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- Master Of Magic Frequently Asked Questions
- Editor: Bryan Lee Jacobson - bryan_jacobson@mentorg.com
- Version: 2.3 - Date: 24 Apr 95
-
- Welcome to the Master of Magic (MOM) FAQ. This FAQ is largely an accumulation
- of "wisdom of the net" posted by various authors. Thanks to all who posted.
- This FAQ also draws on an earlier FAQ, based on MOM v1.1, written by Dave
- Chaloux. I salute Dave for his admirable work. Material from Dave's FAQ is
- attributed with a "DC".
-
- Because MOM 1.31 is fairly new, some of this FAQ is based on earlier versions
- of MOM. I've tried to fix or remove anything not consistent with MOM 1.31,
- but some pre-MOM-1.31-isms probably remain.
-
- Note: Text is not identical to original posts. Often I merge similar ideas
- from several posts, but may only attribute the primary source.
-
- Many thanks to my great reviewers, including: Jay Barnett, Rob Buchner,
- Dave Chaloux, Dan Hite, Nai-Chi Lee, Brian Wade, Rhonda Wilson, and "DriveBy
- Billy" (spido@clark.net). Any mistakes in this FAQ are the responsibility of
- the editor, Bryan Jacobson.
-
- Sources are attributed in square brackets, and in the case of Dave Chaloux [DC]
- and myself [BLJ], I just use initials.
-
- Naturally, if you find a mistake, or have some information to add, send it to
- me (bryan_jacobson@mentorg.com), and I'll slip it into the next version. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- TABLE OF CONTENTS
-
- 1) Introduction
- 1.1) What is Master of Magic (MOM)?
- 1.2) What is the latest patch? Where can I get it?
- 1.3) How can I get the 1.31 patch onto diskettes?
- 1.4) How can I contact / e-mail MicroProse?
- 1.5) How can I get the MOM strategy guide?
- 1.6) Where can I get the latest version of this FAQ?
- 1.7) Anyway to play MOM multi-user?
- 1.8) How can I get the MOM saved game editor (EDMOM)?
- 2) Beginner's Guide
- 2.1) Picking Your Wizard And Race
- 2.2) First Build Granary and Farmer's Market
- 2.3) Use a Magic Spirit as a scout
- 2.4) Conquer Lightly Defended Lairs
- 2.5) Conquer Neutral Cities
- 2.6) Always Hire Heros
- 2.7) Build Experience
- 2.8) Harvest Minerals Through Colonization
- 2.9) Developing Cities (after the Farmer's Market)
- 2.10) Build High-End Military Units
- 2.11) When you meet a new wizard
- 2.12) Save game before every battle.
- 2.13) Keep a gold reserve when you can.
- 2.14) In the early game, try to maintain peace and explore ruins
- 2.15) How do I save a game?
- 3) Game Operations
- 3.1) What does F10 do?
- 3.2) What is the difference between the Floppy and CD-ROM versions of MOM?
- 3.3) The CD version is slow - how do I get it onto my hard disk?
- 3.4) Why are my ships suddenly moving at only half speed?
- 3.5) Why can my Trireme sometimes carry only 2 units, sometimes 4 or more?
- 3.6) What do the two numbers in spell skill mean?
- 3.7) How does the Spell Skill Bar on the Magic screen work?
- 3.8) I Have Spell X, Why Can't I Create An Artifact With Enchantment X?
- 3.9) How to get Summon Champion?
- 3.10) What can I do with a Death Settler? (Settler killed by life stealer)
- 3.11) How does the road "Trade Route" gold bonus work?
- 4) Strategic Info
- 4.1) Why aren't my bowmen, galleys, slingers doing any damage?
- 4.2) Jump the Ocean with Guardian Spirits
- 4.3) Why do Phantom Beasts do so much damage?
- 4.4) How To Get More Heros
- 4.5) How Does Multi-Figure vs Shields Combat Work?
- 4.6) Why does my Strength 7 hero get butchered by Strength 4 Swordsmen?
- 4.7) If a simple unit of swordsmen can beat a hero, what good is a hero?
- 4.8) Instant Champion Level Units
- 4.9) 8 Units Better Than 9
- 4.10) Phantom Warriors: The (almost) worthless unit tactic
- 4.11) Why can "Invulnerable" units get killed?
- 4.12) Missile, Magic and Weapon Immunity Can Be Penetrated.
- 4.13) Web - maligned, but useful
- 4.14) How can I cast spells in a node?
- 4.15) Dispel Removes Guardian Spirit Protection
- 4.16) Great Combo: Berserked Phantom Beast
- 4.17) Great Combo: Berserk and strong First Strike
- 4.18) Great Combo: Berserk and Regeneration
- 4.19) Great Combo: Invisibility + Confusion
- 4.20) Great Combo: Flier and Call Lighting
- 4.21) Which units are affected by Warp Wood? (Which are not?)
- 4.22) Cracks Call killed my hero. How do I defend against it?
- 4.23) How Can I Get Treaties Started? And keep them in effect?
- 4.24) Just Cause Reduces Unrest
- 4.25) I've built everything I can - what can I do about continuing unrest?
- 4.26) Do NOT neglect libraries, sages' guilds, universities, etc.
- 4.27) Build roads!
- 4.28) Roads can be used against you (and how to prevent it)
- 4.29) When a city has minerals, build a Miner's Guild early.
- 4.30) Get Rid Of Your Own City
- 5) Favorite Races
- 5.1) High Men - With Paladins Rule
- 5.2) Barbarians - Fast Growing, Axe Throwing, Berserk Hordes
- 5.3) Nomads - Tough Rangers, Horsebowmen, Flying Griffins and Extra Gold
- 5.4) High Elves - Extra Magic and Longbowmen
- 5.5) Dark Elves - Magic Power Incarnate
- 5.6) Lizardmen - Ideal for "Small" Land
- 5.7) Halflings - Mighty Midgets
- 5.8) Trolls - A Regenerating Army That You Can't Stop
- 5.9) Klackons - Kill them on sight? You decide . . .
- 5.10) Dwarves - Productive Workers, Deadly Hammerhands
- 5.11) Draconians - Flying Firebreathers
- 5.12) Gnolls - Least favorite!
- 5.13) Orcs - A Well-Balanced Race
- 5.14) Beastmen - Another Well-Balanced Race
- 6) Favorite Magic
- 6.1) Chaos Magic (Red)
- 6.2) Death Magic (Black)
- 6.3) Life Magic (White)
- 6.4) Nature Magic (Green)
- 6.5) Sorcery Magic (Blue)
- 7) Favorite Wizard Starting Picks
- 7.1) Chaotic Warlord with support from Sorcery and Life
- 7.2) Famous Sorcerer Wants Heros
- 7.3) Quadruple Power Nodes
- 7.4) Life, Nature, Node Mastery
- 7.5) Life On Myrror
- 7.6) Deathmaster Warlord
- 7.7) Rainbow, Warlord, Sagemaster, Nodemaster
- 7.8) Archmage Chaosmaster
- 7.9) No Spell Books Runelord
- 7.10) Buy Your Way To Victory
- 7.11) Cheap Heros Fast
- 7.12) Archmage Chaos Channeler
- 7.13) Alchemist Node Master
- 7.14) Charismatic Warlord of the Adamantium Slingers
- 7.15) Champion Crusading Warlord
- 7.16) Some Strange Combinations
- 8) Spoiler (Super) Strategies
- 8.1) 11 Death books - Wraiths or Shadow Demons
- 8.2) 11 Life books - Torin
- 8.3) 11 Life books - Stream Of Life
- 8.4) 11 Sorcery books - Flying Warships
- 8.5) 11 Nature books - Gorgons
- 8.6) 11 Chaos books (theoretical)
- 8.7) Free Sky Drakes (theoretical)
- 9) Cheats
- 9.1) Save Before all Battles - If Outcome is Bad - Restore
- 9.2) Healing the undead
- 9.3) Exception to Planar Seal
- 9.4) Determine a Computer Player's Spell Skill
- 9.5) Estimate Opponents Spell Knowledge
- 9.6) Invisible defenders throw off the computer...
- 9.7) Get Out Of Battle Free (Retreat Without Losing Units)
- 9.8) Avoid The Wizard You Hate The Most
- 9.9) Discount On Buildings
- 9.10) Recycle Artifacts For A Profit
- 9.11) Better treasure through save/restore
- 9.12) Better heros through save/load repeat
- 9.13) Use Strategic Combat
- 9.14) Artifacts With Spell Charges
- 9.15) Use Plane Shift To Get A Node Without A Fight
- 9.16) Super Powered Artifacts
- 9.17) Super Powered Heros
- 9.18) Change Computer Player Personalities
- 9.19) Instant Mana and Spell Skill
- 9.20) Reveal the whole map
- 9.21) Another "Magic" screen cheat.
- 10) Advanced Topics
- 10.1) Should I exchange spells with the other wizards?
- 10.2) Be Ready To Destroy An Enemy Wizard Whenever Necessary
- 10.3) Best Summoned Creatures
- 10.4) Mana allocation - advantages of allocating zero to storage.
- 10.5) List of known bugs (in MOM v1.31)
- 10.6) What are the "puns" in the weapon/artifact names?
- 10.7) What is a good score?
- 10.8) What advantages do the computer players have on impossible level?
- 10.9) Diplomacy: I can't keep peaceful relations with the other wizards.
- 10.10) How important is starting race on impossible level?
- 10.11) Hero List for Master Of Magic:
- 10.12) How can I get MOM to run on OS/2?
- 10.13) Manual Corrections
- 10.14) The Best Way to Dispel Enemy Incantations
- 10.15) MOM is too easy. Make it harder!
- 10.16) Hit Versus Shields Combat Table
- 10.17) Futility Combat Table
- 10.18) MOM improvement suggestions to Microprose/SIMTEX
- 11) War Stories
- 11.1) Any units with a harder punch than Killer Hobbits?
- 11.2) Time Stood Still
- 11.3) Those are some spearmen!!
- 11.4) I hope he named the outpost "Haroldville"
- 11.5) Jade, Queen of Darkness
- 11.6) Early 1.3 experiences
- 11.7) Another early 1.3 experience
- 11.8) Lo Pan - Can't Get Rid of Him
- 11.9) Fast Growing Races For A Better Start
- 11.10) Flying Invisible Warships!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 1) Introduction
-
- This section introduces MOM, and provides basic information, such as where to
- get the latest patch.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 1.1) What is Master of Magic (MOM)?
-
- In Master of Magic (MOM), you begin as a humble wizard, ruler of a small
- hamlet and a few soldiers. At first your magical powers are weak, but will
- grow as you research spells and acquire magical resources. You send out
- colonies to expand your borders. Your armies and magical creatures search
- for treasure, expand your empire by conquest, and defend your realm from
- rampaging monsters and enemy wizards. As your fame grows, powerful heros join
- your cause. To win you must either defeat all the other wizards or become
- powerful enough to cast the awesome Spell of Mastery. Of course, the other
- Wizards are trying to defeat you.
-
- There are 6 types of magic, and hundreds of spells. There are 14 races
- to choose from, play against, and conquer. You can design your own wizard,
- selecting types of magic and special abilities, or select one of 14 wizards
- provided. You will be able to produce many different types of soldiers and
- fighting units, and summon many different types of magical creatures. There
- are more than 30 different heros with diverse abilities that may appear to
- aid your cause.
-
- MOM is programmed by SIMTEX for MicroProse. MOM and another SIMTEX/MicroProse
- game, Master of Orion (MOO), have several features in common (diplomacy,
- colonization, research, economic development). MOM also has similarities with
- such games as CIV and Warlords II. MOM has a color based magic system that
- reminds some of "Magic: The Gathering". [BLJ, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 1.2) What is the latest patch? Where can I get it?
-
- The latest patch is version 1.31. It's size is 1499642 and it was released
- in March 1995. Previous versions of MOM were 1.0, 1.01, 1.1, 1.2 and 1.3. 1.2
- fixed a lot of bugs. 1.3 fixed a lot of bugs, made the computer wizards
- smarter and more aggressive and made the Impossible level a lot harder by
- giving
- computer wizards a additional production advantages. The 1.31 patch came out
- soon after the 1.3 patch, and was a fairly minor revision. It fixed some
- sound related crashes that severely impacted some people. It also fixed the
- "auto-razing" of undefended hamlets. Finally, 1.31 can be installed on to
- any MOM installation, while 1.3 was an incremental patch that required 1.2
- to first be installed.
-
- This FAQ assumes you are running MOM 1.31. Look in the Game Save/Load/Quit
- screen. You should see 1.31 in small print at the bottom. If you don't see
- 1.31, you are not running 1.31. Get it! It is far better than the earlier
- versions. This FAQ will not discuss problems in versions of MOM prior to 1.31.
-
- The 1.31 patch is available in the following places:
-
- A) The Microprose Bulletin Board. The # is (410) 785-1841. You need settings
- of 8,N,1 and it supports up to 14.4 Kbs. Or 410 771-6240 for 28800.
- Alternate numbers:
- 410 785-1841 410 771-1940 410 771-1941 410 785-0075
- 410 785-0351 410 785-0823 410 785-1410 410 785-1934
- [DC, jmclaugh@uoguelph.ca (John J Mclaughlin)]
- B) MicroProse FTP Site
- ftp.microprose.com /pub/mps-online/new-versions/mom131.zip
- [microprose3@delphi.com (Quentin Chaney)]
- C) MicroProse WEB Site:
- http://www.microprose.com [microprose3@delphi.com (Quentin Chaney)]
- D) CompuServe in the Game Publisher's B Forum
- [Tim Patterson <76004.2223@CompuServe.COM>]
- E) America Online
- The patch can be found on AOL by using the keyword "Microprose" and then
- selecting the "software library".
- [jay5941353@aol.com (Jay5941353 - Jay Barnett)]
-
- F) The following FTP sites:
-
- SITE DIRECTORY/FILE
- bell.ecs.soton.ac.uk /pub/pc/games/patches/mom131.zip
- cs.uwp.edu /pub/incoming/games/patches/mom131.zip
- ftp.cdrom.com /pub/dresden/games/patches
- ftp.netcom.com /pub/ga/game_patches? or /pub/games-patches?
- ftp.uwp.edu /incoming/games/patches
- moonbase.wwc.edu /pub/mom/momv13.zip
- wuarchive.wustl.edu /pub/msdos_uploads/games/patches
- [many posters...]
- G) Various WEB Sites:
- http://www.cyberspace.com/acroft
- http://wcl-rs.bham.ac.uk/GamesDomain/games.html
-
- H) Call MicroProse customer support, and ask them to mail you the update.
- MicroProse Customer Support M-F 9am-5pm EST (410) 771-1151
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 1.3) How can I get the 1.31 patch onto diskettes?
-
- The 1.31 patch is too big to fit on a 1.4MB diskette. If you can download it
- directly to your hard disk, that's not a problem. If you have to put it on a
- diskette, here are some suggestions.
-
- A) Use a diskette formatting utility (such as MaxiForm) to get 1.6MB
- out of a 3.5" DSHD diskette.
- B) Use the disk-spanning option (-&) in PKZIP 2.04G to split the file
- across two diskettes. The command to use is:
- pkzip -& -e0 a:mom_updt mom131.zip
- On the destination machine, go into your MOM game directory and
- reconstruct the original MOM131.ZIP file:
- pkunzip a:mom_updt
- And then install the patch:
- pkunzip mom131
- C) Use a file utility (such as ZipSplit or Cross) to break the zip file
- into smaller chunks.
- D) Extract and then delete some files from the zip file. For example:
- pkunzip mom131 itemmake.exe
- pkzip -d mom131 itemmake.exe
- This will reduce MOM131.ZIP to just below 1.44MB. Just remember to
- copy ITEMMAKE.EXE onto another diskette.
- [ncl@philabs.philips.com (Nai-Chi Lee)]
- E) If you are on a unix account, try "split":
-
- split -b 1000000 mom131.zip m
-
- This will create several files, all starting with "m", and having names
- like "maa" "mab", "mac", etc. The syntax for "split" may vary so check
- your man page. On some machines use: "split 3000 mom131.zip m"
-
- The "maa", "mab" etc. files will be small enough to put on to diskettes.
- When you get all the ma* files copied onto a PC's hard disk, type:
-
- copy /b maa+mab+mac+(etc.) mom131.zip
-
- Then: pkunzip mom131
- [Travis@cs.wm.edu (Travis X. Emmitt)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 1.4) How can I contact / e-mail MicroProse?
-
- Internet microprose@compuserve.com
- Delphi microprose3@delphi.com
- America On-Line MicroProse
- Prodigy XHFK15D
- CompuServe 76004,2223 or GAMBPUB
- MPS*BBS*US (410) 785-1841
-
- Customer Support M-F 9am-5pm EST (410) 771-1151
- (In future they will be going to 9pm EST)
- [1.31 Patch README.TXT]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 1.5) How can I get the MOM strategy guide?
-
- An excellent strategy guide is available from Prima Publishing. It should be
- available where MOM is sold, and some book stores. Or you can order it from
- Prima directly 800 531-2343 (FAX 800 582-8000), P.O. Box 629000, El Dorado
- Hills, CA 95762. Cost is $19.95 + $4 shipping/handling, or + $7.50 for rush
- shipping. It was co-authored by Alan Emrich who reads and posts to
- comp.sys.ibm.pc.games.strategic. You can e-mail Alan at cgwalan@aol.com.
-
- Got my copy - 462 pages! Now I can find out what Magic Immunity does and
- doesn't do. How combat/shields actually work! There is a discussion of
- Computer Player psychology (what they do, what their priorities are, how they
- engage in diplomacy, etc.) Did you know your fame must be at least 40 before
- "Champions" will show up at your door? Naturally there are dozens of tables
- showing exactly how things work. The book is surprisingly complete with
- information on every spell, every summoned creature, and every race. Many of
- the internal mechanics of the game are revealed. The writing is clear and easy
- to read, and a humorous, entertaining style makes it fun.
-
- I love this book because when I have questions, I can get answers. How much
- gold do you get from roads? Now I know. Often the knowledge can dramatically
- improve your strategy. I knew Swordsmen were often surprisingly ineffective,
- but I didn't understand why. Now I know that the defender's shields are
- re-applied to each figure's attack.
-
- I heartily recommend this book to all MOM players. It is top quality. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 1.6) Where can I get the latest version of this FAQ?
-
- Since this is the first version, I'm just guessing. The following sources
- have a lot of FAQ's, so they will probably have this one. The official
- file name, for this MOM FAQ v2.3 is momfaq23.txt.
-
- WWW: <URL:http://wcl-rs.bham.ac.uk/GamesDomain/games.html>
- http://www.cyberspace.com
- FTP: wuarchive.wustl.edu
- ftp.uwp.edu
- ftp.cdrom.com
- NCTUCCCA.edu.tw:/PC/uwp/romulus
- wcl-l.bham.ac.uk:/pub/djh/faqs
- E-Mail: To: netslave@midnight.com.au
- Body of message: get faq/master.of.magic
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 1.7) Anyway to play MOM multi-user?
-
- Jay Barnett has produced a multi-player shell that allows you to switch
- between two human players (hot-seat).
-
- Version 3.0 of the Multiplayer Shell I wrote for MoM may be found at
- ftp.uwp.edu in the /pub/msdos/romulus/cheats directory under the name
- "mmom30s.exe". I plan to upload future upgrades to this same site. I can be
- reached at jay5941353@aol.com.
-
- The Shell provides for hot-seat play between multiple human and computer
- opponents, limited to 2 human and 2 computer opponents in the shareware
- version, with up to 4 human opponents supported in the registered version.
- This is accomplished via modifications of the saved game files--the Shell
- alters no Microprose executables or other files, except for the saved files.
- It should thus in no way affect normal single-player play.
-
- The Shell features:
-
- *Mouse-driven interface.
-
- *Modem or email play is possible, provided you have a means of transferring
- binary files.
-
- *A special "address the council" sub-turn to allow speaking with all wizards,
- whether you've encountered them or not.
-
- *A resign function to allow the computer to take over the position of human
- players.
-
- *Automatically transforms a multiplayer game to a normal, single player one
- when only one human player is left.
-
- *Import wizards from other games, along with a city and up to nine non-heroic
- units into multiplayer games
-
- *A separate saved-game file system for multiplayer games to help keep your
- normal slots free.
-
- *Automatic backup on each player's turn to protect against lock-ups.
-
- The only known abnormalities are:
-
- Human players' exploration is shown on the same map--units are still only
- seen if they are within range.
-
- Diplomatic relations must be conducted through the "address the council"
- sub-turn.
-
- Rampaging monsters and raiders move once per human turn--i.e., twice per turn
- for two player, thrice for three player, etc. Most users have actually
- claimed to like this, as it makes monsters, raiders, sentries, and
- garrisoning much more important elements of the game.
-
- The total number of players is limited to 4, with a fifth "ghost wizard" who
- serves as a buffer.
-
- The Shell only allows pure hot-seat play--this means if you get attacked when
- its not your turn, the computer will control your units for the duration of
- the battle. It thus becomes strategically important to be in a position to
- attack rather than defend, unless you consider the computer a good tactician.
-
- The Shell requires Masters of Magic v1.2, v1.3, or v.131.
-
- CHANGES FOR v3.0s FROM v2.xx.
-
- *Speed increase of 65%.
-
- *No longer necessary to manually exit to DOS between turns--the Shell now
- uses hot-keys from within MoM.
-
- *100% compatible with sound (though 45%+ faster if used with effects only).
-
- *Requires only 500 bytes of free upper memory over MoM's normal requirements.
-
- *The Shell now requires the presence of an extended keyboard BIOS to function
- properly.
-
- *Email and modem-to-modem play have been greatly facilitated, but still
- require the use of third-party communications software.
-
- *Minor bug fixes and additional features.
-
-
- *Note: Microprose was in no way involved in its production or distribution,
- will not support it or any changes it might make, and is in no way liable for
- any damages it might cause.
- [jay5941353@aol.com (Jay5941353 - Jay Barnett)]
-
- Another possible location:
- ftp.cdrom.com /pub/dresden/games/cheats/utility
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 1.8) How can I get the MOM saved game editor (EDMOM)?
