I have no idea what video game this is for...

 This article contains most of the rules that we have figured out that were

either abscent from the rule book or incorrectly described. It is possible

some of the table entries are incorrect, but the accuracy is certainly better

than the tables given in the rule book. If you do find any mistakes in our

tables let me (bruno@csd.uwm.edu) know so that I can correct them.


The movement rules are fairly normal hexagon map movement rules. You pay a

cost to enter a hex based on the units movement type and the terrain. If you

move next to an enemy unit (normally called a zone of control) your movement

ends. If you start next to an enemy unit you still get to move.


The chance to be hit by a blow in combat depends on the movement type of the

target and the terrain it is in. The values below are the defense ratings (as

they are given in the rule book), the chance to be hit is 100 minus this

value. Attacks with a 65% chance to hit, always have a 65% chance to hit,

independent of the target and its terrain. The 65% attacks are reduced to 10%

attacks by the shield spell. Other attacks are not affected by the shield

spell.

I have tried fighting numerous battles with a particular chance to hit and

found that the percentages seem to be within 5-10% of what is displayed. The

65% attacks seem to hit more than 65% of the time. In about 200 blows the hit

rate was about 70%. This seems to be significantly different. For the other

attacks the number of blows was lower and the hit rate was closer to the

nominal value.

I have also seen a 100% chance to hit miss, so the percentages are definitely

not exact.



Code Movement type

SH High Sky

S Sky

SF Firey Sky

SL Low Sky

OB Big Ocean

OS Small Ocean

M Master

LB Big Land

LS Small Land

LF Fire Land

LD Dune

I2 Big Tundra

I1 Small Tundra


Movement Cost Table


SH  S SF SL OB OS  M LB LS LF LD I2 I1

Castle 1  1  1  1  1  1  1  1  1  1  1  1  1

Desert 1  1  1  1  4  4  -  3  2  3  1  3  3

Forest 1  1  1  2  4  4  -  2  2  2  1  2  2

Fortress 1  1  1  1  1  1  1  1  1  1  1  1  1

Mountain 1  1  1  2  -  -  -  3  3  3  2  3  3

Ocean 1  1  1  2  1  1  -  -  -  -  -  -  -

Plain 1  1  1  1  4  4  -  1  1  1  1  1  1

River 1  1  1  1  2  1  -  -  4  3  2  -  3

Rocky Tracts 1  1  1  2  -  -  -  3  3  3  1  3  3

Swamp 1  1  1  2  2  1  -  -  4  3  2  -  3

Tower 1  1  1  1  1  1  1  1  1  1  1  1  1

Tundra 1  1  2  1  3  3  -  2  3  3  2  1  1

Volcano 2  -  1  -  -  -  -  -  -  1  -  -  3


Defensive Value Table


SH  S SF SL OB OS  M LB LS LF LD I2 I1

Castle 30 30 30 40 30 30 60 40 60 40 60 40 40

Desert 30 30 30 30 25 25  0 30 30 30 60 30 30

Forest 30 30 30 40 30 25  0 40 60 50 60 40 50

Fortress 30 30 30 40 30 30 40 40 60 40 60 40 40

Mountain 30 30 30 40 10 10  0 60 50 40 60 60 40

Ocean 30 30 30 30 80 60  0 10 10 10 10 10 10

Plain 30 30 30 30 25 25  0 20 40 30 40 20 30

River 30 30 30 30 60 80  0 10 20 20 40 10 20

Rocky Tracts 30 30 30 40 10 10  0 60 50 40 60 60 40

Swamp 30 30 30 30 60 80  0 20 20 20 40 20 20

Tower 30 30 30 40 30 30 40 40 60 40 60 40 40

Tundra 30 30 30 40 30 30  0 20 20 20 20 60 70

Volcano 60 10 70 10 10 10  0 10 10 70 10 10 20


Elementals have 30% defense except against 65% attacks.


The amount of damage per blow in combat is calculated as follows:

For law and chaos creatures at full day or full night take 25% of the base

attack value rounded down. Law creatures add this value during full day and

subtract this value at full night. Chaos creatures add this value at full

night and subtract this value during full day.

