Games PC Master Of Magic
|
|
Bookmark Games PC Master Of Magic |
Masterpieces Puzzles Magic 1000 Piece Jigsaw Puzzle Collector TinMaster Pieces 1000-piece "Magic" Puzzle. Artist: Josephine Wall. Comes in a collector's tin. Size: 19.25" x 26.75".
Details
Brand: Master Pieces
Part Number: MST71010
GTIN: MST71010
Here you can find all about Games PC Master Of Magic, for example manual and review. You can also write a review. [ Report abuse or wrong photo | Share your Games PC Master Of Magic photo ]
Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Download
(English)Games PC Master Of Magic, size: 1.8 MB |
Related manuals Games PC Master Of Magic-explore And Conquer Magical Words-technical Supplement Games PC Master Of Magic-technical Supplement Games PC Master Of Magic Spellbook |
Games PC Master Of Magic
User reviews and opinions
| kevlar13 |
5:22am on Sunday, October 3rd, 2010 ![]() |
| The Nintendo DS Lite is the advanced version of the original Nintendo DS. You can play Game Bow Advanced games on it. | |
| DViant |
3:22am on Saturday, August 14th, 2010 ![]() |
| Able to surf the net with DS Browser A bit pricey Excellent Buy!! Keeps the kids and adults entertained! None its conpatable with the game boy advance sp games it is so cool | |
| anandss |
8:48am on Friday, June 4th, 2010 ![]() |
| I had one of the original Nintendo DS games. This new design is much more streamlined, however. Great product. Yeah, the new DSi is out, but heck, can it still play advance games? no. So DS lite is still it. Love it. Dell is great the Metallic Pink looks way better when its in your hand as opposed to online. Super easy to use and rechargable. Just overall fun "toy none | |
| Lutzie |
5:41pm on Saturday, April 17th, 2010 ![]() |
| A waste of money!! I bought mine to occupy my... compact/nice design The games that are for the ds are terrible quite old now, pretty rubbish games, younger people find it hard to read the things on screen. | |
| claudiojb |
9:46am on Saturday, March 13th, 2010 ![]() |
| Can use both Gameboy and DS game chips! It is for kids. Easy To Set Up","Excellent Gameplay","Fun For All Ages","Great Graphics". Product was purchased for grand daughter and she loves it. Easy To Set Up","Excellent Gameplay","Fun For All Ages","Great Graphics". | |
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Documents
Spell Ranks
Note that wizards may only cast spells they know. The most common way to learn a spell is to research it. Wizards may only research and cast spells from those magic types for which they have spell books. Arcane magic spells are the only exception; these can be learned by all wizards and, therefore, require no spell books. Listed below are the six types of magic practiced on Arcanus and Myrror.
Life magic (white) focuses largely on healing and protective spells. Death magic (black) focuses on summoning and controlling the dead and calling into existence other manifestations of evil. Life and death magic are so strongly opposed in nature that no wizard can learn both types of magic spells. Chaos magic (red) can be used to control the element of fire and the forces of change primarily for destructive purposes. Nature magic (green) is used to control the forces of both water and the earth itself. While largely a constructive magic (focused on growth), nature magic can generate strongly destructive spells. Sorcery magic (blue) focuses on the control of the element of air and all apparently insubstantial things. Sorcery spells can generate and sustain illusions and control the spells of other wizards in addition to more concretely harnessing the force of air for other purposes. Arcane magic (gray) is accessible to all wizards. All arcane magic spells are automatically placed in new wizards spell libraries for future research.
