appears in the bottom right corner of the screen before choosing a target. Note that you can only abort combat spells that have unique targets. Spells cannot be cast without magic power, and the amount of magic power required to cast a spell is called its casting cost.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 103 Every combat allows you to spend up to your spell casting skill in magic power to influence the battle. This magic power is drawn directly from your mana reserves and, therefore, the size of your mana reserves may limit the amount of magic power you can spend during a battle (if your mana reserves have less magic power than you can theoretically use, based on your spell casting skill).
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 104 • • • • Combat enchantments last only for the duration of combat. Continuous enchantments are cast overland and generally require upkeep costs. Most city and global enchantments are continuous. Combat and Continuous enchantments can be cast either during combat or overland. These spells basically have two forms (each with its own casting cost and with the continuous version requiring upkeep costs).
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 105 roll of 1 to 10. The roll is compared to the creature’s modified (if applicable) resistance. Rolls lower than or equal to the creature’s modified resistance indicate that the creature emerges unscathed from the magic attack (i.e., each cross is a 10% chance to resist). DISPELLING Spells have an inherent resistance to being dispelled that is related to the amount of magic power used to cast the spell.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 106 Bad Moon: A blood red, evil moon appears in the night skies of Arcanus and Myrror, increasing the magic power that flows from evil temples, those owned by practitioners of death magic, by 50%. At the same time, the magic power flowing from good temples, those owned by practitioners of life magic, decreases to half its usual amount. There is a 5% probability of the event ending every game turn.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 107 Mana Short: All sources of magic power dry up completely. No player can draw magic power from any source during a mana short. Note that enchantments and fantastic creatures that require mana for maintenance still require it during a mana short! Take care that you spend the magic power from your reserves carefully during this event. Every turn there is a 5% probability that the event ends. New Minerals: A new mineral source is discovered near a city.
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MOM Manual pp.1-112 for PDF 2/26/97 12:32 PM Page 109 There are two ways of winning Master of Magic. You can take a more aggressive approach and destroy all opposing wizards, or you can take a more scholarly approach, diligently studying the magic arts until you can cast spell of mastery. To destroy an enemy wizard, you must banish him or her from both Arcanus and Myrror — permanently.
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Total Common Spells Total Uncommon Spells Total Rare Spells Total Very Rare Spells Number and Type of Guaranteed Spells 3 1 none none none 2 5 2 1 none 1 common 3 6 3 2 1 2 common 4 7 4 3 2 2 com. + 1 uncom. 5 8 5 4 3 2 com. + 2 uncom. 6 9 6 5 4 2 com. + 2 uncom. + 1 rare 7 10 8 6 5 2 uncom.
Racial Special Abilities or Characteristics for Standard Units Race-Specific Units Standard Units* Building Restrictions: Cannot Build Barbarians Cavalry, spearmen and swordsmen cost 150% of normal; +1 resistance bonus; Cavalry, spearmen and swordsmen carry axes and spears for a thrown attack strength of 1 Beserkers Warships Bowmen Cavalry Catapults Galleys Shaman Spearmen Animist’s Guild Cathedral University Beastmen Bowmen, settlers, spearmen and halberdiers cost double; Engineers, magicians and
Dwarves Gnolls Halflings Cost 250% of normal except for bowmen, magicians and shamans who cost 50% more than normal and catapults that cost normal amount; +1 Defense bonus; +2 Resistance Flying (except settlers); Fiery Breath attack of strength 1 for all units without a normal ranged attack Air Ships Doom Drakes Bowmen Halberdiers Magicians Shaman Spearmen Animist’s Guild Miner’s Guild Cost 250% of normal amount except for engineers and triremes; 3 hit points; Double bonuses from special mines; Produ
Racial Special Abilities or Characteristics for Standard Units Race-Specific Units Standard Units* Building Restrictions: Cannot Build High Elves Cost 50% more except for catapults, galleys and triremes; +1 bonus to hit; Forester; +2 resistance bonus Elven Lords Longbowmen Pegasi Cavalry Catapults Galleys Halberdiers Magicians Spearmen Parthenon High Men none Paladins Pikemen Warships Bowmen Cavalry Catapults Engineers Galleys Magicians Priests Spearmen Fantastic Stable Klackons Cost double n
Nomads none Griffins Horsebowmen Pikemen Rangers Bowmen Catapults Galleys Magicians Priests Spearmen Maritime Guild Wizard’s Guild Orcs none Wyvern Riders Bowmen Cavalry Catapults Engineers Galleys Halberdiers Magicians Priests Spearmen none Trolls Cost triple normal amount Regeneration; 4 hit points; +2 melee strength bonus; +3 resistance bonus; Halberdiers negate First Strike Have 4 figures per unit War Trolls War Mammoths Halberdiers Shaman Spearmen Fantastic Stable Miner’s Guild Sage’s Gui
MOVEMENT MODE ALLOWED MOVEMENT Pair of wings 1/2 MP/square for all terrain Flying usually allows 3 MP/turn Green tree All stacked units get 1 MP/square in forest Mountaineer Hill All stacked units get 1 MP/square in hills and mountains Pathfinding Eye All stacked units get 1 MP/square for all land-based terrain Disappearing figure Allows movement between planes without regard to location (i.e., unit does not have to be in tower of wizardry, etc.
