•an 80386sx processor or better (for best play, we recommend at least a
•at least 575K of free conventional memory
•at least 2.7MB of free EMS (expanded) memory
•VGA graphics or better
•a mouse
Master of Magic,
33MHz 80386 or faster)
your computer must have:
Software Compatibility Issues
Please note that this list includes only the known conflicts and
incompatibilities. Since no test procedure can ever be totally comprehensive, you may run into undiscovered problems. Please consult with
Customer Service if you do.
We strongly recommend that you do
Windows 3.1 or Windows 95. We recommend running the game in MS-DOS
mode.
We strongly recommend that you not have any terminate-and-stayresident programs (TSRs) loaded into memory when playing
Not only will they decrease the amount of free memory available, thus
slowing the game, but there may be unpredictable interactions.
not
run
Master of Magic
under either
Master of Magic
Configuration
As part of the installation process, you are prompted to select a few
settings for your sound configuration. The installation program automatically
detects the correct setup for the majority of sound cards, but you may need
to change the defaults. If you do not know the correct numbers (DMA, IRQ,
and such), please consult the documentation that came with your sound card.
This book may not be reproduced in whole or in part, by mimeograph or photocopy or other
means without permission, with the exception of quoting brief passages for the purpose of review.
Introduction to
Imagine falling through time and space. You land in a world called
Arcanus, a world something like medieval earth, yet one where the
practiced arts of alchemy and magic are true and powerful. The
creatures of fantasy (elves, orcs, klackons and such) that in our world
have so far been dismissed as the products of fertile imagination, are
reality on Arcanus. Here, these creatures are intelligent beings who,
along with species unknown to Earth even in fantasy, form the myriad
races that populate Arcanus. Beyond Arcanus there lies a mysterious
second world, Myrror. Accessible only through ancient towers of
wizardry or through the careful practice of some obscure forms of
magic, Myrror is in all senses an alien world full of powerful magic,
danger and creatures of the most fantastic ilk. The saying among
wizards is that no one can truly rule Arcanus until they’ve cracked
the Myrror.
Into these worlds you emerge as a fledgling wizard. Sparsely
equipped with but a spell or two, you begin as the ruler of a tiny hamlet
and its people. With these raw materials, you must build a thriving city,
explore the two worlds of Arcanus and Myrror, expand your empire and
learn new spells. In time, you will meet other wizards, each rising from
equally humble beginnings, each having the same goal as you, namely
conquering the worlds. How well you allocate resources, make use of
your races’ potentials, seize opportunities and negotiate with other
wizards determines your eventual success. In the end, though, there can
be only
one
Master of Magic!
Master of Magic
1
Getting Started
2
Mouse Commands
e assume here that you understand basic mouse functionality,
W
•A “click” refers to placing the pointer over an area of the screen
•A “right-click” is a click with the
•“Opening a menu” requires a click on the name of the menu in the
•“Selecting” means clicking on something.
•You “run” the mouse by moving it over an image or object
•“Pressing a button” with the mouse means clicking on the screen
•“Toggling” means that you have only two options, and clicking the
like clicking and dragging. Since your mouse has two buttons,
the interface distinguishes between them. The following
definitions refer to their usage in this manual.
and clicking with the
menu bar.
clicking.
button.
button flips back and forth between the two.
left
mouse button.
right
mouse button.
without
The Main Menu
fter installing
the
A
new game, click on the
appropriate button.
main menu
game you were running (an option not present the first time you
start
Master of Magic
start a new game.
If this is your first time playing
Master of Magic
. This menu allows you to continue playing the last
), to load a previously saved game, and to
new game button
and entering the game, you begin at
Master of Magic
or if you wish to start a
. Otherwise, click on the
CONTINUE
Clicking on this button takes you back to the game you were playing
last. Note that any game in progress is automatically backed up every
four turns and “autosaved” into a temporary saved game file. The
autosave feature writes over the previous autosaved game in this file.
