Reviews & Opinions
Independent and trusted. Read before buy Games PC Master Of Magic- Explore And Conquer Magical Words - Technical Supplement!

Games PC Master Of Magic- Explore And Conquer Magical Words - Technical Supplement


Bookmark
Games PC Master Of Magic- Explore And Conquer Magical Words - Technical Supplement

Bookmark and Share

 

About Games PC Master Of Magic- Explore And Conquer Magical Words - Technical Supplement
Here you can find all about Games PC Master Of Magic- Explore And Conquer Magical Words - Technical Supplement like manual and other informations. For example: review.

Games PC Master Of Magic- Explore And Conquer Magical Words - Technical Supplement manual (user guide) is ready to download for free.

On the bottom of page users can write a review. If you own a Games PC Master Of Magic- Explore And Conquer Magical Words - Technical Supplement please write about it to help other people.
[ Report abuse or wrong photo | Share your Games PC Master Of Magic- Explore And Conquer Magical Words - Technical Supplement photo ]

 

 

Manual

Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Manual - 1 page  Manual - 2 page  Manual - 3 page 

Download (English)
Games PC Master Of Magic-explore And Conquer Magical Words-technical Supplement, size: 1.8 MB

 

Games PC Master Of Magic- Explore And Conquer Magical Words - Technical Supplement

 

 

User reviews and opinions

<== Click here to post a new opinion, comment, review, etc.

No opinions have been provided. Be the first and add a new opinion/review.

 

Documents

doc0

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 citys populace) of these institutions are enhanced. A wizard must have at least four spell ranks in life magic before you can choose Divine Power. This special ability costs two spell picks. Famous doubles the rate at which a wizard is approached by heroes and mercenaries looking for work and by merchants selling valuable artifacts. This effectively increases the options a wizard has in rounding out his or her armies and armory. Famous wizards also start the game with a significant amount of fame (see Fame), while wizards without this ability start with very little! This special ability costs two spell picks. Infernal Power is the death magic counterpart to Divine Power. All shrines, temples, parthenons and cathedrals in cities owned by the wizard yield 50% more than the usual amount of magic power. These institutions are also more effective than normal at reducing local unrest. A wizard must have a minimum of four spell ranks in death magic to choose Infernal Power. This special ability costs two spell picks. Mana Focusing increases the effectiveness of the mana drawn from a wizards magic power reserves by 25%. In other words, every four mana the wizard uses to cast spells counts as five. A wizard must have at least four spell ranks in one magic area to select this special ability. Myrran places a wizard on Myrror at the beginning of the game (otherwise, all wizards start on Arcanus). Myrran wizards may choose to begin the game with one of the special races (beastmen, dark elves, draconians, dwarves or trolls) that are otherwise not available to starting wizards. Because Myrror is a world richer in magic than Arcanus, the Myrran wizards enchanted fortress generates double the magic power of an equivalent fortress on Arcanus. This special ability costs two spell picks. Nature Mastery markedly enhances a wizards use of nature magic. This special ability increases the speed with which a wizard researches new nature spells. It also makes nature spells cast by a wizard with this special ability twice as difficult to dispel. Finally, Nature Mastery allows a wizard to draw double the amount of magic power from nature nodes he or she controls. A wizard must have a minimum of four spell books in nature magic to choose this ability. Node Mastery doubles the amount of magic power that a wizard draws from nodes of all types. A wizard must have at least one spell rank each in chaos, nature and sorcery magic before he or she can select Node Mastery. Runemaster improves the strength of all spells cast by a wizard (spells cast by a Runemaster are twice as difficult to dispel than normal). This ability increases the speed with which a wizard can learn arcane (i.e., gray-colored, generic) magic spells and also allows a wizard to cast arcane magic spells at a reduced cost. A wizard must have at least two spell ranks each in any three different magic types to select Runemaster.

Length of time to cast spell

Name of spell

Type of spell effect
The length of time (in turns) it takes to cast a spell is indicated underneath the spells name by the number of colored symbols (spells that can be instantaneously cast show Instant instead of symbols). For example, if you wish to cast a specific nature spell and there are four green tree symbols beneath the spells name, then it takes an estimated four turns to cast the spell (the actual time may vary if the amount of mana being spent per turn for spell casting is altered). To turn to another page of your spell book, click on the dog-eared upper corners. To close the spell book without casting a spell, click on the red bookmark at the bottom of the book. To cast a spell, click on the name of the spell. To change the spell you are casting, click on the new desired spell. Note that when you change spells, any magic power you have already invested into casting the original spell gets transferred to the new spell; any invested magic power that is left over after this transfer (i.e., the new spell has a lower casting cost than the original spell) is permanently lost.
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. You can move through the army list quickly by using the arrow buttons that are located on either side of the list. Units that are stacked in the same map square are grouped together on the armies screen.
Hero portrait Hero units Army units Upkeep summary for all units Reduced map window Name of highlighted unit Unit enchantment window
Clicking on such a group of stacked units takes you directly to the map square which the group is occupying. Placing your mouse cursor over a unit on the list highlights that unit and causes the following: All current enchantments on the highlighted unit are listed in the unit enchantment window underneath the army list. The location of the highlighted unit is shown as a blinking white dot in the reduced map window underneath the army list. Enemy troops and cities are shown in this reduced map window as dots in the color of the controlling wizard.
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. Clicking on the highlighted unit activates it and finds the unit for you by taking you to the map square it is occupying in the main movement screen.

MAGIC SUMMARY

The left side of the magic summary screen contains important information on how your magic power is being used. Basic magic information for your wizard is listed: Spell casting skill is the amount of mana per turn that you can channel into casting overland spells. It is also the amount of mana you can cast during one battle. Fledgling wizards start with a spell casting skill of five unless they are also Archmages (see Special Abilities), in which case they start with a spell casting skill of fifteen. Note that if a wizard has a hero with spell casting skill residing in his or her enchanted fortress, half of that heros spell casting skill contributes to the wizards overland casting ability (see Casting Overland). Channeling heroes have no affect on a wizards combat casting. A heros contribution to this skill is
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). Power base is basically the amount of magic power or mana you are drawing in from all sources (magic nodes, religious institutions, special resources and wizard guilds) per turn. Casting shows the spell, if any, you are currently casting. Researching shows the spell you are currently researching. Summon to shows the city where your summoned magic creatures appear.
Above this basic magic information are three wands which can adjust how much of your total magic power you allocate to your mana reserves, researching efforts and spell casting skill. Each wand is appropriately labeled and the amount of magic power being devoted to each area (after adjustments for any special abilities, research points accumulated from institutions of higher learning, etc. have been made) is indicated underneath the wands. To adjust the ratio of magic power being allocated to an area, click and drag the colored liquid inside the wand to the desired level. The other wands simultaneously readjust their levels. To hold the percent (ratio) of magic power being devoted to a particular area constant, click on the head of that wand (the crystal glows bright to symbolize that its ratio bar is locked) before adjusting the levels in the remaining two wands. Click on the head a second time to unlock the wands ratio bar.