Next add 1 point for every 30 experience point the creature has earned.

Then multiply by the defense value of the target versas this attack type and

round down. Subtract this value from the value calculated so far.

You now have the damage each blow will do when it hits.


There seem to be four different types of attacks for resistance purposes. This

hasen't been fully confirmed, but no contrary evidence has shown up yet.

The creatures with 99% resistance are more likely 100% resistant and that there

is a minimum damage of 1 per blow. But doing the above calculation with 99%

gives the same result (since I haven't found any attacks doing over 100 per

attack).



      Attack Damage Types


Impact       65%      Heat        Cold

Impact       Brust      F-Breath        C-Breath

Short Range   Deathcry      Fireball        Coldball

Spear       Hellfire      Impact (Lizard)   Impact (Firbolg)

      Impact (Taitan)

      Marrow

      Short Range (Cocoon)

      Short Range (Valkyrie)

      Spear (Sirene)

      Spear (Valkyrie)

      Storm

      Thunder


Attack Resistance Table


Impact 65% Heat Cold

Air (Elemental) 0 40 0 40

Air-D 10 20 10 0

Amazon 70 30 30 30

Angel 0 50 0 0

Arch-A 10 70 20 20

Arch-D 10 50 20 30

Attacker 10 0 0 0

Big-S 0 0 20 0

Black-W 90 0 90 90

Caeser 40 40 10 10

Carthago 30 20 0 0

Chimera 30 30 30 30

Cocoon 80 80 80 80

Collosus 10 0 0 0

Crasher 30 20 20 30

Crusader 30 20 10 0

Cyclops 0 0 0 0

Daimyou 60 80 60 30

Dark-D 20 20 10 20

Dark-W 80 0 80 80

Darklord 60 30 60 60

Death-D 30 20 20 30

Demon 0 30 0 0

Dragon (Daimyou) 10 0 10 0

Dragon (Darklord) 10 0 0 0

Dragon (Sorcerer) 10 0 0 10

Dragon (Summoner) 10 0 10 10

Dragon (Wizard) 10 0 0 0

Earth (Elemental) 0 50 50 0

Fighter 20 10 0 0

Firbolg 0 0 30 50

Fire (Elemental) 0 0 80 0

Fire-D 20 20 90 0

Flame-D 10 10 50 0

Frost-D 10 10 0 50

Giant 10 0 0 0

Gold-D 30 50 60 0

Golem 20 99 20 10

Gorgon 30 0 0 0

Great-A 20 90 30 30

Great-D 20 70 30 40

Griffin 10 0 0 0

Guardian 0 0 0 0

Hippo-G 30 0 10 0

Hydra 10 0 99 0

Ice-D 20 20 0 90

Icegiant 0 0 0 0

Iron-G 80 99 80 30

King-D 30 30 30 30

Kraken 0 0 20 0

Lizard 10 0 0 0

Loc 0 0 0 0

Mage 30 80 30 30

Marmaid 0 0 20 0

Minotaur 20 0 0 0

Mono-P 30 80 0 0

Musha 20 20 20 60

Octopus 0 0 10 0

Pegasus 20 60 0 0

Phoenix 0 0 99 0

Roman 20 0 0 0

Serpent 0 0 10 0

Silver-D 30 50 0 60

Sirene 50 60 50 50

Sky-D 10 0 10 0

Sky-G 50 0 0 0

Soldier 10 0 0 0

Sorcerer 30 60 60 60

Sphinx 40 40 40 40

Stone-G 50 99 50 20

Summoner 50 50 50 50

Taitan 30 30 20 30

Tricorn 0 60 20 20

Troll 10 0 0 0

Twinhead 10 0 99 0

Unicorn 0 40 0 0

Valkyrie 30 50 30 30

Warrior 0 0 0 0

Water (Elemental) 0 0 0 80

Wizard 60 60 30 60

Wraith 70 0 70 70


Experience is awarded for battles in the following manner. If both creatures

survive the lower level one gets two Eps and the higher level one gets 1 EP.