-
- Edmom.zip is an editor for Master of Magic Version 1.2. It is Version 1.0 and
- has: city/unit/spell/hero/item/misc/map editor. It is by C.k. (wolvy). Post
- on csig for comments for now. C.k. 148306 bytes
-
- Some problems have been reported using EDMOM with MOM 1.3 or 1.31. However,
- there is a workaround. Create a directory and put MOM 1.2 in it. Move your
- saved game file to this directory and run EDMOM. Apparently, the names of
- spells, city enchantments, and attributes (retorts) are not written into
- EDMOM but extracted from the MOM program itself. Use EDMOM to edit your
- saved game then move it back to your MOM 1.31 directory. Voila!! Whoever
- said "Cheaters never prosper" just never figured out how to give all of her
- cities Prosperity. :)
-
- Seriously, with this workaround you can edit city enchantments, spells known
- and learnable, gold, mana, fame, retorts, experience, heros, artifacts, units
- and add gems, gold, mithril, to the map. EDMOM is wonderful for trying out
- tactics, unusual spells and units and combinations that would normally take
- hours of play to get to try.
-
- Located at:
-
- cs.uwp.edu: /pub/incoming/games/edmom.zip
- wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/editors
- ftp.cdrom.com: /.14/dresden/incoming
- ftp.wup.edu: /pub/msdos/incoming/romulus/edmom.zip
- ftp.inf.tu-dresden.de: /.4.1/vol4/ms-dos/games/editors/edmom.zip
- swcbbs.com
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 2) Beginner's Guide
-
- Here are some tips to help you have more success and less frustration in your
- first few games.
-
- [Many, including tommi@rama.informatik.rwth-aachen.de (Thomas Stockheim)
- jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King), Andrew B Potratz
- <ap2a+@andrew.cmu.edu>, rhondaa@hpdml92.boi.hp.com (Rhonda Wilson), BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.1) Picking Your Wizard And Race
-
- For beginners, Life, Chaos or Sorcery are the easiest. Death and Nature
- are the hardest. You could choose one of the pre-made wizards: Ariel=Life,
- Tauron=Chaos, Jafar=Sorcery, or Horus=Life and Sorcery. For a custom wizard,
- you could choose Warlord, 1/2 Chaos and 1/2 Life. High Men are a good race
- for beginners because they can build all the buildings you need.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.2) First Build Granary and Farmer's Market
-
- In every city, follow this sequence: 1-Builder's Hall, 2-Granary, 3-Smithy,
- 4-Market Place, 5-Farmer's Market. The Granary and Farmers Market produce
- population growth and food. Interrupt the sequence to build military units,
- if needed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.3) Use a Magic Spirit as a scout
-
- At 1 mana the maintenance cost is pretty low, and Magic Spirits can move
- two squares per turn, and over water. Even better - cast Endurance on it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.4) Conquer Lightly Defended Lairs
-
- In the early game, this will bring in much needed mana and gold. Leave tough
- lairs alone until your army gets stronger.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.5) Conquer Neutral Cities
-
- Conquering neutral cities will rapidly grow your empire and tax base.
- You will need a bunch of soldiers and helpful magic. Life: Heroism,
- Lion Heart, Healing. Chaos: Fire Elementals, Eldritch Weapon, Flame Blade.
- Sorcery: Phantom Warriors, Confusion, Counter Magic.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.6) Always Hire Heros
-
- When heros show up, hire them. Mercenaries may help very early in the
- game, but often later in the game, it is far cheaper to make your own units.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.7) Build Experience
-
- Experience makes heros and fighting units stronger (spearmen, swordsmen,
- cavalry, bowmen, etc.) Experience comes from winning battles. To build
- experience put units in as many battles as possible (even if they aren't
- needed!), and make sure they don't get killed. Experience is also gained at
- the rate of one point per turn.
-
- New heroes should be part of the attacking force but should be held back from
- melee. It takes a few levels before heroes become effective combat units. Be
- patient, they can eventually become the most powerful and coolest units in the
- game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.8) Harvest Minerals Through Colonization
-
- Build new outposts near minerals. The outpost will turn into a hamlet faster,
- and will produce more income. Also, use the surveyor (F1 key) to place your
- outposts in locations with a high "maximum population".
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.9) Developing Cities (after the Farmer's Market)
-
- * When you see a rebel in the city's population bar, make a building that
- reduces unrest: Shrine, Temple, Parthenon, etc.
- * As early as possible, increase production with Sawmill, Forester's Guild,
- Miner's Guild. That way, later buildings will be built more quickly.
- * As you can, speed up spell research by building in every city: Library,
- Sage's Guild, Alchemist's Guild (for mana), University.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.10) Build High-End Military Units
-
- To win tough battles, build high-end military units and beef them up with
- experience and magic spells. It is usually better to build one Pikemen or
- Paladin than a horde of Spearmen.
-
- You don't need military buildings in every city. Your capital will probably be
- your main military production center. Build Barracks, Armory, Fighter's Guild,
- etc. in the cities dedicated to military production.
-
- In you military cities set farmers to a minimum. Use other cities for farming.
-
- Your military cities also need an Alchemist's Guild. This gives newly created
- fighting units "magic" weapons with a +1 to-hit bonus. This makes their
- weapons 33% more effective!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.11) When you meet a new wizard
-
- When you meet a new wizard exchange as many spells as you can, and try again
- after you pick up new spells. Note: if you have no books in common they won't
- even trade arcane spells. Don't attack other wizards until you are ready
- for a lot of fighting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.12) Save game before every battle.
-
- While you are learning, save game before every battle. Whether you win or
- lose, consider reloading and replaying interesting battles. Each time, try
- something different in the way of tactics, spells or even summoned
- creatures. Be imaginative. By fighting the same foes in different ways,
- you get a feel for what tactics and spells are the most effective. If your
- creative new tactic fails, just reload and try again. It's not whether you
- win or lose - as long as learn from it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.13) Keep a gold reserve when you can.
-
- Merchants won't offer to sell magic items to a poor wizard. Also,
- mercenaries and heroes check you bank balance before they knock on your door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.14) In the early game, try to maintain peace and explore ruins
-
- By exploring ruins and lairs, you will gain wealth, mana, spells, an occasional
- enchanted item, and all important experience for your units and heroes. If
- your scout reports something really difficult (Death Knights, Great Wyrms,
- Drakes, etc) come back later when you have the right units to deal with the
- attackers. Nodes are generally harder than ruins but when you can conquer them
- the treasures are greater and (using Magic Spirits) they produce mana income
- every turn.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 2.15) How do I save a game?
-
- You have to click in a slot, and then type to name the saved game. Then a
- Save button will appear and you can click on it to save. After there is a
- name in the slot, just click on the slot to get the Save button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 3) Game Operations
-
- This section addresses various mysteries about how MOM operates.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.1) What does F10 do?
-
- Auto-save your game to the "continue" file. [sisquash@netcom.com (Simon Chiu)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.2) What is the difference between the Floppy and CD-ROM versions of MOM?
-
- No difference in the game play. The CD-ROM version saves disk space. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.3) The CD version is slow - how do I get it onto my hard disk?
-
- The 1.3.1 README.TXT has directions on how to do this. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.4) Why are my ships suddenly moving at only half speed?
-
- Somebody cast Wind Mastery. Look in the Magic screen.
- [bdb0004@jove.acs.unt.edu (Barry D Bloom)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.5) Why can my Trireme sometimes carry only 2 units, sometimes 4 or more?
-
- What is confusing you is that heros don't contribute to the total. Also,
- any Fliers, Water-walkers, or non-corporeals in the stack do not contribute
- to the total. Aside from that, the carrying limit is:
-
- Carries Moves Costs Melee Range Shields Hearts
- Trireme 2 2 60 4 - 4 10
- Galley 5 3 100 6 3 (x8) 4 20
- Warship 3 4 160 8 10 (x99) 5 30
- Air Ships 0 4 200 5 8 (x10) 5 20
- F. Islands 8 2 50 m - - 0 45
-
- The carries column indicates the correct number. However, there seems to
- be a bug that sometimes lets you exceed the load limit, especially if the
- ship is a Galley and it also contains heros.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.6) What do the two numbers in spell skill mean?
-
- If your spell skill is listed as 42(32), the number inside () is your actual
- spell skill, while the number outside is your effective spell skill, augmented
- by 1/2 of the spell skill of any spell casting heros currently residing in
- your Fortress city.
-
- Heroes only contribute casting skill if the spell you are casting takes more
- than one turn. eg: if you have 105(60), then you can cast only one Change
- Terrain (50) spell a turn, but Summon Hero (300) will only take 3 turns,
- not 5. [v119matc@ubvms.cc.buffalo.edu, BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.7) How does the Spell Skill Bar on the Magic screen work?
-
- The three bars show how your powerbase mana is allocated. The first bar is
- how much goes to mana reserve (storage), for spell casting later. The second
- bar is how much goes to spell research. The total shown under the second
- bar includes the mana you put in plus Libraries, Sage's Guilds, etc. You can
- put in 0 from your power base and still get research done, if you have
- Libraries, etc.
-
- The third bar improves your spell skill. Mana from the third bar goes into a
- pool, and when the pool gets to 2 times your current skill, your skill goes up
- a point. Note: If the pool totals more than 2x, the excess is not wasted, but
- carries over for the next increase. If your current skill is 30, you will have
- to build up a pool of 60, to bump your skill up to 31.
-
- Archmage gives you a starting 10 pt spell skill bonus, and a 50% bonus to the
- mana added to your improvement pool. For example, if your powerbase is 60
- and each bar is getting exactly 1/3, you are putting in 20 mana, but the
- number added to your pool and shown under the bar will be 30. Also, the
- starting 10 bonus points are in addition to the normal "pool" process. In
- other words, if you are an archmage and your skill is shown as 30, that is
- the 10 bonus points and 20 normal points. When the pool gets up to 40, your
- normal points will bump to 21 and your spell skill will be 31.
- [danhite@aol.com (Dan Hite), BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.8) I Have Spell X, Why Can't I Create An Artifact With Enchantment X?
-
- In the Manual, Table M (p. 146) shows what you need for specific item
- enchantments. It is controlled by how many books you have in a color, not
- which spells you have researched. If you have 7 Sorcery books, you can create
- an artifact with Haste even before you know the Haste spell. Haste is the
- highest requirement, a lot of enchantments only require 2 or 3 books in a
- color. On the other hand, to put spell charges in a Staff or Wand all you
- need is to know the spell. [Brian Wade (FLEBO@AOL.COM)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.9) How to get Summon Champion?
-
- It is an arcane spell so you should always be able to research it, but it may
- be late in the game. You will get it sooner if you have fewer spells to
- research (fewer books, more retorts). Also, if you take Artificer you have
- 2 fewer spells to research. You may be able to trade for Summon Champion
- with other wizards. [yl1@cs.buffalo.edu (Yong Xiang Li)]
-
- It has also been reported that if you complete research on a spell, the new
- spell that gets added to your research pages is in the same area. If that is
- true, always researching arcane spells that turn up in your research area will
- you to get summon champion as soon as possible.
- [jderby@nevada.edu (Jerry L. Derby)]
-
- If you do a no magic book set of starting magic picks, you will get summon
- champion early on. However, with no spell books, you will have a limited
- group of champions to draw on. Warrax requires at least one Chaos magic book.
- Roland requires Life. Rayashack, Death magic. Alorra, Nature. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.10) What can I do with a Death Settler? (Settler killed by a life stealer.)
-
- Nothing. (There was a small hoax on the net describing a way to get the death
- settler to build a death city that would produce skeletons, zombies, etc. as
- troops.)
-
- PS. To: [tommi@kaa.informatik.rwth-aachen.de (Thomas Stockheim)] for starting
- the hoax, I salute you! [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 3.11) How does the road "Trade Route" gold bonus work?
-
- You get gold bonuses for rivers, ocean shore, and roads. The Surveyor (F1)
- shows you shore and river bonuses. To calculate the road bonus. Suppose
- City A and City B are connected. If City B has a population of 20, multiply
- by 1% if A and B are different races, or .5% if same race. Lets suppose they
- are the same race, so we get: 20 * .5 = 10%. This bonus applies to the
- Base Gold Income, which is the total of taxes, and gem, gold and silver
- mines. So if taxes and mines add up to 20, the road bonus would give you
- 20 * 10% = 2 GP.
-
- The river, shore and road bonuses are limited to a maximum. The maximum
- is 3% times city population. Suppose in the example above, City A
- also had 20% worth of shore and/or river bonuses. In that case, the total
- bonus would be 30%, but city A would only get the full benefit if City A
- has at least 10 population.
-
- Note: You get the shore bonus when shore squares are included in city limits
- but you only get the river bonus when the city is built directly on the river.
- [BLJ, p. 122 of the MOM Manual, MOM Official Strategy Guide]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 4) Strategic Info
-
- This section contains an assortment of strategy tips and suggestions.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.1) Why aren't my bowmen, galleys, slingers doing any damage?
-
- Your missile firing troops (bowmen, slingers, galleys) have a to-hit penalty
- at longer distances. If you are not doing damage, you need to get closer to
- your target. The distance penalty is -1 for 3-5 squares of distance, and -2
- for more than 5. (If a units has "Long Distance" (Longbowmen, Catapults)
- the penalty is -1 for 3 or more squares distance.)
-
- Note: Heros (and others with 2 movement) can move 1 unit toward an opponent and
- then fire. [BLJ, jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.2) Jump the Ocean with Guardian Spirits
-
- A few guardian spirits can often go across the ocean and take a weakly defended
- neutral city on another continent, allowing you to spread your empire across
- twice the area you would otherwise have, without worrying about ships or flight
- spells. Even better are nagas or sprites if you can get them.
- [cbyler9312@aol.com (CByler9312)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.3) Why do Phantom Beasts do so much damage?
-
- They have illusionary attack that ignores defense (shields). In other words,
- they attack as if your shields are 0. Solution: Phantom beasts and other
- illusionary attacks will only have normal attack results against units
- enchanted with True Sight, or anything with Immunity to Illusions. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.4) How To Get More Heros
-
- As the game progresses make sure you keep some gold in reserve. A hero that
- will require 300 GP to be hired, won't show up unless you have 300 GP. You
- will attract better heros if you increase your fame, by conquering cities
- and beating groups of 4 or more. Use F9 to see what your fame is. [many]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.5) How Does Multi-Figure vs Shields Combat Work?
-
- Frequent question on the net: My Swordsmen unit, 6 figures, 4 swords. Is it
- a 24 sword attack or six separate 4 sword hits? The answer is, the second.
-
- This makes a big difference, depending on the number of shields the opponent
- has. For example, a new Stag Beetle has 1 figure, a 15 attack and a 7 defense,
- while new Swordsmen have six figures with a 3 attack and a 2 defense.
-
- In a fight, each Swordsman has a .3 * 3 = .9 chance of scoring a hit. However,
- on average, the Stag Beetle's 7 shields will block 7 * .3 = 2.1 hits of damage.
- That means that the Swordsmen will only injure the Stag Beetle when by luck the
- Stag Beetle's shield roll below average. Each attack the Swordsmen do make
- 6 attacks, improving the odds somewhat.
-
- The Stag Beetle will, on average, score 15 * .3 = 4.5 hits, with Swordsmen
- shields stopping only 2 * .3 = .6 hits of damage. The Beetle will tend to do
- 4.5 - .6 = 3.9 hits of damage each round.
-
- This gives you a reason to play races with higher shields, such as Trolls,
- Klackons, and Lizardmen. If you just look at figures*swords, Catapults look
- pathetic compared to swordsmen. But against high shield opponents, they
- are valuable. The same with high hit, low figure summoned creatures.
- [jfardal@infinity.ccsi.com (John Fardal), BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.6) Why does my Strength 7 hero get butchered by Strength 4 Swordsmen?
-
- The answer is that there is strength in numbers. Let's say we have High Men
- Veteran Swordsmen with 6 figures, 4 swords, 3 defense, and 1 heart per figure,
- versus a brand new Spyder The Rogue with 7 swords, 5 shields and 8 hearts.
- Neither unit has any "to-hit" bonuses.
-
- First round: Each sword represents a 30% chance of landing damage, for each
- figure in the unit. Each swordsmen figures will average 4 * .3 = 1.2 raw hits.
- But Spyder has 5 shields, representing five 30% chances to stop a hit of
- damage, averaging 1.5 stops per attack. Basically, the Swordsmen have to get
- lucky and roll a little better than Spyder to slip a hit past his shields. The
- table in section 10.16 indicates that a 4 sword figure will, on average, manage
- to slip .4 hits past a 5 shield defender. Given 6 figures, we could predict
- 6 * .4 = 2.4 hits of damage. Lets round to 3, and say Spyder takes 3 hits of
- damage, leaving 5 hearts. Spyder's 7 swords against the Swordsmen's 3 shields
- can expect to get in 1.3 hits of damage. Lets say Spyder gets 1 hit and that
- will take out the first swordsmen figure.
-
- Second round: Five swordsmen figures: 5 * .4 = 2 hits. Spyder is down to
- 3 hearts. He does the same attack as last round, doing another hit of damage,
- taking out a second swordsmen figure.
-
- Third round: Four swordsmen figures: 4 * .4 = 1.6 hits. 1.6 is closer to 2, so
- lets take away 2 hearts, leaving Spyder just one. Let's say Spyder gets a
- little lucky this time and round up the expected 1.3 hits to 2 hits. The first
- hit takes out a third swordsmen figure. The second hit goes on to figure
- number 4, but figure 4 gets to roll his shields. Each of 3 shields gives a 30%
- chance of stopping the hit. Let's say one of them does, and figure 4 survives.
-
- Fourth round: Three remaining swordsmen figures: 3 * .4 = 1.2 hits. Spyder
- only had 1 hit left, and dies. But first he gets to swing at the swordsmen,
- killing 1 figure.
-
- The Swordsmen have 2 of 6 figures left, and Spyder is dead. Basically,
- each Swordsmen figure had an uphill battle with 3 less swords and 2 less
- shields, but the swordsmen unit had 6 figures to attack with. Also, it is
- hard for Spyder to kill more than one figure per round because shields get
- reapplied when extra hits are passed along to the next figure.
-
- However, this analysis is a little biased against Spyder. At a couple of
- points we rounded the Swordsmen's hits up. If we had rounded down, Spyder
- could have been victorious. Also, we gave the Swordsmen 60 experience
- (Veteran level), but Spyder none. Once Spyder gets 20 experience he will
- get an additional sword, shield and heart, making him much tougher.
-
- Finally, don't forget random chance. In the first round, the swordsmen get
- 6*4 rolls against Spyder. If the swordsmen's rolls are high and Spyder's
- shield rolls are low, he can get killed right there. Another time Spyder could
- roll high and the swordsmen roll low, with no damage to Spyder at all. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.7) If a simple unit of swordsmen can beat a hero, what good is a hero?
-
- Here are some reasons why heros are often more useful than regular fighting
- units:
-
- * Heros can use magic artifacts that add to "swords", "shields",
- movement, and can give special abilities. Most importantly, artifacts
- can give additional "to hit" bonuses.
- * Heros ultimately get more benefit from experience because regular
- units only get 3 experience promotions, but heros can get 8
- experience promotions. Elite regular units get a +2 strength
- improvement, but fully promoted heros get a +8 strength improvement.
- "To hit" bonuses are the most important. Unless you have Warlord
- and/or the Crusade spell, a regular unit can only get +1 to hit.
- But at the top two levels a hero has +3 to hit. This means each
- "sword" has a 60% chance of doing damage. It is true that your hero
- may not be too useful until he/she gets some significant experience.
- * Heros can have powerful/useful special abilities such as Leadership,
- Might, Prayermaster, Legendary, Spell Caster, etc.
- * Defender shields are applied per attacking figure, so a beefed-up
- hero hitting with 24 will do more damage than a 6 figure unit
- hitting at 4*6=24.
- * Heros have cool names and pictures.
- [BLJ, MOM Official Strategy Guide]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.8) Instant Champion Level Units
-
- If you cast heroism on a unit when you have the crusade spell active, it
- immediately becomes ultra-elite. If you are a warlord, it becomes Champion
- level. Can you say butt kicking time? This also applies to altar of battle
- + crusade + warlord = ALL your units start out Champion level. Fun!!
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.9) 8 Units Better Than 9
-
- I like to organize my units into 8-unit squads mostly consisting of home-
- grown troops rather than summoned creatures. Why 8 and not 9? Sometimes,
- when you take out a tower, you can get prisoners. When I have a squad
- of 9, I never get prisoners. [mlee@thetis.royalroads.ca (Malcolm Lee)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.10) Phantom Warriors: The (almost) worthless unit tactic
-
- In my latest game I have been playing a sorcerer/life combo. One of the early
- (and cheap - 10 mana) spells you get is Phantom Warriors. These 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!
- [David Chaloux, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.11) Why can "Invulnerable" units get killed?
-
- Invulnerability gives two benefits. First is Weapon Immunity, which simply
- increases shields to 10 for normal weapons. The second benefit is the negation
- of the first 2 hits of damage that make it past the unit's shields. For
- example, suppose a 30 strength Fire Bolt hits an Invulnerable unit, and does
- the statistically predicted 30 * .3 = 9 hits of damage. Say the unit happens
- to have 9 shields, and they do a little better than average, this time stopping
- 4 hits of damage. 5 hits remain, but Invulnerability negates the first 2. The
- remaining 3 hits of damage take out 3 hearts.
- [schafer@walleye.network.com (Martin Schafer)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.12) Missile, Magic and Weapon Immunity Can Be Penetrated.
-
- Magic Immunity offers complete protection against magic spells except for
- Doom Bolt, Web, Warp Wood and Cracks Call, Black Prayer, Dispel, and
- Disenchant. It provides a 50 shield defense against magic ranged attack.
- That will typically stop 50 * .3 = 15 hits of damage, but very powerful heros
- with lots of to-hit bonuses can punch through that much defense. Also, Magic
- Immunity does not help against Doom/Chaos artifacts or Doom Gaze. It is a
- subtle point, but Magic Immunity also doesn't work against invisibility.
- Not checked, but suspect Magic Immunity does not work against: Blur, Warp
- Reality, Mind Storm, light/darkness spells and possibly Disintegrate.
-
- Missile Immunity protects from arrows, slings and javelins, but not rocks
- (Giants, Catapults, Steam Cannon, War Ships and Air Ships). The protection is
- also 50 shields, but very powerful heros and Champion slingers with many
- to-hit bonuses can punch through.
-
- Weapon Immunity is pretty wimpy. It doesn't apply to attacks from fantastic
- creatures or magic (alchemy), holy or flaming weapons. Even against "normal"
- weapons it only offers 10 shields of protection. If a unit has 10 shields
- already, weapon immunity adds nothing.
