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- Welcome to the Master of Magic (MOM) FAQ and Strategy Guide. This is version
- 1.02 of that guide. It is mostly made up of material that was posted originally
- to the internet by various authors. Thanks to all who contributed. You should
- be aware that some editing has been done on the articles as submitted by the
- original authors. Any mistakes this may have introduced are the responsibility
- of the editor Dave Chaloux. The information in this document follows this
- outline:
-
- 1. What is MOM?
-
- 2. Frequently asked questions
- 2.A What is the latest patch?
- 2.B Where can I get it?
- 2.C When is the next patch coming out and what will be in it?
- 2.D. Why can't I build Dwarven Steam Cannons?
- 2.E Why does my Strength 7 hero get butchered by Strength 4 Swordsmen?
- 2.F When is Alan Emrich's Strategy Guide coming out?
-
- 3. What bugs are known to exist?
- 3.A Program Hangs or Crashes Occasionally
- 3.B Breaking non-existant pact
- 3.C Raiders and Non-rampaging monsters
- 3.D Elven Lords with Demon Wings Bug
- 3.E No final War!
- 3.F NightStalker Bug
- 3.G Trade Goods Bug
- 3.H Controlling Enemy Units Bug
- 3.I Guise Display Bug
- 3.J Twelve Units in a Stack Bug
- 3.K Subversion Spell Bug
-
- 4. Strategy Guide
- 4.A Building Strategy
- 4.B Comments on the races (general)
- 4.C Comments on specific races
- 4.C.1 Dark Elves
- 4.C.2 Gnolls
- 4.C.3 Halflings
- 4.C.4 High Men
- 4.C.5 Klackons
- 4.C.6 Lizardmen
- 4.C.7 Trolls
- 4.D Comments in general about magic
- 4.E Comments on specific colors of magic
- 4.E.1 Chaos Magic (Red)
- 4.E.2 Death Magic (Black)
- 4.E.3 Life Magic (White)
- 4.E.4 Nature Magic (Green)
- 4.E.5 Sorcery Magic (Blue)
- 4.F Starting Combinations
- 4.G Allocation of Spell Points
- 4.H Miscellaneous Ideas
- 4.H.1 Flying Warships!
- 4.H.2 How to deal with Flying Warships.
- 4.H.3 The Best Way to Dispell Enemy Incantations
- 4.H.4 The (almost) worthless unit tactic
-
- 5. Cheats
- 5.A Artifact Cheat
- 5.B Bypassing Planar Seal
-
- 6. Tables
- 6.A Hero List for Master Of Magic
- 6.B Expected Combat Results Table
-
- ================================================================================
- 1. What is MOM?
- ================================================================================
-
- MOM is a game of exploration, research, and conquest based on magic. It
- is programmed by SIMTEX for MicroProse. Their other game is Master of
- Orion and many things are loosely based on it (for example diplomacy). It
- also has similarities with such games as CIV and Warlords II. Its magic
- system is color based and reminds some of "Magic: The Gathering".
- You start the game with just one hamlet. You need to manage your
- resources to produce and maintain armies, research magic, increase your
- skill in magic, and have mana with which to cast spells. You eventually need
- to get rid of all your competitors. You can do this either through conquest
- or by casting the Spell of Mastery. Of course, the other Wizards in the
- game are trying to do the same to you.
-
- Like MOO it has a great deal of replayability because their are 14
- different wizards to play against with various strengths and weaknesses.
- At the same time, you can design your own wizard or play one of the ones
- they have provided. There are also various races you can be and again
- they have various strengths and weaknesses. Elves, for example, are good
- at magic but they don't reproduce very quickly.
-
- A fair amount of micromanagement is involved if you like that sort of
- thing. For example, you can control the buildings that are produced in
- your cities as they grow. You can also control tactical combat. On the
- other hand, you can let your Grand Vizier do the micromanagement of the
- towns for you. You can also have the computer take control of the tactical
- combat.
-
- This is a complex game and is probably not for the 20 minute at a sitting,
- hack and slash crowd.
-
- Contributed by: Dave Chaloux
-
- ================================================================================
- 2. Frequently asked questions
- ================================================================================
-
- 2.A What is the latest patch?
-
- The latest patch is version 1.1.
-
- 2.B Where can I get it?
-
- This patch is available from the following places:
-
- 1) The Microprose Bulletin Board. The # is (410) 785-1841. You need settings
- of 8,N,1 and it supports up to 14.4 Kbs.
-
- 2) It is on ftp.netcom.com in /pub/game-patches and is called momv11.zip.
-
- 3) It is on wuarchive.wustl.edu in /pub/MSDOS_UPLOADS/games/patches
- and is called momv11.zip.
-
- 4) It is on bell.ecs.soton.ac.uk in pub/pc/games/patches.
-
- 2.C When is the next patch coming out and what will be in it?
-
- The version 1.2 update is tentatively scheduled to be available Nov 11th...
-
- Coming in version 1.2, a scoring system will be implemented in the game.
- In other words, when you finish the game, you will be told how well you
- did - and we'll probably deflate some egos along the way. ;-)
-
- Contributed by: MicroProse
-
-
- This week, Steve Barcia and the MOM team are hammering in lots of new
- stuff for the AI. When the next patch makes its way out there, it will be
- known as "The AI patch." Steve promises no more easy military victories
- for MOM players. Cities and, especially, enchanted fortresses will have
- tough nuts to crack. He promises that most games will be won in the
- future, not through military conquest, but by casting the Spell of
- Mastery.
- Frankly, I can't wait. :-)
-
- PS - That patch will also make gold much more scarce. Better watch your
- budgets in the future, too.
-
- Contributed by: Alan Emrich, MOM book coauthor
-
-
- 2.D. Why can't I build Dwarven Steam Cannons?
-
- Get the patch. Also, you need a miner's guild.
-
-
- 2.E Why does my Strength 7 hero get butchered by Strength 4 Swordsmen?
-
- The answer is that there is strength in numbers. The 4 "swords" that it
- shows in the upper right combat window represents the strength of one
- swordsman in the unit. Humans typically have 6 humans in a unit.
-
- Here comes the math. Each "sword" represents a 30% chance of doing one
- "heart" of damage to an opponent. Each "shield" represents a 30% chance
- of blocking a "heart" of damage. When all "hearts" are blacked out the
- unit is dead.
-
- Let's assume that this hypothetical hero has 7 "swords", 5 "shields",
- and 8 "hearts" (this would make hime pretty close to The Rogue in stats).
- Let's also assume that the swordsmen are Highmen Regulars. This will
- give each figure in the unit 4 "swords", 2 "shields", and 1 "heart" a
- piece.
-
- Now the melee starts. All melee combat is simultaneous. The hero swings
- and typically does around 2 "hearts" damage (30% x 7 "swords" = 2.1).
- All of the swordsmen swing and typically do around 7 "hearts" damage (30%
- x 24 "swords" = 7.2). After the damage is calculated each side gets to
- shield itself. The hero typically stops around 2 "hearts" (30% x 5
- "shields" = 1.5, we'll round this up to 2). This means that he will be
- taking around 5 "hearts" damage this round. He only has 3 left. The
- swordmen take their damage one figure at a time. Each figure typically
- will shield 1 "heart" (30% x 2 "shields" = .6). So the first figure
- rolls his saves and stops 1 "heart". Unfortunately, there are 2 "hearts"
- of damage to apply so he takes the unshielded "heart" and dies. Now
- there are 5 swordmen in the unit and one hero who has taken quite a
- beating this round. If he goes another round he will most likely die. I
- guess it wasn't a good idea to attack those swordmen.
-
- This example showed one round of combat with no modifiers. Typically,
- there will be quite a few modifiers due to experience of units, special
- abilities of units, and the use of magic and items.
-
- Contributed by: Brian Wade (FLEBO@AOL.COM)
-
-
- I did a little playing around with numbers to see if I could gain some
- insight into the combat system. Here is some of what I learned.
-
- 1) Given Identical Stats (corrected for # of units), the unit with the
- fewer # of figures will on average win.