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. The wizards are each represented by banner-colored bars next to their names, where the relative lengths of the bars reflects the relative power of each wizard. Click anywhere on the screen to exit.

CHANCELLOR

Clicking on the chancellor button unrolls a scroll that lists the events that occurred during the previous game turn. Click anywhere on the screen to exit.

TAX COLLECTOR

Clicking on the tax collector button takes you to the tax window in which you can set the taxes for the people in the cities you control. Tax rates can be set in increments of one-half gold coin per townsperson. Tax rates at the beginning of the game are set at one gold piece per townsperson. Elevating taxes increases gold revenues, but decreases productivity by increasing the level of unrest in a city. Decreasing taxes has the opposite effect (see Gold). If you wish to set a new tax rate, click on the desired rate. If you decide not to change the current tax rate, click anywhere else (outside of the tax window) on the screen. Both options takes you back to the main movement screen.
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. If the grand vizier is on, you do not receive prompts when your cities complete projects. If you wish to examine what your cities are producing or if you wish to change what they are making, you can enter the cities screen (click on the cities button in the main movement screen) and right-click on any city whose production you wish to change. See Cities and Production Screen for more details.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 40

MIRROR

Build roads: Engineers can build roads (click on build button). After selecting this option, click on the destination square for the road which you are building. A direct path is plotted (and a road built along this path) from the map square the engineers currently occupy to the destination square. To change the destination square while building a road, activate the engineers and click on a new target map square after hitting the build button. Roads are allowed to cross rivers but not oceans. Finally, roads require from two to six turns per square to complete, depending on the terrain type (see Building Roads). Multiple engineers working on the same road speed up this process. Engineers that are busy constructing roads show an R on their pictures. Purify: Priests and shamans can purify corrupted land (click on purify button), a process that takes ten unit-turns (for example, 2 priests could purify a square of corrupted land in 5 turns). Meld: magic spirits and guardian spirits can meld with nodes (click on meld button), sacrificing themselves to provide a channel that draws the magic power from the node and sends it to the controlling wizard. Nodes can be stolen from enemy wizards in this way as well. Note, however, that a node that was taken by a guardian spirit can only be stolen 25% of the time; the rest of the time, the spirit that is attempting to meld with the node dies. Build outposts: settlers can build outposts (click on build button) on map squares that are at least three map squares from any other city.
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. If you simply wish to move the active unit, you can click on an allowed destination square (a destination is allowed if a valid path can be found). If the destination is too far away to reach in one turn, the unit remembers where it is supposed to go. On subsequent turns, the unit continues to make its way to the destination square. Note that you can examine a units path by right-clicking on it after it has completed its movement for the game turn. You can then change the units destination or path by clicking on new map squares. On the following turn, the unit (or stack) follows its new path.

Unit stack

Destination square
Also note that a unit stops moving when its preset path would cause it to enter a map square occupied by an enemy city or unit. This allows you to decide whether you wish to alter your path, or stop and engage in combat by entering an enemy city or a square occupied by enemy troops. Upon reaching the destination, if the unit (or stack) has any movement points left, it appears as one of that game turns active units (with the remaining movement points left to allocate). If the unit has no movement points left, it becomes active again during the following turn. If you wish to do something other than move an active unit, click on the appropriate button in the unit window. Note that units can move in stacks of up to nine units. When they move in stacks, the unit with fewest and most limited movement points governs how far and over what terrain the entire stack can move (see Movement Modes).

CITY POPULATION

Across the top row of your hamlet are small figures representing the inhabitants. The inhabitants of the city are generally productive and either spend their days farming or working in some other capacity. The number of people who farm are shown on the left, while the workers are congregating on the right. The minimum number of people necessary to produce enough food (by farming) to feed all the inhabitants of the city are automatically sectioned off on the left side of the population row. These farmers cannot be turned into workers; however, they do contribute to the production of the city (producing half as many production points as workers; see Resources). The rest of the population is composed of workers, who are automatically assigned non-farming jobs in order to keep productivity high. The workers in the group on the right side of the population row may be turned into farmers (and farmers in this group may be turned back into workers) by clicking on a figure in this group. That figure changes type (from farmer to worker or worker to farmer), and all people to his or her left become farmers; all the townsfolk to the right become workers. The numbers of farmers and workers can be readjusted whenever necessary to keep productivity high while producing an adequate amount of surplus food to feed hungry troops. On occasion, civil unrest may grow to the point that some of your workers rebel. The rebels, shown in a group to the right of the productive workers, refuse to do any productive work. However, they still manage to consume just as much food as they did before. You cannot change rebels into workers or farmers. You can only address the condition that spawned them to end their rebellious state.
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

Hamlet Village Town City Capital

Population

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. These resources are represented in the resource window of the city screen as loaves of bread, pick axes, coins, stars and books, respectively. Larger quantities (10 units) of each resource are represented by sacks of flour, anvils, stacks of gold, large stars and open books, respectively. For example, two sacks of flour and three loaves of bread represent the production of 23 units of food by the citys farmers. Similarly, four stacks of gold and one gold coin represent the production of 41 gold pieces by the local townsfolk. The various resources are described in the following sections.

IMPERIALISM

As an alternative to expanding peacefully by building new cities, you have the option to conquer pre-existing cities. The best way to do this is to spend some time examining nearby neutral (or if you are in a really feisty mood, enemy) cities. To examine a city, right-click on the city in the main movement screen. This shows a modified city screen (see City Screen) in which you can see the race that is populating the city and the buildings in the city. If the city you are viewing is not within scouting range of any of your troops, this lack of information about the troops within the city is indicated by the message No Report. You can also view the troops garrisoned in a neutral or enemy city by running the mouse cursor over the small unit pictures above the cityscape window (this identifies the unit types). Pay particular attention to the race populating the city. If you conquer the city, you can use this race to build troops, settlers and buildings. Their abilities (see Select Race) contribute to your cause. Choose wisely! The rest is up to you. You must decide whether you have an army of sufficient strength and numbers to take over your target city (see Building An Army). If you feel that your army is strong enough, you can activate the units (click on the city in which your troops are garrisoned) and move them toward the target city. Remember that you can stack no more than nine units together on any map square. If you wish to construct an army out of units coming from several different locations (for example, if you are building troops in two different cities), amass all of the troops in a convenient location before approaching your target city. You may also choose to wear down the city a little bit first by casting debilitating overland enchantments at the target city (see the Spellbook supplement).
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 citys 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 citys production contributes to your reserves, magic power, spell research, etc. Conquering a city generally causes a certain degree of additional unrest there. If the conquering race (defined as the race of the city where the wizards enchanted fortress resides) is different from that of the captured city, again, unrest may result. Conquered cities, then, generally have a higher base unrest level (i.e., number of rebels) than cities that have been built up from outposts. As a quick guide, additional rebels following a citys capture range from 0 to 4 figures in its population row. Halflings, as either conquering races or conquered races, tend to cause the smallest increases in unrest levels; dark elves, klackons, high elves and dwarves, on the other hand, tend to cause the largest increases in local unrest levels. One way to handle any heightened levels of unrest is by quickly building religious institutions (shrines, temples, parthenons or cathedrals). See Building Types and Select Races for a few more details.