- [BLJ, MOM Official Strategy Guide, danhite@aol.com (Dan Hite)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.13) Web - maligned, but useful
-
- The Web spell may be almost worthless while attacking a city, but it is quite
- useful for attacking monster lairs. Especially with ranged attacks. Your
- archers/mages hit them, they can't hit back. And early on, it helps you take
- nature nodes with sprites in them; the web lets my foot units hit the sprites
- without waiting for the sprites to finish their magic attacks off. Even after
- the web is gone, a flying unit is grounded for the rest of the battle. Web can
- also be useful in delaying, say, a behemoth (move 2) for a turn; it is a low
- cost spell for caster heros (like the Beastmaster) to cast, while you cast
- something more powerful. [Aaron P Teske <at2u+@andrew.cmu.edu>]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.14) How can I cast spells in a node?
-
- Nature spells don't fizzle in nature nodes, and sorcery and chaos spells don't
- fizzle in nodes of their type. Node fizzle is like a 50 mana dispel, so a
- 5 mana Fire Bolt has a 5 / (5 + 50) = 9% chance of success, while a 50 mana
- Air Elemental has a 50 / (50 + 50) = 50% chance of success.
- [BLJ, MOM Official Strategy Guide]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.15) Disenchant Area Removes Guardian Spirit Protection
-
- (From someone's news post:) Casting Disenchant Area on a node can wipe its
- Guardian Spirit meld defense. [danhite@aol.com (Dan Hite)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.16) Great Combo: Berserked Phantom Beast
-
- For combat summoning, nothing can beat the death/sorcery combo of a BERSERKed
- Phantom Beast. [umblazew@news.cc.umanitoba.ca (Dennis Andrew Blazewicz)]
-
- On the other hand, Berserk costs 30, and Phantom Beasts cost 35. If you have
- enough Death books to get a good discount, this combination may be good.
- Otherwise, you may be better off with 2 Phantom Beasts, especially if you
- get a discount on Sorcery. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.17) Great Combo: Berserk and strong First Strike
-
- The Berserk spell is a good combination with strong first strike units such as
- Death Knights or Paladins. Your attack strength doubles, making it possible to
- kill almost anything with first strike. When you kill on the first strike, the
- 0 defense doesn't matter. [wagnere@Informatik.TU-Muenchen.DE (Erwin Wagner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.18) Great Combo: Berserk and Regeneration
-
- Another great combo - Berserk + Regeneration. Your suicidal unit dies, but as
- long as you win, it comes back! [Brian Wade (FLEBO@AOL.COM)]
-
- Also, invulnerability, luck, prayer, high prayer or blur will make your
- killer berserk units last longer. [danhite@aol.com (Dan Hite)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.19) Great Combo: Invisibility + Confusion
-
- Because of his special invisibility ability, ShinBo is my favorite hero...
- I send him into ruins, temples etc., then all I do is cast confusion on one of
- the monsters, then press "done done done..." until the monsters (always
- basilisks, earth elementals and various others) are all dead in a "repeated"
- operation. I found that that is a great way to get good treasures.
-
- Of course, with 5 sorcery/2 and 2 of any thing else and runemaster
- + artificer... I can create any good artifact I want fast enough, but that 's
- another story. [blood@jolt.mpx.com.au (Edward Chan)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.20) Great Combo: Flier and Call Lighting
-
- If the node has no flying units, missile units or web-casters, just tough
- ground units such as Great Wyrms, send in a single flying unit and cast Call
- Lightning. This will work against most neutral cities too. Instead of Call
- Lighting, Wrack might also work, but not against death or high resistance
- creatures. Magic vortex might also work.
-
- What if you haven't discovered Call Lightning, but you really want to take over
- those nature nodes on Myrror? Send in a Draconian spearmen, and cast Cracks
- Call to take out those pesky Great Wyrms one at a time. Use save/load cheat if
- you are really *really* desperate. [ncl@philabs.philips.com (Nai-Chi Lee)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.21) Which units are affected by Warp Wood? (Which are not?)
-
- Effects: Bowmen, Longbowmen, Horsebowmen, Javeliners, Slingers, Rangers,
- Centaurs, Pegasi, Heros with bows, Galleys. Does not effect: Rocks, as in
- Catapults, Steam cannon, War Ships, Airship and Giants that throw stones. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.22) Cracks Call killed my hero. How do I defend against it?
-
- Cracks Call is quite difficult to defend against. Here are some ideas
- that might help:
-
- * Note: Magic Immunity doesn't help.
- * Flight: Spell or artifact. However, you are still vulnerable to the
- combination of Web and Cracks Call. Any wizards that has Cracks Call
- is likely to have Web. Also, enchanted flight can be dispelled.
- * Invisibility: If they can't see you, they can't Crack you. Again,
- if enchanted, vulnerable to combination of Dispel and Cracks Call.
- * Counter Magic: Reduces further the chances of a successful Cracks
- Call, but it still is possible. Given a 50 power Counter Magic,
- chances of success per cast are: .25 * 20/70 = 7% chance of success.
- * Wraithform protects you from Web and Cracks call. There are 8
- artifacts which grant Wraithform, so you might be lucky enough to
- get one of those. Wraithform is a rare Death spell, so you probably
- won't have it unless you have a lot of Death spell books.
- * Check how much mana the wizard has. If it is not too large, take
- a stack of spearmen and attack one by one, until the wizard has used
- up there mana. They can't get more until it's there turn, so you are
- safe from Crack's Call, and other combat spells. Strategic combat
- is even better for this because it uses up the wizard's full spell
- skill every time. Of course, it will do the same to you, so only do
- it if you have mana to spare, or you have alchemy and can turn your
- mana into gold first.
- * Stack of invisible units. The computer players usually don't have
- a very high mana balance. You can use the Magic screen + right click
- on their picture. If the balance is fairly low, send in invisible
- units one by one. Each round the computer player will cast spells,
- you just hit done. Bleed the computer player down to zero. They won't
- get more mana until their turn. Now you are safe from Crack's Call
- or other spells. This won't work if they have Flame Strike or other
- non-targeted damaging spell (Wrack, maybe others).
- * The mana leak spell will drain 5 mana per combat round from the wizard.
- If you can make the battle go for the maximum 50 rounds that is 250 mana!
- For example, if you have a flyer to attack a city with only non-flyers.
- When the mana is gone - no more Cracks Call. [BLJ, Drew Fudenberg, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.23) How Can I Get Treaties Started? And keep them in effect?
-
- A note on diplomacy. The stronger you get, the more difficult it will be to
- maintain good diplomatic relations with the other wizards and the more likely
- they will be to declare war on you. They will not allow you to grow strong
- unchecked. [from the v1.31 patch README file]
-
- See 10.9) Diplomacy: I can't keep peaceful relations with the other wizards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.24) Just Cause Reduces Unrest
-
- Just Cause does more than increase your fame. It reduces the unrest level in
- all of your cities by one. I cast it as soon as I can and move my tax rate up
- to 1.5, and rake in the gold. [disney@cybernetics.net (Dennis Disney)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.25) I've built everything I can - what can I do about continuing unrest?
-
- 1. Reduce taxes (if you don't need the money)
- 2. Ignore it (it won't kill you)
- 3. Cast Just Cause (reduces 1 unrest in every city!), or Stream
- of Life or Gaia's Blessing on the restless city
- 4. Garrison troops in that city. Every 2 units reduce 1 unit of unrest. This
- makes Halflings a joy to conquer, since local riot police (aka spearmen) can
- cheaply pacify the populace permanently. They only cost one food to
- maintain, and every pair of them brings a rebel into line to produce three
- food and pay taxes. Actually, any race has this advantage when the city
- has have an Animist's guild.
- 5. Kill Klackons on sight (raze Klackon cities...)
- [gunzler@netcom.com (Mitch Gunzler)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.26) Do NOT neglect libraries, sages' guilds, universities, etc.
-
- Do NOT neglect your 'civilian' sources of research: libraries, sages'
- guilds, universities, and wizards' guilds. These sources will often give
- you twice as much research as you have powerbase, from these sources alone.
- An advantage in spells is decisive - a small number of invisible or flying
- units with ranged attacks can wipe out a much larger stack of units without
- magical aid. And it need not be said that call lightning plus a flying unit
- is absolutely devastating against non-flyers . . . just sit back and wait,
- they'll die sooner or later.
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.27) Build roads!
-
- Build roads! Even better, if you have sorcery magic, make all your
- roads enchanted roads (zero movement cost). You can defend your whole
- kingdom with one stack, and get units to the front line instantly.
- Always put 4 engineers in a stack and have them build together.
- They'll build one square of road every turn on most terrains, the
- fastest possible rate. [Andrew B Potratz <ap2a+@andrew.cmu.edu>]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.28) Roads can be used against you (and how to prevent it)
-
- Enchanted roads on Myrror can be used against you. If you make a road
- grid that connects all your cities, rampaging monsters can get on it
- and scoot to some undefended city. [jbrown@u.washington.edu (Jeffery Brown)]
-
- Solution: place Paladins or other troops along the roads in strategic locations
- so that troops must go around off the road or attack that unit. They are
- slowed down by one turn <min> allowing forces to be brought up to protect
- nodes and/or cities. [spido@clark.net (DriveBy Billy)]
-
- Nightblades make good invisible sentries. Enemies can't just go around
- because they don't know the Nightblades are there. [bing@its.bldrdoc.gov]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.29) When a city has minerals, build a Miner's Guild early.
-
- If you have any mines nearby, build a Miners Guild early. If you left click
- on the gold on the City Screen, it will tell you how much gold you are getting
- from a mine. If you get any, build a miners guild. [Bill Poitras, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 4.30) Get Rid Of Your Own City
-
- There is a way to get rid of one of your own cities. Perhaps it is blocking
- a mineral deposit, or perhaps it is a Klackon city that wish you had razed when
- you had the chance. Just set it to produce "Settlers". Each Settler will
- reduce the population by 1K. When the population drops below 1K, the last
- Settler gets up and goes, leaving nothing behind! You can either use the
- settlers or disband them. Note: Sell off all the buildings in the city first.
- The smaller the city, the quicker this process goes. You will need to buy part
- of the production of the last settler or two. You have to admit, this is more
- humane than simply killing Klackons on-sight, Also it doesn't reduce your fame.
- [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 5) Favorite Races
-
- This section covers various people's favorite races, and why they like them.
-
- Look in Table B at the back of the Manual. It gives you an overview.
-
- Of course, one should plan to take over cities manned by other races. The
- starting race determines how you play at the start. Later in the game the
- choice of starting race has less impact. [Drew Fudenburg, DC, BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.1) High Men - With Paladins Rule
-
- Paladins are great! Their innate immunity to magic, generous shields, first
- strike and armor piercing capabilities make them excellent offensive weapons.
- Paladins can destroy a lot of lesser units without even taking damage. Adding
- a little magic can make them even better. Missiles can hurt them, so Guardian
- Wind is a great addition to any paladin. They can't first strike what they
- can't hit, so if you can, cast Flight on them (in or out of combat) or cast Web
- on their opponent. Paladins have to fight "negate first strike" enemies, such
- as Pikemen, on more even terms, so be careful. With a few precautions, your
- Paladins can mow down just about everything.
-
- 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...) [Matt Carlson, DC]
-
- Races which produce warships (High Men, Barbarians and Orcs) are 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 (for some reason the computer almost never produces warships).
-
- High Men (humans) are a great balanced race. No special abilities, or strange
- troops like Stag Beetles, or Griffins, but like in many fantasy games, humans
- can pretty much produce all "normal" troops (Paladins, Magicians, Priests,
- Warships). [Bill Poitras, DC]
-
- One thing bad about Paladins is they take a lot of buildings to produce, and
- also quite a few turns just to build one unit. If you're up against someone
- like Tauron who is constantly destroying your buildings and reducing your
- production rate, you find yourself unable to reinforce/replenish your armies.
- Paladins also don't do very well against Griffons or other flying units, I'm
- unable to take advantage of first strike.
- [rainbow@apxws48.ih.att.com (Rob Buchner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.2) Barbarians - Fast Growing, Axe Throwing, Berserk Hordes
-
- These guys reproduce quickly, and benefit immensely from experience gains.
- Both normal and thrown attacks increase with level.
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- Berserkers make good ground troops. Barbarians also produce Warships, good
- for ruling the sea. [Bill Poitras, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.3) Nomads - Tough Rangers, Horsebowmen, Flying Griffins and Extra Gold
-
- Don't forget Nomad griffins (flying, first strike, armor piercing) and
- pikemen (negate first strike, armor piercing)! And don't forget about their
- rangers! That PathFinding ability is ever so nice. Put it all together,
- and Nomads are one fine race - they're my fave.
- [fishkin@parc.xerox.com (Ken Fishkin)]
-
- HORSEBOWMEN! Their cost is only 60 production points, and they have both
- a decent ranged attack and melee attack. Now they are toast against High Men
- Magicians, or ultra-elite slingers or Longbowmen, but against most normal units
- in the early going, they rock! Since they have a speed of two, they can move
- just beyond melee range, and then unleash their missiles, to avoid the range
- to-hit penalty.
-
- I find that on Impossible level, fast development is imperative. A stack of
- eight horsebowmen and one ranger can move four spaces over any land terrain
- every single move. Horsebowmen are available with stables, and Rangers only
- a bit later. And you can build eight horsebowmen and a ranger in the same
- time it would take to build 3 Paladins or Elven Lords.
-
- If you start off with a Nomad city, you should be able to explore and
- overrun your home continent pretty early on. And this is really important
- at impossible level, when your opponents get so many advantages. Finally,
- nomads produce 50% more trade revenue. [cox@tachyon.unx.sas.com (Jim Cox)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.4) High Elves - Extra Magic and Longbowmen
-
- Elven longbowmen have nice range, and can really impact the early and middle
- games, especially when going after magic nodes early in the game). However,
- they have the drawback of taking a loooong time to produce, so expect rough
- going at the start. [dbe@crl.com (Dale B. Elliott)]
-
- High Elves are cool. They're the only Arcanus race that gives you mana simply
- by existing (based on the size of the population), and longbowmen are EXTREMELY
- deadly, and VERY cheap. All you need is a sawmill and a barracks to start
- making them. [icarus@titan.oit.umass.edu (DOUGLAS W HIGGINS)]
-
- High Elves produce Elven Lords (powerful ground troop) and LongBowmen (good
- missile troop) and also can produce Magicians, which are pretty powerful.
- [Bill Poitras, DC]
-
- They tend to rebel a bit in the late game due to the lack of parthenons,
- cathedrals, & oracles. Still, this is tolerable, and the innate power makes
- up for lack of upper religious buildings to a considerable extent.
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- Actually, the magic bonus isn't that great in the late game. Since a High
- Elf city can only have a max (and unlikely to get that high) of 25 population
- the max magic from population and religious buildings is 15. The magic
- produced from any city that has a cathedral is 10, no matter what the
- population. The fact that you can't produce "purifiers" means that you are
- subject to Corruption. In addition, you don't get the riot suppression.
-
- Counter-point, to my previous statement. The +1 to hit and Forester is great.
- [Brian Wade (FLEBO@AOL.COM)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.5) Dark Elves - Magic Power Incarnate
-
- The Dark Elves are just too good. Once you have a wizards guild you can get
- Warlocks - 8 or 9 fireballs in ranged attack! Plus defense ignoring Doom Bolt!
- You also have healers. Their fantastic stables produce Nightmares which are a
- somewhat rare combination of flying and ranged attack (but they only have 2
- figures). Dark Elves are just too good! [Jacob Jonsson, DC]
-
- Even Dark Elf spearmen are pretty tough. With 8 figures and a ranged attack
- of 3 (Elite), you get a 24 ranged attack. Not bad when the maintenance is
- only 1 food! [BLJ]
-
- A single Nightblade is a good city defender - too good! Since the computer
- can't see anyone to attack you can just click on AUTO and wait for time to run
- out. Then you win by default. [mbarnes@cs.montana.edu (Michael Barnes)]
-
- Dark Elves are pretty tough, but you use up 3 picks to get them. Also, they
- cause high rebellion rates in enslaved races. [Brian Wade (FLEBO@AOL.COM), BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.6) Lizardmen - Ideal for "Small" Land
-
- Swim for early exploration. Especially beneficial on "Small" land. Also,
- surround a land mass with Dragon Turtles and kill every ship that ventures
- out. [dbe@crl.com (Dale B. Elliott)]
-
- Lizardmen are rather restricted in their buildings and units, but early on
- swimming settlers are great, and dragonturtles come online sooner comparable
- units (eg Stag Beetles). Contrary to the v1.31 readme Lizardmen can build
- Armorer's Guilds and in fact need to do so to enable Dragon Turtles, which,
- btw, cost only 100 not 120 as stated in the MoM manual.
- [danhite@aol.com (Dan Hite), Drew Fudenberg, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.7) Halflings - Mighty Midgets
-
- Halfling farmers produce 3 units of food (other races, 2). That makes it a
- lot easier to support big armies. (Races that can build Animist Guilds
- can get this advantage late in the game.)
-
- Due to their Lucky attribute, Halflings inflict a -1 to hit on opponents trying
- to damage Halflings. Lucky also makes shields 40% effective instead of 30%,
- lifts the base To-hit from 30% to 40%, and adds an extra resistance (cross).
-
- Halfling slingers have numerous advantages, and can be the best range attack
- regular unit. Unlike Paladins, they require only a few buildings and can be
- available very early in the game. They are lucky, giving a plus one to hit,
- defend and resist. Most important, they have 8 figures, so each enhancement
- produces 8 hits of benefit. Elite Slingers typically do 4*8*.5=16 hits
- damage. By comparison, Elite Longbowmen, another contender for best range
- attack regular unit, do 6*6*.5=18. But, if you add in Lion Heart (+2),
- Mithril (+1), and Warlord to get Ultra-elite, you have Ultra-elite Slingers
- with 7*8*.6=33.6 and Ultra-elite Longbowmen with 9*6*.6=32.4. With Crusade,
- Adamantium, Flame Blade, or Giant Strength the slinger's get further ahead of
- the Longbowmen. Because they both get +1 to hit, Slingers and Longbowmen are
- better than just about any other missile attack regular unit.
- [cptstern@Cyberquest.com (CaptStern) and BLJ]
-
- Slingers at recruit level still have 8 figures and the lucky bonus. But don't
- expect them to single handedly take out powerful monsters until they have at
- least *some* of: ultra-elite or champion rank, mithril or adamantium weapons,
- lionheart, flame blade, Giant Strength, holy weapon, leadership or holy bonus.
- Slingers with a lot of enhancements can punch through the 50 shields of
- missile immunity. Halflings and death magic do not make a strong combination.
- [BLJ, wagnere@Informatik.TU-Muenchen.DE (Erwin Wagner)]
-
- Slingers are nice, but not by themselves enough of a reason to choose
- Halflings - Halflings have many other disadvantages compared to more advanced
- races such as High Men, Nomads, or High Elves (lack of university, and all
- that is derived from it, can really hurt), and all three of these races have
- a rangestriking troop comparable to slingers. (It need not be mentioned that
- a unit of High Man Magicians, which are missile immune, will wipe the floor
- with slingers.) [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- A side comment, missile immunity against a beefed up slinger unit is not good
- enough. Not to mention I'm killing one magician unit per turn via magic
- spells. Slingers are also highly resistant. Not to mention when I close the
- distance magicians die of fright (no defense, no hearts). You can counter
- missile weapons, you can counter magic range attacks (mana leak, resistance
- spells, defensive bonuses, magic immunity, etc). But when all is said and
- done, slingers have a pretty good secondary attack, ie melee combat. Not true
- for magicians. [rainbow@apxws48.ih.att.com (Rob Buchner)]
-
- I'm just about convinced Halflings are the best starting race. You don't
- realize how convenient the food production bonus and the unrest reduction is
- until you play any of the other races. Indirectly this compensates for any
- mana/research shortcomings. Halflings translate into more gold, more troops,
- faster production, quicker expansion. And the clincher is that 4 slinger units
- can just about defend a city against all attacks even without the support of
- Life magic. It is such a joy not to constantly lose back captured cities.
- And finally, slingers can be built quickly and easily with minimal support
- costs. I can expand my empire at a faster rate. This means that halflings may
- even have a mana/research advantage, through faster conquest. At least any
- shortcomings are minimized. [rainbow@apxws48.ih.att.com (Rob Buchner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.8) Trolls - A Regenerating Army That You Can't Stop
-
- TROLLS RULE. They regenerate ever turn in combat, so if the enemy moves the
- same speed as you you can just 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 their 2 movement allows them to outrun most units
- while healing.
-
- I started recently with trolls and with the 2 trolls that I started the game
- with I was able to take over half of Myrror. 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 win
- the battle. [Mike 'Krazy' Donais, DC]
-
- And just think what you can do with an invisible Troll or two. Hit, run
- away, heal, repeat. [bing@its.bldrdoc.gov -- Bill]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.9) Klackons - Kill them on sight? You decide . . .
-
- I like Klackons too; sure they can't build much, but they don't need to!
- Stag Beetles are even stronger than Dragon Turtles, and since unrest in
- Klackon cities is reduced by 2 if you have a Klackon capital you can scooch
- the tax rate up at the very beginning of the game. [Neal Dutta, DC]
-
- In article <D4tLy5.5AH@murdoch.acc.Virginia.EDU>,
- jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King) writes:
- > except Klackons, which I raze on sight.
- Bad move!
- 1) Klackons are one of the few races which can build engineers.
- 2) Switch Klackons to 'trade goods', and you'll be swimming in money.
- 3) The Stag Beetle is a very decent little unit.
- [fishkin@xerox.com (Ken Fishkin)]
-
- Jeffrey Robert King replies:
- : 1) Klackons are one of the few races which can build engineers.
-
- High Men and Orcs - better, and can build engineers. To say nothing of
- Beastmen and Dwarves.
-
- : 2) Switch Klackons to 'trade goods', and you'll be swimming in money.
-
- Nomads. And money isn't that much of a problem, and less of a solution.
- Rebellion, lack of powerbase, no research - those are problems.
-
- : 3) The Stag Beetle is a very decent little unit.
-
- No match for a dragon turtle (same stats, swims, same building required), to
- say nothing of high-end units like Pikemen, Paladins, 6 figure High Men
- Magicians, etc.
-
- And finally, Klackons rebel like crazy, and there's nothing you can do about
- it. 50% rebels with tax on 1.5 is typical for me - the city can hardly keep
- itself fed, let alone feed a garrison, support armies in the field, and
- actually produce something.
-
- As for using them as a capital race - you'd have to be crazy. Without any
- religious or academic buildings worth mentioning, you will have NO power base
- or research, and ruling other races with Klackons is ridiculously unfeasible
- (only Dark Elves inspire more rebellion in subjects, and that not by much.)