LOAD GAME
Clicking on this button takes you to the
you can click on one of the saved game file names to reload that game.
game options screen
. In that screen
NEW GAME
Clicking on this button takes you to the
in the following section).
new game screen
(described
QUIT TO DOS
Clicking on this button exits
Master of Magic
3
and returns you to DOS.
The New Game Menu
f you choose to start a new game in the
whisked to this screen. Here you can decide on several parameters
I
(by clicking on the appropriate buttons to select or cycle through
options) that will influence the nature of your new game of
Master of Magic
.
DIFFICULTY
Choose a difficulty level by cycling through the options (clicking on
the difficulty button) until you find a suitable level. Depending on the
difficulty level you choose, your wizard is advantaged (Intro and Easy
settings), equivalent (the Normal setting), or disadvantaged (Hard and
Impossible settings) relative to the computer player wizards. The
difficulty level modifies your starting treasury. At Intro level, you start
with 125 gold pieces in the treasury, at Easy you have 100 gold pieces,
at Normal you start with 75 gold pieces, at Hard you start with only 50
gold pieces, and at the Impossible setting your treasury has a meager
25 gold pieces at the start of the game. The difficulty level also affects
your production and population growth rates, as well as the speed with
which your wizard researches new spells. In addition, with higher
difficulty levels, the skill with which enemy wizards set about
conquering the worlds of Arcanus and Myrror increases (at Hard and
Impossible levels, they also have more spell picks than you do), while
their tolerance toward your diplomatic advances, faux pas and
aggressive actions decreases. We warn you, the Impossible setting is
aptly named!
main menu
, you are
4
The Universal Help Button
IMPORTANT NOTE: Regardless of the difficulty level that you choose,
on-line help is always available! Right-clicking on almost any area of
almost every screen in the game provides you with “HELP” information
and definitions. Clicking then takes you back to where you were in
the game
.
OPPONENTS
Choose the number of enemy wizards (from one to four) playing
against you by clicking on the
how many wizards you are competing against, the number of opponents
influences how rapidly you are likely to come in contact with another
wizard. While contact with enemy wizards can have positive aspects (for
example, being able to trade spells), it also has potential negative
aspects, since tensions tend to escalate as you become more powerful.
Thus, having time to research useful spells and to establish a few cities
for a stronger power base before encountering another wizard definitely
has its advantages.
opponents button
. Beside determining
LAND SIZE
The
(small, medium and large) and the proportion of the worlds’ surface
land size button
areas that are land. Click on the
the options.
In choosing a land size, consider the relative advantages of each
option. Land size affects how quickly you establish contact with other
wizards. Because small land sizes result in the creation of many islands
separated by vast expanses of water, choosing this option generally
results in delayed contact with opponents, while choosing large land
sizes results in almost immediate contact.
While smaller land sizes delay contact with enemy wizards, they also
hamper exploration and expansion efforts. Because new cities must be
separated from pre-established cities by a minimum distance of three
squares, founding new cities with adequate resources to support a
reasonably sized community on small continents may be difficult.
controls the approximate size of continents
land size button
to cycle through
MAGIC STRENGTH
There are a number of sources of magic power in the worlds of
Master of Magic
based sources (such as shrines and temples). Clicking on the
button
(options are Weak, Normal and Powerful) allows you to choose
how strong nodes are as a source of magic power (mana). Weak nodes
produce half the magic power of Normal nodes, while Powerful nodes
produce 50% more magic power than Normal nodes.
. These can be divided into two groups: nodes and city-
magic
5
Because magic power is vital to the spell researching and spell
casting efforts of the battling wizards on Arcanus and Myrror, when
nodes are powerful sources of magic, enemy wizards aggressively
attempt to gain control of them. When nodes are weak sources of magic,
city-based sources of magic power become relatively more important,
encouraging enemies to accelerate both expansion efforts and the
development of their cities.