TERRAIN FOOD GOLD PRODUCTION NOTES Desert 2 0 0 + 10% may contain quork and crysx crystals Forest 2 0.5 0 + 5% required for sawmill and forester’s guild Grasslands 1 1.5 0 Hills 2 0.5 0 + 5% may contain iron, silver, gold or mithril Mountain 3 0 0 +10% may contain iron, silver, gold, gems, mithril or adamantium Ocean 1 0.5 +10%* River 2 2 +20%/+30%* Shores 1 0 +10%* Swamp 3 0.
TERRAIN SPECIAL MILITARY UNIT COSTS GOLD Adamantium MAGIC POWER SPECIAL EFFECTS AND RESTRICTIONS +2 If city has an alchemist’s guild, all new units get magical adamantium weapons with +2 attack strength and defense bonuses; adamantium is only found in mountains on Myrror Monster lair** Ancient Temples Monster lair** Chaos Nodes Coal Gems +5 Gold Ore +3 Mithril Ore Look like volcanoes** +5 Only found in deserts on Myrror +1 If city has an alchemist’s guild, all new units get magical mithr
*** Nightshade Cities with shrines, sage’s guilds or animist’s guilds (or their replacement buildings) use nightshade to automatically cast dispel magic against all city enchantments and global spells directed against the city every turn; each nightshade has a separate chance to dispel negative enchantments every turn Quork Crystals Roads Silver Ore Sorcery Nodes Look like green and white glowing squares** +3 **** Only found in deserts Movement along roads for nonflying units is 1/2 movement point pe
** First time capture of these structures generally requires fighting guardian creatures and yields treasures! Treasures include artifacts, gold, imprisoned heroes, magic power (found as mana crystals), maps, spell picks (as if you had chosen an extra rank or special ability when creating your wizard) and spells. For towers of wizardry, one of the treasures is always a spell. *** Magic power from nodes can only be harnessed by guardian or magic spirits that meld with the nodes.
TERRAIN TYPE OR SPECIAL TURNS TO BUILD 5 Desert 4 Forest 6 Grassland 3 Hills 6 Mountain 8 Nature Node 4 River 5 Sorcery Node 3 Swamp 8 Tundra 6 Volcano 6 Note that roads may not be built over ocean squares.
BUILDING TYPE COST OF PRODUCTION / UPKEEP REQUIRES: ALLOWS BUILDING: Alchemist’s Guild 250/3 Sage’s Guild Wizard’s Guild Animist’s Guild2 300/5 Stables Temple Fantastic Stable Manticores Rangers Armorer’s Guild 350/4 Fighter’s Guild Fantastic Stable War College Elven Lords Golems Minotaurs Paladins Stag Beetles 80/2 Barracks Smithy Fighter’s Guild Maritime Guild Halberdiers Slingers 250/3 Marketplace University Merchant’s Guild Bank EFFECTS + 3 mana; All new troops get + 1 to hit,
30/1 Armory Allows you to build other military units, except for Spearmen, Engineers, Magicians, Warlocks, Shaman, Priests, Triremes, Galleys and Warships.