-
- Suggestion to make Klackons workable: Allow them to build Temples, but not
- Parthenons. (This would also allow Animists Guilds) This would reduce their
- rebellion to the point where they might be comparable in usefulness to
- Lizardmen or Gnolls - i.e. decent slave races, but you wouldn't want them in
- charge. [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- I just sit in my city until I can make Stag Beetles. Then, I send them out to
- take over the world. Early in the game not many units can kill a Beetle. I
- can make an army of Beetles very early in the game (I just need Amoury and
- Stables). Early on, one beetle can take out an enemy city. Later, I need to
- gang up four or five of them.
-
- If the game drags on too long, I have to put a hero into each stack of
- Beetles just to make sure they pack the wallop they should.
-
- One Stag Beetle can pretty much guard any newly captured city against the
- original owner trying to take it back. Typically, when I take someone's city,
- they don't come back at me with fire in their eyes. They counterattack like
- lambs, attacking my Beetle with 2 or 3 Halberdiers. This is version 1.31,
- usually on hard level, sometimes on impossible. Of course, I understand that
- if I let the game go on too long, they would attack with big nasty magic
- critters and the one-Beetle defense wouldn't work. The key is speed. Plus,
- if I take a stack of nine Beetles and hammer a city, I leave the most injured
- Beetle to defend the city and move the eight remaining ones onto the next city.
- The enemy is so engaged defending his next city that he has no spare troops
- to send out to retake that first city. I rarely even get challenged in those
- cities.
-
- I can take out any city with mortal units. And I take them fast. I avoid
- the ruins and nodes that have nasty magic critters and concentrate on taking
- cities. The one time I needed to take over a city that had Death Knights,
- I just stacked 27 Beetles next to the city and went in in 3 waves. I lost
- the first wave, but the second wave won, even though it had heavy casualties.
- [bing@its.bldrdoc.gov]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.10) Dwarves - Productive Workers, Deadly Hammerhands
-
- Or how about the dwarves. Hammerhands are probably the best hand-to-hand
- unit. Steam cannon can inflict some heavy casualty and Golems are great
- against Halflings. Plus they get a 50% production bonus, and build roads
- real fast. [swang@ux4.cso.uiuc.edu (Ben Wang)]
-
- Dwarf Swordsmen have an unique property: they require *no* gold for upkeep, so
- you can post them in cities to reduce unrest. They can even be good
- city-defender units if you build them near an Adamantium mine.
- [ncl@philabs.philips.com (Nai-Chi Lee)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.11) Draconians - Flying Firebreathers
-
- Their flying regular units (Spearmen, Swordsmen) really give you an advantage.
- If a ground based invader (without missile attack) tries to invade your city,
- you can just wait for them to leave. If you want to attack, you only attack
- when and where you decide. Also, the breath attack gives an added punch.
-
- Draconian Halberdiers are a GOOD melee unit. What with flaming breath
- and a decent attack they are even better than the Doom Drakes at elite
- level because they come 6 to a unit.
-
- Draconian Bowmen and Shaman are a rare combination of flight and ranged attack.
- Also, Draconians can build most high-end buildings such as University, Bank,
- War College, Wizard's Guild, etc. Finally, Air Ships are cool.
- [Brian Wade (FLEBO@AOL.COM), BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.12) Gnolls - Least favorite!
-
- 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 halberdiers, but the dwarf halberdiers are better. To make the
- gnolls balanced, I would give each of their units an extra hit. Then their
- halberdiers 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.
- [Dave (sungod@worf.infonet.net), DC]
-
- 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). [Brian Wade (FLEBO@AOL.COM), DC]
-
- 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). [David R. Henry, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.13) Orcs - A Well-Balanced Race
-
- Orcs is a good race to pick when you first begin to play MOM, because it is
- the only race which can build *every* city improvement available. Orcs have
- engineers to build roads, warships to rule the sea, Wyvern Riders to rule
- the sky (well, not really), and so on. The only problem with Orcs is that
- since they are such a well-balanced race, they lack those special elite units
- (such as Paladins or Rangers) that are vital to the success of other races,
- therefore you may get bored with this race after a few games.
- [ncl@philabs.philips.com (Nai-Chi Lee)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 5.14) Beastmen - Another Well-Balanced Race
-
- I consider Beastmen the equivalent of Orcs in Myrror, because they can build
- pretty much anything (except warships) just like Orcs. Beastmen's Centaurs
- are good for their ranged attack and movement points, but I find their other
- units to be rather ordinary and too costly.
- [ncl@philabs.philips.com (Nai-Chi Lee)]
-
- I like beastmen. They have good units (Minotaurs come to mind). They can
- build their cities up with the best of them. And to boot, they are a magic
- producing race. They have reasonable growth and unrest rates, and are a
- good choice for a "conquer Myrror" strategy. Unfortunately, you have to use
- 3 picks to start with them.
- [danhite@aol.com (Dan Hite), Brian Wade (FLEBO@AOL.COM), DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 6) Favorite Colors of Magic
-
- This section covers people's favorite colors of magic, and why they like them.
- Unlike race, you are fairly locked in with your starting choice of magic.
- However, you can pick up additional spell books along the way (but your total
- is limited to 13).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 6.1) Chaos Magic (Red)
-
- I have been playing as a chaos wizard, and if its damage you want, then it is
- here! Warp Lightning (better vs few shields) and Lightning plus 20 or 30 mana
- (better vs many shields) are two of the most powerful spells in the game. Both
- of them armor piercing. Few units can survive their power (and the graphic is
- cool too...:) [Tom Franklin, rainbow@apxws48.ih.att.com (Rob Buchner), DC]
-
- 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. Hell hounds, in the early stages, movement 2 with breath attack, can
- quite easily take out most cities. You can explore, capture a few nodes, go
- through some ruins. It gets you a fast start which is important for learning
- the more powerful chaos magic spells.
-
- Doom Bolt is great against high defense or high resistance opponents. You've
- got spells for resistance, you've got spells for high damage to take out spell
- casters and missile units. You can focus on lots of units or single units.
- Quite flexible. Even in early stages, things like flame blade and immolation
- are quite adequate. If a city is tough, you can wear it down with chaos rift
- or call the void. Not bad. Not bad at all. Chaos magic also has the best
- combo of summoned creatures from early stages through the late stages. Take
- hell hounds, chimera, chaos spawn, and great drakes against any other four from
- each spell group, and you are an easy winner. Yes chaos does not have much in
- the way of defense, but thats not its strength. If you've got offense, use it.
- If you give the best offense a better defense, it would completely unbalance
- the game. [rainbow@apxws48.ih.att.com (Rob Buchner), Jason Skiles, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 6.2) Death Magic (Black)
-
- 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).
-
- Life Drain: For each hit point drained you get 3 mana added to your spell
- skill pool. This make Life Drain the only way to increase your spell skill
- other than pumping in mana from your powerbase.
-
- Mana Leak: Cast it, and arrange for the battle to go on all 50 rounds. The
- opponent wizards will lose 250 mana points. You can even do this several
- times in one turn. Repeating this a few times should take any wizard down
- a few pegs. It's particularly easy to have a long battle when attacking a
- wizard's city because the defenders don't come out to engage you.
-
- Black Wind: One of the few ways to kill opponents via overland spells.
- Death Wish: Another way to kill via overland, on a grand scale.
-
- Some cons:
-
- Everyone hates you! Your undead units cannot be healed. 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).
-
- 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.
-
- Actually, the most difficult part of playing Death is surviving the early
- stages of the game with skeletons and ghouls. They are very poor troops
- because everybody seems to beat them. The cost mana to summon, they don't
- heal, they move slow, so what if I don't have to feed them. And how many
- Zombie troops are actually useful? Not very many. Having said that, I still
- contend Death magic is quite awesome to play. Mana leak is a common spell of
- enormous impact. When you can make combat drag on the maximum 50 rounds,
- it drains 250 mana points from the opposing wizard. It also saps magic
- range attacks by one per turn. Augment any starting selection with two Death
- books, and no wizard can withstand you. Lycanthropy and Wraithform make you
- immune to normal weapons including arrows and stones, which makes conquering
- cities, particularly neutral ones, a snap. Wraithform also makes you immune
- to webbing which is quite useful. Once you get past the common summoned
- creatures, death can simply dominate. Taking them in order of cost, we start
- with Shadow Demons. They regenerate, fly, have plane shift, magic range attack.
- Who's going to kill you? No normal units that I could find. Paladins?
- Griffins? Nope. Mincemeat. You can take over both planes with shadow demons.
- And its even easier to do with Wraiths. With life-stealing attacks and minuses
- on the saving throws (and add in Black prayer), they wade through everything
- and self-regenerate. Death Knights are even stronger than Wraiths. I never
- even bother with Demon Lords, which are supposedly the best units of all,
- because of the cost factor. I don't really need them. All have high resistance
- against magic which makes them difficult to dispel. There are cons, these
- summoned creatures are not effective against the likes of sky drakes, great
- drakes, great wyrms, etc. You best take out the other wizards fast. Also, life
- magic can do lots of damage to your units. But thats what your normal troops
- and heroes are for. [rainbow@apxws48.ih.att.com (Rob Buchner),
- danhite@aol.com (Dan Hite), BLJ, Peter G, Brian Wade (FLEBO@AOL.COM), DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 6.3) Life Magic (White)
-
- Life: The ONLY way to go if you're playing a Warlord. Only Warlord plus
- the Crusade spell give you champion level units. But not just because of
- the Crusade spell. Life magic is by far the best at 'pumping up' standard
- units: Heroism, Holr Armor/Weapon, Invulnerability, 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. [Jason Skiles, DC]
-
- Playing with all Life Magic spell books is the easiest way to start. You
- get Heroism, Holy Armor, Healing and many other great spells from day one.
- With those spells, it is possible to take over some neutral cities using your
- very first swordsmen/spearmen units (especially if you start with Dark Elfs,
- since they have magical ranged attacks). If you start with 11 Life books, you
- can even pick a rare spell such as Incarnation or Stream Of Life. Either
- spell will probably guarantee a winning game for you.
- [ncl@philabs.philips.com (Nai-Chi Lee)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 6.4) 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. [Jason Skiles, DC]
-
- Playing Nature Magic is tough, because you don't start with any good offensive
- or defensive spells, just some land enchantment spells which are all useless in
- the beginning. Be careful not to piss off any other wizards, or you will get
- wiped out soon. On the other hand, your cities can grow faster and be more
- productive through the use of those land enchantment spells. If you can manage
- to survive long enough, you start to get those better spells such as Iron Skin,
- Cracks Call, Call Lightning, Regeneration, Earth Gate, and so on. Now it is
- time to make the other wizards pay! [ncl@philabs.philips.com (Nai-Chi Lee)]
-
- Sprites are powerful early in the game. By using salami tactics, a single
- sprite can conquer a large earthbound stack, one creature per turn. (Salami
- tactics: Fly in, kill at least one creature with magic range attack, when out
- of ammo hit "Done" until you retreat. Since you are flying and they aren't,
- they can't touch you. Caution - this is extremely tedious.) One sprite can
- often mop up neutral cities and some enemy cities. But on impossible level
- the computer players have so many bonuses, one sprite will only be able to take
- out enemy cities very early in the game. [????, BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 6.5) 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.
-
- Spell Blast allows you to stop high-powered unfriendly spells before they
- happen. Spell ward protects you from summoned creatures in addition to
- adverse magic. And spell lock protects any of your enhancements rather well.
- Combine this with sorcery mastery and arch-mage, you can simply toy with
- the other wizards.
- [BLJ, rainbow@apxws48.ih.att.com (Rob Buchner), Jason Skiles, DC]
-
- Don't forget Guardian Wind and Magic Immunity separately 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.
-
- 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
- dispels, but I had sorcery mastery which made it hard to dispel), 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. [Matt Carlson, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 7) Favorite Wizard Starting Picks
-
- One of the best aspects of Master of Magic is that your starting picks (race,
- magic, and retorts) can dramatically change what you need to do to win.
- This section lists several people's favorite picks, along with some discussion
- of why they like them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.1) Chaotic Warlord with support from Sorcery and Life
-
- I usually start off with 6 chaos, 1 sorcery (just to get the confusion spell,
- if I can), and 2 life..... and the Warlord attribute.
- [dbe@crl.com (Dale B. Elliott)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.2) Famous Sorcerer Wants Heros
-
- Alchemy (good to drain money to summon stuff), artificer, conjurer, famous
- and charismatic... plus 5 sorcery spell books. Sorcery is really neat,
- all you need to do is to invest some time in artifacts creation and make
- some Amulet of flying + magic immunity, then you are ready to roll.
- [blood@jolt.mpx.com.au (Edward Chan)]
-
- Alternatively, replace conjurer and charisma with 2 Life books. You don't need
- to conjure anything. With 2 Life books, you can pick Healing, and that can
- effectively double/triple the strength of your heros. They can fight longer
- before being worn down. You can think of it as an insurance policy for heros
- unexpectedly near death. [rainbow@apxws48.ih.att.com (Rob Buchner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.3) Quadruple Power Nodes
-
- Also note: Chaos/Nature/Sorcery Mastery + Node Mastery = Quadruple power from
- the appropriate type of node (i.e. the abilities are fully cumulative). And
- with sorcery mastery, conjurer, and lots of sorcery books it is possible to
- get sorcery summons for about 1/2 cost, this works for other realms too I
- think. (Except there is no life or death mastery. :( )
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.4) Life, Nature, Node Mastery
-
- Personally I like LLLLNNNNCS Node Mastery. It gives you a wide range of
- spells, maximum, and enough researchable spells that most of the useful
- common and uncommon spells will be available to be researched. Plus, the
- wide range of spellbooks ensures that most non-death wizards will at least
- be somewhat polite to you. [lewchuk@cs.ualberta.ca (Michael Lewchuk)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.5) Life On Myrror
-
- Right now I'm playing a Myrran Wizard with all spell books in Life,
- with Draconians. Usually there is only 1 wizard to compete with on
- Myrror, versus 3 on Arcanus. If you have problems from wizards on the
- other plane cast Planar Seal, and build up an army. Then invade the
- other plane through all the towers simultaneously. Regarding Torin, once
- you get him, give him protective armor and invulnerability and you have
- a medieval TANK! [shumburg@iplmail.orl.mmc.com (Stephen Humburg)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.6) Deathmaster Warlord
-
- My basic approach has been to use a Nine Book Deathmaster Warlord. With 3 or
- 4 werewolf units supported by a couple of heroes for the conquering army, the
- game becomes easy (pre 1.3). Yeah, there are a few moments of hard fought
- slaughter in the field on the second wizard's army, but the regeneration
- ability allows for such indiscriminate mayhem it starts to be a little hard to
- lose with some actual thought and avoidance of high powered node/tower fights
- until your heroes are well equipped and able to punt the Great Wyrms etc.
- [robert.trifts@canrem.com (Robert Trifts)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.7) Rainbow, Warlord, Sagemaster, Nodemaster
-
- Well, now i'm working on hard/small/4, with Node Mastery, Sage Mastery,
- Warlord, Alchemy, and one of each book (i think). Race is Barbarians. My
- Berserkers with Adamantium weapons kick butt, going through wraiths and sky
- drakes as if they were paper dolls.
- [umblazew@news.cc.umanitoba.ca (Dennis Andrew Blazewicz)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.8) Archmage Chaosmaster
-
- I had a grand old time (and kicked some ass) with a wizard that was
- Charismatic, an Archmage, possessed Chaos Mastery and 8 Chaos Books, and
- started off with the High Men race. [Wizard of Many Ways <lmize1@gl.umbc.edu>]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.9) No Spell Books Runelord
-
- My best game (in terms of fun an winning) was on Impossible Level / Large /
- 4 Opponents. I chose the Merlin picture and named him something like Runelord.
- Then I took NO spell books. Its possible to do if you are careful in choosing
- your skills so as to be down to zero spell book picks. I then went with
- Dwarves, built Golems, and killed every stinking thing that moved. I was
- researching the Spell of Mastery extremely early :>, not that it does you a
- lot of good. That was probably the most fun MOM ever was!
- [Dobz@ix.netcom.com (Jeff Dobberpuhl)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.10) Buy Your Way To Victory
-
- 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. [Brian Wade (FLEBO@AOL.COM), DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.11) Cheap Heros Fast
-
- Only 8 spell books (all in chaos), but both Charismatic AND Famous. The
- idea was to rack up cheap heroes fast, and it worked. For a while, all
- I needed were my heroes. Only now that everybody wants to kill me (isn't
- charismatic supposed to help, BTW?) do I even need to raise an army at all!
- [ldm@sccs.swarthmore.edu (Ajacs the Confused)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.12) Archmage Chaos Channeler
-
- I usually like picking the attributes that you cannot normally get over
- time. I like to choose Archmage/Node Mastery/Channeler/1 Life/4 Chaos/
- 1 Nature/1 Sorcery. This combo makes the most of your mana power. I like
- Life for the Healing spell. Chaos is good for out and out destruction with
- Firestorm and you get Chaos Channels which does not cost any maintenance
- and is permanent when cast on a unit. I always did like having my Paladins
- with breath weapon or flying or stone skin. Note that a Paladin with a
- breath weapon can attack flying opponents! I like Nature for the Web spell.
- Sorcery gives you Confusion when it works. Node Mastery gives you double
- the mana from all nodes. Very powerful when you start capturing Myrran
- nodes which normally generate double the mana of nodes on Arcanus. Channeling
- allows you to cast spells at normal mana cost. This is very handy when you
- have to cast spells on the opposite plane. Casting spells from Myrror to
- Arcanus cost triple and vice versa. As well, Channeling allows you to
- cast spells at node sites and any summoned creatures are maintained at half
- mana cost. Archmage is good for the +10 spell casting bonus most evident
- in the early game but is excellent for pumping up your spell-casting ability.
- As well, it is harder for other wizards to cancel your spells. Well worth
- the 1 pick to get this attribute. [mlee@thetis.royalroads.ca (Malcolm Lee)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.13) Alchemist Node Master
-
- I like Alchemy/channeler/node master, plus 2 life and whatever else
- grabs me, with halflings being fun to play (slingers are nice and 3 food
- per farmer helps, the "lucky" attribute helps early too) without being
- too powerful. With alchemy I set my magic bars to 0% mana, 30% research
- and 70% casting skill, using gold to make mana. With a high casting skill
- and no range penalty (channeler) distant combat is not so bad (and node
- mastery stops those spells fizzling in nodes).
- [tjc@ecs.soton.ac.uk (Tim Chown)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.14) Charismatic Warlord of the Adamantium Slingers
-
- When I want to win, I play with alchemy, charisma, warlord, Myrran,
- and famous. I then take 2 life magic and one sorcery. I play halflings.
-
- Charisma keeps the computer fighting itself and lowers costs on the
- merchant stuff that the famous ability attracts. By starting on Myrror I
- can usually get a city by an adamantium mine. This gives my slingers plus
- two stones from (nearly) the start. An experienced slinger with adamantium
- weapons can kill even warlocks with one shot. (With other magical bonuses
- I've killed every creature I've run across with one shot.) Even creatures
- which are supposed to be immune to missile weapons die in hoards.
-
- The game gets short when nine slingers can kill nearly anything they
- run into. I find the enemy capitals and march a stack in paralyzing their
- units. I then have a nightblade (if I have one) kill all the loose stacks
- left around. (A stack of nine units will retreat from one nightblade.)
- Use the excess production for trade goods. (It gets boring managing
- 20 - 30 cities.) Repeat until all opponents are dead.
-
- Not much to it really, just a lot of blood.
-
- I've not seen a game that lasted until I ran out of spells to learn.
- (With only three books this isn't a long time I guess.) (pre 1.3)
- [jeff@mercury.interpath.net (Jefferson W Rosenbury -- CBC)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.15) Champion Crusading Warlord
-
- No summoned creature beats a well equipped hero (hint: Artificer).
-
- Second hint: Heroism. Third hint: Warlord. Fourth hint: Crusade.
-
- Warlord will do far more for your ability to get and maintain powerful
- heroes than either Famous or Charismatic, or both together. And it boosts
- your normal units, too: champion Rangers are fun!
-
- Ultimate combo IMX: LLLLSSS Alchemy, Warlord, Artificer.
- (The Alchemy is for the normal units, and not having to worry about mana.)
-
- You will be better off if you can trade with other users: due to your low
- "concentration" of picks, you may have trouble getting rare/v.rare spells.
- In fact, it might be worthwhile to broaden your base instead, with say
- LLLSSCC, or LLLSSCN - using much spell trading to fill in the realms you
- only dabble in.
-
- Strategy: Get heroes, and keep them. Cast Heroism on them. (Also cast it
- on normal units - U.E's with magic weapons are no joke.) Most valuable
- spells = Summon Hero (obviously), Summon Champion (duh), Crusade.
- Life/Sorcery has all the defensive stuff, and if you choose to add a little
- bit of Chaos or Nature it will give you some offensive punch for combat
- support. [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- Hello, Fellow Warlords. I agree with all you said. Now let me take it
- one step further ---> Warlord & Fighter Guilds & Crusade & Altar of Battle =
- All starting units start at Champion levels. You will have to go one step up
- to Armorer's Guild for special units like Paladins, but with this setup just
- turn on your slinger factory <champion level>. It is the optimum setup on
- Impossible level. Heaven help anyone if you get Mass Invisibility. A champion
- level slinger has 3hp + 4hit Lucky +5 base stones and no creature can kill an
- entire unit taking 2 attacks. Champion Pikemen and/or Barbarian Calvary are
- the Vikings of old Norse Legends. [spido@clark.net (DriveBy Billy)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 7.16) Some Strange Combinations
-
- Fun things to try in MoM:
-
- Lizardmen of Life (8+ spellbooks)
- Dwarves of Death
- Nomads of Nature
- Klackons of Chaos
- Svartalfs (Dark Elves) of Sorcery
-
- Draconian Double (4+ in two magic types)
- Troll Triple (3+ in three types)
- Orc of all Trades (no more than two in any type)
-
- Triple Mastery (Rune Master, Node Master, Sage Master)
- Mana Maniac (Alchemy, Channeler, Mana Focusing)
-
- Has anyone tried any of these, or anything similarly weird? Anyone can win
- with halflings or high men and 11 life/sorcery books. I'd be very interested
- in what _difficult_ combos people have tried.
- [jeff@steamer.clam.com (Jeff Darcy)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 8) Spoiler (Super) Strategies
-
- These are strategies so powerful that they may make the game too easy, even
- on impossible level. Or at least possible to win on impossible level.
-
- Most revolve around picking 11 spell books in one color, which lets you pick
- 2 Uncommon and 1 Rare spell. Most the 11 books strategies use that 1 Rare
- spell to great effect, usually summoning a very powerful unit as quickly as
- possible.
