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Agreements/Treaties>
`0Agreements/Treaties `9- This is where you send and actually
make alliances within the game. These alliances will help benefit
the realms involved, so don't hesitate to make them.
`!Peace Treaty `9- Basically, this treaty is what it says. It puts rest
`9the worries of war and creates a calm in the minds of the population.
`![`9This treaty helps bring in more people per turn`!]
`!Magic Alliance `9- This alliance allows you to gain your ally''s spells,
but they also get yours. These new spells cost almost double the mana to cast,
but most often, the diversity of new spells is well worth it.
`!Magic Defense Alliance `9- This alliance combines your ally''s magic power
with yours to form an intricate defense against enemy magic attacks that
endanger your empire. This alliance will lessen or totally dissipate the
harmful spell.
`!Military Defense Alliance `9- This alliance pledges 15% of your army to your
ally when attacked. The same protection is also given to you in return.
<MORE
`!Preservation Pact `9- This alliance halts all decay in trade deals. Normally
`goods decay at a slow rate, but this alliance stops all decay.
`!Agricultural Production Treaty `9- The farmers of your ally''s realm and yours
work together to increase farming production to it''s maximum output.
`!Economic Production Treaty `9- The gold miners of your empire work with your
ally''s miners to discuss various things that enhance the gold production of your
empire.
`!Arms Production Treaty `9- This treaty increases the number of weapons and armour
produced by your miners and your ally''s.
`!Covert Relations Treaty `9- The spies of both realms work together to plot
strategic strategies relating to covert ops. This treaty increases protection
against enemy spies while boosting your success rate of your spies.
`!Mana Production Treaty `9- This treaty brings together the priests of your
ally''s realm and yours to spread the word of their god over a greater distance,
thus bringing in more followers and more mana.
<END
Credits>
`%Without the following people this game would not have been possible.
`%They have my extreme graditude. They are listed in no particular order.
`!Donald Mckay `9- Game testing, advice, tons of ideas that made me work
`9 even more to put this game out.
`!Seth Robinson `9- Turbo Pascal Advice and help, answers to my many endless
`9 endless questions.
`!Joseph Masters `9- Registration coding advice. (All you crackers can thank
`9 him. <G>
`!Morgan Langille `9- Preliminary Game advice, spell suggestions, math equation
`9 work.
`!Danny McGrath `9- Sysop of The Nexus. Turbo Pascal advice that was vital
`9 in finishing this game.
`!My Family `9- My family, who helped and contributed ideas/funding.
<MORE
`!DDPlus Team `9- For the EXCELLENT Door toolkit (Freeware thank god) that
`9 made this game possible. Thanks alot!
`!Matt Warren `9- Game Testing/Ideas
`!My Computer `9- My Cheesy 386 with 4MB pulled through and worked over time
`9 to get this game out.
`!Mike Prince `9- Thanks for the supportive advice on the subject of the rare
`9 white albino.
`!Bob Jenkins `9- Excellent Musical talent.
<END
Registering Benefits>
`0Registering Benefits `9- By paying a mere $20 Canadian (cash or check),
you can get this wonderful game registered. The benefits are listed below:
By registering you will recieve the following benefits:
`0* `9Siege Option Enabled
`0* `9Forge Weapons and Armour
`0* `9Challenge Others to Duels
`0* `95 more Monuments
`0* `97 more Castle Parts
`0* `9Extra 2 Spells per God(dess)
`0* `9Up to 5 treaties per alliance
`0* `9Extra Gods: Death, Love, Hate, Health, Animals, Sun
`0* `9New Army Units (currently not available)
`0* `95 More Random Encounters for Search Parties.
`0* `95 More Enemies Armies for Search Parties.
`9As the future progresses, I am bound to have new ideas and changes,
which will probably add to the game and make it more enjoyable. It is
best to register and play the game at it's fullest capabilities.
<END
Tips>
`0Tips `9- Read the section on `!How to Play`9, it will help you ALOT if
you have no idea what is going on. It may look long, but by reading it
or even parts of it, you'll gain a better understanding of how to play
and how the game works.
`0Special Keys `9- Here is a list of special keys and when they are used.
`!> `9Specifies maximum value when entering a number.
`!< `9Specifies minimum value when entering a number.
`!k `9Appends (adds) 3 zeros to your current number (ex. pressing 1 then
`9k will enter the value 1000).
`!m `9Appends 6 zeros to the number.
`!h `9Appends 2 zeros to the number.
<MORE
`%Note: `9If you are to lazy to read `!How to Play`9, ask someone else,
and/or follow these guidelines:
`!1.`9 Buy Land.
`!2.`9 Send Out Search parties to claim more land.
`!3.`9 Pump your army up lots.
`!4.`9 Stock up on mana, it does mana things (army, spells, etc).
`!5.`9 Use Treaties and Agreements, they promote growth.
`!6.`9 Use your spells at the correct times. They were designed to deadly
when used strategically.
`!7.`9 Visit the market frequently, you can get good prices for your extra
goods.
`!8.`9 COMMUNICATE and trade with other players. They might be able to
send you goods when you are struggling and help you out on how to
play better.
<END
Forge>
`0Forge `9- This is where a God(dess) forges their weapons and armour for
`9battle. Since God(dess) vs. God(dess) is equally like human vs. human
`9they need to use magical armour and weapons forged by their own magic to
`9offset the balance of power. Mana is used to forge and create the weapons
`9and armour, as money has no value in the land of godkind.