-
- Say that we have a unit of six skullcrunchers with each unit rated
- 7 offence(Swords), 3 defence (Shields), and 2 hits(Hearts). This gives
- a total ability of 42 offence, 18 defence, and 12 hits. Say it is fighting
- a unit of browbeaters with only 1 figure with stats of 42, 18, 12. Who
- will win? The browbeaters have it hands down. Here is why.
-
- First round
- Both do 12.6 hits. 5.4 of those hits are defeated. This means the units
- take 7.2 hits. The skullcrunchers just lost 3 figures and one of the
- remaining figures is half dead. The browbeaters still have their
- one figure they started with.
-
- Second round
- Browbeaters do the same amount of damage and the skullcrunchers die.
- The skull crunchers hit for 6.3 hits but 5.4 of those hits are
- defeated. The browbeaters lose another .9 hearts but the unit
- survives.
-
- 2) The way advancement works, it heavily favors the units with more
- figures. This is because you can one sword and one cross when you
- advance a level. However, remember that swords and crosses are multiplied
- by the number of figures in the unit.
-
- 3) Plusses in the too hit are extremely significant. Say we have the
- same two units we started with but this time the skullcrunchers have
- +1 to hit (40% chance each sword hits instead of 30%). The browbeaters
- do the same damage as was originally calculated. However, the skullcrunchers
- now do 16.8 hits - 5.4 defeated = 11.4 hits actually landed. About half
- the time, the skullcrunchers will blow away the browbeaters in the first
- round of combat.
-
- NOTE: The above is over simplified since defence is done one figure at
- a time. This favors the single figure unit even more than show above.
- Thanks to Brian Wade for pointing this out to me.
-
- Contributed by: David Chaloux
-
-
- 2.F When is Alan Emrich's Strategy Guide coming out?
-
- ... So far, it's shaping up to be 28 chapters (my usual books are about 15!),
- plus appendicies. We've got a ton of hard data and formulae, plus a zillion
- strategy tips. I think it should hit the shelves around January, with any luck.
-
- Contributed by: Alan Emrich
-
-
- ================================================================================
- 3. What bugs are known to exist?
- ================================================================================
-
- How much time have you got? Seriously, in its current form (v1.1), it still
- has quite a few bugs but it is playable.
-
- Some of the known bugs with this patch follow:
-
- 3.A The programs still hangs or crashes occasionally. Some specific
- instances are detailed below.
-
- 3.A.1 Has anybody else noticed that casting flame strike crashes the game
- with a "not a valid sound file" error? I was sure they would
- fix such an obvious bug in v1.1.
-
- Contributed by: sungod@worf.infonet.net
-
-
- The problem of the "missing sound file" only occurs when I have sound
- turned off. If I re-enable the sounds, then the problem goes away.
-
- (I checked with a save file)
-
- Contributed by: Paul D. Walker
-
-
- 3.A.2 Last night I discovered another annoying lockup - whenever the opposing
- wizard cast ice bolt, the sound bite would play, but no spell animations
- would be shown, and the combat screen would lock up. The mouse could move,
- and ctrl-alt-del would reboot, but nothing else.
-
- Contributed by: Tyson Tu
-
- 3.A.3 Well, where before I would have random crashes and crashes related
- to hitting the Plane button, now I seem to have crashes when
- somebody casts an overland enchantment - usually "Death Wish".
-
- Contributed by: Jason Woods
-
- 3.B A wizard I had a pact with asked me to break my pact with another
- wizard...but I didn't have one.
-
- Contributed by: Ron Pepper
-
- 3.C MOM v1.1 introduces a new annoying bug. The raiders and rampaging
- monsters can no longer move around to attack city or unit.
-
- Contributed by: DKurniawan
-
- 3.D My chaosed elven lords with demon wings could not attack some gargoyles.
- Both sides showed wings. fortunately I had enough archers.
-
- Contributed by: Daniel F H Kassiday
-
- 3.E I just played a game out, casting the spell of mastery. What ever
- happened to the "final war" once you start casting it anyhow? My
- relations stayed good with all the computer opponents up until the
- spell completion.
-
- Contributed by: David Pugh
-
- 3.F Last night I was playing a later nighter when I summoned a
- Nightstalker and sent him running across the countryside to a town of
- mine on the front lines. As this unit passed enemy units the enemy
- units would engage in battle with it (even though it's supposed to be
- invisible but only seems to be once in combat), *but*, once in the battle
- screen the enemy units, no matter what type or how large a stack, would
- simply FLEE because, I'm assuming, they couldn't see any units because
- they Nightstalker was invisible. In the process of fleeing they would
- lose half their stack. So, with this tactic it's possible to take out
- incredibly large armies with *ONE* Nightstalker.
-
- Bug!
-
- Contributed by: Pigdog from SF Bay
-
-
- 3.G Trade Goods Bug
-
- Anyone else have the problem with getting so much income with the trade
- goods setting in ver 1.1 that one acquires negative $? My main city is
- getting so much money that i can't set it to producing trade goods
- because it goes negative. it's really weird...
-
- Contributed by: Warren Mjollnir Ransom
-
-
- 3.H Controlling Enemy Units Bug
-
- This is likely a bug: whenever I can not move my units (magic sleep
- etc...) I can control the enemy units instead!
-
- Contributed by: salend@aol.com
-
-
- 3.I Guise Display Bug
-
- Guise doesn't work completely from the City display screen. if you
- are next to an enemy wizard's city, and right-click on it for a city
- overview screen, the units will still appear in their guise. but, if
- you pass the pointer over them, the correct name of the unit will
- appear. recently, Jafar's capital city had a Hell Hound unit, a Djinn
- unit and a Skeleton unit all of which were Swordsmen under Guise.
- but, using this city display cheat, made it pretty clear that Jafar
- wasn't just getting lucky with his mercenaries. "gee, why isn't that
- Djinn using its fireball attack?" :-)
-
- Contributed by: Eric Siebert
-
-
- 3.J Twelve Units in a Stack Bug
-
- [I] went to kill 3 rampaging monsters in a stack. But they happened to be on
- a node square that had 9 other creatures. This violates the 9 unit stacking
- limit.
-
- Contributed by: Admiral (brubaker@expert.cc.purdue.edu)
-
-
- 3.K Subversion Spell Bug
-
- The black spell Subversion is actually the blue spell Spell Blast when
- it is cast in version 1.1 of MoM.
-
- Contributed by: Dave (sungod@worf.infonet.net)
-
-
- ================================================================================
- 4. Strategy Guide
- ================================================================================
-
- 4.A Building Strategy
-
- My build strategy is always Builders Hall, Granary,
- Shrine, Smithy, Marketplace, Farmers Market & then either
- Temple or Library. If it is the main recruitment centre I
- may build stables as well.
-
- Contributed by: Bill Soo
-
-
- The suggsted order is fine for late (although depending on situation I might
- go for smithy/marketplace sooner) but the first city needs to make a few
- military units and/or a settler before all those buildings get done.
-
- Contributed by: Drew Fudenberg
-
-
- If you have any mines nearby, build a Miners Guild soon. If you left click
- on the gold on the City Screen, it will tell you (in version 1.1) how much
- gold you are getting from a mine. If you get any, build a miners guild.
-
- Contributed by: Bill Poitras
-
- 4.B Comments on the races (general)
-
- One place is to look in the appendix in Table B. It gives you overview.
- A few observations:
-
- - Races which produce warships (High Men, Barbarians, possibly others) are
- pretty good if you decide to rule the sea. 2 warships together are good
- enough to keep the opposition from landing troops on your soil, unless of
- course they are escorted by Warships (I've very few opponent warships).
- I also have found that Berzerkers make good ground troops.
- - Lizardmen can swim, making them great for exploring anywhere. They can
- produce Dragon Turtles pretty cheaply, and they are good fighters.
- - Although Krackens don't seem like much, they produce engineers and Stag
- Beetles, the latter a very good ground troop (though probably expensive)
- - Halflings aren't too bad because they produce population very fast, and
- have a decent missle troop: Slingers.
- In MOM patch 1.1, all missle troops only sling one missle per round instead
- of two, but that balances troops better.
- - High Elves produce Elven Lords (powerful ground troop) and LongBowmen (good
- missle troop) and also can produce Magicians, which are pretty powerful.