OK OR CANCEL
Once you are satisfied with the parameters of your new game, click on
the
OK button
you can click on the
to move to the next screen (
cancel button
to return to the
wizard creation
main menu
). Alternatively,
.
Choosing or Creating Wizards
f you are playing at the Intro (tutorial) or Easy setting, you have
to choose (by clicking with your mouse on one of the wizards’
I
names) one of the predesigned wizards described in Choosing
a Wizard. At any other difficulty setting, you have the option of
custom button
information on how to create your own wizard is described in Creatinga Wizard.
choosing a wizard or designing your own (by clicking on the
Portrait
when in the
wizard creation screen
). Important
Name
Spell ranks
and magic
type
Special
abilities
CHOOSING A WIZARD
When you run your mouse over the name of one of the fourteen
predesigned wizards, you see a display of that wizard’s spell ranks and
special abilities under his or her portrait.
that wizard has available for study
Spell ranks are the spell books
. Each book has a mark on its binding
6
which indicates the kind of magic described in the tome. The more
books that a wizard owns in a particular kind of magic, the more rare
and powerful spells he or she can learn in that subject.
There are five types of magic in which wizards can specialize:
•Life magic (indicated by white ankhs on the spell book bindings)
is focused on healing, protective and inspirational spells. This
magic has healing spells so powerful that the dead can be
resurrected. It is also the only type of magic to offer spells that
allow creatures to travel between the worlds (planes) of Arcanus
and Myrror. This form of magic has elements that strongly oppose
death magic and some that mildly oppose chaos magic.
•Death magic (indicated by purple skulls on the spell book
bindings) concentrates on controlling the forces of darkness. This
magic provides spells for summoning dead creatures, corrupting
enemy wizards’ power bases, instilling fear in the hearts of
enemies, blighting land and causing misfortune of all types to befall
foes. Because life and death magic are so strongly antithetical, no
wizard can specialize in both of these magic types.
•Chaos magic (indicated by red fireballs on the spell book bindings)
specializes in wreaking havoc on the surrounding world by twisting
and warping creatures, weapons and nodes. When change alone is
not enough, this magic can call forth the destructive elements of
fire and lightning to do its bidding.
•Nature magic (indicated by green trees on the spell book bindings)
claims as its domain spells that encourage fertility and growth.
Rooted in the land, this magic can call upon the elements of stone
and water to smite enemies with earthquakes and ice bolts. This
magic may also call upon the earth’s wisdom to explore areas of
the worlds and see things that are far beyond the normal range
of sight.
•Sorcery magic (indicated by blue diamonds on the spell book
bindings) focuses on creating illusions and controlling the
elemental force of air (even to the extent that individual creatures
can be endowed with the control of air through flight). When all else
fails, however, sorcery magic has another area in which it reigns
supreme: meta-magic, or the ability to control and resist other
wizards’ spells!
In addition to the five magic types noted above, there is a sixth type,
arcane magic, that requires no spell ranks to learn. Arcane magic is
available to all spell casters.
•Arcane magic is the most basic of all magic on Arcanus and
Myrror. Its spells allow wizards to summon heroes (see Heroes), to
create amazing objects of great power (see Artifacts) and to cast
basic magic spells, such as those that remove spells that have been
cast on your wizard by enemies.
All arcane magic spells are
automatically placed into your spell library to learn when you are
ready
. These spells, therefore, require no spell books to learn (i.e.,
you do not choose arcane spell ranks).
7
Below the shelf containing the spell books, you see any special
abilities the highlighted wizard possesses. These attributes are
described in Special Abilities. Brief summaries of these special
abilities are also included, when relevant, with the descriptions of the
predesigned wizards.
What follows is a list of the fourteen predesigned wizards. If you wish
to play as one of these wizards, click on his or her name. If you wish to
design your own wizard, go to Creating a Wizard.