`9You will create your weapon and armour by naming it, then by gradually
`9increasing the amount of mana infused within the object. Thus, as your
`9realm grows in strength you will produce more mana. The more mana you
`9infuse into the object the more power it has. However, power will gradually
`9leak out of the object in time, but at a slow rate. Keeping your weapon
`9and armour continually in top shape will keep you alive in battle.
<END
Casting Spells>
`0Casting Spells `9- Casting spells is what you do. You're a god(dess)!
Various Spells do various things. Some may hurt and inflict damage, while
others heal and protect. (For spells descriptions see `!spell list`9).
From the casting menu, choose which deity of spells you which to cast (to
get more, propose `!magic alliances`9). The spells available for that
deity will then come up. Select a spell to cast and you will see a brief
description of the spell come up. Follow the instructions next (usually
choose a realm to cast upon) and you will cast the spell if you have enough
mana. Cost is based upon the realm the spell is being casted upon. The
bigger the realm, the more it will cost and vice versa. Some of these
spells, if used strategically with right timing, can totally disable an
enemy before a mass attack.
<END
How To Play>
`0Armageddon
`!About the Game `9- In Armageddon, you, the player, are a god(dess),
ruler over the mortals, a being of raw power. You lead forth your
people and build your realm for the inevitable day of Armageddon, the
final conflict between good and evil. Your choices and actions will
influence what side you will be on, and the more powerful you are the
more of a chance you stand at being alive at the end of the battle.
`!Starting the Game `9- At the very start of the game you will be
asked to choose a deity. This is your "subject". You will rule that
deity and all that follow it. Your deity will give you your spells,
as different deities have different spells and all players are not
restricted to all the same spells. Example deities are Love, Hate, War,
Death, Disorder etc.
`!The Start of an Empire `9- Once a deity is picked, you will be
taken to the main menu after a news and mail check. The main menu will
present you with various choices. All realms need people to run it, and
those people need food to eat and land to live in. Land will dictate
how much people a player can have in their realm. You have to options
for acquiring land. One is to buy it. That is the easiest and safest
way of getting land if you can afford it. You can access this option
from the `!Construction `9menu. The other way of getting land is to
<MORE
`9send out searching parties to expand your realm. This way may be less
costly but it is certainly more risky. The party may be confronted by
dangerous perils and enemies and disaster may strike them. However,
they may also stumble upon rare treasures on the quest for land. The
party will require food for their journey away from their homes. Hint:
Always take as many civilians as you can manage. The more you take the
more land you will discover. Always take a military escort in case you
are confronted by monsters. You can access the Expand Realm choice in
the `!Military Menu`9.
`!Building your Empire `9- You build you empire by acquiring land and
people. But, you must `!take turns `9to gain the people. When taking
a turn (press 1 on main menu) it functions like the passing of time and
all of your choices and decisions will take effect when this option is
accessed. You begin the turn by assigning your people to various
chores: Farming, Mining and Preaching. Farming produces food, a most
valuable resource in the game. Mining produces the gold, armour and
weapons necessary to run a realm. Preaching produces the mana that
will function as gold in some places, but most importantly mana is used
for `!Spell Casting`9. By continuing to buy land, build an army and
gain people, your realm will grow prosperous and powerful.
<MORE
`!Attacking and Defending your Empire `9- As you grow more powerful,
so may the people around you, and as always, someone will become greedy.
They will attack other players and try to take resources with brute
force. By keeping your army strong when you are done playing for the
day keeps your defense at it's maximum, pitting your whole army versus
an invader. Various monuments and castle parts (see later) will help
increase military offense and defense. You will be sent a report of
the attack the next time you enter the game. If the greedy person
happens to be you, then to attack you enter the `!Military Menu`9 and
access options 1 or 2 (Standard and Massive Attacks). A standard attack
is a hit and run operation while the siege option is a mass battle
requiring a stock of resources, army units and supplies. Sieges
are not recommended for attempts to take resources. They are more of a
way of killing an empire and they may require many days or weeks of playing
time to complete.
`!More help `9- These are just the basics needed to survive the game.
By exploring the game and it's options, you will learn more than I can
write in this long boring help text. If necessary, there is a help-by-topic
option in the main menu. It will give you more help on some options I
may have not covered here.
<MORE
`!REGISTER! `9- To register this game and pay money for my hard work is
well recommended by the author, me. Please register. More functions will
be put into play to benefit your empire! By registering this will inspire
me to make more games like these. If you have not enough money yourself,
get everyone to pitch in a set amount to lessen the cost for everyone!
If 20 people play, then say, "Okay, everyone pay 1 Canadian dollar and
we'll get this awesome game registered!". Good idea eh? Help your Sysop
register! Oh, and if you have any `!suggestions/comments/complaints/
questions/extra money/inquiries `9send them to me! I will graciously
accept them and any extra donations. I can be reached at:
`0E-Mail: brad.carson@253-122.mx1.fidonet.org
brad_carson@hotmail.com
OR
`0Normal Mail: Brad Carson
R.R#2
Lakefield, Ontario
Canada
K0L 2H0
OR
`0BBS: Eternal Darkness
(705)-652-5282
`!I hope you enjoy the game. Have fun and kick some ass!
<END
Protection>
`0Protection `9- Protection gives a realm time to grow and prevents
larger players from attacking the new country, thereby giving the
new player a fighting chance. Some functions will be unavailable like
Attacking, spying and spells, until the player is out of protection.