Spell Research

uring the bulk of the game, research efforts (learning newer and more powerful spells) are extremely important. The speed with which you can research new spells depends on several things.
Spell Research Points: Buildings such as libraries, oracles, sages guilds, universities and wizards guilds, as well as heroes with the Sage ability (see Heroes and Special Unit Abilities) who form part of your army, can contribute to the speed with which you can learn new spells. Each spell research point contributed per turn from these sources counts toward the research cost of each new spell.
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. Magic power is obtained from a number of sources, including buildings (shrines, temples, parthenons, cathedrals, alchemists guilds and wizards guilds), minerals (mithril, adamantium, quork and crysx crystals) magical races (beastmen, dark elves, draconians and high elves) and magic nodes (see Buildings, Select Race, Terrain Specials and Magic Power And Nodes). The relative amount of magic power devoted to spell studies can be adjusted in the magic summary window (see Magic). Special Abilities: Some of the special abilities that wizards can have (see Special Abilities) increase the rate at which they learn new spells. For example, Chaos Mastery increases the rate at which a wizard learns new chaos magic spells. Spell Ranks: If a wizard has restricted his or her research to the point of acquiring eight or more spell books in that area, his or her efforts in that particular magic field proceed at a more rapid rate than normal (see Spell Ranks).
Beside acquiring new spell knowledge through diligent study, a wizard can learn new spells through exploration (examining ancient ruins, towers of wizardry, etc., see Terrain Specials) or trade (see The Art of Diplomacy).

Meeting Your Neighbors

hen you get close to another wizards territory for the first time (i.e., when you get within scouting range of one of their cities), that wizard initiates contact with you. Contact may also be established when another wizard gets within scouting range of one of your cities. When you first meet another wizard (and at various later points throughout the game) you may wish to size him up and start talking with him or her.

ENEMY WIZARD STATISTICS

There are several ways to assess the threat posed by another wizard. In the magic summary screen (see Magic), right-click on the portrait of an enemy wizard. This calls up a screen that is almost identical to your own Mirror screen (see Mirror). Here you can see the spell ranks (books), special abilities, total gold reserves, total mana reserves, fame and hero list of the enemy wizard. In addition, you get a brief synopsis of that wizards personality and objectives and the current status of your relations (including any treaties) with the wizard (see the following sections). In the magic summary screen itself, below the enemy wizards portrait, youll find a brief synopsis (like neutral or unease) of your current relationship with him or her.

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. The general rules are that 1) every spell book (rank) that two wizards share makes them feel friendlier toward each other, and 2) spell books in life magic always generate positive diplomatic feelings, while books in death magic always generate a sense of distrust and concern. Note that wizards who specialize in death magic are intrinsically suspicious, even of other practitioners of this art. Your diplomatic relations with enemy wizards depend primarily on your actions. Positive diplomatic actions on your part improve relations, while negative diplomatic actions harm relations. Like most things, diplomatic relations tend to slide back to their base level (the original state of affairs) when you do nothing at all. Note that all diplomatic relations are easier if your wizard is Charismatic (see Special Abilities). Diplomatic actions that are viewed positively by your opponents are the kinds of things that you would view positively if done for you by an enemy wizard. When you are trying to establish positive diplomatic relations with another wizard you can give gifts (tribute), trade more powerful spells for weaker ones, attack that wizards enemies (those wizards with whom he or she is at war), establish and maintain wizard pacts or alliances and cast spells that affect the wizards opinion of you (aura of majesty). Note that you may not cast positive spells (such as positive city enchantments) on another wizards cities or properties in an attempt to improve diplomatic relations with that wizard. Diplomatic actions that are viewed negatively include obviously aggressive acts such as attacking the opponents cities or troops, casting spells that negatively affect the opponents cities and other properties, breaking treaties, casting the game-ending spell of mastery (see Winning and Losing), summoning powerful fantastic creatures and building up excessively large armies near the opponents cities. When one wizard eliminates another from the game by force, other remaining wizards get quite upset with the conquering wizard. Negative diplomatic actions also include actions that provoke feelings of envy in your competitors, such as having more cities or more magic power than they have! Finally, the death magic spell subversion generates a great deal of contempt for one enemy wizard, creating a great sense of ill will toward him or her. A quick note on reputation: every treaty you break labels you as untrustworthy and permanently worsens your relations with all wizards (although it has the greatest effect on the wizard with whom you broke the treaty). Just remember that every time you break a treaty (even accidentally!), the rest of the world knows and remembers.

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 heros 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. The cost of embedding a particular spell is related to the casting cost of the spell. c) Spell Saves which decrease the targets ability to resist (i.e., their number of crosses decreases by the specified amount) subsequent spells thrown by the wielder of the artifact.
Spell-specific enchantments are those similar or equivalent to spells of the same name.
Table L: Non Spell-Specific Artifact Enchantments in the Appendix shows the enchantments (other than spell-specific ones) that can be placed into different items. The maximum level of the particular enchantment is indicated. All lesser levels of the shown enchantments may also be embedded in the item. For example, if, under the Attack column, you see +6, that means that the item can be enchanted with a +1, +2, +3, +4, +5 or +6 bonus to attack strength (swords). The item then allows its wielder to attack with the chosen attack strength bonus; the increased number in swords also appears on the heros unit statistics window. Table M: Spell-Specific Artifact Enchantments in the Appendix shows the list of spells that can be embedded into various items. To place a spell in an item, you need to have sufficient knowledge (enough spell books) of the indicated magic realm. The table is divided into the known magic realms so that, for example, all enchantments requiring life magic ranks are placed together. Not all items can hold the listed spells, so the table includes appropriate information to that effect. The rule for the spell-specific artifact enchantments is that those spells with defensive properties or that enhance certain attributes endow the wearer of the item with those same properties. Spells that are offensive in nature (i.e., weapons) exert their effects when the wielder attacks opponents. Unless otherwise indicated, an enchantment exerts effects just as a spell of the same name does. Only those spells specifically cited in the table can be placed in the noted artifacts. After choosing the enchantments you wish to place into your artifact, you may click on OK to start casting the artifact you just designed. The length of time it takes to create (cast) the artifact depends on how much the artifact costs in mana, the spell casting skill of your wizard and how much mana you are earning per turn. Note that creating very powerful items can get extremely expensive and can take a very long time! Create artifact and enchant item may be stopped as all normal spells are, by clicking on the spell in the wizards spell book (to access spell book, click on the spells button on the main movement screen).