•Ariel is a high priestess who specializes in life magic. With ten spell
books (ranks) in life magic, Ariel can learn all life magic spells. In
addition to her extensive knowledge of this field, Ariel is a gifted
diplomat. Her special ability (Charismatic) doubles the
effectiveness of any positive diplomatic actions she takes and
halves the negative impact—that is, how she is viewed by enemy
wizards when she commits unfriendly acts. In addition, her
charisma allows her to purchase magic items and to hire heroes
and mercenaries at half price.
•Freya is an elven nymph who specializes in nature magic. With 10
spell ranks in nature magic, she can learn all the spells in this area.
She also possesses the special ability of Nature Mastery, which
increases the speed with which she can research nature spells. The
ability of Nature Mastery makes Freya’s nature spells twice as
difficult to dispel, while allowing her to draw double the normal
amount of magic power from any nature nodes under her control.
•Horus is a sorcerer who specializes in both sorcery and life magic
(having five spell ranks in each of these areas). Horus is also an
Archmage, which makes him particularly effective at casting spells.
This ability also makes his spells twice as difficult to dispel.
Interestingly, Horus is the most erratic of the known wizards and is
not always fully aware of his potential. Thus, when he is controlled
by the computer (as an enemy wizard), he may have radically
different areas of specialization than those noted here.
•Jafar is an Arabian illusionist who understands the mysteries of
sorcery magic. With 10 spell ranks in sorcery magic there are few
spells in this area missing from his spell library. Jafar is also an
alchemist (his special ability is Alchemy), which allows him to
interconvert gold and magic power at no cost.
•Kali is a witch who specializes in both death and sorcery magic
(having five spell ranks in each of these areas). She also has the
special ability of Artificer, which allows her to draw double the usual
amount of magic power from nodes under her control.
•Lo Pan is an oriental mystic who specializes in both chaos and
sorcery magic (having five spell ranks in each of these areas). Lo
Pan has developed the ability to channel magic power directly from
his location in the enchanted fortress to his troops on the
battlefield (special ability of Channeler). This ability allows him to
bypass paying higher mana rates for casting combat spells outside
of his fortress.
8
•Merlin is a great wizard who specializes in both nature and life
magic (having five spell ranks in each of these areas). Merlin is also
a sage (special ability of Sage Master), which tremendously
increases the speed with which he researches (and learns)
new spells.
•Oberic is an elementalist who specializes in both chaos and nature
magic (having five spell ranks in each of these areas). He also
possesses the special ability of Mana Focusing, which significantly
increases the amount of magic power he can obtain for his
mana reserves.
•Raven is an Indian shaman who specializes in both nature and
sorcery magic (having five spell ranks in nature and six spell ranks
in sorcery). In preference to developing some special skill, Raven
has chosen to concentrate his efforts solely on the acquisition of
spell knowledge.
•Rjak is a warlock who specializes in death magic. With nine spell
ranks in this area, he has almost all death magic spells in his spell
library. Further enhancing his fearsome powers, Rjak has
developed the special ability of Infernal Power. This special ability
increases the amount of magic power he draws from the shrines,
temples and parthenons that have been bent to his worship.
•Sharee is a voodoo priestess who specializes in both chaos and
death magic (having five spell ranks in each of these areas). Sharee
is also a Conjurer (special ability), allowing her to summon
creatures for far less mana than normally required.
•Sss’ra is a draconian warlock who specializes in both chaos and
life magic (having four spell ranks in chaos magic and five in life
magic). In addition, he is a Myrran (special ability) which places him
on the world (or plane) of Myrror at the beginning of the game. He
also starts with a special race (beastman, dark elf, draconian, dwarf
or troll) to control. Not bad!
•Tauron is a demonic being who specializes in chaos magic. With
ten spell books in this area, he can learn all chaos magic spells.
Tauron also possesses the special ability of Chaos Mastery, which
increases the speed with which he researches new chaos spells.
