This article contains most of the rules that we have figured out that were either absent from the rule book or incorrectly described. It is possible some of the table entries are incorrect, but the accuracy is certainly better than the tables given in the rule book. If you do find any mistakes in our tables let me (bruno@wolff.to) know so that I can correct them. The movement rules are fairly normal hexagon map movement rules. You pay a cost to enter a hex based on the units movement type and the terrain. If you move next to an enemy unit (normally called a zone of control) your movement ends. If you start next to an enemy unit you still get to move. The chance to be hit by a blow in combat depends on the movement type of the target and the terrain it is in. The values below are the defense ratings (as they are given in the rule book), the chance to be hit is 100 minus this value. Attacks with a 65% chance to hit, always have a 65% chance to hit, independent of the target and its terrain. The 65% attacks are reduced to 10% attacks by the "shield" spell. Other attacks are not affected by the "shield" spell. I have tried fighting numerous battles with a particular chance to hit and found that the percentages seem to be within 5-10% of what is displayed. The 65% attacks seem to hit more than 65% of the time. In about 200 blows the hit rate was about 70%. This seems to be significantly different. For the other attacks the number of blows was lower and the hit rate was closer to the nominal value. I have also seen a 100% chance to hit miss, so the percentages are definitely not exact. Code Movement type SH High Sky S Sky SF Firey Sky SL Low Sky OB Big Ocean OS Small Ocean M Master LB Big Land LS Small Land LF Fire Land LD Dune I2 Big Tundra I1 Small Tundra Movement Cost Table SH S SF SL OB OS M LB LS LF LD I2 I1 Castle 1 1 1 1 1 1 1 1 1 1 1 1 1 Desert 1 1 1 1 4 4 - 3 2 3 1 3 3 Forest 1 1 1 2 4 4 - 2 2 2 1 2 2 Fortress 1 1 1 1 1 1 1 1 1 1 1 1 1 Mountain 1 1 1 2 - - - 3 3 3 2 3 3 Ocean 1 1 1 2 1 1 - - - - - - - Plain 1 1 1 1 4 4 - 1 1 1 1 1 1 River 1 1 1 1 2 1 - - 4 3 2 - 3 Rocky Tracts 1 1 1 2 - - - 3 3 3 1 3 3 Swamp 1 1 1 2 2 1 - - 4 3 2 - 3 Tower 1 1 1 1 1 1 1 1 1 1 1 1 1 Tundra 1 1 2 1 3 3 - 2 3 3 2 1 1 Volcano 2 - 1 - - - - - - 1 - - 3 Defensive Value Table SH S SF SL OB OS M LB LS LF LD I2 I1 Castle 30 30 30 40 30 30 60 40 60 40 60 40 40 Desert 30 30 30 30 25 25 0 30 30 30 60 30 30 Forest 30 30 30 40 30 25 0 40 60 50 60 40 50 Fortress 30 30 30 40 30 30 40 40 60 40 60 40 40 Mountain 30 30 30 40 10 10 0 60 50 40 60 60 40 Ocean 30 30 30 30 80 60 0 10 10 10 10 10 10 Plain 30 30 30 30 25 25 0 20 40 30 40 20 30 River 30 30 30 30 60 80 0 10 20 20 40 10 20 Rocky Tracts 30 30 30 40 10 10 0 60 50 40 60 60 40 Swamp 30 30 30 30 60 80 0 20 20 20 40 20 20 Tower 30 30 30 40 30 30 40 40 60 40 60 40 40 Tundra 30 30 30 40 30 30 0 20 20 20 20 60 70 Volcano 60 10 70 10 10 10 0 10 10 70 10 10 20 Elementals have 30% defense except against 65% attacks. The amount of damage per blow in combat is calculated as follows: For law and chaos creatures at full day or full night take 25% of the base attack value rounded down. Law creatures add this value during full day and subtract this value at full night. Chaos creatures add this value at full night and subtract this value during full day. Next add 1 point for every 30 experience points the creature has earned. Then multiply by the defense value of the target versus this attack type and round down. Subtract this value from the value calculated so far. You now have the damage each blow will do when it hits. There seems to be four different types of attacks for resistance purposes. This hasn't been fully confirmed, but no contrary evidence has shown up yet. The creatures with 99% resistance are more likely 100% resistant and that there is a minimum damage of 1 per blow. But doing the above calculation with 99% gives the same result (since I haven't found any attacks doing over 100 per attack). Attack Damage Types Impact 65% Heat Cold Impact Brust F-Breath C-Breath Short Range Deathcry Fireball Coldball Spear Hellfire Impact (Lizard) Impact (Firbolg) Impact (Taitan) Marrow Short Range (Cocoon) Short Range (Valkyrie) Spear (Sirene) Spear (Valkyrie) Storm Thunder Attack Resistance Table Impact 65% Heat