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. When creating a wizard, you have to choose which magic types (life, death, chaos, nature or sorcery) your wizard learns and how much understanding (in terms of the number of spell ranks) he or she has in each studied area. Wizards can concentrate on one magic type or dabble in several. The only limitations are that 1) a wizard cannot have more than eleven (minus the number of special abilities you select) spell ranks and 2) a wizard cannot learn both life and death magic spells. The number of spells a wizard can learn, based on the number of spell books chosen in a particular magic area, is discussed below. Every wizard in Master of Magic has a spell library which represents those spells that the wizard can research and learn. This library is composed of spell books (called ranks). Each spell rank contains cryptic information on spells of a specific type of magic (life, death, chaos, nature or sorcery). The more spell ranks a wizard has in a particular area, the more spells he or she can research in that area. Also, a wizard can learn spells of greater rarity if he or she has more spell ranks in the relevant area. For example, if your wizard has two spell ranks in death magic, he or she automatically gets five common spells, two uncommon spells and one rare death magic spell in his or her library. Although you cannot choose all of the death spells in that library (you can only choose one common death magic spell that is definitely there; the rest are randomly chosen by the program), you can be certain of having this many potential death magic spells to research and learn. The table entitled Spell Ranks shows how the number of spell ranks in a particular magic area affects how many spells (of a particular rarity) a wizard has in his or her spell library. The number of spell ranks that a wizard has in a particular area of magic also dictates which spells the wizard can acquire through trade or when exploring dungeons, towers, ancient ruins and other places. For example, if a wizard cannot learn any very rare spells in a particular area (i.e., if the wizard has fewer than three spell ranks of that magic type), then he or she can never acquire very rare spells of that magic type through trade or exploration. Note that acquiring spells through trade and exploration is a quick and simple means both of learning new spells and of expanding a wizards spell library. Researching spells can take a considerable period of time. Table A: Spell Ranks in the Appendix shows the total number of spells (of each rarity) you learn and the number of guaranteed choices you lock in, based on the number of ranks you choose in a color or magic type.
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.
You can quit to DOS from the game options screen by clicking on the quit button at the bottom of the screen.
If you simply wish to return to the game from the game options screen, click on the OK button.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 25
Spells
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. The casting cost of a spell is shown to the right of the spells name in your spellbook.
Dog ear: click here to turn page
Casting cost
Bookmark: click here to close book
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 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). The mirror shows all of your spell ranks (as spell books), special abilities, total gold reserve, total mana reserve, your fame and a list of all your heroes (including their class and level). Exit the mirror screen by clicking.
A wizards fame influences how readily mercenary troops (see Mercenaries and Heroes) approach a wizard. As your fame grows, you pay less gold per turn to maintain your total number of troops. In addition, your rising reputation tends to draw more experienced mercenaries than it did before. Mercenaries who approach you may ask for a lower initial payment to join your cause (though they always ask for something).
Wizards start with very little fame unless they have chosen to be Famous, in which case they start with 15 fame points (see Special Abilities). Fame is slowly accumulated through conquest (of neutral or enemy cities), establishing new cities, and the recruitment of Legendary heroes (see Special Unit Abilities). For each new city that he builds, a wizard earns one fame point. For conquering hamlets, villages, towns, cities and capitals, a wizard earns 0, 0, 1, 2, and 3 fame points, respectively.
MOM Manual pp.1-112 for PDF 2/26/97 12:29 PM Page 41
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.
Status Window
he status window on the right side of the main movement screen displays your total gold reserve and total mana reserve.
Upkeep Summary Window
ppearing underneath the status window on the right side of the main movement screen is an area called the upkeep summary window. Most of the time this window contains information on the net gain or loss of gold, food and magic power per turn. Because maintaining units and enchantments and casting spells requires gold, food and magic power, it is important to pay attention to what is happening in this window. If at any time, you are losing gold, food or mana every turn, the number in the upkeep summary window turns red. If there is not enough food to maintain troops, they start dying off! A running deficit of gold or mana, however, does not generally result in an immediate loss of units or enchantments. Instead, gold and mana are taken from your treasury (total gold reserve) and your total mana reserve, respectively. Once these reserves are depleted, units and enchantments can no longer be maintained. Then they start disappearing.