MOM Manual pgs113-149 2/26/97 1:20 PM Page 123

ROAD BUILDING

TERRAIN TYPE OR SPECIAL Chaos Node Desert Forest Grassland Hills Mountain Nature Node River Sorcery Node Swamp Tundra Volcano Note that roads may not be built over ocean squares. TURNS TO BUILD 6

TABLE F

MOM Manual pgs113-149 2/26/97 1:20 PM Page 124

BUILDING TYPES

BUILDING TYPE COST OF PRODUCTION / UPKEEP 250/3 REQUIRES: ALLOWS BUILDING: ALLOWS TROOPS EFFECTS

Alchemists Guild

Sages Guild

Wizards Guild

+ 3 mana; All new troops get + 1 to hit, magic weapons Manticores Rangers Food harvest + 1; unrest -1 Enhances healing rates, garrisoned troops and allows use of nightshade

Animists Guild2

Stables Temple

TABLE G

Armorers Guild

Fighters Guild

Fantastic Stable War College
Elven Lords Golems Minotaurs Paladins Stag Beetles Halberdiers Slingers Gold + 50%; Revenue increase is over that provided by a marketplace

Armory

Barracks Smithy Marketplace University
Fighters Guild Maritime Guild Merchants Guild
MOM Manual pgs113-149 2/26/97 1:20 PM Page 125

Barracks

Allows you to build other military units, except for Spearmen, Engineers, Magicians, Warlocks, Shaman, Priests, Triremes, Galleys and Warships. Engineers

See note below3

Builders Hall
City Walls Granary Library Miners Guild Shrine Parthenon

Paladins

+ 4 mana; Decreases unrest by 1 Detect enemy units up to 3 squares away
Animists Guild Armorers Guild Stable
Griffins Nightmares Pegasi Wyvern Riders +3 food; + 30 people per turn

Farmers Market

Granary Marketplace
MOM Manual pgs113-149 2/26/97 1:20 PM Page 126

BUILDING TYPE

COST OF PRODUCTION / UPKEEP

REQUIRES:

ALLOWS BUILDING:

ALLOWS TROOPS

EFFECTS

Beserker Hammerhands Javelineers Nightblade Pikemen War Trolls
All new troops start at the Regular experience level

Foresters Guild

Sawmill
food harvest + 2; 25% production Farmers Market +2 food harvest; +20 people per turn See note below4

Granary

Housing Library Maritime Guild Marketplace Mechanicians Guild Merchants Guild 60/1 400/4 100/1 600/5 Builders Hall Armory Shipyard Smithy Miners Guild University Shipyard Bank Bank; Farmers Market Catapults Sages Guild Warships

+ 2 research points

+ 50% gold + 50% production
+ 100% gold; Revenue increase is over that provided by market place
MOM Manual pgs113-149 2/26/97 1:20 PM Page 127

Miners Guild

Builders Hall Hill or Mountain

Mechanicians Guild

Steam Cannons
Increases bonus for minerals by 50%, including magic power; +50% production -2 unrest; Detects enemy units up to 4 squares away

Oracle

Parthenon University

Temple

Cathedral Oracle Alchemists Guild University Foresters Guild Shipyard

Priests

+3 mana; Decreases unrest by 1 +3 research points; Allows use of nightshade

Library

Forest Smithy

Bowmen Longbowmen

+25% to production from forest square
Ship Wrights Guild Shipyard
Open Ocean or River Sawmill Ship Wrights Guild Builders Hall

Shipyard

Triremes
Maritime Guild Merchants Guild

Air Ships Galleys

Shrine

Shaman

+1 mana; Allows use of nightshade and decreases unrest by 1
MOM Manual pgs113-149 2/26/97 1:20 PM Page 128

Smithy

Armory Marketplace Sawmill Stable Grasslands Smithy Animists Guild

Swordsmen

Stable
Cavalry Centaurs Doom Drakes Dragon Turtles Horsebowmen Stag Beetles War Mammoths Wolf Riders +2 mana; Decreases unrest by 1; Allows use of nightshade

Animists Guild Parthenon

Trade Goods University 300/3 Sages Guild Library Oracle War College Wizards Guild
+1 gold per 2 production +5 research points

doc1

Banish:

Sorcery. Instant Combat. Casting Cost: 20+ mana; Upkeep: none. Rare. Attempts to send the target creatures back to the realm from which they were summoned. Every figure within the target group has a chance to resist being banished, but the stronger the banish spell, the more difficult it is to resist. (The resistance of creatures in the target unit is lowered by one for every additional five mana invested in the spell.)

Basilisk:

Nature. Summoning. Casting Cost: 325 mana; Upkeep 7 mana/turn. Uncommon. Summons a giant basilisk. Basilisks are so frightening to behold that they can turn their enemies to stone simply by gazing in their direction.

Behemoth:

Nature. Summoning. Casting Cost: 700 mana; Upkeep 15 mana/turn. Very Rare. Summons a fierce behemoth. A behemoth is one of the strongest creatures that can be summoned to Arcanus and Myrror.
MOM Spellbook for PDF 2/27/97 3:26 PM Page 4

Berserk:

Death. Combat Creature Enchantment. Casting Cost: 30 mana. Uncommon. Enrages a target unit causing it to fight (melee) with twice normal strength (swords) while disregarding its own safety (defense of zero, regardless of other defense modifiers).

Black Channels:

Death. Creature Enchantment. Casting Cost: 100 mana; Upkeep: 1 mana/turn. Uncommon. Transforms a target creature into a vile, undead being with plus three melee attack strength (swords), plus one to missile attack strength (bows), breath attacks, hit points (hearts), resistance (crosses) and defense (shields).

Black Prayer:

Death. Combat Enchantment. Casting Cost: 35 mana. Uncommon. Curses all enemy units, weakening their attack strength (swords) and defense (shields) by one. Their resistance to magic (crosses) is decreased by two.

Black Sleep:

Death. Creature Enchantment. Casting Cost: 15 mana. Common. Attempts to induce a deep, deathlike sleep on a target group. If a unit succumbs, it sleeps through the remainder of combat, providing a defenseless target for enemies. If attacked by an enemy unit while in this condition, a sleeping unit takes the full force of the attack in damage.

Black Wind:

Death. Instant. Casting Cost: 200 mana. Rare. Strikes all creatures in a targeted map square with a rotting degenerative disease that mercifully slays infected creatures almost immediately. Individual figures within each unit have an opportunity to resist infection from the disease borne by the black wind.

Bless:

Life. Creature Enchantment. Casting Cost: 8 or 40 mana; Upkeep: 1 mana/turn. Common. Blesses target unit with increased defenses (plus two shields) and increased resistance (plus two crosses) to both death magic and chaos magic.

MOM Spellbook for PDF 2/27/97 3:26 PM Page 8

Counter Magic:

Sorcery. Combat Enchantment. Casting Cost: 10+ mana. Common. Creates a standing dispel magic spell over the entire battlefield. Spells cast by the enemy wizard or by enemy heroes must first attempt to overcome the effects of this dispel magic (of strength equal to the magic power poured into the counter magic) before they can exert their effects. Every spell cast by the enemy drains the magic power (strength) of the counter magic by five mana points and, therefore, lessens its effectiveness against subsequent spells.