Cold Air (Elemental) 0 40 0 40 Air-D 10 20 10 0 Amazon 70 30 30 30 Angel 0 50 0 0 Arch-A 10 70 20 20 Arch-D 10 50 20 30 Attacker 10 0 0 0 Big-S 0 0 20 0 Black-W 90 0 90 90 Caeser 40 40 10 10 Carthago 30 20 0 0 Chimera 30 30 30 30 Cocoon 80 80 80 80 Collosus 10 0 0 0 Crasher 30 20 20 30 Crusader 30 20 10 0 Cyclops 0 0 0 0 Daimyou 60 80 60 30 Dark-D 20 20 10 20 Dark-W 80 0 80 80 Darklord 60 30 60 60 Death-D 30 20 20 30 Demon 0 30 0 0 Dragon (Daimyou) 10 0 10 0 Dragon (Darklord) 10 0 0 0 Dragon (Sorcerer) 10 0 0 10 Dragon (Summoner) 10 0 10 10 Dragon (Wizard) 10 0 0 0 Earth (Elemental) 0 50 50 0 Fighter 20 10 0 0 Firbolg 0 0 30 50 Fire (Elemental) 0 0 80 0 Fire-D 20 20 90 0 Flame-D 10 10 50 0 Frost-D 10 10 0 50 Giant 10 0 0 0 Gold-D 30 50 60 0 Golem 20 99 20 10 Gorgon 30 0 0 0 Great-A 20 90 30 30 Great-D 20 70 30 40 Griffin 10 0 0 0 Guardian 0 0 0 0 Hippo-G 30 0 10 0 Hydra 10 0 99 0 Ice-D 20 20 0 90 Icegiant 0 0 0 0 Iron-G 80 99 80 30 King-D 30 30 30 30 Kraken 0 0 20 0 Lizard 10 0 0 0 Loc 0 0 0 0 Mage 30 80 30 30 Marmaid 0 0 20 0 Minotaur 20 0 0 0 Mono-P 30 80 0 0 Musha 20 20 20 60 Octopus 0 0 10 0 Pegasus 20 60 0 0 Phoenix 0 0 99 0 Roman 20 0 0 0 Serpent 0 0 10 0 Silver-D 30 50 0 60 Sirene 50 60 50 50 Sky-D 10 0 10 0 Sky-G 50 0 0 0 Soldier 10 0 0 0 Sorcerer 30 60 60 60 Sphinx 40 40 40 40 Stone-G 50 99 50 20 Summoner 50 50 50 50 Taitan 30 30 20 30 Tricorn 0 60 20 20 Troll 10 0 0 0 Twinhead 10 0 99 0 Unicorn 0 40 0 0 Valkyrie 30 50 30 30 Warrior 0 0 0 0 Water (Elemental) 0 0 0 80 Wizard 60 60 30 60 Wraith 70 0 70 70 Experience is awarded for battles in the following manner. If both creatures survive the lower level one gets two EPs and the higher level one gets 1 EP. If both are the same level or if a 1st is fighting a 3rd than each gets 1 EP. If one of the units is killed the victor gets 16 EPs doubled or halved for each difference in level. For battles involving 4th level units, if the lower level unit is victorious it gets 32 EPs. If the 4th level unit is victorious it gets 8 EPs. If both are 4th, then 16 EPs are awarded. Elemental battles (force) award experience, but using the mind spell doesn't. Experience award for both units surviving Unit level Target level 1 2 3 4 1 1 1 1 1 2 2 1 1 1 3 1 2 1 1 4 2 2 2 1 Experience award when target is killed Unit level Target level 1 2 3 4 1 16 8 4 8 2 32 16 8 8 3 64 32 16 8 4 32 32 32 16 Many of the monster names in the rule book and in the game are misspelled or inconsistent with each other. The monsters are ordered in the book according to how they promote. The first level monster is listed first and then the units that promote from it. Below is a summary of just about everything you want to know about each kind of monster (except for some information on summoning in the campaign game). Headings: A Alignment Short Short range attack base Long Long range attack base Attack Displayed long range attack type MT Movement type MA Movement Allowance HP Hit points L Level EP Experience points C Cost to summon Starred attack bases indicate an unusual damage type for this attack. A Short Long Attack MT MA HP L EP C Air (Elemental) N - 15-2 C-Breath - - 100 1 255 40 Air-D C 9-4 8-4 Fireball SF 8 96 3 255 - Amazon C 10-3 10-3 Impact LS 6 40 2 255 - Angel L 2-2 6-2 Thunder SL 6 30 1 67 36 Arch-A L 4-2 12-2 Thunder SL 7 62 2 49 - Arch-D C 10-1 8-3 Brust SL 8 44 2 57 - Attacker C 12-2 0-0 Not LS 5 48 2 40 - Big-S N 12-3 0-0 Not OB 8 83 2 255 - Black-W C 8-1 16-2 Deathcry SL 5 36 3 255 - Caeser L 11-3 18-2 Impact LS 6 62 3 255 - Carthago L 7-3 10-2 Spear LS 6 44 2 38 - Chimera N 7-2 0-0 Not SL 5 40 1 40 20 Cocoon N *15-2 40-1 Thunder M 0 50 1 1 - Collosus L 33-1 38-1 Impact LB 6 110 3 255 - Crasher C 20-2 12-1 Hellfire LS 6 63 3 250 - Crusader N 9-4 8-3 Impact S 7 70 3 255 - Cyclops C 15-1 0-0 Not I2 5 46 1 46 19 Daimyou L 3-3 13-3 Storm M 3 100 3 255 - Dark-D C 15-2 5-3 C-Breath I1 6 56 2 60 - Dark-W C 4-1 8-2 Deathcry SL 4 24 2 18 - Darklord C 5-2 21-2 Storm M 3 100 3 255 - Death-D C 20-2 7-4 C-Breath I1 6 90 3 255 - Demon C 5-1 4-3 Brust SL 7 30 1 55 34 Dragon (Daimyou) L 9-2 8-1 Fireball LF 5 40 1 48 26 Dragon (Darklord) C 10-2 0-0 Not I1 5 42 1 48 22 Dragon (Sorcerer) L 9-2 8-1 Coldball I1 5 40 1 48 26 Dragon (Summoner) N 9-2 8-1 Fireball LF 5 46 1 78 24 Dragon (Wizard) C 6-3 0-0 Not LF 