<END
Take Turn>
`0Take Turn `9- The take turn option is used when all possible actions
for that turn have been executed. It moves to a new turn where new
actions can be planned. During the turn-shift, people may
come to or leave your realm. When you take the next turn, your
people work and create resources essential to running your realm.
Also, enchantments in play are usually put into effect when taking
the next turn.
<END
Fund Distribution>
`0Fund Distribution `9- This is the place where you invest money
and mana into programs to help raise production rates of your
workers. The higher the production rate, the more each worker
will produce.
<END
Military Commands>
`0Military Commands `9- This menu is where you command your military
to do various actions. These are explained below:
`0Standard Attack `9- This is the standard hit and run attack.
`0Siege `9- This is commencing a siege on a kingdom.
It requires skilled planning and many
soldiers and resources to carry out. It
can last many days, but could be well
worth it.
`0Enlistment `9- This is where you sign up your people into
the army. It will cost a certain amount
of armour and weapons to put people into
different categories.
`0Expand Your Reign `9- This is where you create a search party
and seek out new land for your empire.
You may encounter other things on the
quest, but growth is essential.
<END
Construction>
`0Construction `9- In this menu, you can start construction on
castle parts and repair broken monuments and gifts. You can either
build or repair castle parts, but you can only repair monuments.
Cost is "per damage point", meaning it will cost your $xxx to repair
1 point of damage on a selected part.
<END
Messages>
`0Messages `9- This is where you send messages to other realms,
formulating alliances and discussing battle plans or just babbling
about any old thing. Communication is essential in forming allies,
so do lots of it.
<END
News>
`0News `9- This is where you can recount events up to 5 days ago.
The events can be important so keep on track of them.
<END
Town Crier>
`0Town Crier `9- This is where gods and goddess' can come and talk
to and insult each other publically. This is like an ongoing public
message.
<END
Covert Operations>
`0Covert Operations `9- This is where you do the dirty stuff to
other empires like spying and sabotaging. While sometimes
costly, covert operations make a formidable weapon.
<END
Pain In The Ass>
`0Pain In The Ass `9- This game has been a pain in the ass for me
to make. It's taken me sooo long and I'm almost done as of 6:14
pm, Feb. 16, 1997.. So, please register if you already haven't and
make me a happy man. I've had so much troubles trying to get this
damn game together.. Data Segment Too Large, and Code Segment too
large and Heap Overflow error codes are coming out my ears! But
finally.. It's almost done.. Almost.. <G>
If you have any suggestions or anything, keep them to yourself!
I can't stuff anything more into this game! <G> No, just kidding
tell them to me, and I'll try my best to squeeze it into the game.
Have fun!
-Brad Carson
<END
Spell Casting>
`0Spell Casting `9- Casting spells are what gods do, and spells are
your main weapon! Spells need mana to cast. Preachers generate
mana as do some monuments. Each spell has a different effect
(well some are the same. You try and make 115 different spells! <G>)
and you can even learn some of other gods spells too, but at twice
the cost.
<END
Attack Units>
`0Attack Units `9- These are the soldiers that defend and conquer in
your name. They are essential in any realm.
The 5 Units are described as follows:
`0Infantry `9- The Infantry are the foot soldiers who are
the weakest of the five, however, they are
the cheapest to acquire.
`0Calvary `9- The Calvary are the mounted warriors who
fight on their horses. They are more stronger
that the infantry, but more expensive.
`0Bowmen `9- The Bowmen (Bowwomen <G>) are the people
who shoot arrows at the enemy. They are weak,
but the arrows they shoot are deadly.
`0Demi-Gods `9- The most powerful army unit, the demi-gods
are skilled in magic. They are strong
but cannot be acquired through normal means.
`0Siege-Machines `9- The siege-machines are such things as
catapults, ballistas etc. which fire long
range projectiles for maximum damage. They
are second only to the Demi-Gods.
<END
Castles>
`0Castle `9- Your castle is the center of your realm. It only comes into
effect when a siege is being launched against you, otherwise it has no
effect. Each part built on to it has special defense and/or offense
capabilities which come into action when the siege is on. However, a
couple of buildings have other functions that work outside the siege
restriction.
The parts and their functions are as follows:
`0Great Field `9- This is the first step in building a castle. It
has no function other than to serve as a primary
building block for your castle. It has a damage
rating of 10.
`0Towers `9- The Towers are used to house both soldiers and
lookouts which use the tower's high vantage point
to monitor enemy actions resulting in an advantage
for you. It has a damage rating of 60.
`0Walls `9- The Walls are where your archers and reserve troops
will be placed, where they can pick off enemy soldiers
from above and defend the walls and castle. The Walls
have a damage rating of 45.
<MORE
`0Palisade `9- A Palisade is a row of strong, sharply pointed wooden
or iron stakes set upright as a defense work. These
are placed around the castle and can spell death for
an invading enemy, as they impale those trying to
breach the walls. The Palisade has a damage rating
of 20.
`0Ramparts `9- A rampart is a broad-topped embankment usually with a
stone parapet, constructed for defense. It is mounted
atop the walls, and is where your archers and reserve
soldiers lay. It has a damage rating of 20.
`0Parapets `9- A parapet is a low wall atop the castle walls which your
archers take cover behind when shooting arrows upon the
enemy below. It looks like a row of jagged teeth atop
the walls and towers. It has a damage rating of 25.