COST OF PRODUCTION / UPKEEP REQUIRES: Fighter’s Guild 200/3 Armory Forester’s Guild 200/2 Sawmill 40/1 Builder’s Hall Granary ALLOWS BUILDING: Armorer’s Guild ALLOWS TROOPS Beserker Hammerhands Javelineers Nightblade Pikemen War Trolls All new troops start at the Regular experience level food harvest + 2; 25% production Farmer’s Market +2 food harvest; +20 people per turn Housing Library EFFECTS See note below4 60/1 Builder’s Hall Maritime Guild 400/4 Armory Shipyard Marketplace 10
300/3 Builder’s Hall Hill or Mountain Mechanician’s Guild Steam Cannons Oracle 500/4 Parthenon University Parthenon 400/3 Temple Cathedral Oracle Sage’s Guild 120/2 Library Alchemist’s Guild University Sawmill 100/2 Forest Smithy Forester’s Guild Shipyard Bowmen Longbowmen Ship Wright’s Guild 100/1 Open Ocean or River Shipyard Triremes Shipyard 200/2 Sawmill Ship Wright’s Guild Maritime Guild Merchant’s Guild Air Ships Galleys Shrine 100/1 Builder’s Hall Temple Shaman Incr
COST OF PRODUCTION / UPKEEP Smithy 40/1 Stable 80/2 Temple 200/2 REQUIRES: ALLOWS BUILDING: ALLOWS TROOPS Armory Marketplace Sawmill Stable Swordsmen Grasslands Smithy Animist’s Guild Cavalry Centaurs Doom Drakes Dragon Turtles Horsebowmen Stag Beetles War Mammoths Wolf Riders Shrine Animist’s Guild Parthenon +2 mana; Decreases unrest by 1; Allows use of nightshade Trade Goods +1 gold per 2 production University 300/3 Sage’s Guild Library War College 500/5 Armorer’s Guild University
2. Animist’s guilds increase the rate of food production, not total food produced by a city (i.e., farmers can harvest more than normal). The healing rate for having an animist’s guild in a city is 50% higher than normal. Normally, units heal 5% of their hit points per game turn when they are outside of cities and 10% when they are on city squares. The presence of an animist’s guild raises the healing rate to 15% of a unit’s total hit points per game turn. 3.
Experience Level Experience Points Required Attack Strength Bonus to Hit* Defense Resistance Hits (Hit Points) Recruit - 0 - - - - - Regular 1 Silver 20 +1 - - +1 - Veteran 2 Silver 60 +1 - +1 +2 - Elite 3 Silver 120 +2 +1 +1 +3 +1 Ultra-Elite 1 Gold ** +2 +2 +2 +4 +1 Champion 2 Gold *** +3 +3 +2 +5 +2 The improvements shown above are added to the base attributes (before level raises) of the unit.
Creature (# of Figures) Race Building Melee Cost Attack Ranged Attack Defense Resistance Hits Movement Special Abilities Carries 2 Units Draconian 200 5 8 Rock (10) 5 8 20 4 Flying Beserkers (6) Barbarian 80 6 2 Thrown 2 6 3 1 Bowmen(6) - 30 1 1 Missile (8) 1 4 1 1 Cavalry (4) - 40 4 - 2 4 3 2 First Strike Catapult (1) - 100 - 10 Rock (10) 2 4 10 1 Wall Crusher Long Range Centaurs (4) Beastmen 100 3 2 Missile (6) 3 5 3 2 Doom Drakes (2) Draconi
Race Building Cost Melee Attack Engineers (6) - 40 1 Galley (1) - 100 6 Golem (1) Dwarf 200 12 Griffins (2) Nomad 200 - Hammerhands (6) Horsebowmen (4) Halberdiers (6) Javelineers (6) Longbowmen (6) Ranged Attack - Defense Resistance Hits Movement Special Abilities 1 4 1 1 Construction; Wall Crusher 3 6 20 Sailing 3 Units Carries 5 - 8 15 20 1 Immunity to Death Magic; Immunity to Poison 9 - 5 7 10 2 Flying Armor Piercing; First Strike 40 4 - 3 4 1 1
- 120 1 6 Magic (4) 3 8 1 1 Can Cast Fireball Once Per Battle; Immunity to Missiles Manticores (2) Beastmen 160 5 - 3 6 7 2 Flying; Strength 6 Poisonous Sting Minotaurs (2) Beastmen 200 12 - 4 7 12 1 +2 Bonus to Hit; Large Shield Nightblades (6) Dark Elf 120 4 - 3 7 1 1 Invisible; Strength 1 Poison Attack (from Blade Venom) Nightmares (4) Dark Elf 160 8 5 Magic (4) 4 8 10 3 Flying High Men 200 6 - 5 8 4 2 Armor Piercing Attack; First Strike; Immunity t
Race Building Cost Melee Attack Ranged Attack Defense Resistance Hits Movement Special Abilities Rangers (4) Nomad 120 4 3 Missile (8) 4 6 2 2 Pathfinding; Scouting (Range 2) Settlers (1) - 60 - - 1 4 10 1 Creates Outposts Shaman (4) - 50 2 2 Magic (4) 3 6 1 1 Natural Healing; Purification Slingers (8) Halfling 100 1 2 Missile (6) 2 8 1 1 Lucky 10 1 - 2 4 1 1 Klackon 160 15 5 Breath 7 6 20 2 Fiery Breath Dwarf 180 - 12 Rock (10) 2 9 12 1
Troll 160 8 - 4 8 5 2 Wolf Riders (4) Gnoll 100 6 - 3 4 5 2 Orc 200 5 - 5 7 10 3 Flying Wyvern Riders (2) Regeneration Strength 6 Poisonous Attack Note that although breath and thrown attacks are described under the Ranged Attacks column of the table, they are not technically ranged attacks. (see Melee Attacks).