6 42 1 48 22 Earth (Elemental) N - 10-3 Hellfire - - 100 1 255 40 Fighter N 5-4 6-3 Impact SL 7 46 2 35 - Firbolg C 30-1 *16-2 Impact I2 6 86 3 255 - Fire (Elemental) N - 10-3 Fireball - - 100 1 255 40 Fire-D L 16-2 20-2 F-Breath LF 6 78 3 250 - Flame-D L 12-2 13-2 F-Breath LF 6 51 2 60 - Frost-D L 11-2 12-2 C-Breath I1 6 51 2 62 - Giant L 11-2 16-1 Impact LB 5 75 2 48 - Gold-D N 18-2 16-2 F-Breath LF 7 70 3 30 - Golem N 16-1 0-0 Not LB 4 30 1 45 20 Gorgon C 11-2 7-3 Marrow SL 6 45 2 34 - Great-A L 9-2 18-2 Thunder S 8 60 3 255 - Great-D C 15-1 12-3 Storm S 8 66 3 255 - Griffin C 8-2 0-0 Not SL 6 42 1 42 22 Guardian N 6-4 6-5 Thunder M 3 50 1 2 - Hippo-G C 8-3 8-2 Fireball S 8 65 2 255 - Hydra N 10-3 12-3 Fireball LD 5 60 3 255 - Ice-D L 10-3 19-2 C-Breath I1 6 88 3 250 - Icegiant C 23-1 16-1 Impact I2 5 68 2 48 - Iron-G N 38-1 0-0 Not LB 5 40 3 255 - King-D N 18-3 16-3 F-Breath LF 6 130 4 255 - Kraken C 8-4 0-0 Not OB 7 75 2 255 - Lizard N 4-2 *5-1 Impact LD 5 30 1 24 10 Loc L 4-3 0-0 Not SH 10 30 1 36 26 Mage C 3-2 20-2 Hellfire S 6 40 2 255 - Marmaid L 2-1 10-2 Brust OS 5 26 1 39 13 Minotaur C 7-2 0-0 Not LS 5 38 1 32 17 Mono-P N 4-6 0-0 Not SH 9 42 2 255 - Musha L 15-3 8-2 Impact LS 7 50 2 255 - Octopus C 8-3 0-0 Not OB 6 65 1 86 74 Pegasus N 4-3 0-0 Not S 7 30 1 36 18 Phoenix L 4-4 8-3 Fireball SF 9 24 2 1 - Roman L 4-3 0-0 Not LS 5 33 1 26 12 Serpent N 12-2 0-0 Not OB 7 73 1 98 81 Silver-D N 12-3 16-2 C-Breath I1 7 70 3 30 - Sirene L 8-3 *10-3 Spear OS 6 45 2 255 - Sky-D C 7-3 6-3 Fireball SF 7 48 2 53 - Sky-G C 14-2 9-3 Storm S 7 55 3 255 - Soldier N 3-4 0-0 Not LS 6 34 1 24 12 Sorcerer L 3-3 13-3 Thunder M 3 100 3 255 - Sphinx N 11-2 6-2 Hellfire SF 6 60 2 255 - Stone-G N 26-1 0-0 Not LB 5 35 2 25 - Summoner N 12-1 7-5 Storm M 3 100 3 255 - Taitan N 15-3 *10-4 Impact LS 6 70 4 255 - Tricorn L 7-3 9-2 Marrow LS 7 48 2 255 - Troll L 7-2 0-0 Not LB 4 40 1 46 18 Twinhead N 6-2 7-2 Fireball LD 5 48 2 48 - Unicorn L 7-2 0-0 Not LS 6 33 1 32 20 Valkyrie C *10-1 *18-2 Spear SL 6 40 1 255 - Warrior C 6-2 0-0 Not LS 5 34 1 30 12 Water (Elemental) N - 15-2 Coldball - - 100 1 255 40 Wizard C 5-2 21-2 Storm M 3 100 3 255 - Wraith C 2-1 4-2 Deathcry SL 3 12 1 18 10 This table lists which masters can obtain which units in the four player mode. The recuits available in campaign mode are different. Elementals are only summoned for a single battle. Recruit Table Cost or promotes from Obtainable by Air (Elemental) 40* Sorcerer, Summoner Air-D Sky-D Wizard Amazon - - Angel 36 Sorcerer, Summoner Arch-A Angel Sorcerer, Summoner Arch-D Demon Darklord, Summoner, Wizard Attacker Warrior Wizard Big-S Serpent Daimyou, Sorcerer, Summoner Black-W Dark-W Darklord, Wizard Caeser Carthago Daimyou Carthago Roman Daimyou Chimera 20 Daimyou Cocoon Guardian - Collosus Giant Daimyou, Sorcerer Crasher Attacker Wizard Crusader Fighter Sorcerer Cyclops 19 Darklord, Wizard Daimyou - Daimyou Dark-D Dragon (Darklord) Darklord Dark-W Wraith Darklord, Wizard Darklord - Darklord Death-D Dark-D Darklord Demon 34 Darklord, Summoner, Wizard Dragon (Daimyou) 26 Daimyou Dragon (Darklord) 22 Darklord Dragon (Sorcerer) 26 Sorcerer Dragon (Summoner) 24 Summoner Dragon (Wizard) 22 Wizard Earth (Elemental) 40* Darklord, Summoner Fighter Soldier Sorcerer Firbolg Icegiant Darklord, Wizard Fire (Elemental) 40* Daimyou, Summoner Fire-D Flame-D Daimyou Flame-D Dragon (Daimyou) Daimyou Frost-D Dragon (Sorcerer) Sorcerer Giant Troll Daimyou, Sorcerer Gold-D Silver-D Summoner Golem 20 Summoner Gorgon Minotaur Darklord Great-A Arch-A Sorcerer, Summoner Great-D Arch-D Darklord, Summoner, Wizard Griffin 22 Wizard Guardian Cocoon - Hippo-G Griffon Wizard Hydra Twinhead Darklord, Summoner Ice-D Frost-D Sorcerer Icegiant Cyclops Darklord, Wizard Iron-G Stone-G Summoner King-D Fire-D, Ice-D Daimyou, Sorcerer Kraken Octopus Darklord, Wizard Lizard 10 Darklord, Summoner Loc 26 Daimyou, Sorcerer Mage - - Marmaid 13 Daimyou, Sorcerer Minotaur 17 Darklord Mono-P Pegasus Darklord, Summoner, Wizard Musha - - Octopus 74 Darklord, Wizard Pegasus 18 Darklord, Summoner, Wizard Phoenix Loc, Phoenix Daimyou, Sorcerer Roman 12 Daimyou Serpent 81 Daimyou, Sorcerer, Summoner Silver-D Dragon (Summoner), Gold-D Summoner Sirene Marmaid Daimyou, Sorcerer Sky-D Dragon (Wizard) Wizard Sky-G Gorgon