`0Gate `9- The Gate is the entrance to your castle. It is the
most important defensive point as once it is breached,
the enemy has access to your castle. It has a damage
rating of 40.
<MORE
`0Portcullis `9- The portcullis is an iron grating suspended by chains
and made to slide in grooves in the sides of a
fortified gateway in order to block the entrance. It
acts as a reserve gateway incase the gate is blocked.
It has a damage rating of 45.
`0Murderholes `9- The murderholes are a set of holes inside the gateway
located on the roof from which boiling pitch, acid,
arrows etc. can be dropped upon enemies which have
breached the gate. It has a damage rating of 20.
`0Moat `9- The Moat is a deep, wide trench dug around a
fortification to prevent invasion. It is usually
filled with water and other nasties. It has a damage
rating of 25.
`0Drawbridge `9- A bridge hinged at one end so that it can be pulled
up with chains to prevent passage over it. It has
a damage rating of 25.
`0Dungeon `9- An underground cell used to house prisoners. It
has a damage rating of 45.
`0Torture Chamber `9- An underground room filled with various devices
used to cause pain to extract information from a
prisoner, or just to have some fun. It has a
damage rating of 30.
<MORE
`0Stables `9- The stables are used to house horses and mounts
used for riding. They provide bonus's to calvary
in combat. It has a damage rating of 20.
`0Armoury `9- The Armoury is used to build and construct suits
of armour used by soldiers in combat for defense.
By building this, the soldiers recieve an additional
bonus in combat. It has a damage rating of 25.
`0Weaponry `9- The Weaponry is used to build and construct weapons
used in combat by soldiers. When built, this
gives soldiers an additional attack bonus. It has
a damage rating of 25.
`0Market Place `9- This market place, located inside the castle, is
reserved for those of nobility where they can shop
for goods. It raises money for the realm. It has
a damage rating of 20.
`0Church `9- This church is located inside the castle. It is
the royal church, reserved for nobility for marriages
etc. It helps create mana per turn. It has a
damage rating of 30.
<MORE
`0Mage Tower `9- This tower is located inside the castle. It holds
some of the most famed mages of your realm, which
instruct new-recruits. They help increase your
casting efficiency and defense. The damage rating
is 40.
`0Inner Keep `9- The Inner Keep is the center of the castle. It
consists of the quarters of the King and Queen,
and members of the royal family. It has a damage
rating of 50.
`0Great Hall `9- The Great Hall is a huge room used for banquets and
feasts etc. It contains trophies, paintings and
monuments honouring you and your accomplishments.
It has a damage rating of 60.
`0Throne Room `9- The Throne room is where the King and Queen are
located during the day when listening to counsils
and ruling the realm with your instructions. If this
is conquered all is lost. It has a damage rating
of 80.
<END
Gifts>
`0Monuments `9- Monuments and gifts are what the people give to their
god(dess) in honour of them. Each has a special feature that will
help in the development of the realm. Monuments are given when support
reaches 100%, but only one monument per week is created.
The Monuments/Gifts and their functions are as follows:
`0Magic Stone `9- This stone, which glows an eerie blue will randomly
raise a realm's support at certain times.
`0Plaque `9- This is a Plaque erected in honour of their god(dess)
which randomly increases and attracts tourists to
your realm.
`0Holy Symbol `9- The Holy Symbol is the symbol by which you are known.
It helps raise casting efficiency. It has a damage
rating of 75.
`0Painting `9- The painting is one of you which is life-size. It is
life like and inspires all who look upon it. It
increase your Hitpoint and Max Hitpoint by a certain
amount. It has a damage rating of 50.
`0Ring `9- The Ring gives you the chance to change your
alignment slightly once per day to suit your desire.
It has a damage rating of 30.
<MORE
`0Broach `9- The Broach of solid gold helps increase your power
rating. It has a damage rating of 30.
`0Talisman `9- The Talisman helps raise spying efficiency. It has
a damage rating of 45.
`0Books of Lore `9- The Books of Lore are ancient books of power which
increase casting defense. They have a damage
rating of 30.
`0Sceptre `9- The Sceptre of Ruling makes your land value raise
due to the influence it has upon the people.
It has a damage value of 30.
`0Market Place `9- The market place is one the everyday people use.
It is bigger than the one inside the castle, and
sells many goods to raise money for your realm.
It has a damage rating of 20.
`0Altar `9- The Altar is where sacrifices or offerings are made
to you. These offerings generate mana for the
realm. It has a damage rating of 40.
`0Garden `9- The Garden helps grow food for your empire.
It has a damage rating of 50.
`0Pillars `9- These pillars which can be seen from virtually
everywhere inflict a sense of awe in those who
see your realm. They attract followers and
create land for your realm. They have a damage
rating of 70.
<MORE
`0Well `9- The well is a secluded waterhole where people fetch
water for everyday needs. However, rare discoveries
are often hauled up from the watery depths...
It has a damage rating of 75.
`0Road `9- The road provides an easy method of travel for all
that visit your realm. It increases the number
of people who come to your realm per turn. It has
a damage rating of 80.
`0Library `9- The Library is a source of knowledge for your empire
that helps educate them. In turn, they become smart
and their productivity raises. It has a damage
rating of 65.
`0Statue `9- This statue resembles you exactly and even looks
alive. It gives you an extra turn per day. It
has a damage rating of 30.