Cracks Call:

Nature. Instant Combat. Casting Cost: 20 mana. Uncommon. Rends the earth. Any nonflying, corporeal creature unfortunate enough to be standing over the newly created fissure has a 25% chance (regardless of defense) of losing its footing and meeting its death in the bowels of the earth. Stone walls that cross over the fissure line are destroyed.

Create Artifact:

Arcane. Casting Cost: Varies by Enchantments Chosen; Upkeep: None. Rare. Allows you to create a powerful magic item for your heroes. See Artifact Creation.

Creature Binding:

Sorcery. Creature Enchantment. Casting Cost: 70 mana. Very Rare. Attempts to alter the allegiance of a fantastic (i.e., summoned) creature. If a target creature fails to resist the spell (at a penalty of minus two to its resistance), it is bound to fight for the casting wizard until the end of combat (or until disenchanted). The bound creature disappears after combat ends.

Cruel Unminding:

Death. Instant. Casting Cost: 150 mana. Very Rare. Permanently destroys one to 10% of a target wizards total spell casting skill points!

Crusade:

Life. Global Enchantment. Casting Cost: 1100 mana; Upkeep: 10 mana/turn. Very Rare. Inspires all of a wizards normal units so that their levels all rise by one (Recruits become Regulars, Regulars become Veterans, etc.).
MOM Spellbook for PDF 2/27/97 3:26 PM Page 9

Cursed Lands:

Death. City Enchantment. Casting Cost: 250 mana; Upkeep: 2 mana/turn. Rare. Incites unrest (which goes up by one person) and causes city production (production points) to drop to half its normal value.

Darkness:

Death. Combat Enchantment. Casting Cost: 25 mana. Common. Drapes a shroud of darkness over the entire battlefield, inspiring creatures of death who gain one point each in attack strength (swords), defense (shields) and resistance (crosses). Creatures of life, on the other hand, are dispirited and lose one point each in attack strength, defense and resistance.

Dark Rituals:

Death. City Enchantment. Casting Cost: 30 mana. Common. Generates a frenzy of sacrificing to the gods of death, which doubles the magic power obtained from shrines, temples, parthenons and cathedrals. However, the massive killings reduce the city population growth by 25% and increase the level of unrest by one.

Death Knights:

Death. Summoning. Casting Cost: 600 mana; Upkeep: 8 mana/turn. Very Rare. Summons death knights to fight for the wizard. The fearsome death knights can steal the life substance from their foes by touch alone and are capable of brutal, first strike attacks that ignore much of an opponents armor.

Death Spell:

Death. Instant Combat. Casting Cost: 50 mana. Very Rare. Calls upon the forces of death to strike all enemy units down where they stand. Enemy units that do not successfully resist these forces are instantly slain. All units suffer a penalty of minus two to their resistance when subjected to this spell.

Death Wish:

Death. Instant. Casting Cost: 500 mana. Very Rare. Attempts to kill all normal enemy units on both Arcanus and Myrror outright! Units that do not successfully resist this powerful death wish are instantly killed.
MOM Spellbook for PDF 2/27/97 3:26 PM Page 10

Demon Lord:

Death. Summoning. Casting Cost: 900 mana; Upkeep: 15 mana/turn. Very Rare. Summons a demon lord. The flying demon lord can in turn summon demons to fight for the duration of battle; this, combined with the demon lords innate ability to steal life from opponents during both ranged and melee combat, makes this being one of the most frightening and powerful of all fantastic creatures.

Detect Magic:

Arcane. Casting Cost: 200 mana; Upkeep: 5 mana/turn. Uncommon. Allows you to follow which spells are being cast by all wizards with whom you are in contact. Spells being cast are displayed in the magic summary screen above the wizards portraits.

Disenchant Area:

Arcane. Instant. Casting Cost: 50+ mana. Uncommon. Attempts to remove any enchantments within the target area (a map square, or the entire battlefield, when casting this spell overland or during combat, respectively) including enchantments affecting creatures, cities, nodes and land. The enchantments automatically targeted by this spell are detrimental to your cause.

Holy Armor:

Life. Creature Enchantment. Casting Cost: 18 or 90 mana; Upkeep: 2 mana/turn. Common. Fuses holy light into a target normal units armor, improving its defense (shields) by two.
MOM Spellbook for PDF 2/27/97 3:26 PM Page 20

Holy Arms:

Life. Global Enchantment. Casting Cost: 900 mana; Upkeep: 30 mana/turn. Very Rare. Calls upon the heavens to bless all friendly normal units weapons, giving them plus one (i.e., +10%) to hit and the ability to hit creatures with Weapon Immunity. This effect is not cumulative with holy weapon.

Holy Weapon:

Life. Creature Enchantment. Casting Cost: 15 or 75 mana; Upkeep: 1 mana/turn. Common. Blesses one normal unit with weapons that can strike creatures with Weapon Immunity. The blessed weapons also get a plus one (i.e., +10%) bonus to hit in melee, thrown, and ranged combat.

Holy Word:

Life. Instant Combat. Casting Cost: 60 mana. Rare. Attempts to banish outright all fantastic and/or undead creatures (whether animated or black channeled). Each figure within each enemy unit must resist this holy utterance separately (at a penalty of minus two to resistance). Undead creatures suffer a penalty of five to resistance and therefore have a much more difficult time resisting holy word than do other creatures.

Hydra:

Chaos. Summoning. Casting Cost: 650 mana; Upkeep: 14 mana/turn. Very Rare. Conjures a nine-headed hydra. Each fire-breathing head on this monstrous creature can regenerate during and after combat.

Ice Bolt:

Nature. Instant Combat. Casting Cost: 10+ mana. Uncommon. Showers a target unit with shards of ice (strength five magic cold attack, with every extra point of magic power spent adding a strength of one to the attack).

Ice Storm:

Nature. Instant Overland. Casting Cost: 200 mana. Rare. Causes the skies above a target map square to rain down a torrent of icy hail. All figures unlucky enough to be occupying that area are struck with the brute force of a strength six magic cold attack.
MOM Spellbook for PDF 2/27/97 3:26 PM Page 21

Immolation:

Chaos. Creature Enchantment. Casting Cost: 30 or 150 mana; Upkeep: 2 mana/turn. Uncommon. Surrounds a target unit with a fiery aura that inflicts a strength four magic attack on all enemies engaged in melee combat with the target unit. This magic attack is in addition to the units normal attacks.

Incarnation:

Life. Instant. Casting Cost: 500 mana. Rare. Summons the greatest of all heroes, Torin the Chosen. Note that this mighty hero can be recruited in no other way.

Inspirations:

Life. City Enchantment. Casting Cost: 350 mana; Upkeep: 2 mana/turn. Very Rare. Instills a sense of greater purpose into the local citizenry; that citys production rate rises by 50%!

Invisibility:

Life Force:

Life. Global Enchantment. Casting Cost: 1000 mana; Upkeep: 10 mana/turn. Very Rare. Causes the forces of life to manifest their presence so prominently in the worlds that all death spells being cast must resist this force (which has a strength of 500 mana) or be dispelled. In other words, this spell attempts to prevent the successful casting of all death spells.