Right-clicking on your own cities also calls up their city screens. From there, you can quickly determine the citys 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 citys current building project. On the main movement screen, you may choose the destination of active units (outlined in red) that you control by clicking on the destination map square. You may activate inactive units by right-clicking on them; then click on the individual units appearing in the unit window so that their backgrounds fill in with color (see the following section). If you have an active unit, hitting the C key on your keyboard centers the main movement view on that unit. Right-clicking on stacks of enemy units calls up a unit list window which briefly describes all of the units in the stack. More details on what can be done from the main movement screen follow in the next section.
UNIT ACTIONS
When units are first built (by cities), summoned or hired, they appear as active (outlined in red) units. Summoned units appear on the map square of the wizards city that has his or her summoning circle. Hired units (including heroes) appear on the map square of the wizards enchanted fortress. Finally, units that were constructed within one of the wizards cities appear on the map square of the city in which they were built. All active units may do one of the following (most options appear in the unit window on the right side of the main movement screen):
Active unit (stack)
Individual units
Movement options
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. Pass or decide not to move for a turn by clicking on the done button (the unit may be reactivated by right-clicking on it); Wait until other units have moved or other actions have been performed before deciding what to do (by clicking on the wait button); Patrol by clicking on the patrol button. Active units set to patrol remain in the current map square. While patrolling, units have an intrinsically higher Scouting ability (see Special Unit Abilities) which allows them to see one map square farther away than normal (usually, while active, only the best Scouting ability of all units in a stack is operative). Note that most units have an intrinsic Scouting ability to see one map square away and flying units can normally see two squares away; patrolling extends these scouting ranges to two and three, respectively. Patrolling units appear grayish and only become active again if you right-click on them to open up the unit window and then click on the unit you wish to activate. Some units can perform special activities:
MOM Manual pp.1-112 for PDF 2/26/97 12:30 PM Page 50
Basic Exploration and the Hamlet
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. There are creatures like flying fire-breathing draconians and delicate and mysterious dark elves, creatures the likes of which are rarely (if ever) seen on more-mundane Arcanus. The nodal magic sources on Myrror are twice as strong as those on Arcanus, while two of the rarest magic elements in the universe exist solely on Myrror: adamantium and crysx crystals. All new wizards start on one of the two worlds. Until a wizards troops have captured a tower of wizardry or (if a wizard is learned in life magic) until the wizard has learned to cast spells that allow planar travel, the wizard must stay on his or her home world. Until your wizard can travel to a different plane, your exploration is limited to his or her home world. Exploration is a vital element in Master of Magic. It is only through exploration and expansion that you meet other wizards and develop an ever-increasing magic power base and knowledge of spells. When you start the game, you see your hamlet (a small city) flying your colored banner. Only the smallest area around this hamlet is visible (you have to explore the rest).
City map window
City enchantment (none) Garrison window (no troops)
Production window Cityscape window Resource window Population row
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). This spell allows you to permanently view huge, unexplored areas of either world.
MAP SQUARES
Both worlds are divided into small sections called map squares. Each map square is characterized by a terrain type. Terrain types offer different potential resources in terms of total food production, gold and manufacturing (nonfood production). Each terrain type also has a certain chance of containing special resources (described in Terrain Specials). Finally, terrain can affect how quickly creatures and other units travel.
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.
ENEMY WIZARD PERSONALITY TYPES
An important part of assessing what you are up against is paying attention to the personalities and objectives of enemy wizards. These traits are based on the kinds of magic they practice and exert a powerful influence on your diplomatic relations with them. Wizards personalities influence how they deal with other wizards: Aggressive wizards attack any time they feel that they are in an advantageous position. Chaotic wizards have severe mood swings and, as a result, are completely erratic. They may feel peaceful sometimes and wildly aggressive at others. Lawful wizards believe in dealing openly and honestly with others. Never spontaneously attacking those with whom they are on good terms, these wizards react fiercely and decisively when unprovoked attacks are launched against them. Maniacal wizards display an unabating hostility toward all others. Positive diplomatic actions toward them go almost unnoticed, while negative ones are noticed almost before they start! Peaceful wizards believe in compromise and harmony; they are likely to seek peace even after aggressive actions are taken against them. Ruthless wizards need no reason to attack. Their thought on the subject of war is that a strong offense is the best defense. They have no moral qualms on the issue of sacrificing their own people on the altar of conquest.