Creature (# of Figures) Upkeep Melee Sorcery - 15 - 6 9 10 5 Flying Immunity to Death Magic; Invisible; Poison Immunity; Stoning Immunity; Weapon Immunity Angel (1) Life 15 13 - 5 8 15 3 Flying Dispel Evil with touch +1 Holy Bonus; Immunity to Illusion; +2 Bonus to Hit Archangel (1) Life 20 15 - 6 12 18 4 Flying +2 Holy Bonus; Can cast 40 spell points of life magic per battle; Immunity to Illusion +3 Bonus to Hit Nature 7 15 - 4 7 30 2 Stoning Gaze (-1 Save) Air Elem
Nature 15 25 - 6 10 45 2 Chaos Spawn (1) Chaos 12 1 - 5 10 15 1 Flying Death Gaze (-4 Save); Doom Gaze (Strength 4); Stoning Gaze (-4 Save); Strength 4 Poisonous Bite Chimera (4) Chaos 10 7 4 Breath 4 8 8 2 Flying Fiery Breath Cockatrices (4) Nature 8 4 - 3 7 3 2 Flying Stoning Touch (-3 Save) Colossus (1) Nature 17 20 20 Rock (2) 8 15 30 2 First Strike; Poison Immunity; Stoning Immunity; Wall Crusher Death Knights (4) Death 8 7 - 5 9 8 3 Armor Pierci
Magic Upkeep Melee Ranged Defense Resistance Hits Demon Lord (1) Death 15 20 10 Magic (8) 7 12 20 2 Flying Lifestealing Attack on both ranged and melee attacks (-1 Save); Causes Fear; Can summon 3 Demons during battle Sorcery 17 15 8 Magic (4) 6 10 20 3 Flying Teleport; Greater Wind Walking; Weapon Immunity; Can cast 20 spell points sorcery magic during combat Doom Bat (1) Chaos 8 10 - 5 7 20 4 Flying Fire Immunity; Immolation Earth Elemental (1) Nature - 25 - 4 8
Chaos - 12 - 4 6 10 1 Fire Immunity; Poison Immunity; Stoning Immunity Fire Giant (1) Chaos 3 10 10 Rock (2) 5 7 15 2 Fire Immunity; Mountaineer; Wall Crusher Sorcery 5 - - 0 10 45 2 Sailing Can carry 8 other units Gargoyles (4) Chaos 5 4 - 8 7 4 2 Flying Poison Immunity; Stoning Immunity Ghouls (4) Death 1 4 - 3 6 3 1 Strength 1 Poisonous Attack; Creates Undead Giant Spiders (2) Nature 4 4 - 3 7 10 2 Web; Strength 4 Poisonous Bite Gorgons (4) Natur
Upkeep Melee Ranged Defense Resistance Hits Life 1 10 - 4 10 10 1 Meld with Nodes; +1 Resistance to All Hell Hounds (4) Chaos 1 3 3 Breath 2 6 4 2 Fiery Breath Hydra Heads (9) Chaos 14 6 5 Breath 4 11 10 1 Fiery Breath; Regeneration; Each head is equivalent to 1 figure Magic Spirit (1) Arcane 1 5 - 4 8 10 1 Meld with Nodes Nagas (2) Sorcery 2 4 - 3 7 6 1 Swim Strength 4 Poison Spittle Attack (First Strike); +1 Bonus To Hit Night Stalker (1) Death 1 7
Death 7 5 4 Magic (8) 4 8 5 1 Flying Non-Corporeal; Planar Travel; Regeneration Skeletons (6) Death - 3 - 4 5 1 1 Immunity to Missiles Sky Drake (1) Sorcery 25 20 20 Breath 7 14 25 4 Flying Lightning Breath Immunity to Illusions Immunity to Magic Sprites (4) Nature 3 2 3 Magic (4) 2 8 1 2 Flying Forester Stone Giant (1) Nature 9 15 15 Rock (2) 7 9 20 2 Mountaineer; Poison Immunity; Stoning Immunity; Wall Crusher Storm Giants (1) Sorcery 10 12 10 Magic (4)
Magic Upkeep Melee Ranged Werewolves (6) Death 5 5 - Wraiths (4) Death 5 7 Zombies (6) Death - 3 Defense Resistance Hits Movement Special 1 6 5 2 Weapon Immunity - 5 8 8 2 Flying Lifestealing Touch (-3 Save); Non-Corporeal; Weapon Immunity - 2 3 3 1 Note that “saves” decrease the target’s ability to resist the spell. Each reduction has the effect of negating one enemy resistance (i.e., cross) or, in other words, reducing the enemy’s chance to save by 10% per point.