If both are the same level or if a 1st is fighting a 3rd than each gets 1 EP.

If one of the units is killed the victor gets 16 EPs doubled or halved for each

difference in level. For battles involving 4th level units, if the lower level

unit is victorious it gets 32 EPs. If the 4th level unit is victorious it gets

8 EPs. If both are 4th then 16 EPs are awarded. Elemental battles (force)

award experience, but using the mind spell doesn't.



Experience award for both units surviving


Unit level

Target level 1 2 3 4

1 1 1 1 1

2 2 1 1 1

3 1 2 1 1

4 2 2 2 1


Experience award when target is killed


Unit level

Target level 1 2 3 4

1 16 8 4 8

2 32 16 8 8

3 64 32 16 8

4 32 32 32 16


Many of the monster names in the rule book and in the game are misspelled or

inconsistant with each other. The monsters are ordered in the book according

to how they promote. The first level monster is listed first and then the

units that promote from it.


Below is a summary of just about everything you want to know about each kind

of monster (except for some info on summoning in the campaign game).



Headings:

A Alignment

Short Short range attack base

Long Long range attack base

Attack Displayed long range attack type

MT Movement type

MA Movement Allowance

HP Hit points

L Level

EP Experience points

C Cost to summon


Starred attack bases indicate an unusual damage type for this attack.