Lightning Bolt:

Chaos. Instant Combat. Casting Cost: 10+ mana. Uncommon. Sends a bolt of intense electrical energy to strike one unit with a strength five armor piercing magic attack. The strength of the bolt may be increased by one per additional mana spent casting the spell.

Lion Heart:

Life. Creature Enchantment. Casting Cost: 40 or 200 mana; Upkeep: 4 mana/turn. Rare. Endows a target unit with holy courage, adding two to the units attack strength (for melee, thrown, and ranged attacks), hit points (hearts) and resistance (crosses).
MOM Spellbook for PDF 2/27/97 3:26 PM Page 23

Lycanthropy:

Death. Creature Enchantment. Casting Cost: 180 mana; Upkeep: 5 mana/turn. Uncommon. Turns a friendly normal unit into a pack of werewolves! These howling creatures of death are immune to normal weapons. (See Table J: Summoned Creatures in the Appendix of the manual.)

Magic Immunity:

Sorcery. Creature Enchantment. Casting Cost: 50 or 250 mana; Upkeep: 5 mana/turn. Rare. Makes a target unit completely immune to all magic spells and their effects. It also gives the unit immunity to breath and gaze attacks. As if that were not enough, this powerful spell raises the units defense (shields) to 10if it was lower than 10against all magic ranged and melee attacks!

Magic Spirit:

Arcane. Summoning. Casting Cost: 30 mana; Upkeep: 1 mana/turn. Common. Summons a magic spirit. These creatures can focus power from magic nodes to add a nodes power to the mana income of a controlling wizard.

Magic Vortex:

Chaos. Instant Combat. Casting Cost: 50 mana. Rare. Creates a chaotic vortex that moves four squares every turn. Three of the vortexs movement points are randomly determined, while one move is controlled by the spell caster. Whenever the vortex moves over a unit, that unit takes five hits of damage, regardless of its defense. In addition, units in squares adjacent to those over which the vortex travels stand a 25% chance of being struck by a lightning bolt (strength eight). Finally, for combat turns during which a vortex passes over city squares, every building has a 5% chance of being destroyed.

Mana Leak:

Death. Combat Enchantment. Casting Cost: 20 mana. Common. All enemy spell casters are drained five mana each combat turn. This includes the opponent wizard you are currently battling. Additionally, all units with magical ranged attacks lose one spell shot each turn.

Mass Healing:

Life. Instant Combat. Casting Cost: 50 mana. Rare. Heals all friendly units for five hit points (or less, if a unit has sustained fewer than five hit points of damage).
MOM Spellbook for PDF 2/27/97 3:26 PM Page 24

Mass Invisibility:

Sorcery. Combat Enchantment. Casting Cost: 80 mana. Very Rare. Makes all friendly units invisible to their opponents. While invisible, the units cannot be targeted by ranged weapons and all melee attacks against them suffer a penalty to hit of one (i.e., -10% chance to hit).

Metal Fires:

Chaos. Combat Enchantment. Casting Cost: 40 mana. Rare. A slightly weaker version of flame blade. Metal fires causes all friendly normal creatures weapons to burst into flames. These flaming melee and missile weapons have a plus one attack strength and can inflict damage on units with Weapon Immunity. Metal fires and flame blade do not exert cumulative effects.

Meteor Storms:

Chaos. Global Enchantment. Casting Cost: 900 mana; Upkeep: 10 mana/turn. Very Rare. Rains down fiery hail on both planes of existence. All creatures outside of the protective confines of a city are subjected to a strength four magic fire attack and all buildings have a 5% chance of being destroyed every turn! The casting wizards cities, and troops stationed therein, are immune to meteor storms.

Mind Storm:

Sorcery. Combat Creature Enchantment. Casting Cost: 35 mana. Rare. Causes intense mental anguish to the creature(s) in the target enemy unit. Unable to concentrate, the creatures automatically (with no chance to resist) lose five to all of their melee, thrown and ranged attack strengths, defense and resistance. This spell does not affect units that have Immunity to Illusions.

Move Fortress:

Nature. Instant. Casting Cost: 200 mana. Rare. Moves a wizards enchanted fortress (with summoning circle, if the circle has not previously been moved) to the target friendly city.

Nagas:

Sorcery. Summoning. Casting Cost: 100 mana; Upkeep: 2 mana/turn. Common. Summons a pair of trident-wielding nagas. These swimming creatures spit poison at their foes during combat.
MOM Spellbook for PDF 2/27/97 3:26 PM Page 25

Natures Awareness:

Nature. Global Enchantment. Casting Cost: 800 mana; Upkeep: 7 mana/turn. Very Rare. Reveals all lands, cities and non-invisible creatures on both Arcanus and Myrror!

Natures Cures:

Nature. Instant. Casting Cost: 50 mana. Uncommon. Completely heals all units (except for creatures of death) that are stacked in the target land square.

Natures Eye:

Nature. City Enchantment. Casting Cost: 75 mana; Upkeep: 1 mana/turn. Uncommon. Extends the scouting range of a friendly target city to five squares in any direction, revealing all lands and all non-invisible enemy troops within that radius.

Natures Wrath:

Nature. Global Enchantment. Casting Cost: 1250 mana; Upkeep: 20 mana/turn. Very Rare. Calls forth the wrath of the worlds themselves, punishing all wizards who cast spells using the destructive magics of death or chaos. Every time a non-combat death or chaos spell is cast, all of the casting wizards cities are seized by tremors that have a 10% chance of destroying each nonflying, corporeal unit and a 5% chance of destroying each building.

Night Stalker:

Death. Summoning. Casting Cost: 250 mana; Upkeep: 1 mana/turn. Uncommon. Summons a fearsome, invisible night stalker with a Death Gaze.

Pathfinding:

Nature. Creature Enchantment. Casting Cost: 50 mana; Upkeep: 1 mana/turn. Uncommon. Endows a target unit (and any units currently stacked with that unit) with the ability to travel over all land terrain as if it were traveling over grasslands (i.e., the cost is only one movement point per square).
MOM Spellbook for PDF 2/27/97 3:26 PM Page 26

Pestilence:

Death. City Enchantment. Casting Cost: 350 mana; Upkeep: 5 mana/turn. Very Rare. Creates, from the very fabric of evil, a plague of disease and death in a target city. This pestilential manifestation of evil not only causes an enormous loss of life (up to one townsperson per turn may die), but also generates considerable unrest (which increases by two rebels).

Petrify:

Nature. Instant Combat. Casting Cost: 35 mana. Rare. Attempts to turn an entire enemy unit into stone.

Phantom Beast:

Sorcery. Summoning. Casting Cost: 35 mana. Uncommon. Summons an illusory phantom beast for the duration of combat. A beast only appears if a battle is on land and if there are fewer than nine units already fighting for the wizard. The phantom beast is immune to all forms of death magic and disappears when combat ends.