- - High Men (humans) are a great balanced race. No special abilities, or
- strange troops, but like in many fantasy games, humans can pretty much
- produce all "normal" fantasy troops (Paladins, Magicians, Priests,
- Warships) but nothing "fantastic" like Stag Beetles, or Griffins or stuff
- like that.
-
- Contributed by: Bill Poitras
-
-
- In 1.1 they made the barbarians better and they made the hammerhands a
- bit better. I consider the barbarians and dwarves on par with the other
- races now. The hammerhands are the toughest thing this side of summoned
- units. However, the gnolls are still the most pathetic things I've ever
- seen. They get no city upgrades, they grow slowly, and their wolf riders
- are nice, but can't even beat pikemen, which are only the second best unit
- for humans and nomads. They have nice halbardiers, but the dwarf
- halbardiers are better. To make the gnolls balanced, I would give each of
- their units an extra hit. Then their halbardiers would be as good as
- pikemen, and their wolf riders would be as good as wyvern riders or elven
- lords. Come on, gnolls are supposed to be badasses, not wimps on the level
- of humans. I couldn't believe it when I looked at their units and saw one
- little heart.
-
- Contributed by: Dave (sungod@worf.infonet.net)
-
-
- One should start out planning to take over cities manned by other races.
- Indeed the starting race determines how you play -at the start- but no more.
-
- Contributed by: Drew Fudenburg
-
-
- I'm starting to wonder if the way I've been thinking about a starting
- race is really a valid one. The race that you pick only seems to matter for
- the first portion of the game, after which you end up conquering so many
- other race's cities that you have your pick of unit types to build. Based
- on this, I'm not sure if the slower growing ones are really worth it. I
- still like dark elves though, that extra mana that you pick up is really
- worth it. Based on growth, however, the barbarians are pretty darn fast,
- and their berzerkers aren't too bad either. I haven't played the orcs yet,
- but they seem to be on par with barbarians. The gnolls seem pretty
- pathetic, as others have noted before me, but the wolf riders are worth it
- if you happen to pick up one of their cities.
- The high men do produce those cool paladins, but it takes so long to
- produce the buildings necessary that I'm not sure they're worth it. The
- high elves were nice too (extra mana) and the elven lords can take on much
- of Arcana. Except for the dragon turtles and stag beetles, I didn't really
- like the lizardmen or klackon, but they do have one thing going for each of
- them - water travel for those of you who like to explore without having to
- wait till the magic develops, and that bit about two less rebels in klackon
- cities if the capital is klackon.
- These days, I've been playing quite a few games with nomads. These
- guys seem average at best, but they seem to be able to build cities
- anywhere, and those rangers! After building up my central city to the point
- that I could get veteran units with magic weapons, I sent out three units of
- rangers to explore and have a little fun. These little guys decimated a few
- cites (make sure that they're not defended by magician or shaman elite
- units) and took out a few magic nodes and monster lairs/temples/ruins. Sure
- they took a little damage, but they all healed and went on. I wonder what
- they could have been like if I had played Warlord. Super-elite rangers,
- what a concept.
- If you like to play the other side and start on Myrror (I did, but it
- gave too much of an advantage - cast planar seal and you get quite a bit of
- magic power to yourself), the dark elves are the best. The dwarves are cool
- too, since their golems are damn near indestructible (never used those steam
- cannons, so I'm not going to get into that discussion), and the hammerhands
- are good for city defense. The draconians are good (doom drakes) but they
- can't follow the damn roads. This is really annoying since all roads built
- in Myrror are enchanted, so normal units can zip around for free while these
- flying units are crawling across the landscape.
- Still, after all this analysis, my favorite game is still the hero
- conquest game. I haven't been playing as 'famous' lately, but IMHO, this is
- still the best starting characteristic since it gives you almost unlimited
- units to choose from, and good heros from the start. If you couple it with
- a fast developing race (for the money), you could have a really good power
- base in a relatively short amount of time. Ever notice the computer tries
- to copy this by casting True Cause all the time?
-
- Contributed by: Tyson Tu
-
-
- 4.C Comments on specific races
-
- 4.C.1 Dark Elves
-
- The darkelves are just to cheezy. Once you have a wizards guild you can get
- them Warlocks out. 8 or 9 fireballs in ranged attack! You also have healers.
- Their fantastic stabels produce Nightmares [2/3 wings and ranged attacks and
- above avrage melee] which makes it the most powerful allaround force.
- They are just too good!
-
- Contributed by: Jacob Jonsson
-
-
- They are pretty tough, but you use up 2 picks to get them.
-
- Contributed by: Brian Wade (FLEBO@AOL.COM)
-
-
- 4.C.2 Gnolls
-
- I like gnolls. Sure they're low-tech, that's what subject races are for. You
- need engineers? Conquer the Klackons. You need magic? Conquer some Elves.
- The key that people are missing on the Gnolls is not their high-end units
- (wolfriders), it's their low-end units (spearmen and swordsmen). The gnoll
- player should immediately go on the offense. Make enemies, conquer the raider
- cities. The +2 strength on their cheap fighters makes them more than a match
- fo the early opposition on Arcanus. Aggression, aggression, aggression.
- (Warlord wouldn't hurt either).
-
- Contributed by: Brian Wade (FLEBO@AOL.COM)
-
-
- Believe it or not, I play Gnolls. Willingly. Not only that, I play them
- usually led by an all-death or all-sorcery spellcaster, cutting down
- significantly on the offensive magic you can use to support the troops.
- The reason why? Well, to be honest, the real reason was to try a
- challenge :-), but I've found a pretty decent Gnollish technique:
- build lotsa cities right away, and forget buildings. You can't build
- them anyway. Maybe a stable or two. Crank out the troops. That's all
- they exist for. You then use your endless Gnollish hordes to take over
- the other races, whose slaves are quite happy to provide you with the
- nifty buildings your master race just doesn't want to bother with.
-
- Success? So far, I'm winning my fourth straight game on Impossible level,
- with maximized opponents (varying landmasses, though).
-
- Contributed by: David R. Henry
-
-
- 4.C.3 Halflings
-
- Halflings are limited in what they may build. I played a game where I
- took over a nomad city in the beginning and without them I think that
- not much could have been done. Shamans and slingers doesn't stand much
- chance againts Hordes of bowmen and magicians and swordsmen.
-
- Contributed by: Jacob Jonsson
-
-
- I've had goold luck with halflings despite their lack of a good melee unit,
- lack of magicians, and lack of several buildings; They grow quickly and
- slingers are more powerful than bowmen or even longbowmen. so I can tke over
- a few cities and nodes quickly and grow from there.
-
- Contributed by: Drew Fudenberg
-
-
- 4.C.4 High Men
-
- Paladins are great! Their innate immunity to magic and first strike
- capabilities make them good offensive weapons. Only two things to
- remember: a) missiles can hurt them, so gaurdian wind is a great
- addition to any paladin b) They can't first strike what they can't
- hit, so if you can cast flying on them (in or out of combat) or
- cast web on their opponent, it is well worth the mana spent.
- Watch out for "negate first strike" enemies like pikemen and kill
- them off with supporting heros and/or spells.
-
- The building capabilities for High Men allow them to make very
- advanced cities that produce a nice cash flow, be sure to use it.
- (bank, mechanicians guild, merchants guild, etc...)
-
- Contributed by: Matt Carlson
-
-
- In my opinion, Paladins are the toughest normal units available that
- you can start with on Arcanus. There are tougher units, but they
- are only available on Myrror. These units are
- 1) Nightmares (grossly outmatch the Paladins)
- 2) Hammerhands (mostly outmatch the Paladins)
- 3) Minotaurs (almost evenly matched)
- 4) War Mammoths (also almost evenly matched)
-
- The following calculations are based on a table of numbers I generated
- on my computer. I am including this table at the end of the post.
- For the combats, I assume both units are recruits and that each unit
- does the expected amount of damage. Due to the vagaries of the dice,
- it is possible that the combats will not go as described but this is
- what should happen on average.