    A Short Long Attack    MT MA    HP   L EP    C

Air (Elemental)     N     - 15-2 C-Breath    - -   100   1   255   40

Air-D     C   9-4   8-4 Fireball   SF 8    96   3   255    -

Amazon     C 10-3 10-3 Impact    LS 6    40   2   255    -

Angel     L   2-2   6-2 Thunder    SL 6    30   1 67   36

Arch-A     L   4-2 12-2 Thunder    SL 7    62   2 49    -

Arch-D     C 10-1   8-3 Brust    SL 8    44   2 57    -

Attacker     C 12-2   0-0 Not    LS 5    48   2 40    -

Big-S     N 12-3   0-0 Not    OB 8    83   2   255    -

Black-W     C   8-1 16-2 Deathcry   SL 5    36   3   255    -

Caeser     L 11-3 18-2 Impact    LS 6    62   3   255    -

Carthago     L   7-3 10-2 Spear    LS 6    44   2 38    -

Chimera     N   7-2   0-0 Not    SL 5    40   1 40   20

Cocoon     N *15-2 40-1 Thunder     M 0    50   1 1    -

Collosus     L 33-1 38-1 Impact    LB 6   110   3   255    -

Crasher     C 20-2 12-1 Hellfire   LS 6    63   3   250    -

Crusader     N   9-4   8-3 Impact     S 7    70   3   255    -

Cyclops     C 15-1   0-0 Not    I2 5    46   1 46   19

Daimyou     L   3-3 13-3 Storm     M 3   100   3   255    -

Dark-D     C 15-2   5-3 C-Breath   I1 6    56   2 60    -

Dark-W     C   4-1   8-2 Deathcry   SL 4    24   2 18    -

Darklord     C   5-2 21-2 Storm     M 3   100   3   255    -

Death-D     C 20-2   7-4 C-Breath   I1 6    90   3   255    -

Demon     C   5-1   4-3 Brust    SL 7    30   1 55   34

Dragon (Daimyou)    L   9-2   8-1 Fireball   LF 5    40   1 48   26

Dragon (Darklord)   C 10-2   0-0 Not    I1 5    42   1 48   22

Dragon (Sorcerer)   L   9-2   8-1 Coldball   I1 5    40   1 48   26

Dragon (Summoner)   N   9-2   8-1 Fireball   LF 5    46   1 78   24

Dragon (Wizard)     C   6-3   0-0 Not    LF 6    42   1 48   22

Earth (Elemental)   N     - 10-3 Hellfire    - -   100   1   255   40

Fighter     N   5-4   6-3 Impact    SL 7    46   2 35    -

Firbolg     C 30-1 *16-2 Impact    I2 6    86   3   255    -

Fire (Elemental)    N     - 10-3 Fireball    - -   100   1   255   40

Fire-D     L 16-2 20-2 F-Breath   LF 6    78   3   250    -

Flame-D     L 12-2 13-2 F-Breath   LF 6    51   2 60    -

Frost-D     L 11-2 12-2 C-Breath   I1 6    51   2 62    -

Giant     L 11-2 16-1 Impact    LB 5    75   2 48    -

Gold-D     N 18-2 16-2 F-Breath   LF 7    70   3 30    -

Golem     N 16-1   0-0 Not    LB 4    30   1 45   20

Gorgon     C 11-2   7-3 Marrow    SL 6    45   2 34    -

Great-A     L   9-2 18-2 Thunder     S 8    60   3   255    -

Great-D     C 15-1 12-3 Storm     S 8    66   3   255    -

Griffin     C   8-2   0-0 Not    SL 6    42   1 42   22

Guardian     N   6-4   6-5 Thunder     M 3    50   1 2    -

Hippo-G     C   8-3   8-2 Fireball    S 8    65   2   255    -

Hydra     N 10-3 12-3 Fireball   LD 5    60   3   255    -

Ice-D     L 10-3 19-2 C-Breath   I1 6    88   3   250    -

Icegiant     C 23-1 16-1 Impact    I2 5    68   2 48    -

Iron-G     N 38-1   0-0 Not    LB 5    40   3   255    -

King-D     N 18-3 16-3 F-Breath   LF 6   130   4   255    -

Kraken     C   8-4   0-0 Not    OB 7    75   2   255    -

Lizard     N   4-2 *5-1 Impact    LD 5    30   1 24   10

Loc     L   4-3   0-0 Not    SH 10    30   1 36   26

Mage     C   3-2 20-2 Hellfire    S 6    40   2   255    -

Marmaid     L   2-1 10-2 Brust    OS 5    26   1 39   13

Minotaur     C   7-2   0-0 Not    LS 5    38   1 32   17

Mono-P     N   4-6   0-0 Not    SH 9    42   2   255    -

Musha     L 15-3   8-2 Impact    LS 7    50   2   255    -

Octopus     C   8-3   0-0 Not    OB 6    65   1 86   74

Pegasus     N   4-3   0-0 Not     S 7    30   1 36   18

Phoenix     L   4-4   8-3 Fireball   SF 9    24   2 1    -

Roman     L   4-3   0-0 Not    LS 5    33   1 26   12

Serpent     N 12-2   0-0 Not    OB 7    73   1 98   81

Silver-D     N 12-3 16-2 C-Breath   I1 7    70   3 30    -

Sirene     L   8-3 *10-3 Spear    OS 6    45   2   255    -

Sky-D     C   7-3   6-3 Fireball   SF 7    48   2 53    -

Sky-G     C 14-2   9-3 Storm     S 7    55   3   255    -

Soldier     N   3-4   0-0 Not    LS 6    34   1 24   12

Sorcerer     L   3-3 13-3 Thunder     M 3   100   3   255    -

Sphinx     N 11-2   6-2 Hellfire   SF 6    60   2   255    -

Stone-G     N 26-1   0-0 Not    LB 5    35   2 25    -

Summoner     N 12-1   7-5 Storm     M 3   100   3   255    -

Taitan     N 15-3 *10-4 Impact    LS 6    70   4   255    -

Tricorn     L   7-3   9-2 Marrow    LS 7    48   2   255    -

Troll     L   7-2   0-0 Not    LB 4    40   1 46   18

Twinhead     N   6-2   7-2 Fireball   LD 5    48   2 48    -

Unicorn     L   7-2   0-0 Not    LS 6    33   1 32   20

Valkyrie     C *10-1 *18-2 Spear    SL 6    40   1   255    -

Warrior     C   6-2   0-0 Not    LS 5    34   1 30   12

Water (Elemental)   N     - 15-2 Coldball    - -   100   1   255   40

Wizard     C   5-2 21-2 Storm     M 3   100   3   255    -

Wraith     C   2-1   4-2 Deathcry   SL 3    12   1 18   10



This table list which masters can obtain which units in the four player mode.

