Master of Monster (a Sega Genesis game) FAQ

Last updated on June 3, 2002.

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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