`0Fountain `9- This fountain is no ordinary fountain. During
certain times the fountain can generate weapons
and armour for your realm. It has a damage rating
of 65.
<MORE
`0Tower `9- The Tower is a massive monument dedicated to you
to house the rare demi-gods. It also allows more
than 1 demi-god per turn to be allowed into your
realm. It has a damage rating of 85.
`0Manastone `9- The Manastone is a giant rock that generates mana
randomly. It has a damage rating of 35.
`0Theatre `9- The Theatre is a place of entertainment for your
realm. It helps raise support and attracts followers.
It has a damage rating of 60.
`0Arena `9- The Arena is a place of combat where your warriors
can fight to prove themselves. It randomly
generates a number of soldiers each turn to add to
your army. It has a damage rating of 40.
`0Colosseum `9- The Colosseum is the arena times ten in all aspects.
In addition to creating soldiers, it also creates
weapons and armour. It has a damage rating of 50.
<MORE
`0Temple `9- The Temple is a place of worship that your most
devoted people worship to give you power. If you
have this, spells learned from other gods are casted
like you were that god at no penalty. It has a
damage rating of 55.
`0Crystal Prism `9- The Crystal Prism of Ultimate Power gives you total
control over your people. It can give you anything,
but at a price. It can create mana, armour, weapons,
money etc, but uses the life-force of the people to
power it, meaning that people die when it's used.
It has a power rating of 250.
<END
Animals>
`0The God(dess) of Animals `9- By Being the God of Animals, you have control
over all creatures, big and small. While not one of the stronger gods,
the ferocity of animals makes this god certainly not one of the weaker
gods either. Your followers are people who love animals and can
communicate with them.
`0Animals Spells:
`9Create Food - Generate Food for empire.
`9Unseen Scouts - Spies on Empire.
`9Camoflage - Raises defense of Army.
`9Savagry - Raises Offense of Army.
`9Migration - Captures land.
<END
Hunting>
`0The God(dess) of Hunting `9- You have control over the hunt. The pursuit
of game, preditor and prey, chaser and chased... Hunting is survival, and
your domain is hunting. Your domain is survival... While you are not
a supremely powerful god, your power and magic is one to be reckoned with
and one not to be ignored...
`0Hunting Spells:
`9Feast - Creates Food.
`9Stalk - Raises Spy Defense.
`9Ambush - Allows you to attack before combat begins in fight.
`9Trap - Sets traps in case of enemy invasion.
`9Subdue - Makes enemy troops join your side in battle.
<END
Luck>
`0The God(dess) of Luck `9- By controlling luck, the force of chance,
you control which way the dice turns, which side wins or loses, or at
least have a major advantage over it. You can bring luck, or take
it away, which ever you choose. Most people offer praise to you
just before throwing the dice or entering battle.
`0Luck Spells:
`9Lucky Shot - Raises bowmen attack rate.
`9Gamble - Brings money to you or a target realm.
`9Knock on Wood - Increases attack rate of Siege Engines/Archers.
`9Good Luck - Increases chance to find good stuff when searching.
`9Pure Luck - Boosts production rates BY 100% for 1 turn.
<END
Curses>
`0The God(dess) of Curses `9- You control ill-fate and ill-actions
and the consequences, be it a mild curse like causing warts, or more
severe ones. Curses are ways of revenge, so you get along well with
the God(dess) of Hate. Your followers are those who lay curses upon
people like witches. These people are not necessarily evil.
`0Curse Spells:
`9Miss - Lowers battle efficiency.
`9Witches - Kills people of target realm, gives you mana.
`9Bad Luck - Increases change to find bad stuff when searching.
`9Pure UnLuck - Lowers production rates to 0%.
`9Black Cat - Loss of 1 turn for a day.
<END
Justice>
`0The God(dess) of Justice `9- You promote good nature and lawful
actions. You control the consequences to those who are un-just to
others. The scales of justice tip for you, the one who controls
them. Your followers are generally good people, who believe in a
strong sense in the law.
`0Justice Spells:
`9Accusations - Lowers support.
`9Sentence - Captures soldiers from enemy side in battle.
`9Crime Bust - Takes people from realm and puts them in your realm.
`9Light of Truth - Creates Demi-Gods.
`9Judgement - Breaks all relations between two realms.
<END
Disorder>
`0The God(dess) of Disorder `9- You promote illegal actions, strife
and struggle. Your enemy is justice. Chaos is your middle name, you
like to see things in disorder and disarray. Your people are generally
bad, doing as they please, trying to cause suffering to others.
`0Disorder Spells:
`9Panic - Makes people leave target realm.
`9Farming Disorder - Lowers farming productivity.
`9Mining Disorder - Lowers farming productivity.
`9Total Chaos - Wreaks havoc upon realm, causing much damage.
`9Anarchy - Steals monument from realm and delivers it to another.
<END
Disease>
`0The God(dess) of Disease `9- You control diseases, ranging from
the common cold to deathly ones such as starvation, cancer and aids.
You inflict your diseases upon who you please, whether they are
good or evil. Your people are generally neutral, offering prayers
up to you to protect them from the very thing you are.
`0Disease Spells:
`9Rot - Decays weapons, armour and mana.
`9Weakness - Lowers working productivity.
`9Virus - Kills people in target realm.
`9Paralization - Paralizes people until spell is lifted.