-
- To get your super unit as soon as possible, do some fine tuning: Allocate
- all your mana to mana storage (no research, no skill improvement until you get
- your super unit). Start with High Elves to get more mana per turn. As gold
- (taxes) comes in, convert gold to mana. Keep your two starting units at home
- to quell unrest, and crank the tax rate up as high as you can without getting
- rebels. If your starting city doesn't at least have a gold, or mithril
- deposit, you might want to quit out of the game and start over, in hopes of
- getting a deposit.
-
- Even with fine tuning it will take many turns to get your super unit, but
- the 40% casting discount you get with 11 books will help. Just keep pressing
- Next Turn, and keep thinking about all the destruction you will do, once you
- get your super unit. Your super unit may not be strong enough to take out
- tough nodes, but it should be strong enough to take over most lairs, nearly
- all neutral cities, lightly defended cities belonging to other wizards, and
- some nodes. Use the wealth and power from your super unit's conquests to
- take over the rest of the world.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 8.1) 11 Death books - Wraiths or Shadow Demons
-
- For your rare spell, Wraiths. For uncommon I like Shadow Demons and Black
- Prayer. Summon Wraiths first. Wraiths are great for several reasons. Wraiths
- fly, move at 2, and have Weapon Immunity. Their -3 Life Stealing attack
- creates undead defenders for the cities you capture. The undead do not need
- food or money maintenance. Don't keep around undead summoned creatures
- because they cost double mana maintenance. Maybe you have a fun suicide
- mission for them. Note: Use Black Prayer to lower the enemy units' resistance,
- making the Wraith's life stealing attack even more effective. Wraiths can be
- hurt by magic ranged attack, magic weapons (but not normal weapons) by tougher
- summoned creatures, and spells like Fire Bolt. But, when your Wraiths get
- hurt, just go steal life from some low resistance target.
-
- This is probably the easiest (and most evil) 11 book strategy. Wraiths in
- most situations are harder to kill than Gorgons or Torin.
- [rwatkins@crl.com (Ronald Watkins)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 8.2) 11 Life books - Torin
-
- For your Rare spell, choose Incarnation. For your uncommon spells you
- will probably want True Sight and maybe Planar Shift or Prayer or Raise Dead.
- Summon Torin The Chosen. Beef him up with Heroism, Lion Heart, Holy Weapon,
- Holy Armor, and Invulnerability once you research it. March him around the
- board taking over everything. [Many people ...]
-
- You have to be very careful not to lose Thorin. In particular, watch out for
- wizards with Nature books (Cracks Call).
- [tommi@rama.informatik.rwth-aachen.de (Thomas Stockheim)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 8.3) 11 Life books - Stream Of Life
-
- For your rare spell select Stream of Life. For uncommon, maybe Prayer and
- Raise Dead. Cast the life spell STREAM OF LIFE on all your cities, this
- doubles growth rate, causes all units to heal completely each turn, plus
- unrest disappears. This means you can set your tax rate to the maximum, and
- put ALL your mana into improving your casting skill, and use your alchemy to
- buy more mana each turn.
-
- This strategy is a little tricky to get off the ground. Stream of Life will
- cost 8 in maintenance per city. If you bump up the tax rate, it goes up for
- every city, so you need Stream Of Life in every city. It will take 16 gold
- per turn to convert to mana for maintenance. Even with a tax rate of 4,
- you will need a population of 4 just to break even. But, once you get your
- population up, you will be rolling in money/mana. Since Stream of Life
- doubles the growth rate, that won't be long.
- [BLJ, cptstern@Cyberquest.com (CaptStern)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 8.4) 11 Sorcery books - Flying Warships
-
- You will need a race that creates warships. Create a flying, invisible, spell
- locked warship. Magic Immunity and Wind Mastery will help to. In terms of
- taking on passengers, Wind Walking may be better than flying. This isn't an
- instant strategy - it takes time to build up to a Warship. Flying Warships
- are very tough, but not unstoppable. A recruit level warship only has an
- attack of 10, and that is not effective against 9 or more shields. Sky
- Drakes slaughter flying warships (even if invisible). Shadow Demons are
- very tough to kill (because each shot you don't do much damage, and they
- regenerate). [wagnere@Informatik.TU-Muenchen.DE (Erwin Wagner), BLJ]
-
- Actually, Flying Invisible heros or normal units with a range attack make the
- game very easy. Also, Invisibility has most of the benefits of missile
- immunity and magic immunity. It also confers -1 to hit on opponents.
- [BLJ, rainbow@apxws48.ih.att.com (Rob Buchner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 8.5) 11 Nature books - Gorgons
-
- Summon Gorgons. Before v1.3 you could win quickly with this strategy. One
- report of finishing off the other wizards by 1408. With v1.3, it won't be
- that easy. The other wizards expand much more quickly now, and by the time
- you have finished off 1 or 2, the others will probably be sending hoards of
- Shadow Demons or even groups of Gorgons at you. Still, if you stay alive long
- enough to get your Gorgons, they can do a lot. Once you get Regeneration
- and/or Call Lightning, the tide should turn in your favor. Unfortunately,
- most of the common Nature spells won't be much help at keeping you alive long
- enough to research the more powerful ones. Nature is perhaps the hardest 11
- book strategy. [BLJ, rainbow@apxws48.ih.att.com (Rob Buchner)
- schafer@walleye.network.com (Martin Schafer)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 8.6) 11 Chaos books - Chaos Spawn
-
- Another, theoretical possibility: An Efreet. This guy flies at 3, 9 magical
- range attack, +2 to hit, Fire Immunity. 20 Chaos casting skill - he can summon
- a Fire Elemental to help him out. One problem - 3 shields. As yet, no story
- of someone winning with this. [BLJ]
-
- You can win with the Chaos Spawn strategy. No basic normal unit can withstand
- you. Early in the game nothing can stop you. You can make a lot of progress
- and build a good base. You can even take out some towers, nodes, ruins. There
- was only one problem. They move at a rate of 1 which is slow for exploring,
- finding, and defeating all 4 wizards. The last two remaining wizards were
- able to easily kill my Chaos Spawn. It amazes me how fast other wizards are
- able to learn very rare spells. They even re-took many of my captured cities
- before I stemmed the tide. Fortunately I was able to augment my armies with
- regenerating Hydras. Eventually I won with Great Drakes, Call the Void, Magic
- Vortex, and Chaos Rift. I rate this strategy a little better than Gorgons and
- nature books. Chaos Spawn are not sufficient in themselves to win, you need to
- survive until the later stages (readily doable) before cleaning up. Also, I'm
- unable to translate playing chaos magic into a high score. You use up a lot of
- mana which otherwise could go into research. You do a lot of destruction to
- cities which effects your production rates.
- [rainbow@apxws48.ih.att.com (Rob Buchner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 8.7) Free Sky Drakes (theoretical)
-
- Take 9 Sorcery books. (Pick all the common spells except Resist Magic and
- Dispel Magic True, since they have the lowest research cost.) Take Sorcery
- Mastery and Conjurer. Also pick node power High. Go to Myrror and conquer
- Sorcery nodes until you have 13 Sorcery books. (To guarantee picking up
- Sorcery books, you may have to save the game before beating a tough Sorcery
- node, and then replay the battle if you don't get a book.) With 13 Sorcery
- books, you get a 60% Sorcery Spell discount, 15% discount for Sorcery Mastery,
- and 25% Discount for Conjurer discount equals:
-
- 100% fantastic creature summoning discount--they are ***FREE***.
-
- And, now that you can summon them for free, what would be a good creature to
- get? Sky Drakes. Go ahead, summon a half dozen of them. You still have to
- pay maintenance, but just disband them when you don't need them. What do you
- care - you can resummon them for free.
-
- How do you get to Myrror and how do you take over those tough, high treasure
- Sorcery nodes? That is left as an exercise for the reader. You have to work
- pretty hard to get this "easy game". However, you will start with an 80%
- discount on summoned Sorcery creatures. You can get Phantom Warriors for only
- 2 mana. Once you research them, Phantom Beasts for 7, Air Elementals for 10.
- Those cheap combat summons should be pretty helpful.
-
- I would really love to hear the story of someone making this work. Dan Hite
- was able to verify FREE Sky Drakes by using an editor to give himself
- additional Sorcery books. [danhite@aol.com (Dan Hite), BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 9) Cheats
-
- Just remember: "Cheaters never prosper!" (See "*")
-
- These are ordered roughly from the least to the most outrageous fracturing of
- the spirit of the game. The first few aren't even "cheats", just little
- abuses of the way the game works.
-
- * Unless they use an editor to give all their cities prosperity.
- [rhondaa@boi.hp.com (Rhonda Wilson)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.1) Save Before all Battles - If Outcome is Bad - Restore
-
- The Granddaddy of all cheats!! [Origin precedes recorded history....]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.2) Healing the undead
-
- Undead units are not supposed to heal... but they do if they can Regenerate.
- Cast Black Channels on any unit that has the Regeneration spell, or on any
- Troll unit, and you get an undead unit that heals. I've done many nasty
- things with armies of Undead, Ultra Elite, Troll Shamans. The problem is
- waiting for them to get to Ultra Elite before you cast Black Channels,
- because they never gain experience after you cast it.
- [icarus@twain.oit.umass.edu (DOUGLAS W HIGGINS)]
-
- IMO Not a cheat, nobody said the undead couldn't regenerate. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.3) Exception to Planar Seal
-
- When planar seal is in effect, you can still get units to cross to the
- other plane if you have a city on the other plane. Move your summoning
- circle to the city in the other plane and use word of recall to bring
- the unit to the city with the summoning circle. [Bill Soo, DC]
-
- IMO Not a cheat, just a limitation of Planar Seal. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.4) Determine a Computer Player's Spell Skill
-
- If you use Spell Blast two turns in a row you can usually deduce your
- opponents' casting skill level. Another good use of Spell Blast is to check
- how far along an enemy casting Spell of Mastery is to help you decide when
- it is necessary to deal with it. [danhite@aol.com (Dan Hite)]
-
- Note: To estimate the computer player's spell skill you can also add up the
- spells cast in combat. [rainbow@apxws48.ih.att.com (Rob Buchner)]
-
- IMO Not a cheat, just an unusual way to figure something out. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.5) Estimate Opponents Spell Knowledge
-
- Spying on an enemy by pretending to offer spell tribute and then escaping out
- of it ("forget it") apparently doesn't make them get pissed and stop wanting to
- talk. Therefore you can do it over and over and get a fair idea of what spells
- that you know they do or do not have. [danhite@aol.com (Dan Hite)]
-
- IMO Not a cheat, just an unusual way to figure something out. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.6) Invisible defenders throw off the computer...
-
- I think Nightblades are cool. An enemy wizard will attack your city with a
- large army but he can't see you. He is too stupid to cast anything that show
- invisibility (I forgot the spell). So press about 10 times done and he will
- retreat and you are victorious. Or click on auto. Nightblades make good
- defenders because they have intrinsic invisibility - it can't be dispelled.
- (No FAME) [C.W.G.M.Enders@kub.nl (C. Enders)]
-
- IMO Not exactly a cheat. Also, if any of the computer's units have True
- Sight or Immunity to Illusions, this won't work. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.7) Get Out Of Battle Free (Retreat Without Losing Units)
-
- Free Retreat Cheat: If your units are faster than the enemy, you can get away
- with no chance of loss while retreating by running in circles until 'all units
- retreat exhausted'. Of course, it SHOULD be impossible for a faster unit to
- be caught while retreating from a slower one, but normally, it isn't. This
- won't work if the enemy still has ranged shots left, obviously. You can use
- the same dodge if you fly and they don't.
-
- Also, combine running in circles with the nature spell Call Lightning -
- they will eventually die of it, unless magic immune.
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- Is this cheating? Well, like he said it should be impossible for a faster
- unit to be caught while retreating from a slower one. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.8) Avoid The Wizard You Hate The Most
-
- If there is one wizard that you really hate to meet, play with a custom
- wizard, then select the picture of the wizard you hate. The computer will
- never pick that wizard as one of your opponents. (Note: I always pick Horus,
- not because I hate to meet him, but because it makes me so damn good looking.
- My little boy says - Dad, is that you? (He's impressed.) [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.9) Discount On Buildings
-
- Cheaper purchases. A Marketplace is worth 100, and if you try to buy it on the
- first turn, it will cost you 400. The way the games charges you is: If you
- have none of the gold coins filled in, the cost is 4x, if you have some coins
- filled, but less than 1/2 then the cost is 3x the unfilled coins. If around
- 1/2 of the coins are filled in, the cost is 2x. By buying cheaper items, and
- then using the change button, you can reduce your cost.
-
- Example: If you want a marketplace, change to spearmen and buy them. If you
- can't buy spearmen because your city can make them in one turn, try temporarily
- converting all your workers to farmers. You have no coins, so the cost is
- 4*15=60. (This is a beastman city, other races have other costs for spearmen.)
- Now change to swordsmen which cost 30. You are 1/2 filled in, so the cost is
- 2*15 = 30. Now change to library, cost 60. You are 1/2 filled in, so the cost
- is 2*30=60. Now change to marketplace. You are more than 1/2 filled in, so
- the cost is 2*40=80. Total cost is 230, instead of 400. You saved 170!
- [cptstern@Cyberquest.com (Capt Stern), BLJ]
-
- Is this cheating? What if you *really* need the money? Nobody every said
- you couldn't change your mind . . . [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.10) Recycle Artifacts For A Profit
-
- If you have runemaster AND artificer abilities, they are cumulative,
- allowing you to build artifacts for 37.5% of normal cost (3/8). You can
- then immediately break them on the anvil for 50% of normal cost, thus
- getting 1/3 more mana then you put in. Repeat as necessary.
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- This is documented in the MOM Official Strategy Guide, and they don't call
- it a cheat. [Brian Wade (FLEBO@AOL.COM)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.11) Better treasure through save/restore
-
- If you save game before a battle, fight the battle (win), and don't like the
- treasure you get, you can load the saved game, refight the battle, and you will
- usually get a different treasure. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.12) Better heros through save/load repeat
-
- You can also save your game before summon hero or summon champion completes,
- and then if you don't like the hero you get, you can reload, and when the
- spell completes you will usually get a different hero. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.13) Use Strategic Combat
-
- Strategic combat is resolved through a complex calculation comparing the
- strength of each side, and doesn't involve fighting at all. Some situations
- that are hopeless in actual fighting you can win in Strategic Combat. The
- only way to know if it will help is to give it a try. Note: I believe
- strategic combat assumes you cast spells equal to your spell skill in every
- strategic combat battle. So it is hard on your mama reserve.
- [BLJ, MOM Official Strategy Guide]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.14) Artifacts With Spell Charges
-
- 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? [Jeff (jeffrey729@aol.com), DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.15) Use Plane Shift To Get A Node Without A Fight
-
- Move a Magic Spirit or Guardian Spirit to the point on the opposite plane that
- corresponds to a node. Now cast Plane Shift on the spirit. You get a spirit
- on a node, and you can do a meld, without disturbing the inhabitants of the
- node. [joshua@warren-wilson.edu (Joshua Whealton)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.16) Super Powered Artifacts
-
- In the create artifact spell, give the artifact a very long name (maybe 40 or
- more keystrokes - but not too many). You get an artifact with a bunch of super
- powers, like maybe +67 attack.
- [strategy@kom.auc.dk (Michael O. Akinde) and many others]
-
- And then, for no reason, the game crashed. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.17) Super Powered Heros
-
- When you name your hero, if you give them a very long name they will get super
- powers, just like super artifacts. [zou@cs.buffalo.edu (Zhen Zhong Zou)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.18) Change Computer Player Personalities
-
- In the main movement screen Type <alt>-P. This gives the computer wizards new,
- randomly selected personalities. [BLJ, MOM Official Strategy Guide]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.19) Instant Mana and Spell Skill
-
- Go to the "Magic" screen and Type <alt>-PWR. You get 100 spell skill
- and 10000 Mana reserve. So do all the other wizards.
- [umblazew@news.cc.umanitoba.ca (Dennis Andrew Blazewicz)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 9.20) Reveal the whole map
-
- Go to the "Magic" screen and type <alt>-RVL. The maps of Myrror and
- Arcanus are completely revealed. [CLA@UTXVMS.CC.UTEXAS.EDU (SimTex)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 10) Advanced Topics
-
- This section includes interesting discussions of advanced topics.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.1) Should I exchange spells with the other wizards?
-
- Yes, it helps your score. I usually research the more advanced spells that
- will take awhile, and get all the "small" spells from trades. This is a must
- if you wish to max out your spells in a quick game (ending before 1430).
- [benton@malibu.sfu.ca (Brent James Benton)]
-
- Trading spells can be detrimental. Do NOT give that computer player Stream of
- Life!). However, some spells seem worthless to the computer, like Enchant
- Item/Create Artifact, or color-specific spells that don't affect you (ex.
- Lifeforce if you're not playing Death), or Planar Seal (I'm usually happy when
- the computer casts this one). Too bad you can't trade the Spell of Mastery.
- It would be funny to give it to all your opponents the turn before you
- finish casting it ;-). [dtebben@alumni.caltech.edu (Dirk Tebben)]
-
- On the other hand, trading Stream of Life for Crusade or Altar of Battle
- could be a good trade. I would never trade anything like Chaos Rift or
- Suppress Magic. I'll trade all my Summoning spells even Incarnation if I get a
- good spell in return like Nature's Wrath, Herbal Healing and/or Regeneration.
- [spido@clark.net (DriveBy Billy)]
-
- Giving the computer arcane spells can't hurt much because it could research
- them eventually anyway. Also, Summon Champion is a good diplomatic overture
- because the high research cost impresses the computer. Also, I would much
- rather see the computer casting Summon Champion than Chaos Rift or many others.
- [BLJ, MOM Official Strategy Guide]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.2) Be Ready To Destroy An Enemy Wizard Whenever Necessary
-
- If any enemy wizard is kicking your butt with nasty enchantments, perhaps you
- should put together your best stack and go to his tower and banish him. [BLJ]
-
- One of the main strategy points in my games is making sure I have the ability
- to quickly find and destroy any wizard should the need arise. That means
- devoting a lot of resources into building and maintaining and magically
- supporting a stack of units/heros which can move and effectively act on
- possibly short notice. In other words I am ready when that spell of mastery
- starts.
-
- You can also help yourself by slowing down the most powerful wizard. Monitor
- the wizard comparison graphs and you know who you have to focus on. Take
- some/lots of preemptive action. [rainbow@apxws48.ih.att.com (Rob Buchner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.3) Best Summoned Creatures
-
- David Ross Thompson (dthompsn@is.dal.ca) wrote:
- : What do people think is the best creature that can be summoned? I
- : tend to think that it's the Sky Drake...the lightning attack and the
- : magic immunity make them killer units. Hydras are pretty good too,
- : though, as are Colossus (which I haven't yet seen in v1.3, come to think
- : of it). Great Wyrms aren't very cost effective (huge upkeep in mana) and
- : aren't of much use
- : against flying units, and strangely both Demon Lords and Archangels are
- : pretty easy to kill.
-
- Archangels can cast Invulnerability on themselves, if you haven't already done
- so from the overland, they should do so. Demon Lords have a life-steal
- attack - use it against low-resistance targets - and can summon demons. I
- don't find either of those easy to kill. Also, you are neglecting the
- multi-figure summoned units, such as Gorgons and Chimeras, and the temporary
- units, such as Fire, Air and Earth Elementals. This being said, I agree that
- the Sky Drake is the best summoned creature, with the possible exception of
- Torin the Chosen, if he has a lot of experience and good magic items. But I
- think heroes weren't what you had in mind.
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.4) Mana allocation - advantages of allocating zero to storage.
-
- 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.
-
- If, in some future version of the game, gold gets harder to come by,
- I might have to rethink this strategy. [David Chaloux, DC]
-
- 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. [Bill Soo, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.5) List of known bugs (in MOM v1.31)
-
- In general, only bugs still in the latest version of MOM (1.31) will be listed
- here. v1.31 is a major improvement over previous versions, and if you don't
- have it - get it! To confirm you are running MOM 1.31 - click on the Game menu
- button. You should see 1.31 in small print at the bottom of the Save/Load
- screen. If you don't you see any print at the bottom, you aren't running 1.31.
-
- As the number of bugs has piled up, I've decided to try to limit this list to
- bugs so common that multiple people have reported them. That way the list is
- better at warning you about what to watch out for, and contains fewer rare
- problems that many people will never encounter. [BLJ]
-
- A) !#$!?@*!! Crashes
-
- Game crashes in a variety of ways, typically after hours of play. Solution:
- Save the game a lot. Many times it won't crash when you replay. If it does
- crash when you replay, you might try: using an even earlier save, if you have
- one, or replaying with something different such as: turning sound on/off,
- turning animations on/off, playing a different sequence of attacks, disbanding
- some of your units, destroying some computer units, etc.
-
- On the other hand, some people also claim that MOM 1.31 is very stable and
- never crashes. Experience seems to suggest that the frequency of MOM crashes
- is affected by:
- 1. The amount of RAM in your machine. 4MB systems typically crashes more
- often than 8MB or 16MB systems.
- 2. Game difficulty and land size: HARD/IMPOSSIBLE games on LARGE land mass
- are more likely to crash, because computer players generate hundreds
- of units.
- 3. Length of each game session: If you play for hours without reloading
- from saved files, you are more likely to suffer crashes compare to
- those people who save/reload (i.e. cheat) a lot. Life is not fair...
- [ncl@philabs.philips.com (Nai-Chi Lee) and others]
-
- B) Game Crashes When You Capture Banished Wizards Last City If It Is An Outpost
-
- Ran into a bug in the latest version of MOM. I had Horus reduced to a single
- outpost. It was the last settlement that he had. He had no troops in the
- outpost and so I just walked my Paladin into it expecting a victory parade.
- Instead, the game just hung on me. Luckily, I had saved the game before that
- point. Eventually, I had to wait until the outpost became a hamlet and then
- I could take it and could officially defeat Horus.
- [Malcolm Lee <mlee@thetis.royalroads.ca>]
-
- C) Super Powered Galleys
-
- Sometimes all your Galleys turn into super mutants with invisibility, spell
- casting, regeneration, flight, and many other properties. This bug is similar
- to its lesser-known cousin: the super mutant catapults bug in version 1.2.
- If you ignore this problem and continue to play, other units (including heros)
- may also start to mutate, and your game will eventually crash. Solution: save
- immediately, quit, and reload the game. This should bring everything back to
- normal for a while. However, sometimes you may have to dismiss all galleys in
- order to proceed. [ncl@philabs.philips.com (Nai-Chi Lee)]
-
- D) Undefended Hamlet Razed If You Attack It (Fixed in v1.31.)