Phantom Warriors:

Sorcery. Summoning. Casting Cost: 10 mana. Common. Summons illusory phantom warriors for the duration of combat. Warriors only appear if there are fewer than nine units fighting for the wizard; they return to the insubstantial realm from which they were pulled when combat ends.

Planar Seal:

Life. Global Enchantment. Casting Cost: 500 mana; Upkeep: 5 mana/turn. Uncommon. Prevents all travel between Arcanus and Myrror by sealing off all portals between these planes.

Planar Travel:

Life. Creature Enchantment. Casting Cost: 150 mana; Upkeep: 5 mana/turn. Uncommon. Gives a target unit the unusual ability to shift between Arcanus and Myrror at will (without regard to the units location). Note that units may not move onto illegal terrain types by planar travel. Hint: this enchantment may be especially useful for ships and flying creatures.
MOM Spellbook for PDF 2/27/97 3:26 PM Page 27

Plane Shift:

Life. Instant. Casting Cost: 100 mana. Uncommon. Transports all friendly units stacked in a target map square to the other plane of existence! This spell only works if the stack of units can normally move into the corresponding map square on the other world (for example, nonflying creatures could not move into an ocean square on the other world).

Possession:

Death. Combat Creature Enchantment. Casting Cost: 30 mana. Uncommon. Attempts to change the allegiance of a normal enemy unit to that of the casting wizard. If the target unit becomes possessed, it fights for the casting wizard until combat ends. Note that fantastic creatures and heroes cannot be possessed.

Prayer:

Life. Combat Enchantment. Casting Cost: 30 mana. Uncommon. Calls upon the forces of good to bless all friendly units with an increase of one (+10%) in their abilities to hit (melee, thrown, and ranged attacks), their defense (each shield gets a +10% ability to block a hit) and their resistance.

Tranquility:

Life. Global Enchantment. Casting Cost: 1100 mana; Upkeep: 10 mana/turn. Very Rare. Tries to prevent all chaos magic spells, requiring them to resist the forces of life as if a strong disjunctionstrength 500had just been cast.

Transmute:

Nature. Instant. Casting Cost: 60 mana. Uncommon. Transforms coal and ores in hills and mountains into different types: coal to gems, iron to gold and silver to mithril. The transmutation is permanent.

True Light:

Life. Combat Enchantment. Casting Cost: 20 mana. Common. Calls upon the forces of life magic to shine a holy light upon a field of battle. All creatures of life are bathed in the lights glow and gain one to their attack strengths (swords), defense (shield), and resistance (cross). Creatures of death are hampered by the brightness, losing one to each of their attack strengths, defense, and resistance. True light and darkness exert opposite effects and therefore cancel each others effects.

True Sight:

Life. Creature Enchantment. Casting Cost: 20 or 100 mana; Upkeep: 2 mana/turn. Uncommon. Endows a target normal unit with the gift of immunity to illusions and allows the unit to see through wall of darkness.

Unicorns:

Life. Summoning. Casting Cost: 250 mana; Upkeep: 5 mana/turn. Uncommon. Calls a herd of magic unicorns. These lovely creatures can teleport to any location on the battlefield and inspire their allies with an increased ability to resist the effects of negative spells.

Vertigo:

Sorcery. Creature Enchantment. Casting Cost: 25 mana. Uncommon. Attempts to cause a target unit an acute attack of vertigo during combat. Affected units suffer a penalty to hit of two (i.e., they have a -20% chance to hit) and have more trouble defending than usual (lose one to defense).
MOM Spellbook for PDF 2/27/97 3:26 PM Page 34

Wall of Darkness:

Death. City Enchantment. Casting Cost: 40 or 200 mana; Upkeep: 5 mana/turn. Uncommon. Surrounds a city with a wall of utter night, protecting the garrison from ranged attacks and preventing all enemy units (without true sight or immunity to illusions) from peering in. However, wall of darkness does not prevent those inside from launching ranged attacks on enemy units.

Wall of Fire:

Chaos. City Enchantment. Casting Cost: 30 or 150 mana; Upkeep: 2 mana/turn. Common. Calls upon the realm of chaos to surround a target city with a magic wall of flames. While ranged attacks and flying units are not affected, all non-flying creatures that attempt to breach this wall suffer from a strength five magic attack.

Wall of Stone:

Nature. City Enchantment. Casting Cost: 50 mana. Common. Surrounds a target city with a sturdy stone wall.

War Bears:

Nature. Summoning. Casting Cost: 70 mana; Upkeep: 2 mana/turn. Common. Summons a group of ferocious bears.

Warp Creature:

Chaos. Creature Enchantment. Casting Cost: 18 mana. Common. Attempts to mutate all creatures within a target unit during combat. Target creatures suffer a penalty of one to their resistance when trying to withstand being warped. Mutated or warped creatures suffer from one of the following degenerative changes: half strength attacks, half strength defense, or no magic resistance.

Warp Lightning:

Chaos. Instant Combat. Casting Cost: 35 mana. Rare. Sends a chain of lightning bolts ripping through a target unit. The first bolt of lightning has a strength of 10, the second has a strength of nine, and so on, until all figures in the unit are dead or the chain of lightning is exhausted (reduced to a strength of zero).

Warp Node:

Death. Global Enchantment. Casting Cost: 75 mana. Rare. Corrupts a magic node, causing it to suck five mana per turn out of the controlling wizards magic power reserve, instead of contributing to it! A warped node can only be returned to normal function by disenchant area or disenchant true.
MOM Spellbook for PDF 2/27/97 3:26 PM Page 35

Warp Reality:

Chaos. Combat Enchantment. Casting Cost: 50 mana. Rare. Distorts all (both friendly and enemy) non-chaos units perception of reality. Affected units suffer a penalty to hit of two (20%).

Warp Wood:

Chaos. Instant Combat. Casting Cost: 10 mana. Common. Immediately twists and destroys all missile (bow symbol) ammunition of a target normal group. There is no way to prevent the effect of this spell.