`9Mass Infection - Realm cannot gain any people.
<END
Health>
`0The God(dess) of Health `9- The opposite of disease, you control
and promote healthiness in those you please. You like physical
healthiness and despise sicknesses. Prayers are offered up to you
before a battle. Your people are healty, vigorous citizens.
`0Health Spells:
`9Flourish - Increase birth rate.
`9Healthy Relationship - Steals popular support from realm.
`9Crop Dusting - Increases production of farmers.
`9Land growth - Creates land.
`9Preservation - No people will die for a day.
<END
Love>
`0The God(dess) of Love `9- You control Love, the thing which can
cause people to do unpredictable things. You control beauty and
determine who shall fall in love with whom. You are a popular god,
for there a few places without love. Your people are generally a
happy vigorous lot.
`0Love Spells:
`9Admiration - Raises support.
`9Broken Heart - Lowers working production.
`9Charm - Makes people enter your realm from a target realm.
`9Blind Love - Lowers army unit defense.
`9Mating Call - Raises population.
<END
Hate>
`0The God(dess) of Hate `9- You thrive on sadness and the all-powerful
hate. Revenge is a song you dance well to. You are a very powerful
god(dess), as hate is a fire that scorches and is virtually limitless.
Your people are basically a miserable lot, but their hate and wishes
against others give you much power because hate exists everywhere.
`0Hate Spells:
`9Rejection - Lowers support.
`9Rage - Makes people leave target realm.
`9Hate - Raises worker production rates.
`9Revolt - Pits the army vs. people in target realm.
`9Loathe - Shatters all treaties between two realms.
<END
Death>
`0The God(dess) of Death `9- Death. Elusive, sharp and sudden. You
end the lives of mortal men who dance like puppets on your strings.
Death, the ultimate unknown, which strikes fear into the heart of the
strongest warrior. The cryings of mourners are a song to none save
the pale face of Death. All pay homeage to the god of death, for
in the end, death conquers all.
`0Death Spells:
`9Decay - Doubles death rate per turn.
`9Wither - Cuts food intake to the point of starvation.
`9Soul Strip - Kills people, lowers support and causes emigrations.
`9Vampiric Hunger - Consumes resources of target realm.
`9Night Shade - Haunts target realm until expired, causing havoc.
<END
Life>
`0The God(dess) of Life `9- As sure as the sun sets and graces
the land with it's golden luminance, life is being created and
carried on. Life parries death's cruel strike and counters with
one of it's own. Life, for which all hope stands, the hope that
life itself will be carried on, is the cause and source of your power.
You control life and the continuation of life. For, without life
the world is nothing.
`0Life Spells:
`9Blessing - Raises production of target working unit.
`9Halo - Will absorb 1 harmful enchantment ahead of time.
`9Regrowth - Rebuilds damage on structure/monument.
`9Rebirth - Resurrects dead per turn, and adds them to the living.
`9Resurrection - This will resurrect all dead from 1 combat round.
<END
War>
`0The God(dess) of War `9- War is a bloody sport. A sport played by
the brave. You thrive on this sport like flies feed on a rotting carcass.
Your people are a warlike people and love battle. War is important in all
aspects of society, and you know the art the best. War is sweet like fire
on the tongues of those who know how to control it, but in the end, as
always, someone gets burned...
`0War Spells:
`9Armour of Salvation - Raises Army unit Defense.
`9Bloodlust - Raises Army unit offense.
`9Battle Cry - Doubles attack rating and halves defense rating.
`9Siege - Simulates Siege effects on target realm.
`9Siege II - Simulates Siege effects and more, lasts longer.
<END
Peace>
`0The God(dess) of Peace `9- Peace is like the open blue sky, like a calm
stream. You have many beneficial powers at your disposal, those of
protection against the forces that threaten you. While many regard
peace as weak, they obviously do not know the full force of your powers.
`0Peace Spells:
`9Protection - Increases Spell Defense.
`9Peaceful Thinking - Raises Support.
`9Meditation - Increases Spell Success Rate.
`9Aura of Peace - Shatters Enemy Enchantment upon realm.
`9Compromise - Allows battle to end peacefully without fleeing.
<END
Earth>
`0The God(dess) of Earth `9- You control the earth. Every stone, rock
and pebble. The brute force of the earth is at your disposal, to be
commanded at your whim. Such strength and raw power makes the god(dess) of
earth one to be reckoned with.
`0Earth Spells:
`9Boulder - Damaged Army Unit.
`9Tremors - Wreaks havoc upon Mining industry.
`9Wall of Stone - Defends realm against attacks.
`9Earth Slide - Damages Random Structure/Monument.
`9Earth Quake - Damages Target Structure/Monument, and kills people.
<END
Air>
`0The God(dess) of Air `9- The domain of the sky is yours. You control
the air and wind of the worlds. You can create calm breezes or harsh
aerial disasters. Air can be as a lamb, but also, as proven in the
past, it's roar can far surpass that of a lion.
`0Air Spells:
`9Astral Spy - Spies on Target Realm.
`9Uproot - Damages food and lowers farming productivity.
`9Gale Thrust - Blows a portion of enemy off the field of battle.
`9Flush - Shatters an enchantment on your realm.
`9Tornado - Destroys/damages target gift/structure.
<END
Water>
`0The God(dess) of Water `9- Every living thing needs water. Therefore,
you have ultimate power, as everything needs you to command that water.