The recuits available in campaign mode are different.

Elementals are only summoned for a single battle.


      Recruit Table


      Cost or promotes from    Obtainable by

Air (Elemental)       40*    Sorcerer, Summoner

Air-D       Sky-D    Wizard

Amazon       -    -

Angel       36    Sorcerer, Summoner

Arch-A       Angel    Sorcerer, Summoner

Arch-D       Demon    Darklord, Summoner, Wizard

Attacker       Warrior    Wizard

Big-S       Serpent    Daimyou, Sorcerer, Summoner

Black-W       Dark-W    Darklord, Wizard

Caeser       Carthago    Daimyou

Carthago       Roman    Daimyou

Chimera       20    Daimyou

Cocoon       Guardian    -

Collosus       Giant    Daimyou, Sorcerer

Crasher       Attacker    Wizard

Crusader       Fighter    Sorcerer

Cyclops       19    Darklord, Wizard

Daimyou       -    Daimyou

Dark-D       Dragon (Darklord)    Darklord

Dark-W       Wraith    Darklord, Wizard

Darklord       -    Darklord

Death-D       Dark-D    Darklord

Demon       34    Darklord, Summoner, Wizard

Dragon (Daimyou)      26    Daimyou

Dragon (Darklord)     22    Darklord

Dragon (Sorcerer)     26    Sorcerer

Dragon (Summoner)     24    Summoner

Dragon (Wizard)       22    Wizard

Earth (Elemental)     40*    Darklord, Summoner

Fighter       Soldier    Sorcerer

Firbolg       Icegiant    Darklord, Wizard

Fire (Elemental)      40*    Daimyou, Summoner

Fire-D       Flame-D    Daimyou

Flame-D       Dragon (Daimyou)    Daimyou

Frost-D       Dragon (Sorcerer)    Sorcerer

Giant       Troll    Daimyou, Sorcerer

Gold-D       Silver-D    Summoner

Golem       20    Summoner

Gorgon       Minotaur    Darklord

Great-A       Arch-A    Sorcerer, Summoner

Great-D       Arch-D    Darklord, Summoner, Wizard

Griffin       22    Wizard

Guardian       Cocoon    -

Hippo-G       Griffon    Wizard

Hydra       Twinhead    Darklord, Summoner

Ice-D       Frost-D    Sorcerer

Icegiant       Cyclops    Darklord, Wizard

Iron-G       Stone-G    Summoner

King-D       Fire-D, Ice-D    Daimyou, Sorcerer

Kraken       Octopus    Darklord, Wizard

Lizard       10    Darklord, Summoner

Loc       26    Daimyou, Sorcerer

Mage       -    -

Marmaid       13    Daimyou, Sorcerer

Minotaur       17    Darklord

Mono-P       Pegasus    Darklord, Summoner, Wizard

Musha       -    -

Octopus       74    Darklord, Wizard

Pegasus       18    Darklord, Summoner, Wizard

Phoenix       Loc, Phoenix    Daimyou, Sorcerer

Roman       12    Daimyou

Serpent       81    Daimyou, Sorcerer, Summoner

Silver-D       Dragon (Summoner), Gold-D    Summoner

Sirene       Marmaid    Daimyou, Sorcerer

Sky-D       Dragon (Wizard)    Wizard

Sky-G       Gorgon    Darklord

Soldier       12    Sorcerer

Sorcerer       -    Sorcerer

Sphinx       Chimera    Daimyou

Stone-G       Golem    Summoner

Summoner       -    Summoner

Taitan       Crasher    Wizard

Tricorn       Unicorn    Sorcerer

Troll       18    Daimyou, Sorcerer

Twinhead       Lizard    Darklord, Summoner

Unicorn       20    Sorcerer