-
- If you take over an ungarrisoned hamlet with only 1 population, the city is
- always razed (and you lose 1 fame). Solution: wait until you see an army in
- the city, then invade. Now fixed. [yun@Glue.umd.edu (Yun Choi)]
-
- E) Dispelling Guardian Wind Doesn't Remove Missile Immunity
-
- Computer players appear to still have missile immunity from guardian wind,
- even after guardian wind is dispelled. You don't see it in their stats, but
- missile attacks never hit them. [spido@clark.net (DriveBy Billy)]
-
- F) Chaos Channels Flight Doesn't Work Right
-
- I've also noticed that flight type spells are fickle. Chaos Channel flight
- doesn't allow normal units to engage flying creatures, but normal non-flying
- creatures can't engage CC Flying units either . . . sort of a Semi-Flight??
- ** TBD: Reproduce in MOM v1.31 ** [cptstern@Cyberquest.com (Capt Stern)]
-
- G) Raise Dead Brings Passengers Into The Fight
-
- Perhaps not a bug, but an unusual feature. Normally, transported troops can
- not fight in naval battles. I was fighting a war on Myrror when I saw two
- Triremes loaded with Dark Elf Priests approaching. Good, I thought, just sink
- those triremes with my Draconian Bowmen and those Priests will be shark-food.
- But the very first spell enemy wizard cast was "Raise Dead" - which brought
- his Priests into the battle! I have not yet tried to exploit this bug/feature
- myself. [ncl@philabs.philips.com (Nai-Chi Lee)]
-
- H) Gold Overflow
-
- Normally, when you allocate more people as farmers in a city, you get more
- food and less gold. However, for a super-rich city (large, fully developed,
- with prosperity/inspiration cast, set to Trade Goods), allocating more
- farmers may get you more food and *more* gold. Looks like some integer
- overflow error has occurred internally. Note that in earlier versions of MOM
- (v1.0 - 1.2) this bug was worse: once the gold income from a city exceeds 255,
- it warps back to zero, so you end up losing lots of money if you over-enchant
- a rich city. [ncl@philabs.philips.com (Nai-Chi Lee)]
-
- I) Experience Help Text Wrong When You Have "warlord" or "Crusade spell".
-
- Help text describing unit levels is not correct if you have "warlord" or
- "Crusade". This is because the help text is always the same, but the
- experience needed for the next level changes when you have "warlord" or
- "Crusade". Solution: use the manual, remember warlord and crusade each give
- you one more level than is "normal" for a given amount of experience.
-
- J) Torin May Have "Arcane Power", But It Is Useless
-
- Torin and other heros that do not have ranged magic attack can get "Arcane
- Power" even though it does them no good. Reportedly, Arcane Power does make
- Alorra's, (The Elven Archer) bow shots more powerful.
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- K) Engineer Pops Back To Wrong Plane
-
- This is the old pop-through-the-planes bug, an engineer moves through tower
- to Myrror, next turn he's told to start building a road towards my halfling
- colony (you know, the one over by the adamantium...) anyway, the following turn
- our engineer appears, very confused, in the ocean back on Arcanus, directly
- "under" his Myrran coordinates. (fortunately he was able to swim back to
- shore, and is now recovering nicely thanks to lots of herb tea.)
- [fudenber@fas.harvard.edu (Drew Fudenberg)]
-
- I like this bug very much. It allows you to build "bridges" over the ocean,
- which even other ground units can use. Haven't tried ships on roads, yet!
- [wagnere@Informatik.TU-Muenchen.DE (Erwin Wagner)]
-
- L) Max of 1000 units allowed, Computer Players Can Get Practically All Of Them
-
- There are only 1000 units allowed in the game, and CP wizards and neutral
- cities may have a lot of units. You can run into the "Max # of units exceeded"
- message when you have just a few units. While not a bug per se, it isn't nice.
- Solution - go kill some CP units.
- [marius@noc.tor.hookup.net (Marius Wejman), and cgwalan@aol.com (CGW Alan)]
-
- M) Computer Turns Can Take A Long Time
-
- Several people have reported MOM v1.31 getting slow - the computer's turn
- taking 30 seconds to a minute. When you think about the computer doing
- strategy, movement, and at times combat for almost 1000 CP units, I'm
- surprised it doesn't take longer. On the other hand, often on Impossible,
- the computer turns seem oddly slow, even in the first 10-20 turns.
-
- Note: Some people never see this problem. [BLJ]
-
- N) Dispelling Flight Over Water
-
- If you have a hero with Flight, and you want to dispel flight because now the
- hero has an artifact with flight, and that hero is over water, wait until the
- hero is over land. If you turn off flight over water the hero dies (drowns)
- even though the artifact should allow them to fly.
- [cfb4@po.CWRU.Edu (Christopher F. Byler)]
-
- O) Gaia's Blessing Makes A Chaos Node Look Like Hills
-
- Gaia's Blessing turns <ALL> Volcanos into verdant hills over time even Chaos
- Nodes. I have two in a saved game. The square still has Chaos Node
- properties, but it looks like hills. [spido@clark.net (DriveBy Billy)]
-
- P) Suppress Magic fizzles Lo Pans spell of Return, sort of
-
- BUT he is in the game in SPIRIT form but no tower and no restored Face gem.
- I know since if you attack any of his forces he casts magic against you. I
- am going to forward this one to MPS. I don't think they intended suppress
- magic to fizzle a SOR. I have a save game. [spido@clark.net (DriveBy Billy)]
-
- Q) Slow Sounds
-
- MOM gets into a mode where every sound is preceded by several seconds of
- silence. Sometimes there may be a faint clicking sound. Usually saving,
- exiting and reloading fixes the problem. [BLJ]
-
- R) Unearned Fame
-
- Occasionally, for no apparent reason the computer will give you 400 extra fame
- or an entire spellbook for one of the colors. This makes a big difference
- in your score. We have run into this locally, the resulting score: 191%.
- [George Tertysznyj (whatthis@hookup.net)]
-
- S) Helper Ships In Naval Battles
-
- Occasionally, in a naval battle you will get extra ships. After the battle
- they are gone. This used to happen more frequently, but has still been seen
- in v1.31. [danhite@aol.com (Dan Hite)]
-
- T) Word Of Recall On A Ship Strands Passengers
-
- Word of recall on a warship leaves its passengers behind in the ocean where
- they do not immediately drown. I wonder if you could build roads with ocean
- engineers this way? (No. [BLJ]) [danhite@aol.com (Dan Hite)]
-
- U) Not Able To Cast Spells
-
- In three of my games I've gotten into a position where the computer won't let
- me cast spells during combat in my fortress city, despite plenty of mana. I
- have a working theory, that it occurs after some point where I've exhausted my
- mana reserve to zero and restored some mana via alchemy (gold exchange).
- [rainbow@apxws48.ih.att.com (Rob Buchner)]
-
- V) Not Actually Bugs
-
- * Some enchantments don't take effect until the next turn. One example:
- The food production increase from Gaia's blessing. So you may think you
- are seeing a bug when some benefit doesn't occur. If so, check at the
- beginning of the next turn, to see if the benefit shows up then. [BLJ]
-
- * All creatures immune to illusions (ie. undead) are immune to many
- sorcery spells. If you try and cast such a sorcery spell on an undead
- unit, the computer will report that the creature is immune. Immunity to
- Illusions, True Sight, and Undead (Wraiths, Skeletons, Ghouls, Death
- Knights, Zombies, Werewolves, Black Channels, etc.) give immunity to
- the following: Blur, Confusion, Creature Binding, Invisibility, Mass
- Invisibility, Mind Storm, Psionic Blast and Vertigo.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.6) What are the "puns" in the weapon/artifact names?
-
- Here are the ones we've noticed:
-
- Jan's Hammer wrote songs for Miami Vice and Beverly Hills Cop.
- Protection of Ramses Don't leave home without it!
- Gauntlet of Eastwood One of his movies.
- Shield of Brooke Her relationship with Michael - purely platonic.
- Monster Masher Remember the song?
- Bow of Hazard Have to be a Duke to use it.
- Mail of Diversity Politically correct!
- Purple Rain of Death Have to be formerly known as a prince for this
- Vans Shield Oddly vulnerable to flying pebbles.
- The Wind Shield Ditto.
- Suit of Power Dress for success.
- Mail of Pobox It delivers.
- Kraken Wand Don't stand down wind.
- Idspispopd Doom cheat that lets you walk through walls...
- Peppermace of Gates (Something to do with Bill? I don't get it...)
- [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.7) What is a good score?
-
- Note: All scores here are using MOM v1.31.
-
- Hard, Four, Halflings, using Adamantium slingers and Heros with Summon
- Champion, scored 67%. [sca@advge.magwien.gv.at]
-
- Impossible,4,normal magic,medium land. Halflings used mostly for slinger
- troops. Alchemy for mana. Artificer to equip my heroes. Sorcery Mastery
- for bonuses. 3 life books, 5 sorcery books. Score:
-
- 81 spells + 81 848 people + 424 (could have done more here)
- 4 wizards ban. + 200 322 fame + 644
- year 1433 +1190 spell of mast. + 250
- TOTAL = 2789*3 = 8367 (/8000 =) Score: 104%
-
- Impossible,4,powerful magic,large land. Halflings used mostly for slinger
- troops. Artificer to equip my heroes. Sorcery Mastery and Archmage for
- bonuses. 3 life books, 5 sorcery books. Score:
-
- 89 spells + 89 1045 people + 522
- 4 wizards ban. + 200 463 fame + 926
- year 1442 + 980 spell of mast. + 250
- TOTAL = 2967*3 = 8901 (/8000 =) Score: 111%
- [rainbow@apxws48.ih.att.com (Rob Buchner)]
-
- Impossible, 4, powerful magic, large land. High Men, 11 Sorcery, Flying
- Warships. I survived the early stages of the game only because I ended up on a
- sub-continent by myself, while the other 3 Arcanus wizards shared the main
- continent. They fought among themselves and I ambushed Myrror. Taking over
- Arcanus was then easy with 2 stacks of 7 War Trolls and Sorcery. Impossible
- level helps your score because you get a lot of fame defeating the numerous
- large stacks your opponents throw at you. Could have finished years sooner but
- I like to take out every node and lair. Had to make some Adamantium Paladins
- to get four tough nests of Sky Drakes. Built a lot of Halfling cities, because
- I wanted to have a population over a million.
-
- 67 spells + 67 1084 people + 542
- 4 wizards ban. + 200 288 fame + 576
- year 1430 +1276 spell of mast. + 250
- TOTAL = 2911*3 = 8733 (/8000 =) Score: 109%
-
- Score improvement tips:
-
- Always try to hunt out all the opposing stacks with 4 units or more.
- (Defeating four or more units gives one fame, worth 2 score points.)
-
- Legendary Heros contribute to your fame, and every point of fame converts to
- 2 points of score.
-
- With Nature magic you can really get your population up there, if you take
- the time. However, it is incredibly tedious.
-
- The score for the year starts at 2000, then two points are deducted per turn.
- Each turn is the equivalent of one month.
-
- Lastly, the scoring system is such that you'll probably never get 100% at
- normal level, or hard for that matter. Each level has a multiplier:
- impossible: 3, hard: 2, average: 1, easy: 0.75 or simple 0.5. The point total
- times multiplier is then divided by 8000 to get the percentage.
- [rainbow@apxws48.ih.att.com (Rob Buchner), BLJ, MOM Official Strategy Guide,
- benton@malibu.sfu.ca (Brent James Benton)]
-
- Many people don't care about their score and do things that hurt their score
- (raze cities they don't like, don't bother with Spell of Mastery), or don't do
- things to improve their score (build every city possible). There is a lot of
- fun in experimenting with new things, hard fought battles, bitter revenge,
- amassing awesome power, etc. If you're having fun, why worry about the score?
- [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.8) What advantages do the computer players have on impossible level?
-
- * Computer players automatically know where your fortress is.
- [cinnamon@one.net (R. N. Dominick)]
- * Rampaging monsters will go right past a computer player city and
- head for your city.
- * Computers players get an extra, "unearned" powerbase of 20 or
- 30 mana.
- * Computer players are able to have large armies without the food
- necessary to sustain the army.
- * Computer players have spell skill and mana reserves that are higher
- than should be possible. (Might have been a bug - I don't think
- this always happens????)
- * They also may be able to buy more units than they have money
- to buy.
- * Enemy wizards get extra starting picks (more than the 11 you get).
- On hard they get 13 picks, on impossible 15.
- * Computer player outposts turn into cities at 3x the normal rate.
- * Computer players only pay 50% maintenance on units.
-
- . . . and others . . .
-
- The MOM Official Strategy Guide contains a lot of information on this topic.
-
- [BLJ, others, MOM Official Strategy Guide]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.9) Diplomacy: I can't keep peaceful relations with the other wizards.
-
- Then kill them. Seriously, though . . .
-
- On impossible level, diplomacy is an utter waste of time. Giving spells to
- your opponents accomplishes nothing except advancing their research. The
- Charismatic retort is basically worthless.
- [dtebben@alumni.caltech.edu (Dirk Tebben)]
-
- [Note: Pre 1.3, diplomacy may be harder now...]
- Well, I'm playing a game currently where I've had 'peaceful' relations with
- two of the other wizards, and constant warfare with the third. The main
- factors seem to be that I share no continents with any of them, Rjak, the
- one I'm at war with does Death magic while I do life (although mostly sorcery).
- The other two (Merlin, Horus) also are at least partial life magicians. One
- thing I've done different this game is pay pretty regular attention to the
- diplomatic situation: any time one of the other wizards ceases to be at war
- with Rjak, I convince him to attack and resume the war, before Rjak gets him
- to attack me. Has worked for quite a long time now. In past games, I haven't
- paid much attention to their relations, but I think I should. Don't let them
- get too friendly (if you can have any influence) and perhaps they won't talk
- each other into attacking you. Then again, maybe it s a fluke...
- [jeffl@hood.pcx.ncd.com (Jeff Longueil)]
-
- A note on diplomacy. The stronger you get, the more difficult it will be
- to maintain good diplomatic relations with the other wizards and the more
- likely they will be to delcare war on you. They will not allow you grow
- strong unchecked. [The 1.31 README.TXT File]
-
- Actually, Diplomacy seems easier on v1.31. Unless I am playing heavy Death
- magic I can usually stay at peace with my (non-Chaotic) opponents until I'm
- ready to start (and finish) a war. [Brian Wade (FLEBO@AOL.COM)]
-
- Stomping on an enemy outpost apparently incurs no diplomatic penalty!
- [MOM Official Strategy Guide, danhite@aol.com (Dan Hite)]
-
- You can maintain diplomatic relations with other wizards if you make no troop
- movements (or make sure you don't tread on enemy ground or near enemy troops,
- and that does include them approaching you), build no cities which compete for
- land, and keep your troops inside your city. Spell exchanges also help,
- especially if you give a spell that costs more research than the one they give
- you. In the early stages, they'll ignore you. This gives you time to build
- the troops you want, equip your heroes with items, or learn some crucial
- spells. Meanwhile the other wizards are greatly increasing in power, so you
- better have a good strategy to counter their power increase, otherwise it's not
- worth the price of maintaining diplomatic relationships. You need to expand
- to increase power. If you're lucky one or two wizards will have peaceful
- non-expansion tendencies, if you don't attack them, they won't attack you. Just
- stay away from them.
-
- If you can't handle the constant warfare right from the start with your initial
- selections, try playing on small land masses. It will take a while before
- you're in conflict/touch with any of the other wizards. Plus it slows down
- their fast expansion. Since they start off with such advantages, this
- minimizes the multiplying effect. [rainbow@apxws48.ih.att.com (Rob Buchner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.10) How important is starting race on impossible level?
-
- Choice of starting race isn't all that important, since you'll often
- immediately get 2-3 other races from neutral villages. Therefore, my #1
- criterion for choice of an initial race is growth rate, which puts Barbarians
- on top. Of course if you're playing Life, Halflings can be awesome simply
- because of slingers. [dtebben@alumni.caltech.edu (Dirk Tebben)]
-
- I disagree: I often find that all or almost all the neutrals are the same
- race! Furthermore, sometimes the neutrals will be something like klackons,
- or lizardmen: while they may have some use, you won't want to found too many
- new cities with them. Therefore, it is important that your own race be one
- that you are willing to play out by itself. The few games that I played
- Barbarians, I lucked out and got High Men or Nomad neutrals - but I could
- just as well have gotten Gnoll or Klackon neutrals and been royally screwed.
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- An island/continent has a default race. Each city has a 75% chance of having
- that race. [BLJ, MOM Official Strategy Guide]
-
- Starting race is quite important. If I take a race which can't produce
- missile units or magic range attacks, I quickly become a tasty lunch morsel.
- A flying unit is also rather crucial. Growth rate is totally insignificant,
- if you can't build troops to defend your outposts and hamlets, you'll lose
- them. If you get lucky, a neutral city may fill the troop void. But if you
- get unlucky... [rainbow@apxws48.ih.att.com (Rob Buchner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.11) Hero List for Master Of Magic:
-
- I have found out that some characters get the super ability at the
- cost of a random 'pick' (choice of Lucky, Noble, Con, Might, and
- others). Some characters get a lot of free picks. On the whole most
- characters get 1-3 set abilities, and 2 picks. There are a few other
- characters with no picks but the same chance to get the super
- without loss of abilities, they are on the upper end and lower
- end of the Upkeep scale.
-
- Some of the 10 upkeep Heroes require at least ONE spell book of the
- given color, I have listed them as a color after the number of random
- picks.
-
- I do not know if the picks vary because of Starting Race, or Spell Books,
- I think they are just random (makes more sense to me)
-
- The Uk column indicates gold upkeep (or mana in Torin's case).
- The Upkeep 10 heros are the champions.
-
- Name Title Uk Me Ra Df Re HP Specials
- ---------------------------------------------------------------------
- Brax Dwarf 2 5 - 4 10 10 Const, Mount
- Gunther Barbarian 2 5 - 3 6 10 Might, Thrown 3
- Zaldron Sage 2 1 6m 4 6 5 Sage, Cast 7.5
- B'Shan Dervish 2 4 4a 4 6 6 Noble
- Rakir Beastmaster 2 5 - 4 6 7 Cast 5, Scout 3, Forest
- Valana Bard 2 4 - 5 6 6 Cast 5, Leader
- Bahgtru Orc Warrior 2 5 - 4 6 8 Mount, Thrown 3, [1 Pick]
- Serena Healer 2 3 6m 5 7 5 Cast 7.5, Healer, [1 Pick]
- Shuri Huntress 2 5 4a 3 6 7 Blade*, Pathf
- Theria Thief 2 5 - 6 6 7 Agl +1, Charmed
- Greyfairer Druid 3 1 8m 5 6 7 Cast 7, Scout 3, Purify
- Taki War Monk 3 6 - 5 6 6 Agl*, [1 Pick]
- Reywind Warrior Mage 3 4 4m 5 6 7 Cast 5, [1 Pick]
- Malleus Magician 3 1 7m 5 9 5 Arcane, Cast 10, [1 Pick],
- Flame Strk Spell
- Tumu Assassin 3 3 - 5 6 6 Blade, Poison 5, [1 Pick]
- Jaer Wind Mage 4 1 6m 5 6 7 Cast 7, Windw, [1 Pick]
- Marcus Ranger 4 6 5a 5 6 8 Scout 2, Pathf, Might, Cast 5
- Fang Draconian 4 7 - 5 6 8 3 fly, Fire 5, Might, [2 Picks]
- Morgana Witch 4 1 8m 5 6 5 Charmed, Cast 5
- Aureus Golden One 4 6 6m 7 6 6 [2 Picks]
- Shin Bo Ninja 6 6 - 5 6 7 Invis, Blade, [2 Picks]
- Spyder Rogue 6 7 - 5 6 8 Leader, Legend*, [1 Pick]
- Shalla Amazon 6 7 - 4 6 8 Charmed, Thrown 4, Might, Blade,
- [1 Pick]
- Yramrag Warlock 6 1 8m 5 9 5 Cast 5, [1 Pick]
- Mystic X Unknown 6 5 5m 4 9 8 [4 Picks]
- Aerie Illusionist 10 1 6m 4 6 5 Illusion, Cast 10, [2 Picks], BLUE
- Deth Stryke Swordsman 10 5 - 4 6 10 Arms, Const, Might, Leader,
- Legend,
- [1 Pick]
- Elana Priestess 10 2 7m 5 6 5 Heal, Purify, Cast 10, Pray,
- Charmed, Noble, Arcane, [1 Pick]
- Roland Paladin 10 9 - 5 6 8 Magic Im, AP, First Strike, Heal,
- Legend, Pray, Might*, [1 Pick],
- WHITE
- Mortu Black Knight 10 9 - 5 6 10 Magic Im, AP, First Strike, Might
- Might, Const, Blade, [1 Pick]
- Alorra Elven Archer 10 5 8a 6 6 6 Forest, Arms, Charmed, Blade,
- [3 Picks],GREEN
- Sir Harold Knight 10 8 - 5 6 10 Leader*, Leg*, Const, Noble,
- [1 Pick]
- Rayashack Necromancer 10 1 8m 5 6 5 Arcane, Cast 12, Life Steal,
- [2 Picks],BLACK
- Warrax Chaos Warrior 10 8 8m 5 8 8 AP, Cast 10, Arcane, Pray,
- [3 Picks],RED
- Torin Chosen 10 12 - 7 12 12 Cast 5, Magic Im, Pray*, Might*,
- Const, Leader*, [2 Picks], Summon
- by rare White Incarnation spell
-
- [Dana Huyler c569836@cclabs.missouri.edu, DC]
-
- Speculation on Heros' Races:
-
- Hero Race
- ---- ----
- Brax Dwarf
- Gunther Barbarian
- Shalla Might be a Barbarian - she has a thrown attack and a helmet
- Alorra High Elf
- B'Shan Nomad (assume "Dervish" is Nomadic)
- Malleus Beastman???
- Yramrag Dark Elf???
- Rayashack Dark Elf??? (He seems to have Vulcan ears...)
-
- The rest appear to be High Man ... [spido@clark.net (DriveBy Billy), BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.12) How can I get MOM to run on OS/2?
-
- Open a DOS full-screen window, type PROMPT $p$g (to get rid of the
- legend that blocks the top line of the screen), try to run MAGIC.EXE, and
- see what error message you get.
-
- Chances are it will say you don't have enough expanded memory. You need
- at least 2700KB of EMS.
-
- If that's what it says, go to the DOS settings in the program object
- that you use to launch MoM and set the EMS_MEMORY_LIMIT to, say, 3000,
- to give yourself a little leeway. Try again.
-
- If it says something else, post another article telling us what message you
- get, and we'll try to think of a possible fix.