You have power equal to that of Earth and Air, as you can command both
raging floods and tidal waves. You also are respected as a god(dess)
of beauty and necessity, for your sparkling waterfalls and rain that
grows the crops upon which living things thrive.
`0Water Spells:
`9Tidal Wave - Kills people in target realm.
`9Sink - Dispells Target Enchantment.
`9Waterfall - Creates food/raises support.
`9Water of Life - Raises army defense.
`9Flood - Enchantment that damages structures until dispelled.
<END
Fire>
`0The God(dess) of Fire `9- Fire. Your power is supreme. From fire
weapons and armour are forged. From fire heat is given and food is cooked.
But also from fire people are killed, houses burned. You can give,
but most importantly and never forgotten, you can also take away...
`0Fire Spells:
`9Flame - Damages Target monument.
`9Altar Flame - Raises preaching production rate.
`9Smoke Screen - Raises Covert ops.
`9Wall of Fire - Surrounds realm with wall of flame. Hurts attackers.
`9Volcano - Kills people, destroys resources, damages structures.
<END
Gaming>
`0The God(dess) of Gaming `9- Gaming is fun for some people, others it is
their life. You control the world of games, a sport by some, a life-trade
by others. You revel in the art of gaming, as you play your art the best.
Gambling and cheating are also your domain, as they go side by side with
gaming. You are expert in all games and sports, which gives you a power
not to be ignored as war is considered a sport by some...
`0Gaming Spells:
`9Festival - Raises Support
`9Debt - Steals money from target realm.
`9Casino - Generates money each turn for your realm, raises support.
`9War Games - Raises army defense/attack in battle.
`9Addiction - Renders workers inoperable in target realm.
<END
Sun>
`0The God(dess) of the Sun `9- It is you who makes the burning ball of gas,
called the sun rise every morning to grace the world with its heat and
light. It is you who also gives it's energy to plant, animals and all
living things. People respect you and worship you for their lives as
there can be no life without the sun.
`0Sun Spells:
`9Sun Shine - Raises Support.
`9Golden Warmth - Raises working production rates.
`9Luminance - Dispells target enchantment on realm of your choice.
`9Sun Burn - Doubles death rate on target realm.
`9Solar Flare - Destroys land.
<END
Moon>
`0The God(dess) of the Moon `9- You are the one who takes the place of
the sun at night, luminating the darkness. Travellers give thanks to
your light in the time of darkness. You have many forms, sometimes
appearing as a circle, half-circle and sometimes banana-shaped. People
and mages respect you for the moon commands certain magical properties
that no other gods possess.
`0Moon Spells:
`9Moonbeam - Kills soldiers of target unit in battle.
`9Full Moon - Increases mana production.
`9Gravitational Pull - Immobilizes target unit in battle for 1 turn.
`9Lunar Boost - Doubles attack and defense ratings of unit in battle.
`9Lunar Blast - Damages target monument.
<END
Music>
`0The God(dess) of Music `9- People love the god of music. It is your
music which brings a smile to the most downhearted person. It's your
music which lights up the night as your notes drift across the sky.
Music can tell tales of romance, bloody battles and murderous plots.
It has influence over peoples emotions and therefore that is where your
power lies.
`0Music Spells:
`9Lyre - Increases spying efficiency.
`9Lullaby - Dispells harmful enchantment upon realm.
`9Screech - Lowers target unit defense.
`9Wedding Bells - Boosts population.
`9Enchant - Duplicates enchantment on realm and places it on another.
<END
Time>
`0The God(dess) of Time `9- Time flows like a river, and you have the
power to control that river. You can stop time, reverse it, speed it
up, whatever you desire. Your power is immense and other gods are wise
not to cross your path...
`0Time Spells:
`9Confuse - Confuses unit in battle for 1 round.
`9Slow - Cuts unit defense rating, making them vulnerable.
`9Fast - Raises attack and defense of target unit in battle.
`9Accelerated Growth - Boosts worker production.
`9Time Stop - Immobilizes entire enemy for 1 combat round.
<END
Gods>
`0Animals Spells:
`9Create Food - Generate Food for empire.
`9Unseen Scouts - Spies on Empire.
`9Camoflage - Raises defense of Army.
`9Savagry - Raises Offense of Army.
`9Migration - Captures land.
`0Hunting Spells:
`9Feast - Creates Food.
`9Stalk - Raises Spy Defense.
`9Ambush - Allows you to attack before combat begins in fight.
`9Trap - Sets traps in case of enemy invasion.
`9Subdue - Makes enemy troops join your side in battle.
`0Luck Spells:
`9Lucky Shot - Raises bowmen attack rate.
`9Gamble - Brings money to you or a target realm.
`9Knock on Wood - Increases attack rate of Siege Engines/Archers.
`9Good Luck - Increases chance to find good stuff when searching.
`9Pure Luck - Boosts production rates BY 100% for 1 turn.
<MORE
`0Curse Spells:
`9Miss - Lowers battle efficiency.
`9Witches - Kills people of target realm, gives you mana.
`9Bad Luck - Increases change to find bad stuff when searching.
`9Pure UnLuck - Lowers production rates to 0%.
`9Black Cat - Loss of 1 turn for a day.
`0Justice Spells:
`9Accusations - Lowers support.
`9Sentence - Captures soldiers from enemy side in battle.
`9Crime Bust - Takes people from realm and puts them in your realm.