Chaos Mastery makes it more difficult to dispel his chaos spells and
doubles the magic power Tauron can draw from any chaos nodes
under his control.
•Tlaloc is an Aztec priest who specializes in both nature and death
magic (with five spell ranks in death magic and four in nature).
Tlaloc is also a Warlord (special ability), which automatically adds
an experience level to each of his units. His units can even surpass
the normal highest level for troops (elite).
9
CREATING A WIZARD
To design your own wizard, click on the
in the
wizard creation screen
. This option is not available if you are
playing at the Intro level or Easy level of difficulty.
Select Picture
After you decide to custom design a wizard, you choose a picture for
your wizard from one of the fourteen predesigned wizard portraits. Run
the mouse cursor over the wizards’ names to bring up their portraits in
the frame on the left side of the screen.
Wizard’s Name
A space appears next to the portrait you chose for your new wizard.
The default name of that picture’s predesigned wizard appears in this
space. You may choose to use this name or enter a name of your own
choosing (it may have no more than ten letters). When you are satisfied
with the name, hit the e key to continue.
Spell Picks
After you have chosen a name for your new wizard, you zip to the
spell picks screen
and which special abilities to give to your wizard. You have eleven “spell
picks” to divide between spell ranks and special abilities. Each spell
pick can be used to get another spell book (the only restriction here is
that no wizard may be versed in both death and life magic) or another
special ability (some special abilities cost two spell picks; see
Special Abilities).
. Here you must choose how many spell books (ranks)
custom button
when you are
10
Available
special
abilities are
highlighted
Current
spell rank
summary
Spell ranks
already
chosen
Remaining
number of
spell picks
You can select (or if you change your mind, deselect) a special ability
by clicking on its name in the
are available to your wizard (this depends on which spell ranks you have
already selected) are highlighted in white. All special abilities you have
chosen appear beneath the portrait of your wizard.
Spell ranks are selected or deselected by clicking on the
“bookshelves” next to the name of the magic type (life, death, chaos,
nature or sorcery). For example, to select two spell ranks in life magic,
click on the second slot from the left on the bookshelf next to the word
“Life.” If, later during the selection process, you decide that you do not
want any ranks in life magic, click to the left of the bookshelf (i.e., on
the left gargoyle). You can add or subtract ranks (as long as you have
enough spell picks to do so) by clicking on different bookshelf slots until
you are satisfied with your combined selection of spell ranks and special
abilities. When you have used up all of your spell picks to your
satisfaction, click on the
spell screen
Relevant factors in choosing spell ranks and special abilities are
described in Spell Ranks and Special Abilities.
).
spell picks screen
OK button
. Special abilities that
to get to the next screen (the
select
Spell Ranks
Note that wizards may only cast spells they know
way to learn a spell is to research it. Wizards may only research and cast
spells from those magic types for which they have spell books. Arcane
magic spells are the only exception; these can be learned by all wizards
and, therefore, require no spell books. Listed below are the six types of
magic practiced on Arcanus and Myrror.
•Life magic (white) focuses largely on healing and protective spells.
•Death magic (black) focuses on summoning and controlling the
dead and calling into existence other manifestations of evil. Life
and death magic are so strongly opposed in nature that no wizard
can learn both types of magic spells.
•Chaos magic (red) can be used to control the element of fire and
the forces of change primarily for destructive purposes.
•Nature magic (green) is used to control the forces of both water
and the earth itself. While largely a constructive magic (focused on
growth), nature magic can generate strongly destructive spells.
•Sorcery magic (blue) focuses on the control of the element of air
and all apparently insubstantial things. Sorcery spells can generate
and sustain illusions and control the spells of other wizards in
addition to more concretely harnessing the force of air for other
purposes.
•Arcane magic (gray) is accessible to all wizards. All arcane magic
spells are automatically placed in new wizards’ spell libraries for
future research.