Valkyrie       -    -

Warrior       12    Wizard

Water (Elemental)     40*    Wizard, Summoner

Wizard       -    Wizard

Wraith       10    Darklord, Wizard



Promote Table


Level Experience Promotes to

Air (Elemental) 1 255 -

Air-D 3 255 -

Amazon 2 255 -

Angel 1 67 Arch-A

Arch-A 2 49 Great-A

Arch-D 2 57 Great-D

Attacker 2 40 Crasher

Big-S 2 255 -

Black-W 3 255 -

Caeser 3 255 -

Carthago 2 38 Caeser

Chimera 1 40 Sphinx

Cocoon 1   1 Guardian

Collosus 3 255 -

Crasher 3 250 Taitan

Crusader 3 255 -

Cyclops 1 46 Icegiant

Daimyou 3 255 -

Dark-D 2 60 Death-D

Dark-W 2 18 Black-W

Darklord 3 255 -

Death-D 3 255 -

Demon 1 55 Arch-D

Dragon (Daimyou) 1 48 Flame-D

Dragon (Darklord) 1 48 Dark-D

Dragon (Sorcerer) 1 48 Frost-D

Dragon (Summoner) 1 78 Silver-D

Dragon (Wizard) 1 48 Sky-D

Earth (Elemental) 1 255 -

Fighter 2 35 Crusader

Firbolg 3 255 -

Fire (Elemental) 1 255 -

Fire-D 3 250 King-D

Flame-D 2 60 Fire-D

Frost-D 2 62 Ice-D

Giant 2 48 Collosus

Gold-D 3 30 Silver-D

Golem 1 45 Stone-G

Gorgon 2 34 Sky-G

Great-A 3 255 -

Great-D 3 255 -

Griffin 1 42 Hippo-G

Guardian 1   2 Cocoon

Hippo-G 2 255 -

Hydra 3 255 -

Ice-D 3 250 King-D

Icegiant 2 48 Firbolg

Iron-G 3 255 -

King-D 4 255 -

Kraken 2 255 -

Lizard 1 24 Twinhead

Loc 1 36 Phoenix

Mage 2 255 -

Marmaid 1 39 Sirene

Minotaur 1 32 Gorgon

Mono-P 2 255 -

Musha 2 255 -

Octopus 1 86 Kraken

Pegasus 1 36 Mono-P

Phoenix 2   1 Phoenix

Roman 1 26 Carthago

Serpent 1 98 Big-S

Silver-D 3 30 Gold-D

Sirene 2 255 -

Sky-D 2 53 Air-D

Sky-G 3 255 -

Soldier 1 24 Fighter

Sorcerer 3 255 -

Sphinx 2 255 -

Stone-G 2 45 Iron-G

Summoner 3 255 -

Taitan 4 255 -

Tricorn 2 255 -

Troll 1 46 Giant

Twinhead 2 48 Hydra

Unicorn 1 32 Tricorn

Valkyrie 1 255 -

Warrior 1 30 Attacker

Water (Elemental) 1 255 -

Wizard 3 255 -

Wraith 1 18 Dark-W


We checked out some of the spells and have the following comments:


Masters are immune to all spells, both good and bad. Force may not be used

against masters either.


The first (fast) spell changes the unit's movement allowance to 12.


The shield spell protects against harmfull magic until the end of your next

turn. It also changes the chance of 65% attacks hitting to 10%. It has no

other affects on combat. It does not cancel any spells already in affect.


The stone and sleep spells prevent the unit from moving or fighting until

the end of its next turn. It still exerts a zone of control. If attacked it

has 0-0 attacks at both short and long range. These two spells cancel each

other leaving only the latest spell in affect. So that if a unit is stoned and

then slept an awaken spell can be used on it.


The reverse spell affects the sequence the time of day follows. At the start

of the game the order is morning, day, evening, night. Each time reverse is

cast this order is reversed. This allows the Darklord to make every other

turn a night turn and to not have any day turns. This requires casting reverse

every other turn and this is normally not worth the spell points.