Experience Level Experience Points Required Attack Strength Bonus to Hit Defense Resistance Hits (Hit Points) - - - - - - - Myrmidon 1 Silver 20 +1 - +1 +1 +1 Captain 2 Silver 60 +2 - +1 +2 +2 Commander 3 Silver 120 +3 +1 +2 +3 +3 Champion 1 Gold 200 +4 +1 +2 +4 +4 Lord 2 Gold 300 +5 +2 +3 +5 +5 Grand Lord 3 Gold 450 +6 +2 +3 +6 +6 Super Hero 1 Red 600 +7 +3 +4 +7 +7 Demi-God 2 Red 1000 +8 +3 +4 +8 +8 Hero TABLE K Ring Symbol M
Item Attack To Hit* Defense Movement Resistance Spell Skill Spell Charge Spell Save** Effects +6 +2 none none none +10 none none Melee and Thrown Bow +6 +3 +3 none none +10 none none Ranged none none +6 +4 +6 none none none +1 Defense Mace +4 +3 +1 none none +10 none none Melee Miscellaneous +4 +2 +4 +3 +6 +15 none -4 All Attacks Plate Mail none none +6 +4 +6 none none none +2 Defense Shield none none +6 +4 +6 none none none +2 Ranged
The Effects column in the case of defensive artifacts describes the bonuses that are inherent to the item itself (before further enchantment). Ranged defense is defense specifically to ranged missile, rock, magic ranged, thrown and breath attacks. Because the defense depends on the attack, shield icons are not added to the hero’s display in the unit statistics window.
Enchantment Required Magic Realm and Rank Weapon Armor Miscellaneous Effect If Not Same as Spell* Bless Life 2 - Yes Yes Endurance Life 2 - Yes Yes Holy Avenger Life 3 All but staff & wand - - Invulnerability Life 5 - Yes Yes Lion Heart Life 6 - - Yes Planar Travel Life 5 All but staff & wand - Yes Righteousness Life 4 - Yes Yes True Sight Life 6 - - Yes Cloak of Fear Death 2 - Yes Yes Death Death 3 All - - Save at -3 or die Power Drain Death 4 All
Death 4 - Yes Yes Chaos Chaos 6 All but wand - - Wielder is at half attack strength, but the attack allows no defense; i.e.
Required Magic Realm and Rank Weapon Armor Miscellaneous Guardian Wind Sorcery 3 All but staff, bow & wand Yes Yes Haste Sorcery 7 All but staff & wand - - Invisibility Sorcery 5 - - Yes Magic Immunity Sorcery 5 All Yes Yes Phantasmal Sorcery 6 All - - Resist Magic Sorcery 2 All Yes Yes Effect If Not Same as Illusory Attack Note that “saves” decrease the target’s ability to resist the spell by 10% per -1 point specified.
Attack Type In Addition to Melee? Offensive Only? Defense to Attack Breath Before Melee Yes Yes Defense First Strike Weapons Before Melee Yes Yes Defense Gaze Before Melee Yes No Resistance Lifestealing Attacks Simultaneous Yes No Resistance N/A N/A No Defense Simultaneous Yes No Resistance Ranged Instead of Melee No Yes (Ranged) Defense* Thrown Before Melee Yes Yes Defense Touch Simultaneous Yes No Resistance Melee Poison Attacks If a unit is listed as “Yes”
MOM Manual pp.150-160 for PDF 2/26/97 1:31 PM Page 150 SPECIAL NOTE: ITEMMAKE Included with your copy of Master of Magic is a special game utility called Itemmake, which allows you to alter the random treasures you will find in your games. To use Itemmake, before you start the game, change to the directory in which the game is located (usually Magic). Type itemmake at the prompt. The itemmake screen looks a lot like the artifact creation screen pictured in the Master of Magic manual on page 89.
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