. The most common
11
In addition to belonging to one of the six magic types (colors), each
spell has a certain degree of rarity (common, uncommon, rare and very
rare) associated with it. Rare spells tend to be more powerful than
common spells. To be able to learn the rarer spells of a particular magic
type, a wizard must have a greater degree of knowledge (i.e., more spell
ranks) in that area.
When creating a wizard, you have to choose which magic types (life,
death, chaos, nature or sorcery) your wizard learns and how much
understanding (in terms of the number of spell ranks) he or she has in
each studied area. Wizards can concentrate on one magic type or
dabble in several. The only limitations are that 1) a wizard cannot have
more than eleven (minus the number of special abilities you select)
spell ranks and 2) a wizard cannot learn both life and death magic
spells. The number of spells a wizard
of spell books chosen in a particular magic area, is discussed below.
Every wizard in
those spells that the wizard can research and learn. This library is
composed of spell books (called ranks). Each spell rank contains cryptic
information on spells of a specific type of magic (life, death, chaos,
nature or sorcery). The more spell ranks a wizard has in a particular
area, the more spells he or she can research in that area. Also, a wizard
can learn spells of greater rarity if he or she has more spell ranks in the
relevant area.
For example, if your wizard has two spell ranks in death magic, he
or she automatically gets five common spells, two uncommon spells
and one rare death magic spell in his or her library. Although you cannot
choose all of the death spells in that library (you can only choose one
common death magic spell that is definitely there; the rest are randomly
chosen by the program), you can be certain of having this many
potential death magic spells to research and learn. The table entitled
Spell Ranks shows how the number of spell ranks in a particular magic
area affects how many spells (of a particular rarity) a wizard has in his
or her spell library.
The number of spell ranks that a wizard has in a particular area of
magic also dictates which spells the wizard can acquire through trade or
when exploring dungeons, towers, ancient ruins and other places. For
example, if a wizard cannot learn
(i.e., if the wizard has fewer than three spell ranks of that magic type), then
he or she can
trade or exploration. Note that acquiring spells through trade and
exploration is a quick and simple means both of learning new spells and
of expanding a wizard’s spell library. Researching spells can take a
considerable period of time.
Master of Magic
never
acquire very rare spells of that magic type through
can
learn, based on the number
has a spell library which represents
any
very rare spells in a particular area
Table A: Spell Ranks in the Appendix shows the total number of
spells (of each rarity) you learn and the number of guaranteed choices
you lock in, based on the number of ranks you choose in a color or
magic type.
12
Special Abilities
Beside choosing spell ranks when you create a new wizard, you can
use one or more of your eleven spell picks to endow your wizard with
special abilities. Available choices are highlighted in white. Note that
several of the special abilities have prerequisites. As an example, for the
special ability Infernal Power to become available (become highlighted),
you must have chosen at least four spell books in death magic.
To select or deselect a special ability, click on its name when you
are in the
yellow with a checkmark next to their names (on the right side of the
screen); they also appear below your wizard’s portrait. The special
abilities available are listed and described below:
•Alchemy allows a wizard to directly interconvert gold and magic
•Archmage increases a wizard’s spell casting skill by ten. It is also
spell picks screen
power. The conversion process normally results in a loss of 50% of
the starting material (you convert 100 gold into 50 mana). With
Alchemy, you can convert on a straight one-for-one basis.
twice as difficult for an enemy wizard to dispel an Archmage’s
spells.
To become an Archmage, a wizard must have a minimum of
. Selected special abilities are highlighted in
four spell books in one of the magic types.
•Artificer allows a wizard to make powerful magic items at a
significantly reduced cost (33% less than normal). Artificers also
start the game knowing the arcane spells of create magic item and
create artifact, so that they can use their ability from the outset.