Wizards also have different fundamental philosophies on how best to allocate their resources: Expansionist wizards are most interested in controlling vast territories and view settlers and the establishment of new outposts as the most effective means to this end. Militarist wizards believe strongly in establishing large and powerful armies. Perfectionist wizards are interested in urban development. They focus primarily on city improvements, both through the elevation of new buildings and the casting of positive city enchantments. Pragmatist wizards believe in a balanced approach to reaching the objective of conquering the worlds. In their quest, they focus in roughly equal measure on expanding territories, building adequate armed forces and spell research. Theurgist wizards thirst for knowledge and focus a large part of their resources on spell research.
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). Finally, this approach may be used to try to goad your opponents into breaking treaties so that you do not have to take the permanent negative diplomatic penalty for doing so yourself! Your options (depending on the state of your relations with them) are as follows: a) Break Wizard Pact: You no longer agree not to attack your opponent, nor to stay out of his or her territories (specifically, you can now move into squares adjacent to one another's cities). You are remembered by all opponents for breaking a pact. However, to court another wizard who hates your former pactmate, it may be necessary. b) Break Alliance: In addition to negating the terms of a wizard pact, you no longer agree to come to the aid of your allies (by declaring war on those that threaten or attack them). Likewise, your allies no longer come to your aid. Again, your reputation suffers, but breaking an alliance allows you to reposition yourself in global politics. c) Threaten to Attack: Threatening to attack is the only situation under which other wizards may 1) offer to appease you with gold, mana or spells; 2) cower and declare a unilateral peace treaty; 3) ignore what they view as mere posturing on your part; or 4) get angry and immediately declare war on you! In making these choices, they consider their total power compared to yours (see Historian). d) Forget It: This option takes you out of these potentially dangerous diplomatic waters and back to the previous screen. Note that a threat to attack is not the same thing as actually breaking a treaty. Offer Tribute: You can try to improve your relations with enemy wizards by giving them gold, magic power and spells. The amount of an item that you give (in relation to how much they already have) determines how positively a particular tribute affects your diplomatic relations with the other wizard. Of all gifts, new spells are the most highly valued and exert the greatest diplomatic effects. In addition, other wizards always remember you favorably if you have ever given them spells as tribute and take this into account during future interactions with you. Exchange Spells: Finally, wizards can trade spell knowledge with each other if they have spell books (ranks) in the same magic realms. Wizards can receive a new spell in trade only if they do not already know the spell and if it is one they could have learned in some other way (based on how many spell ranks they have in the spells magic realm, see Spell Ranks). Note that if you exchange more powerful spells for weaker ones, the difference in their values earns you positive diplomatic points with the other wizard (as change)! Note that, sometimes, deals with other wizards are open to haggling, and you may have the option to influence their final decision by offering them a little extra gold or magic power to get them to accept your proposal. Good-bye: When you get tired of communicating with the other wizard (they may leave first if you wear them out with too many questions or requests), click on this option to return to the magic summary screen.
MOM Manual pp.1-112 for PDF 2/26/97 12:31 PM Page 72
Building An Army
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. Exploration of other parts of the world, plundering ancient ruins and braving creature lairs all require at least one group (stack) of units traveling together as an army. Eventually, protecting your cities and precious magic nodes will require troops as well. There are two fundamentally different types of units: normal and fantastic. Normal units are those formed by the races that populate Arcanus and Myrror. Fantastic units are summoned creatures. The following sections describe the kinds of units you can build, summon and hire.