-
- a) Airships: The airship cannot be attacked by Paladins since it
- is a flying unit. It can only be counterattacked if the airship
- decides to melee (a foolish choice). Until then, the Paladin must
- suffer through 10 rounds of 8 missile fire. With a defence of 6
- (including the holy bonus) we can expect 1.0078 hits per turn
- (not counting any range modifier). After 10 turns, the Paladin has
- taken 10 hits and has 2 figures left, one of which is half dead.
- If the Airship then proceeds to melee, the Paladin unit (atk 7 vs
- def 2 (AP attack)) will inflict 1.5716 hits per figure (or 3.1432 hits) to
- the Airships 0.4485 (atk 5 vs. def 6). After 6 turns, the Paladin has
- been reduced to 1 figure while the Airship has taken 18 hits. The Airship
- now needs 9 more turns to kill the last Paladin but the Paladin will kill
- the Airship in only 2 more turns.
-
- b) Doom Drakes: Another flying unit. The Doom Drakes can refuse
- combat with the Paladin but if they attack, they will be slaughtered.
- First, the Drake has a breath attack of 6 vs. the Paladins defence of 6
- giving .6148 hits times 2 drakes or 1.2296 hits. The Paladins return
- with 7 vs 1 for 4 * 1.8247 or 7.2988 hits, the drakes counter with
- their own melee of 8 vs 6 for 2 * 1.0078 or 2 hits. In the second
- round, one Paladin dies to a breath attack but the other three kill
- a drake and inflict 2.773 hits on the survivor. They take another hit in
- return. After another 2 rounds, the drakes will be dead and the Paladins
- should still have 3 figures.
-
- c) Elven Lords: The Elven Lords are a close match in that both units
- have first strike and armour piercing attacks and 4 figures per unit.
- The Elven Lords 5 vs 3 attack (+2 to hit) yields 1.6745 hits per
- figure while the Paladins 7 vs 2 attack yields 1.5716 hits per figure.
- The difference is the Paladins have 4 hits per figure while the Elven
- Lords have only 3. So in the first round, 2 Elven Lords will die to 1
- Paladin (plus 1 half dead). The second round will kill another Lord
- and Paladin and the last round will finish off the last Lord and leave
- one Paladin standing.
-
- d) Golems: The Paladins first strike will be at 7 vs 4 for 4 * 1.1386
- or 4.554 hits. The Golem will return with 12 vs 6 for 1.9694 hits. The
- Paladins should lose a figure in 2 turns at which point the Golem is
- at 11 hits remaining. After 2 more turns, the Paladins lose another figure
- but the Golem is at 4 hits remaining. The last two Paladins will
- kill the Golem in 2 turns with first strike preventing the Golem from
- killing another Paladin.
-
- e) Griffins: Flying troops with AP and First strike; a good match. If
- the Griffins attack, they will go in at (9 vs 3) * 2 against the Paladins
- (7 vs 2)*4. The Griffins will inflict 3.7626 hits and receive
- 6.2864 hits in return. Assuming a Paladin died, in round 2 the Griffins
- inflict another 3.7626 hits and receive 4.7148. This may kill another
- Paladin and will probably kill a Griffin (and inflict a hit on the other).
- The Griffin now inflicts 1.88 hits per turn and the Paladins inflict
- 3.1432. In 3 turns, the Griffin will kill a third Paladin but the survivor
- will kill the Griffin.
-
- f) Hammerhands: The thing about these guys is their big attack times
- 6 figures per unit. The Paladin will attack at (7 vs 2)*4 for 6.2864 hits,
- killing a Hammerhand. The Hammerhands return with (8 vs 6)*5 for 5.039
- hits, killing a Paladin. Next round, the Paladins inflict 4.7148, killing
- another Hammerhand and receive 4.031, losing another Paladin. The next
- round sees the Paladins deliver 3.1432 hits, killing another Hammerhand
- and receive 3.023, losing a third Paladin. We now have a full strength
- Paladin vs 3 Hammerhands, one half dead. This Paladin inflicts 1.5716 hits,
- possibly killing a Hammerhand and receives 2.0156 hits in return. In
- the last round, he will half kill another Hammerhand but die in the counter
- attack.
-
- g) Manticores: They fly and have a poison attack. Paladins resist poison
- with a strength of 90% (with holy bonus). Each attack will only inflict
- 0.6 hits on average, or 1.2 hits for the two figures in the Manticore
- unit. In melee, the Paladins inflict (7 vs 1)*4 for 7.2988 hits, killing
- an manticore and receive 5 vs 6 for 0.4485 hits. The second round will
- finish off the manticores and leave 4 Paladins, one of which is half dead.
-
- h) Minotaurs: The Paladins strike first with (7 vs 2) * 4 for 6.2864 hits
- and then receive (12 vs 6) * 2 for 3.9388 hits. If a Paladin was killed,
- then in the second round they inflict 4.7148 hits and receive another
- 3.9388 hits. If another Paladin was killed, then in round three, they
- inflict 3.1432 hits, killing a Minotaur and receive 1.9694 hits. In round
- 4 they inflict another 3.1432 hits and receive another 1.9694 hits. If
- the Paladin survives, then in round 5, they inflict another 3.1432 hits
-
- and receive 1.9694 hits, losing the third Paladin. The survivor then
- inflicts 1.5716 hits and receives 1.9694 hits, possibly dying but if
- he survives, then he attacks for another 1.5716 hits and possibly kills
- the Minotaur. In effect, if the Minotaurs don't kill a Paladin on the first
- round, they will almost certainly lose. If they do, then they will
- probably win.
-
- i) Nightmares: These are very vicious flying units with good numbers (4
- figures per unit), excellent melee (8) and great hits (10). They also
- have a ranged attack but since it's magic, it has no effect on Paladins.
- In melee, the Paladins strike first with (7 vs 2)*4 for 6.2864 hits and
- receive (8 vs 6)*4 for 4.0312 hits, losing a figure. The next turn, they
- kill a Nightmare and receive 3.0234 hits. In round 3 they inflict another
- 4.7148 hits and receive another 3.0234 hits, losing another figure. In
- round 4, they inflict 3.1432 hits and receive another 3.0234 hits, losing
- a third figure. In round 5 the survivor inflicts 1.5716 hits, killing the
- second Nightmare and takes 2.0156 hits. In the last round he does another
- 1.5716 hits before dying.
-
- j) Stag Beetle: The beetle gets a 5 breath attack before melee. This
- does on average 0.4485 hits. The Paladins then melee with (7 vs 3)*4
- 5.3708 hits. The beetle counterattacks with (15 vs 6) for 2.7841 hits.
- The next round, the beetle breathes for 0.4485 hits and gets melee'd
- for 5.3708 hits. The return of 2.7841 hits kills a Paladin figure and
- mostly kills another. Round 3, the beetle breathes for 0.4485 and takes
- 4.0281 hits. The beetle then kills a second Paladin with 2.7841 hits. In
- round 4, after the breath attack, the Paladins inflict 2.6854 hits and
- receive another 2.7841 hits. On the last turn, the Paladins kill the beetle
- before it can melee.
-
- k) Steam Cannon: Great missile attack, zilch for melee. The Steam Cannon
- bombards with (12 vs 6) for 1.9694 hits per turn. In about 9 turns then,
- it should be able to kill a whole Paladin unit. However, since it has
- only a speed of 1 to the Paladins 2, it will get caught after about 5-6
- turns. At this point the Paladins are down to about 2 figures but
- they now inflict 3.6494 hits per turn. Since the Cannon cannot run and
- fire, it is doomed to be melee'd to death.
-
- l) Warlocks: These powerful wizards are dead meat. Since Paladins are
- immune to magic, they can run up the Warlocks and melee them to death.
-
- m) War Mammoths: Excellent attack, defence, hits plus a first strike. These
- units do (12 vs 6) * 2 for 3.9388 hits and receive (7 vs 3) * 4
- for 5.3708 hits. This can go either way. After 3 turns, a Mammoth should
- be dead as well as 2 Paladins. Probably, they will kill each other after
- about 8 turns.