The confuse spell takes over an enemy monster. Once this monster is grabbed it

counts against your tower limit. So you might want to build before casting

confuse. It will change back before tower healing occurs (so it doesn't get

healing during your turn). If the confused unit is killed odd things happen.

If you build any units after getting a confused monster killed the first such

unit will change ownership to the player who had their unit confused at the

end of your turn. If you do not build any units after getting the confused

monster killed then it will return with 0 hit points at the end of the turn,

even on top of another unit. Only the top unit of a stack of units may be

used. Both units in a stack assert zones of control.

A unit with 0 hit points still needs to be hit to be killed. The unit also

comes back with 0 experience points.

You can use confuse if it will cause you to exceed some unit count limits. Your

unit count (as displayed) is not changed by confuse or at the end of your turn

when the monster changes back. If you do anything to change your unit count

while you have a confused monster, your unit count will be wrong at the end

of your turn. It will be corrected as soon as anyone's unit count is changed.

This can prevent you from summoning on your next turn.


The again spell allows you to move a unit that has already moved or fought

this turn. This unit may leave a zone of control it entered on its first

move this turn.


The mind spell does not give experience. This is useful for killing phoenix.


The storm spell can actually storm a unit more than once if it is stormed

back into the area of affect. I am not sure if a hex will be examined for

a stormable unit more than once during a storm. I suspect not. Normally storm

proceeds by starting with the center hex, then the top right hex, then

clockwise around the center hex.


Forces are like normal combats fought at long range. Elementals are first

level monsters that don't promote. If an elemental is killed in the campaign

games it will come back on the next board without any experience. Elementals

may not be used against masters.


Other oddball things we have found out:


There is a limit of 30 monsters per position.


There is a limit of 56 total monsters in all of the positions.


An attack with a 100% chance to hit is displayed as having a 00% chance to hit.


Tower ownership does not change when you are stormed into a tower, move to

a tower and cancel out of a fight, and when a monster in a tower is confused.

Moving the cursor off the tower and back on to it will force the tower 

ownership to change.


Occasionally the cursor will disappear. It can be fixed by using the table

command to move to a unit. This seems to happen pretty often when scrolling

over the battle field with the B key depressed (fast scroll) and running into

an edge of the map.


Occasionally the cursor is mispositioned. This is usually noticeable when

casting spells and the wrong spell list is displayed. This will be caused by

cancelling out of the fight command. There may be other ways to do this as

well. Moving the cursor around seems to fix this.


If you move and fight, you can only cancel out of the fight not the move.

If you try to fight the wrong target and still haven't picked the attack type,

it is only possible to cancel the whole fight. If this was part of a move,

you will lose your chance to fight when you cancel.


You can warp into to the tower you started in. So be carefull about bouncing

the C button when casting warp.


The players have access to two 4th level units, the king dragon and the taitan.

The king dragon comes from the two law dragons and the taitan comes from the

warrior.


It is possible to summon or call units next to any master of the same type in a

fortress, castle or tower that you own. This is useful when playing team

gains, but can be a problem playing free for alls. Note that fortresses can be

used by anyone to recruit, but you cannot recruit in other player's castles or

towers that are not your color.


Every time the game is started up the random number generator is reset. The

next three blows by the moving player after restarting will hit at 40% or

better. So you can cheat by saving a game and reseting before fighting a key

(or not so key) battle.


There are many units accessible only to the computer in campaign mode. These

include amazons, cocoons, guardians, mages, mushas and valkeries. I haven't

got data on which masters in which campaign boards are able to recruit these

monsters. Nor have I figured out what their summoning  cost is. The information

on these units is provided to help you make combat decisions.


Master's do not keep experience in the campaign game.


If anyone wants to forward this information to renovation feel free. Maybe they

could print a new rule book and fix some of the bugs in the game. If they make

a Master of Monsters II I hope they do some more serious playtesting.

Besides the bugs in the game, in the multiplayer mode there is a serious

play balance problem with the daimyou. Also it seems from our experience that

there are some monster types that are never used. And that only a handfull

of the higher level monsters are ever in play.


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