MOM Spellbook for PDF 2/27/97 3:26 PM Page 38
Some spells can be cast either during combat or overland (outside of combat). The casting cost of such a spell depends on when it is cast. Lesser amounts of mana are required to cast these spells during combat. However, such spells only last for the duration of the battle in which they were cast. If cast outside of combat, these spells can have long lasting effects if maintenance costs are paid. Creature enchantments target entire units, not just individual creatures or figures in units. For some of these spells, only normal units can be targets. Summoned creatures are unaffected by such spells. Enchantments currently active on a unit can be viewed in the unit statistics window. Friendly units or properties are those controlled or owned by your wizard; they do not include the units or properties of your allies. Enemy units or properties are those of any other wizard in the game! It does not matter if you are allied with the controlling wizard. All opposing wizards are valid targets when a spell can be directed at an enemy wizard. Casting cost is the base amount of mana required to cast a spell. A plus sign indicates that extra mana can be placed into the spell to increase the strength of its effects. Two casting costs are given when a spell can be cast either during combat or outside of combat. In such cases, the lower value applies to casting the spell during combat. Upkeep cost is the amount of mana per game turn required to maintain the particular enchantment or summoned creature. If upkeep costs are not met, enchantments and summoned creatures start to disappear. Note that upkeep costs only apply to casting outside of combat for spells that can be cast both during and outside of combat. Very rare, rare, uncommon or common describes a spells degree of obscurity and power. More rare and, therefore, more powerful spells are harder to learn and cost more to cast. In addition, to learn more powerful spells in a given magic realm, a wizard must have more basic knowledge of that magic realm (i.e., the wizard must possess more spell ranks in that magic type).
MOM Spellbook for PDF 2/27/97 3:26 PM Page 39
Master of Magic Spells by Categories
The following tables are divided into spell types. These tables are meant to provide an overview of the relative strengths and weaknesses of the different magic realms. All wizards can learn all the arcane magic spells; however, the other spells your wizard can eventually learn depend on the choices you make at the beginning of the game (see Spell Ranks). Each table is devoted to a type of spell, such as creature summonings, city enchantments, unit enchantments, etc. The tables columns show which spells of that type are available in each magic realm. The spells are listed in ascending order from common to very rare, in the same way that you earn them. This gives you a rapid sense of which magic realms are most suitable for different approaches to playing Master of Magic. Finally, all of the tables have one additional thing in common: all spells that exert instant effects (as opposed to long term, maintenance-requiring effects) are shown in italics.

Animate Dead

Regeneration

Creature Bindingv

May only be cast during combat. While spell may only be cast during combat, its effects outlast the combat. Bold-face spells may only be cast outside of combat (i.e., overland).
MOM Spellbook for PDF 2/27/97 3:26 PM Page 41
TABLE OF GLOBAL ENCHANTMENTS
Note that global enchantments and instant spells affect all relevant targets on both worlds!

Planar Seal

Aura of Majesty Wind Mastery

Zombie Mastery

Spell of Mastery
Armageddon Chaos Surge Doom Mastery Great Wasting Meteor Storms

Death Wish

Eternal Night Evil Omens
Charm of Life Crusade Holy Arms Life Force Tranquility
Herb Mastery Natures Awareness Natures Wrath

Great Unsummoning

Time Stop Suppress Magic

TABLE OF COMBAT SPELLS

Dispel Magicm Recall Herom
Disruptm Fire Boltm Lightning Boltm Shatterm Warp Woodm

Darkness Life Drainm

Healingm Star Firesm

True Light

Earth to Mud

Counter Magic

Mana Leak

Terror

Dispel Magic Truem Psionic Blastm

Fireballm

Black Prayer

Dispel Evilm

Prayer

Cracks Call Ice Boltm

Vertigom

Raise Deadm

Doom Boltm Flame Strike Magic Vortexo
Metal Fires Warp Lightningm Warp Reality

Holy Word Mass Healing

Petrifym

Mind Stormm

Call Chaos Disintegratem
Death Spell Word of Deathm

High Prayer

Call Lightning Entangle

Mass Invisibility

Is directed at only one unit. While classified as instant, spell has effects that last for the duration of battle.
MOM Spellbook for PDF 2/27/97 3:26 PM Page 42

TABLE OF SPECIAL SPELLS

The spells included in the following table do not fall under any convenient classification scheme.

Common Uncommon

Summoning Circle

Detect Magic

Corruption Raise Volcano

Just Cause

Earth Lore Change Terrain Natures Cures Transmute
Word of Recall Disenchant True

Enchant Road

Drain Power Subversion

Plane Shift Resurrection

Disenchant Area
Enchant Item Summon Hero Rare Awareness Create Artifact

Spell Blast

Fire Storm

Black Wind

Warp Node

Incarnation

Ice Storm Move Fortress

Disjunction True

Disjunction
Summon Champion Very Rare

Cruel Unminding

Spell Binding
MOM Spellbook for PDF 2/27/97 3:26 PM Page 43
Master of Magic Spells by Realms
The following tables are divided into realms. These tables are meant to provide an overview of the relative strengths and weaknesses of the different magic realms. All wizards can learn all the arcane magic spells; however, the other spells your wizard can eventually learn depend on the choices you make at the beginning of the game (see Spell Ranks). These tables may help you decide the realms of magic that your wizard should study.

Earth Lore

Change Terrain Natures Cures Transmute

m o ! !! V v

Combat spell that is directed at only one unit. While classified as instant, spell has effects that last for the duration of battle. Can also be cast during combat, although the effects disappear after combat ends. Can be cast during combat, with effects lasting after combat ends. Can only be cast during combat; the creatures disappear when combat ends. May only be cast during combat.
While spell may only be cast during combat, its effects outlast the combat. Bold-face Creature enchantments may only be cast outside of combat (i.e., overland).
MOM Spellbook for PDF 2/27/97 3:26 PM Page 46

TABLE OF SORCERY SPELLS

Degree Summoning City Creature Enchantment Confusion Guises Resist Magic Invisibility Flight Guardian Wind Spell Lock Rare Air ElementalV Djinn Sky Drake Storm Giant Banish Hastev Magic Immunity Stasis Wind Walking Very Rare Flying Fortress Spell Ward Creature Bindingv Mind Stormm Aura of Majesty Wind Mastery Global Enchantment Combat Enchantment Special Common Floating Island Nagas Phantom WarriorsV Uncommon Phantom BeastV
Word of Recall Counter Magic Dispel Magic Truem m Psionic Blast Vertigom Disenchant True

 

Tags

PCG-GRX700 CCD-TR3200E RC338 Vivicam 3740 4 8 TXL32G10E Kodak CD14 FT-920 Edifier X100 Explorer 390 DSP-AX1500 YFM350J LQ-1070 665-7436 270 CDI GSA-H42L CRD-8483B NVE-N055VP 2000 Piii 1125 07 MP0603H-SCC YO-P20 EP2080 TCS605E FS-8000 DT-500 Xtc 1500 AX339CA HFC-242 K1000 XJR1300-2007 MX-850 SS-412X XDR-F1HD Mediadisk LX MZ-42PZ45V PLV-Z5 Zanussi T513 KD-G632E SC-PM11 KD-G501 IC-M35 TH-V70R ES-2207 Dect1112S FM19AH Hundred SHV99A13UC C28W440N Excel 167MT VTX 1000 KDC-C660 Officejet 5505 Ideacentre B300 LXT435 Treo 680 Review X-700 Polar FT40 Outlander DES-3010GA WE12N38A PEG-SJ30 Blackberry 6220 550 IR DS7000 Fireworks Client ICF-40 Ct18 Boss DD-7 Analog PAD 72 Kbsm Dvd 8 Touareg AUS Fostex PH-5 NV-FS90B 42PF9831D GS-140 VGN-FE31H 120-100 Se Date NF 400 KX-FP701FX BAA913HG-EN BAR206A H2200 Mini 2102 HDC-HS700 Prophecy Xl4600DL Viewer Syncmaster 171S Psr-400 MV700I 269 ONE XL A7VT400 GN9125

 

manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding

 

Sitemap

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101