-
- n) War Trolls: Interesting in that they regenerate. If handled correctly,
- they will win simply by fighting until they are low in health then running
- away to heal. Fortunately, the computer isn't that smart. The Paladins
- inflict (7 vs 2)* 4 for 6.2864 hits, killing a troll. They
- then receive (8 vs 6)* 3 for 3.0234 hits. The trolls regenerate a hit.
- In round 2 the Paladins inflict another 6.2864 hits killing another troll.
- The trolls counter with 2.0156 hits, killing a Paladin. They regenerate
- another point. The 3 Paladins now do 4.7148 hits, killing a third troll.
- The troll survivor does 1.0078 hits. Regeneration brings back a troll with
- 1 hp. The Paladins do another 4.7148 hits, killing the just revived troll
- and receive 1.0078 hits, losing another Paladin. The last two Paladins
- finish off the remaining troll with 3.1432 hits.
-
- o) Wyvern Riders: Flying units with poison. Similar to manticore except
- slightly better defence ( 2 vs 1) and more hits (10 vs 7).
- Paladins strike for (7 vs 2) *4 for 6.2864 hits and receive (5 vs 6) *2
- for .897 hits plus another 1.2 hits in poison so about 2 hits. The
- Paladins strike again for 6.2864 hits, killing a wyvern, and receive
- 0.4485 hits plus .6 hits in poison, so another hit say. Finally, the
- Paladins kill the last wyvern with another 6.2864 hits, leaving
- 4 paladin figures, one of which is mostly dead.
-
- Contributed by: Bill Soo
-
-
- Oops. It has been brought to my attention that a few errors
- were included in my original post on the merits of Paladins.
-
- Specifically, the FIRST STRIKE capability is in ADDITION to
- normal melee combat (at least when on the offensive). Second,
- I erred in my calculations by multiplying the shields by the
- number of figures. Since all damage is applied to one figure
- at a time, only his shields count. For example, a full strength unit of
- Paladins will attack a nightmare with 28 swords vs 2 (halved for AP)
- shields. This will yield 7.8 hits
- instead of my previously calculated 6.288. If the damage is
- sufficient to kill a figure (not in this case), then the excess damage may
- be stopped by another set of shields.
-
- Also, I already know that Paladins do not start at recruit
- but neither do some other troops and I want to keep things
- simple.
-
- Gee, I guess I have to like Paladins even MORE now :)
-
- BTW: If the number of swords is greater than the number
- of shields, then you can simplify the equation for determining
- hits to (%to hit)*(swords) - (%to defend)*(shields).
-
- Contributed by: Bill Soo
-
-
- 4.C.5 Klackons
-
- I like Klacklons too; sure they can't build much, but they don't need to!
- They grow very quickly, produce stuff quickly, it doesn't take long to get
- Stag Beatles which are even stronger than Dragon Turtles, and since unrest
- in Klacklon cities is reduced by 2 if you have a Klacklon capital you can
- scooch the tax rate up at the very beginning of the game.
-
- Contributed by: Neal Dutta
-
-
- 4.C.6 Lizardmen
-
- Lizardmen ar even more restricted in their buildings and units [than
- halflings], but early on swimming settlers are great, and dragonturtles
- come online sooner than anything comparable (eg stag beetles.)
-
- Contributed by: Drew Fudenberg
-
-
- 4.C.7 Trolls
-
- TROLLS RULE.
- They regenerate ever turn in combat, so if the enemy moves the same speed
- as you you can jsut outrun him and heal. Even if its a full stack.
- Also computers in cities usually jsut sit there and wait for you to
- approach, so your troll can fight them one by one and heal in between.
- War Trolls are especially powerful because there 2 movement allows them
- to outrun most units and heal.
-
- I started recently with trolls and with the 2 trolls that I started the
- game with I was able to take over half of Myrorr. THey are extremely
- powerful. note that trolls get 4 HP instead of one the spearmen usually get
- and also +attack.
-
- Trolls also come back to life if they die in a battle but you still win
- the battle.
-
- Contributed by: Mike 'Krazy' Donais
-
-
- 4.D Comments in general about magic
-
- Playing w/o sorcery or death spells leaves your heroes open to
- crack's call. this needn't be an absolute impediment to victory but
- one should keep it in mind. I won my latest game on hard (v 1.1)
- as Ariel- all life spells- but I was able to take out the one Nature
- wizard early. Otherwise it would have been tricky. Sorcery offers flight
- (which defends against cracks call) and also counter magic, good against
- all sorts of nastiness, like chaos spells.
-
- Contributed by: Drew Fudenberg
-
-
- 4.E Comments on specific colors of magic
-
- 4.E.1 Chaos Magic (Red):
-
- I have been playing as a chaos wizard, and if its damage you
- want, then it is here! I think that for killing a single unit
- Warp Lightning nay be the most powerfull spell in the game. I
- have yet to have a unit survive its power. (and the graphic is
- cool too...:)
-
- Contributed by: Tom Franklin
-
-
- Chaos: Combat. Combat combat combat. That's what chaos magic is all about.
- Virtually all of the strategic weapons are chaos magic too. If you want
- to be able to demolish enemy cities without actually sending troops, this is
- the way to go.
-
- Contributed by: Jason Skiles
-
-
- 4.E.2 Death Magic (Black):
-
- pros: (key spells)
- I was myrran and playing dark elves so i had an advantage to start but,
- skeletons: quickly summoned early garrison for cities...and they're free.
- black channels and darkness combo; this really gave me the power i needed
- all my units were undead (heros,etc) and its not mana expensive to do.
-
- -zombie mastery absolutely essential. creates an instant garrison any
- time you take a city, and failed attacks only make you stronger (besides
- the casting graphic is my favorite in the game)
-
- cons:
- Some spells like black sleep never seemed to work enough times to make
- them worthwhile.
-
- No direct damage (drain life is too slow, death spell takes too long to get
- and is only useful later in the game).
-
- Contributed by: Peter G
-
-
- Additional cons on Death Magic:
-
- Everyone hates you!
-
- Your undead units cannot be healed.
-
- Your undead units are subject to banishment. This includes your heroes as I
- found out to my dismay. I had Black Channeled a hero this worked out really
- well (so he couldn't heal, he had a vampiric weapon and was pretty tough)
- until a Dispel Evil spell banished him and his items forever.
-
- Contributed by: Brian Wade (FLEBO@AOL.COM)
-
-
- I finally tried to play with Death Magic. I customized my wizard, took
- Myrror and Archmage skills, and invested the rest in Death Magic. The
- only reason that so far I refused to even take a Death book is that
- its power is so vile, and it only brings destruction. Now I'm a person
- who enjoys building and improving things. I waged war every where, but
- I do not like to spread pestilence on others, or leading a horde of
- zombies. Chaos magic is still okay, but Death: NO!
-
- But, well, it's only a game, right? So for a change I become the Queen
- of Darkness, for once. I call my capital Xaragoz --those who read the
- Warhammer books may recognize the name. The second city is Skullhaven,
- the third Rou Extase, the forth is a mockery: Nirvana, and so on.
- Gosh, I am evil <sigh>. The magic is cool, although I miss all those
- constructive spells of Life or Nature, and the ellusive spell of
- Sorcery. But the spells are so different in nature that it's actually
- very fun to play it. Now in version 1.1 Phantom Warriors have become
- useless, but look at Black Sleep! I put Basiliks into slumber, can you
- imagine?? One think you should bear in mind, is, since you don't have
- that neat Change Terrain on the Nature Magic, that you will have to
- chose the place of your new Outpost well. If you started on a tiny
- island, well, it's your badluck. I recommend you to start with
- Draconians, or, if you hate those 'bugs' of stacking air units, or air
- units cannot use roads things, take Beastmen. A Queen of Darkness does
- not consider Dwarves bizare enough. Drows were cool, but they grow too
- slow for my liking. Unless Simtex gives Drows more bizzare units, I
- won't consider playing them.
-
- All in all, I think you should try to play with Death Magic. It's
- quite an experience.
-
- Contributed by: Wishnu Prasetya (--Jade--)
-
-
- 4.E.3 Life Magic (White)
-
- Life: The ONLY way to go if you're playing a Warlord, and not just because
- of the Crusade spell. Life magic is by far the best at 'pumping up' standard
- units: Heroism, Holr Armor/Weapon, Invulnerabilty, Lion heart... Amazing.