Darklord Soldier 12 Sorcerer Sorcerer - Sorcerer Sphinx Chimera Daimyou Stone-G Golem Summoner Summoner - Summoner Taitan Crasher Wizard Tricorn Unicorn Sorcerer Troll 18 Daimyou, Sorcerer Twinhead Lizard Darklord, Summoner Unicorn 20 Sorcerer Valkyrie - - Warrior 12 Wizard Water (Elemental) 40* Wizard, Summoner Wizard - Wizard Wraith 10 Darklord, Wizard Promote Table Level Experience Promotes to Air (Elemental) 1 255 - Air-D 3 255 - Amazon 2 255 - Angel 1 67 Arch-A Arch-A 2 49 Great-A Arch-D 2 57 Great-D Attacker 2 40 Crasher Big-S 2 255 - Black-W 3 255 - Caeser 3 255 - Carthago 2 38 Caeser Chimera 1 40 Sphinx Cocoon 1 1 Guardian Collosus 3 255 - Crasher 3 250 Taitan Crusader 3 255 - Cyclops 1 46 Icegiant Daimyou 3 255 - Dark-D 2 60 Death-D Dark-W 2 18 Black-W Darklord 3 255 - Death-D 3 255 - Demon 1 55 Arch-D Dragon (Daimyou) 1 48 Flame-D Dragon (Darklord) 1 48 Dark-D Dragon (Sorcerer) 1 48 Frost-D Dragon (Summoner) 1 78 Silver-D Dragon (Wizard) 1 48 Sky-D Earth (Elemental) 1 255 - Fighter 2 35 Crusader Firbolg 3 255 - Fire (Elemental) 1 255 - Fire-D 3 250 King-D Flame-D 2 60 Fire-D Frost-D 2 62 Ice-D Giant 2 48 Collosus Gold-D 3 30 Silver-D Golem 1 45 Stone-G Gorgon 2 34 Sky-G Great-A 3 255 - Great-D 3 255 - Griffin 1 42 Hippo-G Guardian 1 2 Cocoon Hippo-G 2 255 - Hydra 3 255 - Ice-D 3 250 King-D Icegiant 2 48 Firbolg Iron-G 3 255 - King-D 4 255 - Kraken 2 255 - Lizard 1 24 Twinhead Loc 1 36 Phoenix Mage 2 255 - Marmaid 1 39 Sirene Minotaur 1 32 Gorgon Mono-P 2 255 - Musha 2 255 - Octopus 1 86 Kraken Pegasus 1 36 Mono-P Phoenix 2 1 Phoenix Roman 1 26 Carthago Serpent 1 98 Big-S Silver-D 3 30 Gold-D Sirene 2 255 - Sky-D 2 53 Air-D Sky-G 3 255 - Soldier 1 24 Fighter Sorcerer 3 255 - Sphinx 2 255 - Stone-G 2 45 Iron-G Summoner 3 255 - Taitan 4 255 - Tricorn 2 255 - Troll 1 46 Giant Twinhead 2 48 Hydra Unicorn 1 32 Tricorn Valkyrie 1 255 - Warrior 1 30 Attacker Water (Elemental) 1 255 - Wizard 3 255 - Wraith 1 18 Dark-W We checked out some of the spells and have the following comments: Masters are immune to all spells, both good and bad. Force may not be used against masters either. The "first" (fast) spell changes the unit's movement allowance to 12. The "shield" spell protects against harmful magic until the end of your next turn. It also changes the chance of 65% attacks hitting to 10%. It has no other affects on combat. It does not cancel any spells already in affect. The "stone" and "sleep" spells prevent the unit from moving or fighting until the end of its next turn. It still exerts a zone of control. If attacked it has 0-0 attacks at both short and long range. These two spells cancel each other leaving only the latest spell in affect. So that if a unit is stoned and then slept, an "awaken" spell can be used on it. The "reverse" spell effects the sequence the "time of day" follows. At the start of the game the order is morning, day, evening, night. Each time "reverse" is cast this order is reversed. This allows the darklord to make every other turn a night turn and to not have any day turns. This requires casting "reverse" every other turn and this is normally not worth the spell points. The "confuse" spell takes over an enemy monster. Once this monster is grabbed it counts against your tower limit. So you might want to summon before casting confuse. It will change back before tower healing occurs (so it doesn't get healing during your turn). If the confused unit is killed odd things happen. If you summon any units after getting a confused monster killed, the first such unit will change ownership to the player who had their unit confused, at the end of your turn. If you do not build any units after getting the confused monster killed then it will return with 0 hit points at the end of your turn, even on top of another unit. Only the top unit of a stack of units may be used. Both units in a stack assert zones of control. A unit with 0 hit points still needs to be hit to be killed. The unit also comes back with 0 experience points. You can still use "confuse" if it will cause you to exceed some unit count limits. Your unit count (as displayed) is not changed by "confuse" or at the end of your turn when the monster changes back. If you do anything to change your unit count while you have a confused monster, your unit