`9Light of Truth - Creates Demi-Gods.
`9Judgement - Breaks all relations between two realms.
`0Disorder Spells:
`9Panic - Makes people leave target realm.
`9Farming Disorder - Lowers farming productivity.
`9Mining Disorder - Lowers farming productivity.
`9Total Chaos - Wreaks havoc upon realm, causing much damage.
`9Anarchy - Steals monument from realm and delivers it to another.
<MORE
`0Disease Spells:
`9Rot - Decays weapons, armour and mana.
`9Weakness - Lowers working productivity.
`9Virus - Kills people in target realm.
`9Paralization - Paralizes people until spell is lifted.
`9Mass Infection - Realm cannot gain any people.
`0Health Spells:
`9Flourish - Increase birth rate.
`9Healthy Relationship - Steals popular support from realm.
`9Crop Dusting - Increases production of farmers.
`9Land growth - Creates land.
`9Preservation - No people will die for a day.
`0Love Spells:
`9Admiration - Raises support.
`9Broken Heart - Lowers working production.
`9Charm - Makes people enter your realm from a target realm.
`9Blind Love - Lowers army unit defense.
`9Mating Call - Raises population.
<MORE
`0Hate Spells:
`9Rejection - Lowers support.
`9Rage - Makes people leave target realm.
`9Hate - Raises worker production rates.
`9Revolt - Pits the army vs. people in target realm.
`9Loathe - Shatters all treaties between two realms.
`0Death Spells:
`9Decay - Doubles death rate per turn.
`9Wither - Cuts food intake to the point of starvation.
`9Soul Strip - Kills people, lowers support and causes emigrations.
`9Vampiric Hunger - Consumes resources of target realm.
`9Night Shade - Haunts target realm until expired, causing havoc.
`0Life Spells:
`9Blessing - Raises production of target working unit.
`9Halo - Will absorb 1 harmful enchantment ahead of time.
`9Regrowth - Rebuilds damage on structure/monument.
`9Rebirth - Resurrects dead per turn, and adds them to the living.
`9Resurrection - This will resurrect all dead from 1 combat round.
<MORE
`0War Spells:
`9Armour of Salvation - Raises Army unit Defense.
`9Bloodlust - Raises Army unit offense.
`9Battle Cry - Doubles attack rating and halves defense rating.
`9Siege - Simulates Siege effects on target realm.
`9Siege II - Simulates Siege effects and more, lasts longer.
`0Peace Spells:
`9Protection - Increases Spell Defense.
`9Peaceful Thinking - Raises Support.
`9Meditation - Increases Spell Success Rate.
`9Aura of Peace - Shatters Enemy Enchantment upon realm.
`9Compromise - Allows battle to end peacefully without fleeing.
`0Earth Spells:
`9Boulder - Damages Army Unit.
`9Tremors - Wreaks havoc upon Mining industry.
`9Wall of Stone - Defends realm against attacks.
`9Earth Slide - Damages Random Structure/Monument.
`9Earth Quake - Damages Target Structure/Monument, and kills people.
<MORE
`0Air Spells:
`9Astral Spy - Spies on Target Realm.
`9Uproot - Damages food and lowers farming productivity.
`9Gale Thrust - Blows a portion of enemy off the field of battle.
`9Flush - Shatters an enchantment on your realm.
`9Tornado - Destroys/damages target gift/structure.
`0Water Spells:
`9Tidal Wave - Kills people in target realm.
`9Sink - Dispells Target Enchantment.
`9Waterfall - Creates food/raises support.
`9Water of Life - Raises army defense.
`9Flood - Enchantment that damages structures until dispelled.
`0Fire Spells:
`9Flame - Damages Target monument.
`9Altar Flame - Raises preaching production rate.
`9Smoke Screen - Raises Covert ops.
`9Wall of Fire - Surrounds realm with wall of flame. Hurts attackers.
`9Volcano - Kills people, destroys resources, damages structures.
<MORE
`0Gaming Spells:
`9Festival - Raises Support
`9Debt - Steals money from target realm.
`9Casino - Generates money each turn for your realm, raises support.
`9War Games - Raises army defense/attack in battle.
`9Addiction - Renders workers inoperable in target realm.
`0Sun Spells:
`9Sun Shine - Raises Support.
`9Golden Warmth - Raises working production rates.
`9Luminance - Dispells target enchantment on realm of your choice.
`9Sun Burn - Doubles death rate on target realm.
`9Solar Flare - Destroys land.
`0Moon Spells:
`9Moonbeam - Kills soldiers of target unit in battle.
`9Full Moon - Increases mana production.
`9Gravitational Pull - Immobilizes target unit in battle for 1 turn.
`9Lunar Boost - Doubles attack and defense ratings of unit in battle.
`9Lunar Blast - Damages target monument.
<MORE
`0Music Spells:
`9Lyre - Increases spying efficiency.
`9Lullaby - Dispells harmful enchantment upon realm.
`9Screech - Lowers target unit defense.
`9Wedding Bells - Boosts population.
`9Enchant - Duplicates enchantment on realm and places it on another.
`0Time Spells:
`9Confuse - Confuses unit in battle for 1 round.
`9Slow - Cuts unit defense rating, making them vulnerable.
`9Fast - Raises attack and defense of target unit in battle.
`9Accelerated Growth - Boosts worker production.
`9Time Stop - Immobilizes entire enemy for 1 combat round.
<END