Normal Units
ll units; whether fantastic or normal, have common basic features that are described in the next section. A detailed list of normal units and their special features are in Table I: Standard and Race-Specific Units in the Appendix.
BASIC UNIT INFORMATION
Information about units can be obtained by right-clicking on their pictures in most of the game screens. This calls up a unit statistics window. This window shows the size of the unit (i.e., the number of figures it has), its cost (in magic power or gold) or its upkeep cost (depending on the screen), the units attack strengths, defense, resistance to magic, movement capabilities, the units experience level and special abilities (see Special Unit Abilities), if any. Units may also be dismissed from this unit statistics window by clicking on the dismiss button.
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. When a figure within a unit dies (which occurs when the total damage done to the unit is equal to or greater than the number of hits or hit points of an individual figure), the attack strength of the entire unit goes down by the attack strength of the individual figure. If your troops win a battle, damaged units that have lost individuals during the battle can slowly regain them. That is, individual figures regenerate even when units cannot (units can normally regenerate only if they have Regeneration as a special ability, see Special Unit Abilities). You can view this regeneration as your units recruiting replacements over time. Within damaged units, individual figures will heal slowly over time. Healing rates are 5% of total hit points (of the undamaged figure) per turn when units are outside of cities, 10% when garrisoned in cities, and 15% when garrisoned in cities that have an animists guild. Finally, when units occupy map squares with Natural Healers (see Special Unit Abilities), they heal an additional 20% of their total hit points per game turn!
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., Immunity to Cold, Poison and Death Magic), they are also susceptible to spells that target such creatures. Wall Crusher. Ability to destroy a section of stone wall 50% of the time if unit is adjacent to the target wall section. This probability falls to 25% if the target wall section is attacked at range. Units with this ability melee attack adjacent enemy units across wall sections that they destroy that turn. When conducting ranged attacks, wall crushers also attack an enemy unit that is in the targeted wall square. If the wall is not crushed, the defenders receive the walls full benefit against the attack. If the wall crumbles, they dont. Warped Creature. Warped creatures have been either positively changed by Chaos Channels or negatively altered by Warp Creature. Warped creatures are susceptible to all magic that affects chaos magic creatures. Weapon Immunity. Unit nearly unaffected by attacks from normal units that do not have mithril, adamantium, blessed or flaming weapons; units defense (shields) increases to 10 (if not already at or above 10); this ability has no effect on attacks from fantastic creatures. Web. Traps enemy unit. Escape from a web requires breaking the web (doing melee damage to the web equivalent to 12 hits). Creatures that have been trapped by a web may not fly for the remainder of the battle. A unit with this ability may throw a web once per combat.
Artifacts
he artifacts that you currently have in your possession can be viewed by entering the items screen from the armies screen. To view an item, right-click on its picture. Artifacts can be used by heroes (artifacts are placed in slots next to the heroes portraits in the items screen) or destroyed (clicking an artifact over the anvil in the items screen) to obtain mana (see Items). Artifacts can be acquired in one of several ways: as treasure from creature lairs and ancient ruins, from merchants and by casting the arcane magic spells enchant item or create artifact.
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. Bear in mind that a Charismatic wizard (see Special Abilities) gets a significant discount on merchants goods!