count will be wrong at the end of your turn. It will be corrected as soon as anyone's unit count is changed. This can prevent you from summoning on your next turn. The "again" spell allows you to move a unit that has already moved or fought this turn. This unit may leave a zone of control it entered on its first move this turn. The "mind" spell does not give experience. This is useful for killing phoenix. The "storm" spell can actually storm a unit more than once if it is stormed back into the area of affect. I am not sure if a hex will be examined for a stormable unit more than once during a storm. I suspect not. Normally storm proceeds by starting with the center hex, then the top right hex, then clockwise around the center hex. Forces are like normal combats fought at long range. Elementals are first level monsters that don't promote. If an elemental is killed in the campaign games it will come back on the next board without any experience. Elementals may not be used against masters. Other oddball things we have found out: There is a limit of 30 monsters per position. There is a limit of 56 total monsters in all of the positions. An attack with a 100% chance to hit is displayed as having a 00% chance to hit. Tower ownership does not change in the following situations: when you are stormed into a tower, move to a tower and cancel out of a fight, and when a monster in a tower is confused. Moving the cursor off the tower and back on to it will force the tower ownership to change. Occasionally the cursor will disappear. It can be fixed by using the table command to move to a unit. This seems to happen pretty often when scrolling over the battle field with the B key depressed (fast scroll) and running into an edge of the map. Occasionally the cursor is mispositioned. This is usually noticeable when casting spells and the wrong spell list is displayed. This will be caused by canceling out of the fight command. There may be other ways to do this as well. Moving the cursor around seems to fix this. If you move and fight, you can only cancel out of the fight not the move. If you try to fight the wrong target and still haven't picked the attack type, it is only possible to cancel the whole fight. If this was part of a move, you will lose your chance to fight when you cancel. You can warp into to the tower you started in. So be careful about bouncing the C button when casting "warp". The players have access to two 4th level units, the king dragon and the taitan. The king dragon comes from the two law dragons and the taitan comes from the warrior. It is possible to summon or call units next to any master of the same type in a fortress, castle or tower that you own. This is useful when playing team games, but can be a problem when playing free for alls. Note that fortresses can be used by anyone to recruit, but you cannot recruit in other players' castles or towers that are not your color. Every time the game is started up the random number generator is reset. The next three blows by the moving player after restarting will hit at 40% or better. So you can cheat by saving a game and resetting before fighting a key (or not so key) battle. There are many units accessible only to the computer in campaign mode. These include amazons, cocoons, guardians, mages, mushas and valkeries. I haven't got data on which masters in which campaign boards are able to recruit these monsters. Nor have I figured out what their summoning cost is. The information on these units is provided to help you make combat decisions. Masters do not keep experience in the campaign game (but elementals do). In the campaign game, masters, monsters and elementals are healed at the start of each scenario. The table command will show monsters that have not been called as damaged, but when they are called they are at full strength. Since I have come across people who do not have access to the manual for the game I am going to include some other information, that I previously considered available to everyone. The START button is used to start the game. The A button is used to open option modes. The B button is used to cancel or enter an option selection after selecting an option with the C button. The C button is used to open command options, to select options modes or