- [dww@world.std.com (David W. Walker)]
-
- DOS_FULLSCREEN=ON
- DOS_BACKGROUND_EXECUTION=OFF
- DOS_HIGH=ON
- DOS_RMSIZE=640
- DOS_UMB=OFF ; exception-if you run into a rare game that will use UMB's
- DPMI_MEMORY_LIMIT=0
- EMS_MEMORY_LIMIT-2048 ; exception- make this 0 if your game
- ; does not require
- or will not use EMS
- HW_ROM_TO_RAM=ON
- HW_NOSOUND=OFF
- HW_TIMER=ON ; exception- Colonization did not seem to like this setting.
- ; I also have it OFF, because I run a BBS in another
- ; session. This setting appears to negatively impact the
- ; BBS
- IDLE_SECONDS=10
- IDLE_SENSITIVITY=100
- INIT_DURING_IO=ON ; this is -required- for decent performance of most
- ; multi-media games
- KBD_ALTHOME_BYPASS=ON
- VIDEO_FASTPASTE=ON
- VIDEO_RETRACE_EMULATION=OFF
- VIDEO_ROM_EMULATION=OFF
- XMS_MEMORY_LIMIT=64 ; exception- if your game will use XMS but not EMS,
- ; make the EMS setting 0, and this setting 2048.
- ; For games that use either, XMS appears to work
- ; better.
-
- Here's a line to add to your config.sys. It's probably already there, just
- change the setting to no.
-
- PRIORITY_DISK_IO=NO
-
- Hope this helps!! [microprose3@delphi.com (Quentin Chaney)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.13) Manual Corrections
-
- MOM has changed a lot since the manual was printed. Listed here are some of
- the manual corrections. Many of these were lifted from the 1.31 patch
- README.TXT file, which you should read. Note: To access the on-line help,
- right click on the related spot on the game screen.
-
- - We recommend that you not load games saved from a previous versions of MOM.
- In other words, if you are running 1.31, we recommend not using a game saved
- from 1.3 or 1.2 or earlier. They might work fine but we cannot guarantee it.
- (p. 5)
-
- - Your wizard's fortress generates magic power equal to the number of
- spellbooks selected when the game begins (instead of the base 5). (p. 14)
-
- - Changes to Wizard Special Abilities (pp. 15-17)
-
- * Alchemist gives all of your normal newly built units +1 magical weapons, as
- if an alchemist's guild were present in all of your cities.
- * Archmage gains a 50% bonus on mana spent on increasing spell casting skill.
- * Artificer reduces the cost of creating magical items by 50%.
- * Channeling special ability now reduces maintenance for all summoned
- creatures by 50%, in addition to eliminating the range penalties for
- casting combat spells away from your fortress. The Channeling ability
- costs 2 spell picks.
- * The Chaos Mastery, Sorcery Mastery, and Nature Mastery abilities now give
- the wizard a +15% bonus to his research and casting of spells of the
- appropriate realm, instead of +10% just to researching.
- * Conjurer's 25% bonus now applies to research of summoning spells,
- maintenance costs of summoned creatures, and casting cost for all summoning
- spells.
- * Famous now starts you with 10 fame.
- * Myrran now costs 3 picks. A Myrran's magic fortress produces 5 extra
- mana.
- * Node Mastery makes you immune to having your spells dispelled (fizzled)
- while in a node.
- * Runemaster doubles the wizard's chance to dispel another wizard's
- enchantment, instead of making the runemaster's spells harder to dispel.
-
- - Guaranteed spells have been eliminated. Instead a wizard may select one
- common spell for each book he picked above one when the game begins. Wizards
- who select 11 picks begin with all common spells, and can pick 2 uncommon
- and one rare spell. (p. 17)
-
- - If you "Quit" the game saves before Quiting. (p. 26)
-
- - The surveyor will indicate what you have found out about the inhabitants of a
- lair or node. It will also tell you the type of spirit (Guardian or Magic)
- is inhabiting any owned nodes, and whether or not they are warped. (p. 36)
-
- - The default tax rate is 1 gold per townsfolk with a 20% unrest rate. (p. 40)
-
- - The Tax Rate (Unrest) display is different than what is shown on p. 41.
-
- - A left mouse click on any resource on the city view screen will give a
- complete accounting and breakdown of resource production. (p. 55)
-
- - A note on diplomacy. The stronger you get, the more difficult it will be to
- maintain good diplomatic relations with the other wizards and the more
- likely they will be to delcare war on you. They will not allow you grow
- strong unchecked. (p. 71)
-
- - There is a limit of 1000 units allowed in the game. This means that if the
- other wizards have managed to recruit 950 units, you can recruit at most 50.
- When there are 1000 units, any attempt to build another unit will cause a
- warning message to appear. (p. 75)
-
- - An asterisk that follows a hero's special ability (in the hero's stat
- display) indicates a super rating which typically gives 50% additional
- benefit. (p. 81)
-
- - Wizards lose 1/2 fame point per level of heroes slain in battle. (p. 82)
-
- - Units with life stealing also attack with their normal melee attack. (p. 84)
-
- - Non-corporeal units are unable to use the enchanted road bonus. (p. 85)
- However, non-corporeals move over all at .5 cost per square.
-
- - Pathfinding allows all units within the stack to move on land squares as if
- they were roads. (p. 85)
-
- - Teleport only costs 1 movement point in combat. (p. 86)
-
- - Units may only fire 1 missile attack each turn. Firing a ranged attack ends
- the unit's turn. (p. 98)
-
- - A conquering wizard may now chose to raze a city, totally destroying the
- town and slaying all of its occupants. The razing wizard then receives 10%
- of the original cost of all buildings within the city, but loses 1 fame per
- size of the city, i.e. 1 fame for a hamlet, 2 for a village, 3 for a town,
- etc. (p. 101)
-
- - You will be rewarded with either one or two spells for banishing an enemy
- wizard. However, both of you must have similar types of magic for this to
- happen. If, for example, you have only death magic and your vanquished foe
- has only life magic, don't expect any spell discoveries. (p. 101)
-
- - You are awarded 5 fame points for defeating an enemy wizard. This is in
- addition to fame points gained for defeating his fortress city. Note: you
- are not notified of this award in the game, but they show up on your
- player summary F9 Info/Mirror. (p. 111)
-
- - The manual talks about "all" wizards declaring war on any wizard attempting
- to cast the Spell Of Mastery. However, this doesn't seem to happen. (p. 111)
-
- - Draconian standard units now fly at a speed of 2. (p. 115)
-
- - Gnoll units cost the normal standard unit costs for spearmen, swordsmen,
- bowmen, halberdiers, and settles. (p. 115)
-
- - Halflings standard units cost 150% normal. Halflings no longer have a +1
- defense, but due to the Lucky bonus, each shield represents a 40% chance
- to stop a hit of damage. (p. 115)
-
- - Units with mountainwalk capability move across grasslands at half rate.
- For example, Brax a hero with mountainwalk and a normal movement of 2,
- can only move 1 square per turn across grasslands. (p. 118)
-
- - Desert map squares cost one movement point to cross. (p. 119)
-
- - Trade Goods do not benefit from bonuses from any other source (such as
- Marketplace, Bank, etc. in a city. (p. 122)
-
- - Changes to summoned creatures: (pp. 136-142)
- * Angel defense is 7.
- * Arch Angel defense is 10.
- * Behemoth defense is 9.
- * Chaos Spawn defense is 6.
- * Chimera defense is 5.
- * Colossus defense is 10.
- * Death knight's now have a h-to-h attack strength of 9, and 8 defense.
- * Demon lord now has a -5 save to life stealing attack, and 10 defense.
- * Djinns now have wind walking, have defense 8, and are very rare creatures.
- * Efreet defense is 7.
- * Great Drakes now have a 30 hand-to-hand attack strength, a 30 strength
- breath weapon, and a 10 defense (or 9?).
- * Great Wyrm defense is 12.
- * Sky Drakes are now very rare creatures, and have 10 defense.
- * Stone Giant defense is 8.
- * Storm Giant defense is 7.
- * Wraith defense is 6.
-
- - Changes to units: (pp. 131-135)
-
- * Air Ships no longer take passengers. They are just weapons. (p. 131)
- * Berserkers have a 7 hand-to-hand, 3 defense, 3 thrown, 7 resistance, and
- cost 120gp.
- * Dragon Turtles (Lizardmen only) require a stables and an armorer's guild to
- build.
- * Galleys have a 4 defense and an 8 ammo, strength 2 range (arrow) attack.
- * Hammerhands now have a 4 defense.
- * Magicians have a strength of 5.
- * Magicians: High Men Magicians have 6 figures.
- * Magicians: High Elf Magicians have speed of 2.
- * Nightmares now only have 2 figures.
- * Rangers have speed 2.
- * Triremes have a 4 defense.
- * Warlocks now only have 4 figures, and a strength of 7.
- * Wolf Riders (Gnolls only) move 3 and have a 7 attack strength.
-
- - Armageddon causes rebellions (unrest). However, the rebellions have been
- reduced (not entirely eliminated) in MOM v1.31. (Spellbook p. 4)
-
- - Clarification: all animated dead units cost 50% more mana to maintain than
- the creature's cost before becoming undead, regardless of how the creature
- become undead ( ghoul, demon lord drain, life drain spell, animate dead
- spell, etc.). (Spellbook p. 4)
-
- - The manual always said Corruption eliminates food production in the affected
- terrain, but this didn't work until recently (MOM v1.31?). (Spellbook p. 9)
-
- - Disjunction spell now has a base cost of 200. (Spellbook p. 12)
-
- - The Dispel Magic True, Disenchant True, and Disjunction True spells all
- dispel with a strength equal to 3 times the mana spent on casting the spell.
- (Spellbook pp. 12-13)
-
- - The Enchanted Road bonus does not apply in combat. Flying units can (now)
- use the enchanted road bonus. Non-corporeal units are unable to use the
- enchanted road bonus. (Spellbook p. 15)
-
- - Gaia's Blessing won't increase city size above 25. (Spellbook p. 18)
-
- - Great Unsummoning now has a -3 resistance penalty. (Spellbook p. 19)
-
- - Great Wasting causes rebellions (unrest). However, the rebellions have been
- reduced (not entirely eliminated) in MOM v1.31. (Spellbook p. 20)
-
- - Guardian Wind has become a common spell and costs 10 mana to cast in combat,
- 50 mana overland. (Spellbook p. 20)
-
- - Guises has been eliminated as a spell, and replaced by Blur. The Blur spell
- is uncommon sorcery and covers all of your units in a veil of wispy
- illusion, making it very difficult to see the exact positions of the
- protected units. As a result, all hits inflicted against the blurred
- creatures have a 10% chance of just missing. Blur is a global combat spell
- and costs 25 mana to cast. (Spellbook p. 20)
-
- - The Holy Weapon spell now costs 10 mana to throw in combat, 50 overland.
- (Spellbook p. 22)
-
- - Just Cause reduces unrest by 1 in all cities. (Spellbook p. 20)
-
- - The Starfires spell only costs 5 mana to throw. (Spellbook p. 33)
-
- - Volcanos have a 2% chance to revert to mountains each turn (with a 5%
- chance of providing a mineral vein). (Spellbook p. 30)
-
- - The Weakness spell is no longer automatic and requires a save, but the spell
- does have a -2 resistance penalty. (Spellbook p. 37)
-
- - Windwalking spell now has a maintenance cost of 10 mana. (Spellbook p. 38)
-
- [MOM 1.31 patch README.TXT, cox@tachyon.unx.sas.com (Jim Cox), BLJ, others,
- jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.14) The Best Way to Dispel Enemy Incantations
-
- In my games, I've often wondered: would I 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 (Dispel_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.
-
- Four attempts at 50 equals 59% (20% + 16% + 13% + 10%). Based on probability
- alone, smaller is indeed better. On average you will spend less time and
- less mana. All in all, the more mana you throw into the dispel, the less bang
- for the buck you get on that attempt.
-
- Another factor to consider, your spell skill. If your spell skill is 50,
- a 200 dispel ties up your spell casting ability for 4 turns. If instead you
- do four 50 dispels, your odds are better, you may save mana, and the odious
- enchantment may be gone sooner. One last factor. Little spells can't be
- blasted. [rainbow@apxws48.ih.att.com (Rob Buchner), BLJ, Dave Chaloux, DC]
-
- Other things to consider are:
-
- 1. Sorcery's "True" versions of the dispels get three points towards dispelling
- for every mana point spent. In the above examples, you would have only needed
- to spend 67 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 preventive
- 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 a good alternative to Disjunction is you are a really good
- Sorcerer.
-
- 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.
- These bonuses are cumulative.
-
- 11. If you are a Runemaster, the mana you put into a dispel counts double.
- Abusive dispeller: A Runemaster casting "True" dispels at 6x the mana spent!
- [Brian Wade (FLEBO@AOL.COM), DC, BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15) MOM is too easy. Make it harder!
-
- Haven't heard this complaint much since 1.3 and 1.31 came out. But, just in
- case MOM is getting too easy, here are some suggestions.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15.A) Don't use heros, mercenaries or monsters
-
- No heros, No mercenaries, No summoned monsters.
- [LeeCole@cybernetics.net (Lee Cole)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15.B) Hard race - lizardmen
-
- I'm working towards playing with the lizardmen (klackons might also be good
- here) and life books. Good because you don't have any good summoned creatures
- to fight with, and the only troops you have worthwhile are the spear-chuckers.
- But they seem to do okay with experience (maybe too good?). Charismatic is a
- good retort here. Maybe famous too (I must admit that I'm playing with
- Alchemy now and Mana Focusing, but I'm working toward Charismatic in later
- games). I figure if you can win an impossible level of 1.31 with such a
- setup, you're doing something right besides just choosing a fortuitous setup.
- [Cory Czarnik <czarnik@engin.umich.edu>]
-
- To make a hard race harder - raze all cities that do not belong to your
- starter race. [jfardal@infinity.ccsi.com (John Fardal), BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15.C) Harder race: Klackons
-
- Klackons seem tailor made for a hard game. They inspire unrest in everything
- you conquer. They can't build a research building better than a library
- or religious institution better than a shrine. No units with a ranged attack!
- They even grow slowly! [BLJ]
-
- And give them Infernal or Divine Power. [Brian Wade (FLEBO@AOL.COM)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15.D) Harder magic: Marginal talents and Death
-
- Pick a bunch of marginal talents such as Runemaster, Mana Focusing, etc and
- then go with death magic alone. Your only real talent with Death Magic is to
- mess up his cities a bit (cursed lands, famine, evil presence, pestilence).
- Your combat spells are weak since they seldom work on the tougher units the
- computer will field in the middle game and beyond, and you can't improve your
- citys or troops as much as the other spell types.
- [cptstern@Cyberquest.com (Capt Stern)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15.E) Even harder: Marginal talents, Death, and Gnolls
-
- Try 6 Death books + useless wizard skills (not Warlord, Alchemy,
- Myrran etc), choose Gnoll as main race, play on impossible level. Now
- that'll be a challenge if you happened to miss the Wraith spell! :-)
- [hkchan@hkchan.pc.my (Chan Hoong Keong)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15.F) Even Harder: Nature
-
- Death magic is not that bad. Life drain and mana drain are powerful common
- spells. Death also has awesome summoned creatures, in particular shadow
- demons, wraiths, and death knights (in concert with black prayer). They steal
- life and regenerate faster than taking damage. Lycanthropy and Wraithform are
- also quite useful spells, particularly early in the game.
-
- If you really want a hard game - pick Nature with useless retorts instead of
- Death. And just try to Web your way to victory.
- [rainbow@apxws48.ih.att.com (Rob Buchner), BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15.G) Very Hard: Cast NO SPELLS AT ALL
-
- I'm expecting to win a game (4/Impossible) with Barbarians (and I captured
- some High Men) in which I am casting NO SPELLS AT ALL. I do have alchemy and
- use it, and I let myself conquer cities, but I only let myself take over
- enemy capitols when they are down to two cities. I've banished two
- wizards this way - they both cast SOR so I'm leaving them each a city to
- see if they make it back. Note since I cast no spells I can't meld with
- nodes or un-meld them from theirs. Also, I don't allow myself to build
- Paladins. Just Berserkers, Bowmen, Barbarian Swordsmen, and a few
- Pikemen, engineers, etc. I have a couple of leader heros, and I let them
- use captured magic items (most are real lame). Of course I have no
- fantastic creatures or creature enchantments. I'm winning quite handily
- with Berserkers and Bowmen, thank you.
- [skarg@eskimo.com (Peter VonKleinsmid)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15.H) Very Very Hard game: limit yourself to one city
-
- Anyone else up for a challenging style of play?!?! Don't know how many of
- you do this, but I find that playing with only ONE city is a good way to
- challenge yourself - on the levels other than impossible that is... The
- only cities I keep are those that contain a wizards tower, I.E. a banished
- wizard. Although this is difficult, it is also advantageous. You have one
- heckuva stronghold! Anyone (everyone) else tried this?
- [jharmon@Mesa.Colorado.EDU (jack harmon)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.15.I) Fantasy Hard Game
-
- Limit yourself to one city. Your race: Klackons. Impossible, 4, large,
- on MOM 1.31, of course. No Heros, mercenaries, or summoned creatures.
- The talents that do you no good: Charismatic, Artificer (cruel since you
- can't use heros), Channeler and Conjurer (cruel since you don't cast spells
- and summon creatures), Alchemy (cruel since you are not using magic).
- If you have any spell picks left, put them in Nature. Cast no spells at all,
- except Spell of Mastery. Now if you can win with this setup, yes MOM is just
- too damn easy. (Note - I'm kidding! But now I'm wondering - just how far
- could you get?) [BLJ]
-
- While you're at it give them bugs Infernal Power. (Hint, 1.5 x Shrine = 1
- mana and 1 rebel squashed, a real bargain for 2 picks).
- [Brian Wade (FLEBO@AOL.COM)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.16) Hit Versus Shields Combat Table
-
- How to use this chart. To determine the expected damage from a melee round,
- go to the row that begins with the number of swords shown for the attacker.
- That is the per-figure number of swords. Then go to the column with the
- number of shields shown for the defender. The number shown is the expected
- hits per-figure. Multiply by the number of figures in the unit, and you
- get the total expected hits. Note: this assumes no "to-hit" bonuses.
-
- Note: The last two columns are 20 and 50. The 50 column represents the
- defense level you get with various immunity enchantments. For example,
- Magic Immunity gives you a 50 shield defense against magic ranged attack.
- Missile Immunity gives you a 50 shield defense against missiles.
-
- S
- W
- O
- R Shields
- D 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 20 50
- 1 0.3 0.2 0.1 0.1 0.1 0.1 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
- 2 0.6 0.4 0.3 0.2 0.2 0.1 0.1 0.1 0.1 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
- 3 0.9 0.7 0.5 0.4 0.3 0.2 0.2 0.1 0.1 0.1 0.1 0.0 0.0 0.0 0.0 0.0 0.0 0.0
- 4 1.2 1.0 0.8 0.6 0.5 0.4 0.3 0.2 0.2 0.1 0.1 0.1 0.1 0.0 0.0 0.0 0.0 0.0
- 5 1.5 1.3 1.0 0.8 0.7 0.6 0.4 0.4 0.3 0.2 0.2 0.1 0.1 0.1 0.1 0.1 0.0 0.0
- 6 1.8 1.5 1.3 1.1 0.9 0.7 0.6 0.5 0.4 0.3 0.3 0.2 0.2 0.1 0.1 0.1 0.0 0.0
- 7 2.1 1.8 1.6 1.3 1.1 1.0 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.2 0.2 0.1 0.0 0.0
- 8 2.4 2.1 1.9 1.6 1.4 1.2 1.0 0.9 0.7 0.6 0.5 0.4 0.3 0.3 0.2 0.2 0.1 0.0
- 9 2.7 2.4 2.1 1.9 1.6 1.4 1.2 1.1 0.9 0.8 0.6 0.5 0.4 0.4 0.3 0.3 0.1 0.0
- 10 3.0 2.7 2.4 2.2 1.9 1.7 1.5 1.3 1.1 0.9 0.8 0.7 0.6 0.5 0.4 0.3 0.1 0.0
- 11 3.3 3.0 2.7 2.4 2.2 1.9 1.7 1.5 1.3 1.1 1.0 0.8 0.7 0.6 0.5 0.4 0.2 0.0
- 12 3.6 3.3 3.0 2.7 2.5 2.2 2.0 1.7 1.5 1.3 1.2 1.0 0.9 0.8 0.7 0.6 0.2 0.0
- 13 3.9 3.6 3.3 3.0 2.7 2.5 2.2 2.0 1.8 1.6 1.4 1.2 1.1 0.9 0.8 0.7 0.3 0.0
- 14 4.2 3.9 3.6 3.3 3.0 2.8 2.5 2.3 2.0 1.8 1.6 1.4 1.3 1.1 1.0 0.8 0.4 0.0
- 15 4.5 4.2 3.9 3.6 3.3 3.1 2.8 2.5 2.3 2.1 1.8 1.6 1.5 1.3 1.1 1.0 0.5 0.0
- 16 4.8 4.5 4.2 3.9 3.6 3.3 3.1 2.8 2.5 2.3 2.1 1.9 1.7 1.5 1.3 1.2 0.6 0.0
- 17 5.1 4.8 4.5 4.2 3.9 3.6 3.4 3.1 2.8 2.6 2.3 2.1 1.9 1.7 1.5 1.4 0.7 0.0
- 18 5.4 5.1 4.8 4.5 4.2 3.9 3.6 3.4 3.1 2.8 2.6 2.4 2.1 1.9 1.7 1.5 0.8 0.0
- 19 5.7 5.4 5.1 4.8 4.5 4.2 3.9 3.7 3.4 3.1 2.9 2.6 2.4 2.2 2.0 1.8 1.0 0.0
- 20 6.0 5.7 5.4 5.1 4.8 4.5 4.2 3.9 3.7 3.4 3.1 2.9 2.6 2.4 2.2 2.0 1.1 0.0
- 21 6.3 6.0 5.7 5.4 5.1 4.8 4.5 4.2 3.9 3.7 3.4 3.1 2.9 2.7 2.4 2.2 1.3 0.0
- 22 6.6 6.3 6.0 5.7 5.4 5.1 4.8 4.5 4.2 4.0 3.7 3.4 3.2 2.9 2.7 2.5 1.5 0.0
- 23 6.9 6.6 6.3 6.0 5.7 5.4 5.1 4.8 4.5 4.2 4.0 3.7 3.4 3.2 2.9 2.7 1.7 0.0
- 24 7.2 6.9 6.6 6.3 6.0 5.7 5.4 5.1 4.8 4.5 4.3 4.0 3.7 3.5 3.2 3.0 1.9 0.0
- 25 7.5 7.2 6.9 6.6 6.3 6.0 5.7 5.4 5.1 4.8 4.5 4.3 4.0 3.7 3.5 3.2 2.1 0.0
- 26 7.8 7.5 7.2 6.9 6.6 6.3 6.0 5.7 5.4 5.1 4.8 4.6 4.3 4.0 3.7 3.5 2.3 0.1
- 27 8.1 7.8 7.5 7.2 6.9 6.6 6.3 6.0 5.7 5.4 5.1 4.8 4.6 4.3 4.0 3.8 2.6 0.1
- 28 8.4 8.1 7.8 7.5 7.2 6.9 6.6 6.3 6.0 5.7 5.4 5.1 4.9 4.6 4.3 4.0 2.8 0.1
- 29 8.7 8.4 8.1 7.8 7.5 7.2 6.9 6.6 6.3 6.0 5.7 5.4 5.1 4.9 4.6 4.3 3.0 0.1
- 30 9.0 8.7 8.4 8.1 7.8 7.5 7.2 6.9 6.6 6.3 6.0 5.7 5.4 5.1 4.9 4.6 3.3 0.1
- 31 9.3 9.0 8.7 8.4 8.1 7.8 7.5 7.2 6.9 6.6 6.3 6.0 5.7 5.4 5.2 4.9 3.6 0.2
- 32 9.6 9.3 9.0 8.7 8.4 8.1 7.8 7.5 7.2 6.9 6.6 6.3 6.0 5.7 5.4 5.2 3.8 0.2
- 33 9.9 9.6 9.3 9.0 8.7 8.4 8.1 7.8 7.5 7.2 6.9 6.6 6.3 6.0 5.7 5.5 4.1 0.2
- 34 10.2 9.9 9.6 9.3 9.0 8.7 8.4 8.1 7.8 7.5 7.2 6.9 6.6 6.3 6.0 5.7 4.4 0.3
- 35 10.5 10.2 9.9 9.6 9.3 9.0 8.7 8.4 8.1 7.8 7.5 7.2 6.9 6.6 6.3 6.0 4.6 0.3
-
- Example: An undamaged unit High Men Swordsmen (Regular) attack a unit
- of War Bears. Swordsmen have 4 Swords, War Bears have 3 Shields. Looking
- this up in the table, that gives ".6", which we multiply by 6 figures in
- the Swordsmen units, to give "3.6" expected hits of damage.