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). The basilisks Stoning Gaze has a minus one save modifier, lowering the elven lords resistance to eight. Since the elven lords are at regular experience level, though, they gain an extra cross, bringing their total back up to nine. Each cross increases the chance to resist spells and special magic attacks (such as the basilisks Stoning Gaze) by 10%. With nine crosses, each of the four elven lord figures has a 90% chance to resist the gaze attack. Unfortunately for the elves, one of them fails. Its figure is removed from the unit, and the units damage bar turns green and fills to three quarters of its length (to reflect the loss of that figure from the group). Now both units simultaneously swing at each other in melee combatmeaning that the results of both their efforts against each other are applied concurrently (thus, any figure destroyed in this simultaneous exchange still inflicts whatever damage it can upon the enemy before being removed from play). Lets calculate the basilisks attack against the remaining three elven lords first. The basilisk has a melee attack strength of 15 (i.e., it has 15 sword icons on its statistics). Thus, the computer makes 15 die rolls for it, each with a base 30% chance to hit. With a little luck, the basilisk scores 5 hits from among those die rolls. The elven lords, in response, have a defense strength of four each (each figure has four shield icons among its statistics). So, the first elven lord figure steps up to defend against the basilisks 5 incoming hits. The computer rolls four dice (one for each shield), each with a base 30% to negate a single hit. Unfortunately, it completely misses and all five hits are scored against that elven figure. Since each elven lord figure only has three hits (i.e., three heart symbols on its statistics), it is killed and the two remaining hits are applied against the next elven lord figure. That figure gets to use its full complement of shield icons, making four rolls against the same 30% chance to stop a hit. With better luck than the last figure, it manages to block one hit, and so suffers the other. Thus, after this melee exchange, two elven lord figures remain standing in this unit, the foremost of which has taken a single hit (one of his three heart symbols is darkened). Before applying these devastating results to the elven lords, however, the computer lets them swing back at the basilisk. Each elven lord has an attack strength (number of sword icons) of six (five for their starting value, +1 for their troop status of regulars). Thus, the three figures in the elven lords unit throw a total of 18 attack rolls to score hits on the basilisk. Like all units, elven lords have a base chance to hit with each attack roll of 30%, but elven lords have a special ability, giving them a +2 bonus to hit. This increases their chance to hit by 20% (+10% per bonus point), giving each of their 18 attack rolls a modified chance to hit of 50%. The results for the elven lords are lucky, and they land 13 hits on the basilisk. For its part, the basilisk has a defense strength (shields) of four. However, since the elven lords also have the special ability of armor piercing, creatures trying to block their hits can only use half of their shields (rounded down). Thus, the basilisk makes its measly two
Air Ships Doom Drakes
Bowmen Halberdiers Magicians Shaman Spearmen
Animists Guild Miners Guild
Dwarves
Golems Hammerhands Steam Cannons
Engineers Halberdiers
Parthenon Shipyard Stable University
Gnolls
Wolf Riders
Bowmen Cavalry Catapults Galleys Halberdiers Spearmen Bowmen Shaman Spearmen
Animists Guild Library Parthenon
Halflings
-1 attack strength penalty (minimum of 1); +1 defense bonus; Lucky; +2 resistance bonus; Swordsmen units have 8 figures
Slingers
Armorers Guild Stable University
MOM Manual pgs113-149 2/26/97 1:20 PM Page 116
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 Bowmen Cavalry Catapults Engineers Galleys Magicians Priests Spearmen Engineers Halberdiers Spearmen
Parthenon
High Men
Paladins Pikemen Warships
Fantastic Stable
Klackons
Cost double normal amount; Produce 50% more than normal; +1 resistance bonus; Halberdiers, spearmen, and swordsmen have +2 defense bonus; If wizards fortress is klackon city, reduces unrest by 2 Cost double normal amount (except standard units); Swimming; +1 defense bonus; 2 hit points
Stag Beetles
Sages Guild Shipyard Temple
Lizardmen
Dragon Turtles
Halberdiers Javelineers Settlers Shaman Spearmen
Animists Guild Armorers Guild Miners Guild Parthenon Sages Guild
MOM Manual pgs113-149 2/26/97 1:20 PM Page 117
Sawmill Ship Wrights Guild Nomads none Griffins Horsebowmen Pikemen Rangers Bowmen Catapults Galleys Magicians Priests Spearmen Bowmen Cavalry Catapults Engineers Galleys Halberdiers Magicians Priests Spearmen Halberdiers Shaman Spearmen Maritime Guild Wizards Guild
Wyvern Riders
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
Fantastic Stable Miners Guild Sages Guild Shipyard University
Italics indicate that these are negative features associated with the race. * All races have settlers, swordsmen and triremes as standard units in addition to those listed, and that all units have 1 hit point per figure except for units made of beastmen, dwarves, lizardmen and trolls.