- Prayer and High Prayer help a lot, too. These +1's start adding up in a big
- hurry. Also, Life magic gives you all the cool city enchantments.
- Inspirations is a must for any city, and don't worry about the upkeep. It only
- costs 2 per turn, and it can easily earn you 40 gold on a city that's set on
- Trade Goods, so these really pay for themselves, alchemy or no. Life magic
- gives you the freebies for switching planes, and also the game-securing
- Planar Seal.
-
- Contributed by: Jason Skiles
-
-
- 4.E.4 Nature Magic (Green)
-
- Nature: My favorite. Lots and lots of critter summoning spells, plus
- the extremely useful Change Terrain and Earth Lore spells. Short on combat
- spells, but with Giant Strength, Stone Skin, Iron Skin, and whatnot, you
- can get by. Earth to mud is great if you've got missile troops, and crack's
- call can take out even the meanest bad guys. Regeneration is one of the
- most powerful spells around. Although it's expensive, a few of them can
- make a tough army unstoppable, because it's impossible to 'wear down' a
- regenerating army. If you don't completely smash it, it's back to full
- strength for the next fight. Water walking comes early.
-
- Contributed by: Jason Skiles
-
-
- 4.E.5 Sorcery Magic (Blue)
-
- Sorcery: Neat. Neat neat neat. Confusion is one of THE all-time coolest
- spells, and certainly your best price/performance combat pick. I've
- successfully snagged everything from spearmen to storm giants with this
- spell. It only costs 15 spell points (11 if you've got ten books) so even
- early in the game you can throw two or three per fight. Phantom warriors
- and beasts are really nifty too. Sorcerers get the flight spell, invisibility,
- mass invisibility (another favorite) and (fanfare) Wind Walking. This is
- an amazingly useful spell. It lets the target and everyone stacked with him
- fly, AT HIS SPEED. I had Deth Stryke moving nine per turn and dragging four
- heroes and four sky drakes with him. A real experience if you're used to
- struggling with those damned airships. At the high end, Sorcery magic is
- awesome. Suppress magic is too cool for words, and Time Stop would be, if
- I could just figure out this mana thing. I have trouble keeping that spell
- up. Spell Binding (steal enemy global enchantment) is a winner as well, and
- the Sky Drake is the most impressive summoned creature I've ever seen.
-
- Contributed by: Jason Skiles
-
-
- Don't forget Gaurdian Wind and Magic Immunity seperately or in combination
- on a unit. Being immune to all long ranged missile and/or magic attacks is
- great for any offensively powerful but defensively weak unit.
-
- Note the high mana upkeep for summoned islands (4 or 5 mana). Depending on
- your specials (summoning, lots of sorcery books, etc...) it may be cheaper
- to just disband the island when its use is done and summon another one a few
- turns later to the exact spot you need it.
-
- Contributed by: Matt Carlson
-
-
- I've only played one game w/ a custom wizard so far, and he had loads of
- Sorcery. I LOVED it! Some people will claim flight and windwalking are
- great and the best part, but I found that my favorite spell was:
-
- Magic Immunity! Not only are you immune to all funky spells (except for
- dispells, but I had sorcery mastery which made it hard to dispell), but
- all ranged magic attacks are reduced to ZERO! Throw in guardian wind, and
- for about a 5 or 6 mana upkeep nothing short of hand to hand combat can
- touch the unit!
-
- Invisibility can do the same thing, but there are always those sky
- drakes, etc... that can see past invisibility. I preferred to cast
- invisibility only in combat just to protect specific units at specific
- times.
-
- Contributed by: Matt Carlson
-
-
- 4.F Starting Combinations
-
- Most abusive combination I've discovered:
-
- Fame, Charisma, Alchemy, Warlord, Life 5, Halflings. This will ensure that
- you can buy your way to victory with Ultra-Elite mercenary troops.
-
- Contributed by: Brian Wade (FLEBO@AOL.COM)
-
-
- 4.G Allocation of Spell Points
-
- One of the decisions you need to make in MOM that can have a profound affect
- on the course of the game is how you allocate your mana between mana storage
- (for casting spells), spell research, and spell skills.
-
- I personally have switched to a rather radical distribution. In particular,
- I am allocating NO, NONE, ZERO points toward mana storage. I do this
- even though I am NOT playing with the alchemy characteristic. If I need
- mana to cast spells or for maintenance (of spells or units) I convert gold.
-
- Once mana gets into the reserve, it cannot be spent on research or skill
- improvement. Since I have found that gold is a relatively plentiful
- resource and is easily converted, I prefer to do things this way. This
- allows the fastest possible increase in spells researched and skill
- gained.
-
- Now, if as Alan says, gold actually becomes somewhat hard to come by in
- the next version of the game, I might have to rethink this strategy.
-
- Contributed by: David Chaloux
-
-
- I would agree with Dave. I allocate zero mana to the reserve as well.
- In addition, I also micro manage the amount of mana I put into research.
- That is, I try to adjust the research amount such that the cost of the
- spell you are researching is an exact multiple. For instance, if the
- spell I'm researching costs 700 rps and my research setting is 300 rps,
- then it will take 3 turns to research. But 3 turns at 300 is 900 rps so
- you lose 200 points to wastage. Instead, I'll try to adjust it to either
- 350 rps (and get the spell in 2 turns) or reduce it to 175 (and get it
- in 4 turns). Usually, the incremental bar won't let you get exactly what
- you need but you can reduce wastage by a large amount. In addition,
- I always check the amount whenever I capture (or lose) a node or build
- a source of mana since these events will change the mana allocation.
-
- BTW: This strategy is also used by each city when constructing things,
- excess workers, who do not contribute to getting a particular item out
- faster are converted into farmers. At least then, their output of food
- can be converted into gold (contrary to at least one poster, it DOES work,
- at least in v1.1).
-
- Contributed by: Bill Soo
-
-
- 4.H Miscellaneous Ideas
-
- 4.H.1 Flying Warships!
-
- I tried out my "flying warships" idea, and on the whole it worked
- out fairly well. In fact, I'd say it was possibly even a bit unbalancing.
-
- The warships do not deal well with passengers, though. They will try to
- make any friendly normal unit in the same stack a passenger, but will then
- refuse to move at all. The only way out of this situation is to have the
- normal unit move out of the stack - then the flying ship can proceed.
- (this is v1.1).
-
- To carry out this strategy, it's easiest to put 11 spellbooks into sorcery
- magic, so as to get a researched flight (or wind walking) spell right away
- (and pick a race which can build warships, of course). Dropping the
- casting cost of flight to 75mp doesn't hurt, either :-).
-
- BTW - if there is one thing more obnoxious (and unbalancing) than a flying
- warship, it's an invisible flying warship. (Unfortunately, or maybe
- fortunately, you can't start out with both flight and invisibility as
- "freebies").
-
- (... where ARE those rocks dropping from, anyway? Bonk. Aieeee! <grin> ).
-
- Windwalking works with warships too, but due to the stacking problem
- so far the only thing I've seen which works is to cast windwalking on
- one warship and stack it with a bunch of others.
-
- The other warships can't move or maneuver in combat, but are reasonable and
- fairly tough (and not overly expensive) cannon fodder.
-
- Spell locks or invisibility are handy to keep the flight from being
- dispelled (it's annoying and time consuming to recast the spell at 75mp,
- and though your ship will not crash when flight is dispelled, it will
- not move in combat or on the map until you recast it, and it stays
- gone once dispelled.)
-
- Contributed by: Bronis Vidugiris
-
-
- Yes, the Flying Invisible Warship is the closest thing to a truly
- unstoppable unit this game has. 'Sok, though, because since I
- discovered this fact (about a week after getting my copy) I have
- carefully abstained from building them -- just too good. Of course, if
- the AI really does skyrocket in v.1.2 I may rev up the shipyards again...
-
- The really nice thing is that it's in the spirit of the game: a flying
- warship! Of course!
-
- "My lord! My lord!"
- "Fool! My incantation of Mastery awaits!"