to enter your selection. The D (directional) button is used to select in configuration mode and option mode and to move the cursor. Magic points per turn for human players (and computer players when playing in map mode) can be set from 50 to 100 points per turn. The turn order is Blue, Red, Green, Yellow. The game ends when all but one master have been eliminated. In campaign mode the game will also end if the human controlled master is eliminated. Towers ruled by defeated masters become neutral. The monsters owned by defeated masters are eliminated. There are four times of day that normally cycle morning, daytime, evening and night (though the reverse spell can affect this). The time of day can give affect the attack strengths of some monsters. Monsters (and elementals) are eliminated when they are reduced to zero or less hit points. Each monster may only move and attack once per turn (unless the again spell is used). An elemental attack may only be used once per turn (even if the master can use more than one type). Magic may only be used once per turn. Monsters counterattack every time they are attacked. The Summon command is used to create a new allied monster. The Call command is used to bring back an allied monster that survived the previous scenario in campaign games. Magic is used to cast spells. Force is used to do an elemental attack. Table is used to get information about your monsters. It can be used to position the cursor on a monster. Help is used to get suggested moves. Setup allows changing of some of the setup information. Save saves the current game (only one saved game at a time). Player allows you to change between player control and computer control of masters in map mode (not in campaign mode). Speed sets how fast attack animations go. Set this to Fast. Music allows you to choose a background music for each master's turn. End is used to end your turn. Spells do not work on masters, though a hex with a master can used used as the target for some spells. The spells common to all master types are the following. (Note currently some of these names may be from the manual instead of the name used by the game.) Heal All (40) heals 1-10 (not totally verified) points for all allied monsters (not masters or elementals). Hell (10) heals one allied monster. Sleep (20) keeps a monster from moving, attacking or counterattacking until the end of the next turn of the casting player, unless an awaken spell is used. Awaken (30) cancel a sleep spell from one allied monster. Warp (30) transports one allied monster from one tower to another. This may be used on a monster whether or not it has moved. It does not affect the has moved status of a monster. Again (30) will allow one allied monster to move again this turn. Meteor (60) cause random damage to monsters (allied or not) hexes near the master. The same hex may be hit more than once. Stream (80) does a small amount of damage to all monsters in the targeted hex and adjacent hexes. Mind (30) does damage to a single enemy monster (20-30 points). Daimyou specific spells. Shield (20) protects a single allied monster from harmful magic until the end of the caster's next turn. It does not cancel any spells already in effect. It also reduces 65% attacks to 10%. It has no other affect on combat. Storm (30) teleports any monsters in the target hex or any adjacent hex to a random hex within about 10 hexes. Sorcerer specific spells. Quick (20) adds one to the attack numbers for one allied monster (I have to double check this). Refresh (40) fully heals one allied monster. Wizard specific spells. Stone (30) works like sleep except that awaken cannot be used directly to cancel it. It is possible to cast sleep on a stoned monster and then cast awaken on it. First (50) changes the movement allowance of one allied monster to 12 for this turn. Darklord specific spells. Reverse (40) reverses the time of day order. Confuse (70) makes one enemy monster allied (and able to act) for this turn. Summoner specific spells. Sonic Boom (30) reduces the hit points of all monsters not in towers by up to 5 points (not totally verified). The game name of this spell may be area. Tower Heal (40) heals all allied monsters in towers by 10 to 20 points (not totally verified). Note that monsters can