MOM Manual pgs113-149 2/26/97 1:20 PM Page 118
If city has an alchemists guild, all new units get magical mithril weapons with +1 attack strength and defense bonuses; mithril is found in hills and mountains
MOM Manual pgs113-149 2/26/97 1:20 PM Page 121
Nature Nodes Nightshade
Look like green and white glowing squares** Cities with shrines, sages guilds or animists 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 ****
Only found in deserts Movement along roads for nonflying units is 1/2 movement point per square; Note that all roads on Myrror are enchanted and require no movement points per square
Silver Ore Sorcery Nodes Towers of Wizardry
+2 *** Look like radiant blue pools** Allow planar travel for all units in the tower (use the plane button to shift planes) ** Monster lair** + 2 Food (both to total and to maximum production)
Underground Lairs Wild Game
MOM Manual pgs113-149 2/26/97 1:20 PM Page 122
* Applies only to normal units except for magicians, priests, shamans and warlocks. The bonus is cumulative for multiple iron ore and coal deposits up to a maximum reduction in cost of 50%. Does not affect costs of buildings. ** 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. Once a node has been captured, the magical area around the node shows an aura of the controlling wizards banner-color. **** Roads increase a citys income through trade with adjoining towns. A city earns an additional 1% of its normal gold production per person (i.e., per population figure in the city screen) in the city with which it is joined by a road to a maximum of 3% per townsperson in the city. That is, if a town connected to a large city earns more in trade than one connected to a tiny hamlet. The percentage earned is 0.5% if the towns joined by the road are both occupied by the same race. Note that, as long as there is any path connecting two towns that does not require passing through another city, there will be trade between the joined towns.
Tags
DAV-DZ270 DCT1700 VGN-FS315M Fwbf2001 ICD-UX71 PNK BJ-10E SF1 N DV-BD606 WBR-2310 A 200 Workcentre M118 Hipath 1150 UT43120 TA-E90ES 330RS RY43006 BV7300 Library Pfaff 138 8000S TCP50VT25 Gzmg27US-GZ-mg27 KD-DV5101 R-340C 341C Mercedes GX29 ECM-TL1 TMS320F2812 CD1402B-15 Riva 250 32PF7521D Optimix Quad 606 Nespresso FNA1 XR-P770F GV-1240 KX-TG2432B DVD-SH853 Sagem D86C SGH-Z240 ZZR 1400 GA-8S661fxm-775 Ultimate A6 Grandam 2004 LDF6810ST 28 I 42LB1R Replacement Part 85 X 590 CC ES-8043 2243LNX 41512 GR-B197WV Yamaha P120 Eurelec G30 G41-M7 CE7140 CP-X417WF Lexmark C912 MZ-N505 XVS1100 6A1A1E KH 2355 MM210BE1 Spirit FX8 Yamaha PM5D Poussette AVR 360 DW130V Lexmark Z35 MB-910 KX-T7453 Kronys MY501C Marantz 10B MX2500 RH399H CD-writer 9200 CR202EM8 DC 5330 RQ-SX30 PCG-TR5MP 3010IX UE-32C6500UW S4800 WL-330GE VTX1000 DVP-NS900V LA26C450e1 TX-32LX70F SR1500 Designer 6 Analysis 2010 FX-6300G Review CW-K85 K-touch DTH8060 PD-F1009 ZH6022W DTH8000EB
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








1. Play! The Ultimate Casual Game Collection
2. Mystery Masters
3. Battlefield 1942: The Complete Collection
4. Master of Magic
5. Bejeweled 2 with Peggle
6. Assassin's Creed: Director's Cut Edition