- "My lord, the Frigates of the Golden Horde loom outside our walls! They
- shimmer in the air, their broadsides unseen reave our walls, our troops
- fall as grass beneath the thunderhead!"
- "What...? Wait -- no --- aaaaah!"
-
- And, in fairness, a good True Sight or Disenchant or Dispel Magic _will_
- make them quite vulnerable. So I don't think they're outrageous. But
- flying warships are, IMO, the coolest unit in MoM.
-
- Contributed by: Daniel Starr
-
-
- 4.H.2 How to deal with Flying Warships.
-
- How do I deal with those Invisible Flying Warships that Jafar keeps
- sending against me? (Okay, it isn't frequently asked, but the answer may
- provide some strategy tips)
-
- a. Flee - This is what the computer opponents will typically do. This
- is not really a good idea as you will lose around half your forces and
- the warships may pursue. It should only be used if there is no other
- alternative.
-
- b. Storm Jafar's Fortress - This is the preferred approach, but not really
- applicable in most cases.
-
- c. Cast Spell of Mastery - An even better approach than Approach B, but
- even less practical.
-
- d. Disenchant Area - This is a good approach as it may strand the
- Warships on land even if you lose the fight. Assume a base spell cost of
- 175 (this is casting cost of Invisibility) in you calculations. See the
- section on dispelling in the FAQ for more details. This brings up the
- question of "How do I deal with Spell Locked Invisible Flying Warships?".
- This will be left as an exercise for the reader.
-
- e. Fight fire with fire - Turn your units invisible. Mass invisibility
- will make all of your troops invisible. When invisible they can't be
- targeted by ranged weapons.
-
- f. Use non-directed spells - Some spells can be cast that don't require
- knowing where an opponent is to be effective. These spells include
- spells that directly damage the warships, for example Flame Strike, Magic
- Vortex, and Wrack, and those spells which can weaken the opponents
- attack such as Black Prayer and Terror.
-
- g. Wall of Darkness - This will prevent the warships from using thier
- ranged attacks against units stationed in the city.
-
- h. True Sight - Cast upon a unit, will allow the unit to see the
- warships. If the creature is magic using, flying, or has a ranged attack
- it can attack the warships while they are flying.
-
- i. Use undead and creatures with Immunity to Illusions - Undead and a few
- other creatures and heroes can see invisible creatures. Zombie Mastery
- is great for this as you can get undead versions of most any unit. In
- addition, Sky Drakes should be able to easily deal with the warships.
-
- j. Toughen them up - Use tough creatures or magically toughen your forces
- defenses. The warships will typically have 10-15 "rocks" damage.
- Creatures and heroes with this many "shields" or more will be very hard
- to kill. There are many, many spells that can help here. In addition,
- Golems are naturally tough enough that they will be able to defend
- indefinitely against the rocks from the warships, unfortunately they
- can't attack back (unless they fly - hint, hint). Regeneration doesn't
- hurt either.
-
- There are probably other techniques that don't fall into one of the above
- categories that will work as well.
-
- Contributed by: Brian Wade (FLEBO@AOL.COM)
-
-
- 4.H.3 The Best Way to Dispell Enemy Incantations
-
- In my games, the question has come up on frequent occasions as to whether I
- would be better off trying one large attempt at dispelling something or
- several smaller shots at the same thing. The book gives your odds of
- dispelling as (Dispell_Cost/(Casting_Cost + Dispelling_Cost). Since they
- were nice enough to provide the formula, an answer to this question is
- easy to work out.
-
- It turns out that in terms of percent chance of eventually getting rid
- of the spell, you are better off breaking the attempt into several
- smaller ones. For example, if the spell you are trying to get rid of
- cost 200 and you try to get rid of it using 200 your odds are
- 200/(200+200) = 50%. If you break that into two attempts of 100 each then
- each attempt has a (100/200+100) = 33.33% chance of working. Together,
- this gives you a 5/9ths = 55.55% chance when the two are combined.
-
- A further advantage is that if you happen to get it on the first attempt,
- you save all that Mana.
-
- A possible disadvantage is you may need to get rid of that opposing spell
- NOW. The cost of failing may be disasterous. In that case, load up and
- hope for the best.
-
- I have done the math in the general case but it is messy. Just remember
- the results; when you have time, break up your attempts to dispell into
- several smaller tries.
-
- Contributed by: Dave Chaloux
-
-
- Other things to consider are:
-
- 1. The Sorcerors "True" versions of the dispels get two points towards
- dispelling for every mana point spent. In the above examples, you would
- have only needed to spend 100 mana if you had the "True" versions to get
- the same results.
-
- 2. Dispel Magic and company will often remove more than the enchantment
- you were really concerned about (but it will never be detrimental to the
- caster). Say the target had 5 enchantments on it and you really wanted to
- get rid of one of them. The dispel may fail to get rid of the one you really
- wanted removed, but may get rid of a few of the others.
-
- 3. Spell Blast always works (in my experience, anyone beg to differ?).
- The catch is you have to blast it before it is finished casting (Detect
- Magic comes to mind).
-
- 4. The Area versions of Dispel Magic (Disenchant Area) will affect all
- units and city (if there is one) in the target square or the battlefield.
- This can be a real bargain. Remember that it only works on spells detrimental
- to your cause (beneficial spells on enemies, detrimental spells on your units).
-
- 5. Think creatively. Dispel Area can strand or incredibly weaken a
- whole enemy stack.
-
- 6. Protect yourself from dispelling (and banishment) by Spell Lock.
- This is a continuous 150 (I think, check it yourself) point dispel magic field
- against dispelling magics (did that make sense?).
-
- 7. Countermagic and related spells (Tranquility comes to mind) are
- preventative Dispel Magic spells and can be quite useful.
-
- 8. Nightshade is a free Dispel Magic (I'm not sure how many points) for
- your city. When possible build your cities near it.
-
- 9. Spell Bind is good alternative to Disjunction is you are a really
- good Sorceror.
-
- 10. Some special abilities make your spells harder to dispel (Sorcery
- Mastery, Archmage, etc.). Take this into account when you guess how much
- mana to spend. Does anyone know if these bonuses are cumulative?
-
- Contributed by: Brian Wade (FLEBO@AOL.COM)
-
-
- 4.H.4 The (almost) worthless unit tactic
-
- In my latest game I have been playing a sorceror/life combo. One of
- the early (and cheap - 10 mana) spells you get is Phantom Warriors.
- This guys do NOT hold up very well against better units. However,
- I find myself using them a lot (even though I have much better
- things I can summon now). Why?
-
- Because, the enemy AI will often target them instead of your better
- units for destruction! With the missile attacks, etc. going at these
- hapless creatures, it lets your better units close and get the job done
- with minimal casualties first.
-
- Just because a summoned unit is no good does not mean that it is
- worthless!
-
- Contributed by: David Chaloux
-
-
- ================================================================================
- 5. Cheats
- ================================================================================
-
- 5.A Artifact Cheat
-
- It is possible to make artifacts other than staves and wands that have
- spell charges. Start the artifact as a staff or a wand and select the
- spell charges you want. Then switch to the actually desired artifact
- without un-highlighting the desired spell charges. Select four powers as
- normal. When the artifact is finished, you'll have the four powers you
- selected, plus the spell charges. Neat, eh?
-
- Contributed by: Jeff (jeffrey729@aol.com)
-
-
- 5.B Bypassing Planar Seal
-
- I found a way to bypass Planar Seal in MOM v1.1.
-
- I went through a tower of Wizardry to Myrror to see what
- Sss'ra was up to. As it turned out, he had pretty much
- colonized the main continent, although he had left the
- nodes alone. So I sent in a few heros and Paladins to take
- some nodes and treasure (I was particularly interested in spell books).
- Along the way, I took a few of Sss'ra's cities (hey, he
- started it by casting corruption by my fortress).
- A few turns later, he cast a Planar Seal.
-
- Now at this point, I was fairly well established so I didn't
- bother to disjunct the seal. Besides, Ariel had been making
- a nuisance of herself by sending in killer stacks via
- Planar Travel. But I did want to send in a few more units.