never be healed better than their starting hit points. Computer controlled masters have only been seen to cast Meteor and heal spells (though I am not sure if they cast heal spells other than Heal All). If anyone wants to forward this information to Renovation feel free. Maybe they could print a new rule book and fix some of the bugs in the game. If they make a Master of Monsters II I hope they do some more serious playtesting. Besides the bugs in the game, in the multiplayer mode there is a serious play balance problem with the daimyou. Also it seems from our experience that there are some monster types that are never used. And that only a handful of the higher level monsters are ever in play. The following is a reformatted version of the charts above. I used this format to make a two sided page with most of the information I use while playing the game. The front page is intended to be printed out using a 100 row by 132 column format, the back page is intended to be printed out using a 66 row by 80 column format. Front page: Heading Description Attack Damage Types (Unusual attacks are starred) A Alignment Short Short range attack base Impact 65% Heat Cold Long Long range attack base Impact Brust F-Breath C-Breath Attack Displayed long range attack type Short Range Deathcry Fireball Coldball MT Movement type Spear Hellfire Impact (Lizard) Impact (Firbolg) MA Movement Allowance Impact (Taitan) HP Hit points Marrow L Level Short Range (Cocoon) EP Experience points Short Range (Valkyrie) C Cost to summon Spear (Sirene) IP Impact resistance Spear (Valkyrie) 65 65% resistance Storm HT Heat resistance Thunder CD Cold resistance Promotes Promotes to Available Available to in 4 player mode (Dy - Daimyou, Dk - Darklord, So - Sorcerer, Su - Summoner, Wz - Wizard) A Short Long Attack MT MA HP L EP C IP 65 HT CD Promotes Available Air (Elemental) N - 15-2 C-Breath - - 100 1 255 40 0 40 0 40 - So, Su Air-D C 9-4 8-4 Fireball SF 8 96 3 255 - 10 20 10 0 - Wz Amazon C 10-3 10-3 Impact LS 6 40 2 255 - 70 30 30 30 - - Angel L 2-2 6-2 Thunder SL 6 30 1 67 36 0 50 0 0 Arch-A So, Su Arch-A L 4-2 12-2 Thunder SL 7 62 2 49 - 10 70 20 20 Great-A So, Su Arch-D C 10-1 8-3 Brust SL 8 44 2 57 - 10 50 20 30 Great-D Dk, Su, Wz Attacker C 12-2 0-0 Not LS 5 48 2 40 - 10 0 0 0 Crasher Wz Big-S N 12-3 0-0 Not OB 8 83 2 255 - 0 0 20 0 - Dy, So, Su Black-W C 8-1 16-2 Deathcry SL 5 36 3 255 - 90 0 90 90 - Dk, Wz Caeser L 11-3 18-2 Impact LS 6 62 3 255 - 40 40 10 10 - Dy Carthago L 7-3 10-2 Spear LS 6 44 2 38 - 30 20 0 0 Caeser Dy Chimera N 7-2 0-0 Not SL 5 40 1 40 20 30 30 30 30 Sphinx Dy Cocoon N *15-2 40-1 Thunder M 0 50 1 1 - 80 80 80 80 Guardian - Collosus L 33-1 38-1 Impact LB 6 110 3 255 - 10 0 0 0 - Dy, So Crasher C 20-2 12-1 Hellfire LS 6 63 3 250 - 30 20 20 30 Taitan Wz Crusader N 9-4 8-3 Impact S 7 70 3 255 - 30 20 10 0 - So Cyclops C 15-1 0-0 Not I2 5 46 1 46 19 0 0 0 0 Icegiant Dk, Wz Daimyou L 3-3 13-3 Storm M 3 100 3 255 - 60 80 60 30 - Dy Dark-D C 15-2 5-3 C-Breath I1 6 56 2 60 - 20 20 10 20 Death-D Dk Dark-W C 4-1 8-2 Deathcry SL 4 24 2 18 - 80 0 80 80 Black-W Dk, Wz Darklord C 5-2 21-2 Storm M 3 100 3 255 - 60 30 60 60 - Dk Death-D C 20-2 7-4 C-Breath I1 6 90 3 255 - 30 20 20 30 - Dk Demon C 5-1 4-3 Brust SL 7 30 1 55 34 0 30 0 0 Arch-D Dk, Su, Wz Dragon (Daimyou) L 9-2 8-1 Fireball LF 5 40 1 48 26 10 0 10 0 Flame-D Dy Dragon (Darklord) C 10-2 0-0 Not I1 5 42 1 48 22 10 0 0 0 Dark-D Dk Dragon (Sorcerer) L 9-2 8-1 Coldball I1 5 40 1 48 26 10 0 0 10 Frost-D So Dragon (Summoner) N 9-2 8-1 Fireball LF 5 46 1 78 24 10 0 10 10 Silver-D Su Dragon (Wizard) C 6-3 0-0 Not LF 6 42 1 48 22 10 0 0 0 Sky-D Wz Earth (Elemental) N - 10-3 Hellfire - - 100 1 255 40 0 50 50 0 - Dk, Su Fighter N 5-4 6-3 Impact SL 7 46 2 35 - 20 10 0 0 Crusader So Firbolg C 30-1 *16-2 Impact I2 6 86 3 255 - 0 0 30 50 - Dk, Wz Fire (Elemental) N - 10-3 Fireball - - 100 1 255 40 0 0 80 0 - Dy, Su Fire-D L 16-2 20-2 F-Breath LF 6 78 3 250 - 20 20 90 0 King-D Dy Flame-D L 12-2 13-2 F-Breath LF 6 51 2 60 - 10 10 50 0 Fire-D Dy Frost-D L 11-2 12-2 C-Breath I1 6 51 2 62 - 10 10 0 50 Ice-D So Giant L 11-2 16-1 Impact LB 5 75 2 48 - 10 0 0 0 Collosus Dy, So Gold-D N 18-2 16-2 F-Breath LF 7 70 3 30 - 30 50 60 0 Silver-D Su Golem N 16-1 0-0 Not LB 4 30 1 45 20 20 99 20 10 Stone-G Su Gorgon