-
- The 0 shields column shows the raw (undefended) hits of damage. You can
- use that to figure out the expected damage when the attacker has "to-hit"
- bonuses. Calculate the raw hits using:
-
- raw-hits = swords * (0.3 + 0.1 * (total-to-hit-bonuses) )
-
- For example, if our Swordsmen make it to Ultra-Elite level, they will have
- 5 swords and +2 to-hit. Raw-hits = 5 * (0.3 + (0.1 * 2)) = 2.5. That
- is almost the same as the 8 Swords Row (2.4 raw hits), so using that row,
- agains 3 shields, we can expect 1.6 hits per figure, 9.6 hits per round.
- Boy, those to-hit bonuses really help out! [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.17) Futility Combat Table
-
- Attack seems futile when you can't expect, on average, to do even 1 hit of
- damage. This would be 1 raw hit for a 1 figure unit, .5 raw per-figure hits
- for a 2 figure units, .25 raw per-figure hits for a 4 figure unit, etc.
-
- The following table shows, for a given number of swords and to-hit bonuses,
- the number of defender shields that make an attack futile. Of course, given
- the luck of the roles, a futile attack may cause damage, and a non-futile
- attack may fail to cause damage. (Note: Shields > 30 will be added later.)
-
- Figs 1 2 4 6 8
- To-Hit 0 +1 +2 +3 +4 0 +1 +2 +3 0 +1 +2 +3 0 +1 +2 +3 0 +1 +2 +3
-
- SWRDS 1 0 0 0 0 0 0 0 1 1 1 2 2 3 2 3 4 4 3 4 4 5
- 2 0 0 1 1 2 1 2 3 4 3 5 6 7 5 6 7 8 6 7 8 9
- 3 1 1 3 4 5 3 4 6 7 5 7 8 10 7 9 10 11 8 10 11 12
- 4 1 3 5 6 8 4 6 8 10 7 9 11 13 9 11 13 15 10 12 14 16
- 5 3 5 7 9 10 6 8 10 12 9 12 14 16 11 13 16 18 12 15 17 19
-
- 6 4 6 9 11 13 8 10 13 15 11 14 16 19 13 15 18 21 14 17 19 22
- 7 5 8 11 13 16 9 12 15 18 12 16 19 21 14 18 21 24 16 19 22 25
- 8 7 10 12 16 19 10 14 17 20 14 18 21 24 16 20 23 26 17 21 25 28
- 9 8 11 15 21 21 12 16 19 23 16 20 23 27 18 22 26 29 19 23 27 31
- 10 9 13 17 23 24 13 18 22 25 17 22 26 30 19 24 28 32 21 25 30
-
- 11 10 15 19 25 27 15 19 24 28 19 24 28 32 21 26 30 22 27 32
- 12 12 16 21 28 30 16 21 26 30 20 25 30 22 28 33 24 29
- 13 13 18 23 30 32 18 23 28 33 22 27 33 24 30 26 31
- 14 14 20 25 32 19 25 30 23 29 25 32 27
- 15 15 21 27 20 26 32 25 31 27 29
-
- 16 17 23 29 22 28 26 33 28 30
- 17 18 25 31 23 30 27 30 32
- 18 19 26 33 24 32 29 31
- 19 20 28 35 26 30
- 20 22 29 37 27 32
-
- Of course, 1 hit of damage may not be enough to affect a battle. But the
- purpose of this table is to show when shields make an attack essentially
- pointless. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 10.18) MOM improvement suggestions to Microprose/SIMTEX
-
- Sometimes the computer takes over a node and doesn't bother to send a Magic
- Spirit to meld with it. Maybe the computer player sends a Magic Spirit, but if
- the Spirit gets killed, then the computer doesn't think to send another one.
- [BLJ]
-
- Stream of Life is unbalancing. It should reduce unrest by 3, 4, or whatever,
- but it should not reduce unrest to 0, no matter how high the tax rate. [BLJ]
-
- Give me a customizable build plan instead of that stupid Grand Vizier!
- [sca@advge.magwien.gv.at]
-
- Add extra quivers in misc item creation. Would help my 8 shot archer!
- [jharmon@Mesa.Colorado.EDU (jack harmon)]
-
- It would be nice if some special feedback (graphic or sound) indicated
- when a death or disintegrate artifact killed by death or disintegration.
- Then you would know the special property actually did something. [BLJ]
-
- 1) The ability to save a Wizard in a spot at the beginning at the
- game. It's deeply annoying to have to rechoose name/spellbooks
- each time you start a game.
- 2) Starting the game with a settler unit rather than a city. It's not much
- fun to start a game with a city in the middle of the desert.
- [duvaljc@ERE.UMontreal.CA (Duval Jean-Carl)]
-
- What I would like to see changed, and what I think a big problem with
- the diplomacy in MOM, is the personality setting. I've had *WAY* too
- many encounters with a "chaotic" wizard (especially that stupid lizard
- S'ssra), in which I went from calm relations to hate in one turn. The
- game didn't allow relations to slide down, offering me the chance to
- make amends for my transgressions and/or bribe him back to normality.
- Also, why categorize a wizard as "expansionistic"? Shouldn't they all
- be at least somewhat expansionistic? Otherwise, you get situations like
- in MOO where 600 turns into the game the Alkaris still have their home
- planet but no other and have this huge fleet of gnats flying around and
- getting in my hair and stuff.
-
- Personality ratings are fine, but they should be more accurately defined
- (i.e. peaceful, warlike, distrustful, naive, etc.). Just a thought.
- [bh093@freenet.buffalo.edu (Patrick Dare)]
-
- Just once I would like to see the computer summon Torin. But only once. [BLJ]
-
- Multiplayer MOM. [everybody]
-
- Instead of sending 3 mediocre 3-4 unit stacks against your city, one at a
- time, the computer should combine them into one killer 8 or 9 unit stack.
- [bill@msi.com (Bill Poitras)]
-
- Sometimes the computer attacks with settlers. It may be that when the settler
- picked the destination or path nothing was there, but then it "blunders" into
- a unit of mine that arrived after the settler started.
- [bill@msi.com (Bill Poitras)]
-
- Computer opponents just sit inside the city while I slaughter them with ranged
- attacks. If sitting is hopeless they should come out and engage me. [BLJ]
-
- When confronted with an invisible opponent, the computer players should march
- around trying to find him. I know this would be hard to program, but just
- think how much you guys will impress me if you pull it off. [BLJ]
-
- Some wizards need to expand a little more aggressively. [BLJ]
-
- Every human player know the value of Granaries and Farmers Markets. Every
- well developed neutral or computer player city should have these. [BLJ]
-
- It's disappointing when computer heros are weak and have no artifacts. At
- impossible levels, the computer heros should get some sort of experience
- bonus. It could just be 4 pts per turn instead of 1. Or - this would be
- diabolical - every time one of your heros is in a battle and gets experience
- points - some computer owned hero gets the same number of points. Or half as
- many points. Also, maybe every CP wizard's turn there could be a 2% chance
- that one of its heros gets a randomly selected artifact. [BLJ]
-
- I may be in the minority on this one, but I'd like to see an option in
- the settings screen to get rid of the Spell of Mastery. I think this is
- the cheesiest aspect of the game, and would rather worry about foreign
- conquest than lose my game just because an opponent cast the SoM and I
- forgot to dispel it. i say make it an option, not remove it entirely
- (though i'd always use the option to turn it off). Anyone else think this
- is one cheesy spell?
- [war@westnet.westnet.com (W. Mjollnir Ransom)]
-
- When CP galleys are attacking they should close in so their arrows have a
- better chance of hitting. Each round, move forward N-1 moves and then shoot.
- [jrk3g@darwin.clas.Virginia.EDU (Jeffrey Robert King)]
-
- Has anyone else noticed that MOM requires an excessive degree of
- micromanagement in order to avoid wasting production or spell research.
-
- The problem is that production above that needed to produce the unit a city
- is working on, and spell research points above those needed for the current
- spell seem to go into never never land. It is therefore necessary to change
- all allocations every (expletive deleted) turn in order to avoid waste.
- [b91926@fsgm01.fnal.gov (David Sachs)]
-
- When a unit is on "patrol" and an enemy comes within site, the unit should
- "wake up". In other words, you should get asked to move it during your turn.
- [ykcho1@mdw024.cc.monash.edu.au (Mr YK Chong)]
-
- When settlers are killed by a life stealing attack, you get Death Settlers.
- They can't do anything. Wouldn't it be cool if their Build button worked,
- and you got something like: "Your Death Settlers create a city of death.
- The city falls into ruins." Then you would get a ruins their, similar to
- what you get when a monster destroys a city. [BLJ]
-
- Make the consequences of breaking a treaty severe:
-
- Imagine this message:
- "Your longtime ally and trusted friend Kali has just sacked your
- city of London killing thousands of your citizens."
- then:
- "Roland has left the service of Kali and wishes to join your cause.
- Hire/Reject"
-
- or suppose the player betrays S'ssra whose capital is in a Beastman city:
-
- "Enraged over your ruthless attack on S'ssra's city of Darkover, all of
- your Beastman cities have reverted to neutral status."
- [rhondaa@boi.hp.com (Rhonda Wilson)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- *******************************************************************************
- 11) MOM War Stories
-
- A lot of the fun I get from reading the net are hearing colorful tales about
- other people's battles. Note: Some of these are with MOM 1.2 or earlier. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.1) Any units with a harder punch than Killer Hobbits?
-
- Champion, Lionhearted, slingers with Flame Blade, Adamantium weapons, led by
- Torin the Chosen Leadership 4, blessed by an Archangel (Holy Bonus 2), have an
- attack strength of 17. That is 8 * 17 = 136 hits. [ai7141219@omega.ntu.ac.sg]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.2) Time Stood Still
-
- I tried my first game on impossible level. My butt got kicked three times
- before I got a reasonable start. It was a struggle from the start but I
- survived as one of the computerplayers did not declare war on me. It is
- quite possible to stand up to one computerplayer. Well I thought the
- game was won when I got my paladin production going but then there
- was an unexpected incident. Jafaar that I had not seen yet as he was the
- sole occupant of the other realm cast Time Stop!. I sat with a long face
- before my monitor watching the harddisk lamp blinking as he made his turns.
- It became booring after ten minutes and I thus started pressing various
- keys to try to stop the game but nothing worked. The stupid Jafaar
- cast a lot of Time Stops and other enchantments so he eventually run out
- of mana and gold. It would have taken forever otherwise as I suspect that
- he had 30000 in both mana and gold when the first time stop was cast.
- Now it "only" took 45 minutes on my DX33 until I got to move my units.
- I then took a tower and moved my killer stack + flying scouts to Jafaars
- plane and took out his wizards tower. The game was quite easy after that.
- [e90mli@efd.lth.se (Marcus Lindberg)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.3) Those are some spearmen!!
-
- Incidentally, does anyone out there know how the computer decides whether
- a computer controlled Wizard gets a node or not? In the game that I had
- previously mentioned, there was a node right outside my fortress that was
- guarded by four air elementals and two sky drakes. (It was on Arcanus
- too!) Anyway, the computer wizard sent a force with 2 heros, a lot of
- halberdiers, and a pair of bowmen to take over the node. They were
- completely annihilated. However, a few turns later, the same wizard sent
- a handful of spearmen and two halberdiers, and was successful in taking
- that node! Even more surprising was that he didn't lose a single
- unit...or take any damage at all. My only thought was... Wow, those are
- some spearmen!! [edwong@uclink.berkeley.edu (Edmond Kar On Wong)]
-
- Note: This is an example of "Strategic Combat" in action. Presumably, even
- a weak stack has a non-zero chance of success in every situation. [BLJ]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.4) I hope he named the outpost "Haroldville"
-
- I found a bug with with a champion I summoned. Using summon champion, I got
- Sir Harold. He had most every possible benefit, including create outpost and
- meld with node. He had an upkeep cost of 10 mana per turn. I decided to save
- the game and see if he could really create an outpost. He made a High Men
- city. A few turns after the city was made, even though Sir Harold was no
- longer around, the Vice-roy mentioned that Sir Harold went up a level. When I
- restored the saved game, Sir Harold went back to his normal boring stats and
- upkeep cost. The extra "every" benefit did not make it to the save file.
- [ahaas@holli.com (Alan Haas)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.5) Jade, Queen of Darkness
-
- 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 elusive 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 Basilisks into
- slumber, can you imagine?? One thing 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 that you start with Draconians, or take
- Beastmen. A Queen of Darkness does not consider Dark Elves bizarre enough.
- Dwarves were cool, but they grow too slow for my liking. Unless Simtex gives
- Dark Elves more bizarre 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. [Wishnu Prasetya (--Jade--), DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.6) Early 1.3 experiences
-
- I don't quite know how to say what I'm about to say, but...I'm <gulp> losing a
- game on the hard level. I'm losing and I'm having a blast doing it. This
- patch is a _huge_ improvement (actually, I started on a small island, so I
- didn't expand very aggressively in the beginning). The AI is very aggressive
- and it's quick to make war if it feels it has an advantage. One very cool
- thing is that when you ask an ally to go to war with an enemy, blood is really
- shed and many cities change hands. I also noticed that the Myrrans colonize
- both worlds now (there are actually two computer Myrrans in my game). The
- computer players are *much* smarter, overall.
-
- Simtex did a good job; MoM is much more interesting and a lot more fun to play.
- I finally feel I'm getting my money's worth out of this game.
- [wawrzon@sun4.cs.wisc.edu (Joel Wawrzon)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.7) Another early 1.3 experience
-
- Tell me about it. After puttering around on Normal and realizing that there now
- seemed to be a brain behind the computer, I jacked a new game up to hard.
-
- Gulp.
-
- 1. Wandering monsters are now a constant threat. They WILL kill you. Gone are
- the days of a single spearmen garrisoning a city for much of the game
-
- 2. The computer puts a nice mixture of units in it's cities. And I have yet to
- run into either a) the 9 stack of some expensive creature b) the city that HAD
- a garrison 1 turn ago and now is abandoned or c) the stack of a half dozen
- Triremes, empty, at that.
-
- 3. The computer now MOVES on your turf. Haven't seen the park-a-stack in a
- clueless manner within striking distance and then do nothing maneuver (which
- the AI used to be a pro at implementing).
-
- 4. The computer areas are much more built up. More roads, more varied units.
- They actually fight one another and kill each other, as Joel noted above.
-
- I've played about 4 hours total, to a decent midgame with the beginnings of
- serious contact. Time will tell how bad my ass will get kicked in my current
- game. But I wouldn't buy any real estate in my kingdom, if you know what I
- mean.
-
- It was becoming shelfware for me. Now, my marriage is at risk again :-) What's
- cool is that waiting for this patch gave me just enough time to become rather
- comfortable with operating the game and various color combos. Now I might have
- to think to win. Life is tough that way, I suppose.
- [Marc MadProg <madprog@raven.cybercom.com>]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.8) Lo Pan - Can't Get Rid of Him
-
- Do wizards actually complete the Spell of Return in MOM v1.3?
-
- Oh they make a return, like your worst nightmare. Time and again. It only
- takes them a few turns, and keeps happening until they have no cities left.
- Dozens of times. I mean, if it wasn't fun, it would be annoying.
-
- When you get to the fourth and last wizard, he only takes three turns to
- return. Extrapolating, I figured I had only about 10-12 turns to banish Ariel.
- Each time Ariel came back he'd start casting spell of mastery again. This
- cycle continued for about 15 times until he placed his fortress tower on an
- island on Myrror which I couldn't get to. At that point it was a race to see
- who would finish casting spell of mastery first. The outcome was in doubt to
- the very last turn, wasn't sure who was going to win when the normal
- upkeep/move screen cleared, but I indeed finished the spell first.
- [rainbow@apxws48.ih.att.com (Rob Buchner)]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.9) Fast Growing Races For A Better Start
-
- Your starting race matters at the beginning of the game. Later you have
- conquered so many other race's cities that you have your pick of unit types
- to build. I'm not sure if the slower growing races are worth picking.
-
- Based on growth, barbarians are pretty fast, and their Berserkers aren't bad
- either. High men do produce those cool paladins, but it takes so long to
- produce the buildings necessary. Is it worth it?
-
- 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. They decimated a few cites (avoid cities defended by
- magician or shaman elite units). The rangers also took out a few magic nodes
- and monster lairs/temples/ruins. Sure they took a little damage, but they
- healed and went on. I wonder what they could have been like if I had played
- Warlord. Super-elite rangers, what a concept. [BLJ, Tyson Tu, DC]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- 11.10) Flying Invisible Warships!
-
- Prior to 1.3 Flying Warships made the game "too easy". In MOM 1.31, they
- are the kind of thing that can make winning on impossible level, possible.
-
- To carry out this strategy, it's easiest to put 11 spellbooks into sorcery
- magic, and start with Wind Master, Flight and Invisibility. Naturally,
- pick a race which can build warships. 11 Sorcery books drops the casting
- cost of flight to 75mp. Not bad.
-
- Flying Warships go from 4 movement to 3, not too bad since you no longer
- have to skirt around land. With Wind Mastery that goes up to 6! But if
- you take on passengers, that is cut in half to 3. (With passengers and
- no wind mastery, your speed is 1.5, which works out to 2.) There are two
- ways to get back to 6 movement. 1 - Make all your passengers fliers (costly,
- but helpful in battle), 2 - Cast Wind Walking on the flying ship.
-
- BTW - if there is one thing harder to stop than a flying warship, it's an
- invisible flying warship.
-
- (... where ARE those rocks dropping from, anyway? Bonk. Aieeee! <grin> ).
-
- 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 if dispelled in combat.) [Bronis Vidugiris, DC]
-
- Sky Drakes have Immunity to Illusion and are a danger to flying invisible
- Warships. However, with Haste and Wind Mastery you can run away from the
- Sky Drakes and shoot them while you stay out of range. Elite Warships can
- do damage against Sky Drakes 10 shields.
-
- Some of the really heavily shielded monsters with lots of shields and hit
- points will need to be mind stormed before the FIW can take them out but not
- many.
-
- Naturally most multifigure units get chomped pretty quickly. Of
- course these warships are also great for giving a ride to your heroes and
- mondo units [did you know you can have your heroes attack more than
- once per game turn by picking them up after combat and carrying them
- into the next one?] [danhite@aol.com (Dan Hite)]
-
- Yes, the Flying Invisible Warship is close to unstoppable. At easier levels
- you may want to abstain from making them.
-
- 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. [Daniel Starr, DC]
-
- 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. People do frequently ask - How can I stop this or that
- apparently unstoppable unit.
-
- 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 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 your 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, Call
- Lightning and Wrack, and those spells which can weaken the opponents attack
- such as Black Prayer and Terror. Holy Word is also a great non-directed spell
- against summoned creatures, especially the undead. Extreme examples of
- non-directed spells: Black Wind, Death Wish and Great Unsommoning.
-
- g. Wall of Darkness - This will prevent the warships from using their 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. If you've got them,
- Sky Drakes have Immunity to Illusion and are a danger to flying invisible
- Warships. However, with Haste and Wind Mastery you can run away from the
- Sky Drakes and shoot them while you stay out of range. Elite Warships can
- do damage against Sky Drakes 10 shields. [danhite@aol.com (Dan Hite)]
-
- j. Toughen them up - Use tough creatures or magically toughen your forces
- defenses. The warships will typically have 10-15 "rocks" attack strength.
- 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.
-
- k. Or, if you are playing with a custom wizard, pick Jafar's slot at the
- start of the game. Then you will never have to deal with him at all.
-
- There are probably other techniques that don't fall into one of the above
- categories that will work as well. [Brian Wade (FLEBO@AOL.COM), DC]
-
- Another example of stopping an "unstoppable" unit:
-
- Against a nine stack of Paladins. --> add 1 Torin or ArchAngel or High Prayer
- and 6 hammerhands. If they are equipped with adamantium weapons they are
- greater than 2 paladins each. With Torin and an Archangel and High Prayer and
- Metal Fires each unit has 20 swords and will slaughter anything and are very
- magic resistant. [spido@clark.net (DriveBy Billy)]
-
- Against any ground based "unstoppable" unit, a whole series of Cracks Calls
- will eventually get it. [BLJ]
-
-
-