-
- So I transfered my summoning circle to a city in Myrror at a cost of 50 mp
- then proceeded to cast Word of Recall on
- selected units at a cost of 20 mp apiece. Contrary to what
- is described in the manual, the unit appears in the Summoning
- Circle, NOT the fortress. I even cast this spell on Warships
- (flying, of course).
-
- This is a far easier way to get to Myrror than Planar Travel,
- Planar Shift etc. It's cheap and easy to get (Summoning Circle is arcane
- common, Word of Recall is sorcery common) and is
- quite versatile in that units are transported not only across
- the plane (and planar seal) but vast distances as well.
-
- The only condition is that you have to have a city in the other
- plane first. This is not too hard to do if you can get a tower
- of wizardry early in the game. All it takes is one good unit
- across and you can capture a city (enemy or neutral).
-
- Contributed by: Bill Soo
-
- ================================================================================
- 6. Tables
- ================================================================================
-
- 6.A Hero List for Master Of Magic:
-
- Most of this is self explanatory. All of the abilities go from most logical
- to those that might vary from game to game. The only Excpetion is the
- Paladin/Black Knight. I am pretty sure their abilities don't change.
-
- I do not know if certain people always have super abilities or not, I
- think that each hero has a chance of getting the super ability, or the
- noble ability. Of course I might be wrong. Feel free to send any level 0
- (that's Hero level) stats of heroes you find, If there is enough demand
- I'll print the Super Hero levels and the Demi-God Levels.
-
- Upkeep 2 Heroes
-
- Name Me Ra Df Re HP Specials
- --------------------------------------------------------
- Dwarf 5 - 4 10 11 Const +1, Mount
- Barbarian 6 - 3 6 10 Might +1, Thrown 3
- Sage 1 6 4 6 5 Sage 3, Cast 7
- Dervish 4 4 4 6 6 Noble, Arrows*8
- Beastmaster 5 - 4 6 7 Cast 5, Scout 3, Forest
- Bard 4 - 5 6 6 Leadership, Cast 5
- Orc Warrior 7 - 4 6 8 Might +1, Mount, Thrown 3
- Healer 3 6 5 7 5 Pray +1, Cast 7, Healer
- Huntress 5 4 3 6 7 Blade*, Arrow*8, Pathf
- Thief 5 - 6 6 7 Agl +1, Charmed
-
- Upkeep 3 Heroes
-
- Name Me Ra Df Re HP Specials
- --------------------------------------------------------
- Druid 1 8 5 6 7 Cast 7, Scout 3, Purify
- War Monk 6 - 6 6 6 Agl*, Charmed
- Warrior Mage 4 4 5 6 7 Cast 5, Lucky, +1 Hit
- Magician 1 8 5 10 5 Arcane +1, Lucky, Cast 10, +1 Hit
- Assassin 3 - 5 6 6 Blade*, Poison 5
-
- Upkeep 4 Heroes
-
- Name Me Ra Df Re HP Specials
- -------------------------------------------------------
- Wind Mage 1 6 5 6 7 Cast 7, Windwalking, Noble
- Ranger 7 5 5 6 8 Arrows*8, Scout 2, Pathfinding,
- Might +1, Cast 5,
- Draconian 8 - 5 6 8 Flying (3 fly), Fire Breath 5,
- Might* +1, Legend +3
- Witch 1 8 5 6 5 Charmed, Cast 5
- Golden One 6 6 7 6 6 Spell *0, Agl +1, Pray +1
-
- Upkeep 6 Heroes
-
- Name Me Ra Df Re HP Specials
- --------------------------------------------------------
- Ninja 6 - 6 6 8 Invisibile, Agl +1, Blade
- Const +1
- Rogue 7 - 5 6 8 Leader, Legend* +4,
- Noble
- Amazon 8 - 4 6 8 Charmed, Thrown 4, Might +1,
- Blade, Arms +2
- Warlock 1 8 5 10 5 Cast 5, Lucky, +1 Hit
- Unknown 5 5 5 10 8 Spell*0, +1 Hit, Lucky,
- Legend +3, Arms +2, Agl +1
-
- Upkeep 10 Heroes
-
- Name Me Ra Df Re HP Specials
- --------------------------------------------------------
- Illusionist 1 6 4 6 5 Illusion, Cast 10, Charmed
- Pray +1
- Swordsman 6 - 6 6 11 Arms +2, Const +1, Might +1,
- Agl +1, Leader, Legend +3
- Priestess 2 8 5 6 5 Heal, Purify, Cast 12, Pray +1,
- Charmed, Noble, Arcane +1
- Paladin 10 - 6 6 8 Magic Im, AP, First Strike,
- Leg +3, Heal, Pray +1, Agl +1,
- Might* +1
- Black Knight 10 - 5 6 11 Magic Im, AP, First Strike,
- Leg +3, Might +1, Const +1,
- Arms +2, Blade
- Elven Archer 5 8 6 6 6 Arrow *8, Forest, Arms +2,
- Charmed, Blade*
- Knight 8 - 5 6 10 Leader*, Leg* +4, Const +1, Blade,
- Noble
- Necromancer 1 8 5 6 5 Arcane* +1, Cast 12, Life Steal,
- Pray* +1
- Chaos Warrior 8 9 6 9 9 AP, +1 Hit, Cast 10, Arcane +1,
- Lucky, Agl +1, Pray +1, Const +1
-
- Upkeep 12
- Name Me Ra Df Re HP Specials
- --------------------------------------------------------
- Chosen 13 - 8 12 13 Cast 5, Magic Im, Pray* +1,
- Might* +1, Const +1, Arms +1,
- Blade, Leader*
-
- Contributed by: Dana Huyler c569836@monad.missouri.edu
-
-
- 6.B Expected Combat Results Table
-
- The following is the table I used to generate my combat calculations.
- It assumes a to hit chance of 30% and a defence chance of 30% (I made
- another chart for the High Elves and their +1 and +2). At the top are
- the number of shields (per figure) of the defending unit. Each row
- lists the expected number of hits given the listed number of swords.
-
- Defence Chances
- 1 2 3 4 5 6 7 8 9 10
- ATK 1 0.2100 0.1470 0.1029 0.0720 0.0504 0.0353 0.0247 0.0173 0.0121 0.0085
- ATK 2 0.4470 0.3318 0.2455 0.1811 0.1333 0.0978 0.0716 0.0524 0.0382 0.0278
- ATK 3 0.7029 0.5455 0.4210 0.3233 0.2471 0.1881 0.1427 0.1079 0.0813 0.0611
- ATK 4 0.9720 0.7811 0.6233 0.4942 0.3896 0.3056 0.2386 0.1854 0.1436 0.1108
- ATK 5 1.2504 1.0333 0.8471 0.6896 0.5578 0.4485 0.3587 0.2855 0.2262 0.1784
- ATK 6 1.5353 1.2978 1.0881 0.9056 0.7485 0.6148 0.5021 0.4078 0.3296 0.2651
- ATK 7 1.8247 1.5716 1.3427 1.1386 0.9587 0.8021 0.6670 0.5515 0.4536 0.3713
- ATK 8 2.1173 1.8524 1.6079 1.3854 1.1855 1.0078 0.8515 0.7153 0.5977 0.4968
- ATK 9 2.4121 2.1382 1.8813 1.6436 1.4262 1.2296 1.0536 0.8977 0.7606 0.6411
- ATK 10 2.7085 2.4278 2.1611 1.9108 1.6784 1.4651 1.2713 1.0968 0.9411 0.8034
- ATK 11 3.0059 2.7203 2.4458 2.1852 1.9402 1.7124 1.5025 1.3110 1.1378 0.9823
- ATK 12 3.3042 3.0147 2.7343 2.4653 2.2098 1.9694 1.7454 1.5385 1.3490 1.1768
- ATK 13 3.6029 3.3107 3.0256 2.7499 2.4857 2.2346 1.9983 1.7776 1.5732 1.3854
- ATK 14 3.9020 3.6077 3.3191 3.0380 2.7666 2.5066 2.2596 2.0267 1.8089 1.6067
- ATK 15 4.2014 3.9056 3.6142 3.3289 3.0517 2.7841 2.5280 2.2844 2.0546 1.8394
-
- Contributed by: Bill Soo
-
-