C 11-2 7-3 Marrow SL 6 45 2 34 - 30 0 0 0 Sky-G Dk Great-A L 9-2 18-2 Thunder S 8 60 3 255 - 20 90 30 30 - So, Su Great-D C 15-1 12-3 Storm S 8 66 3 255 - 20 70 30 40 - Dk, Su, Wz Griffin C 8-2 0-0 Not SL 6 42 1 42 22 10 0 0 0 Hippo-G Wz Guardian N 6-4 6-5 Thunder M 3 50 1 2 - 0 0 0 0 Cocoon - Hippo-G C 8-3 8-2 Fireball S 8 65 2 255 - 30 0 10 0 - Wz Hydra N 10-3 12-3 Fireball LD 5 60 3 255 - 10 0 99 0 - Dk, Su Ice-D L 10-3 19-2 C-Breath I1 6 88 3 250 - 20 20 0 90 King-D So Icegiant C 23-1 16-1 Impact I2 5 68 2 48 - 0 0 0 0 Firbolg Dk, Wz Iron-G N 38-1 0-0 Not LB 5 40 3 255 - 80 99 80 30 - Su King-D N 18-3 16-3 F-Breath LF 6 130 4 255 - 30 30 30 30 - Dy, So Kraken C 8-4 0-0 Not OB 7 75 2 255 - 0 0 20 0 - Dk, Wz Lizard N 4-2 *5-1 Impact LD 5 30 1 24 10 10 0 0 0 Twinhead Dk, Su Loc L 4-3 0-0 Not SH 10 30 1 36 26 0 0 0 0 Phoenix Dy, So Mage C 3-2 20-2 Hellfire S 6 40 2 255 - 30 80 30 30 - - Marmaid L 2-1 10-2 Brust OS 5 26 1 39 13 0 0 20 0 Sirene Dy, So Minotaur C 7-2 0-0 Not LS 5 38 1 32 17 20 0 0 0 Gorgon Dk Mono-P N 4-6 0-0 Not SH 9 42 2 255 - 30 80 0 0 - Dk, Su, Wz Musha L 15-3 8-2 Impact LS 7 50 2 255 - 20 20 20 60 - - Octopus C 8-3 0-0 Not OB 6 65 1 86 74 0 0 10 0 Kraken Dk, Wz Pegasus N 4-3 0-0 Not S 7 30 1 36 18 20 60 0 0 Mono-P Dk, Su, Wz Phoenix L 4-4 8-3 Fireball SF 9 24 2 1 - 0 0 99 0 Phoenix Dy, So Roman L 4-3 0-0 Not LS 5 33 1 26 12 20 0 0 0 Carthago Dy Serpent N 12-2 0-0 Not OB 7 73 1 98 81 0 0 10 0 Big-S Dy, So, Su Silver-D N 12-3 16-2 C-Breath I1 7 70 3 30 - 30 50 0 60 Gold-D Su Sirene L 8-3 *10-3 Spear OS 6 45 2 255 - 50 60 50 50 - Dy, So Sky-D C 7-3 6-3 Fireball SF 7 48 2 53 - 10 0 10 0 Air-D Wz Sky-G C 14-2 9-3 Storm S 7 55 3 255 - 50 0 0 0 - Dk Soldier N 3-4 0-0 Not LS 6 34 1 24 12 10 0 0 0 Fighter So Sorcerer L 3-3 13-3 Thunder M 3 100 3 255 - 30 60 60 60 - So Sphinx N 11-2 6-2 Hellfire SF 6 60 2 255 - 40 40 40 40 - Dy Stone-G N 26-1 0-0 Not LB 5 35 2 25 - 50 99 50 20 Iron-G Su Summoner N 12-1 7-5 Storm M 3 100 3 255 - 50 50 50 50 - Su Taitan N 15-3 *10-4 Impact LS 6 70 4 255 - 30 30 20 30 - Wz Tricorn L 7-3 9-2 Marrow LS 7 48 2 255 - 0 60 20 20 - So Troll L 7-2 0-0 Not LB 4 40 1 46 18 10 0 0 0 Giant Dy, So Twinhead N 6-2 7-2 Fireball LD 5 48 2 48 - 10 0 99 0 Hydra Dk, Su Unicorn L 7-2 0-0 Not LS 6 33 1 32 20 0 40 0 0 Tricorn So Valkyrie C *10-1 *18-2 Spear SL 6 40 1 255 - 30 50 30 30 - - Warrior C 6-2 0-0 Not LS 5 34 1 30 12 0 0 0 0 Attacker Wz Water (Elemental) N - 15-2 Coldball - - 100 1 255 40 0 0 0 80 - Wz, Su Wizard C 5-2 21-2 Storm M 3 100 3 255 - 60 60 30 60 - Wz Wraith C 2-1 4-2 Deathcry SL 3 12 1 18 10 70 0 70 70 Dark-W Dk, Wz Back page: Code Movement type Code Movement type SH High Sky LB Big Land S Sky LS Small Land SF Firey Sky LF Fire Land SL Low Sky LD Dune OB Big Ocean I2 Big Tundra OS Small Ocean I1 Small Tundra M Master Movement Cost Table SH S SF SL OB OS M LB LS LF LD I2 I1 Castle 1 1 1 1 1 1 1 1 1 1 1 1 1 Desert 1 1 1 1 4 4 - 3 2 3 1 3 3 Forest 1 1 1 2 4 4 - 2 2 2 1 2 2 Fortress 1 1 1 1 1 1 1 1 1 1 1 1 1 Mountain 1 1 1 2 - - - 3 3 3 2 3 3 Ocean 1 1 1 2 1 1 - - - - - - - Plain 1 1 1 1 4 4 - 1 1 1 1 1 1 River 1 1 1 1 2 1 - - 4 3 2 - 3 Rocky Tracts 1 1 1 2 - - - 3 3 3 1 3 3 Swamp 1 1 1 2 2 1 - - 4 3 2 - 3 Tower 1 1 1 1 1 1 1 1 1 1 1 1 1 Tundra 1 1 2 1 3 3 - 2 3 3 2 1 1 Volcano 2 - 1 - - - - - - 1 - - 3 Defensive Value Table SH S SF SL OB OS M LB LS LF LD I2 I1 Castle 30 30 30 40 30 30 60 40 60 40 60 40 40 Desert 30 30 30 30 25 25 0 30 30 30 60 30 30 Forest 30 30 30 40 30 25 0 40 60 50 60 40 50 Fortress 30 30 30 40 30 30 40 40 60 40 60 40 40 Mountain 30 30 30 40 10 10 0 60 50 40 60 60 40 Ocean 30 30 30 30 80 60 0 10 10 10 10 10 10 Plain 30 30 30 30 25 25 0 20 40 30 40 20 30 River 30 30 30 30 60 80 0 10 20 20 40 10 20 Rocky Tracts 30 30 30 40 10 10 0 60 50 40 60 60 40 Swamp 30 30 30 30 60 80 0 20 20 20 40 20 20 Tower 30 30 30 40 30 30 40 40 60 40 60 40 40 Tundra 30 30 30 40 30 30 0 20 20 20 20 60 70 Volcano 60 10 70 10 10 10 0 10 10 70 10 10 20 Elementals have 30% defense except against 65% attacks. Experience award for both units surviving Unit level Target level 1 2 3 4 1 1 1 1 1 2 2 1 1 1 3 1 2 1 1 4 2 2 2 1 Experience award when target is killed Unit level Target level 1 2 3 4 1 16 8 4 8 2 32 16 8 8 3 64 32 16 8 4 32 32 32 16
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