•Channeler allows a wizard to cast combat spells without paying any
extra costs. Normally, a wizard must pay extra mana to cast a
combat spell anywhere other than his or her “enchanted fortress”
(e.g., starting city). This surcharge represents the mana that is
dissipated over the distance between the wizard’s power base (at
the enchanted fortress) and the battle site. Channelers are much
more efficient at transferring the necessary magic power and,
therefore, do not have to pay extra mana to cast spells during
combat in locations outside their enchanted fortresses.
•Chaos Mastery enhances a wizard’s use of chaos magic in many
different ways. This skill doubles the magic power that a wizard can
draw from chaos nodes under his or her control and increases the
speed with which the wizard researches new chaos spells. In
addition, chaos spells cast by a wizard with this special ability are
twice as difficult to dispel.
spell ranks in chaos magic to choose Chaos Mastery.
•Charismatic gives a wizard a great advantage in all interactions
with other wizards, mercenaries, merchants and heroes. This ability
allows a wizard to purchase artifacts from merchants at half price
and to hire mercenaries and heroes at half the usual cost. In
addition, a Charismatic wizard obtains twice the normal effect from
positive diplomatic actions he or she initiates and suffers only half
the normal penalty for negative diplomatic actions.
A wizard must have a minimum of four
13
•Conjurer allows a wizard to cast summoning spells at 25% less
than the usual cost.
•Divine Power dramatically improves the effectiveness of shrines,
temples, parthenons and cathedrals in cities owned by a wizard.
The magic power obtained from these city-based sources is
increased by 50%, and the pacifying effects (ability to reduce unrest
in a city’s populace) of these institutions are enhanced.
A wizard
must have at least four spell ranks in life magic before you can
choose Divine Power. This special ability costs two spell picks.
•Famous doubles the rate at which a wizard is approached by
heroes and mercenaries looking for work and by merchants selling
valuable artifacts. This effectively increases the options a wizard
has in rounding out his or her armies and armory. Famous wizards
also start the game with a significant amount of fame (see Fame),
while wizards without this ability start with very little!
This special
ability costs two spell picks.
•Infernal Power is the death magic counterpart to Divine Power. All
shrines, temples, parthenons and cathedrals in cities owned by the
wizard yield 50% more than the usual amount of magic power.
These institutions are also more effective than normal at reducing
local unrest.
A wizard must have a minimum of four spell ranks in
death magic to choose Infernal Power. This special ability costs two
spell picks.
•Mana Focusing increases the effectiveness of the mana drawn
from a wizard’s magic power reserves by 25%. In other words,
every four mana the wizard uses to cast spells counts as five.
wizard must have at least four spell ranks in one magic area to
select this special ability.
•Myrran places a wizard on Myrror at the beginning of the game
(otherwise, all wizards start on Arcanus). Myrran wizards may choose
to begin the game with one of the special races (beastmen, dark
elves, draconians, dwarves or trolls) that are otherwise not available
to starting wizards. Because Myrror is a world richer in magic than
Arcanus, the Myrran wizard’s enchanted fortress generates double
the magic power of an equivalent fortress on Arcanus.
This special
ability costs two spell picks.
•Nature Mastery markedly enhances a wizard’s use of nature magic.
This special ability increases the speed with which a wizard
researches new nature spells. It also makes nature spells cast by a
wizard with this special ability twice as difficult to dispel. Finally,
Nature Mastery allows a wizard to draw double the amount of magic
power from nature nodes he or she controls.
A wizard must have a
minimum of four spell books in nature magic to choose this ability.
•Node Mastery doubles the amount of magic power that a wizard
draws from nodes of all types.
A wizard must have at least one spell
rank each in chaos, nature and sorcery magic before he or she can
select Node Mastery.
•Runemaster improves the strength of all spells cast by a wizard
(spells cast by a Runemaster are twice as difficult to dispel than
normal). This ability increases the speed with which a wizard can
learn arcane (i.e., gray-colored, “generic”) magic spells and also
allows a wizard to cast arcane magic spells at a reduced cost.
wizard must have at least two spell ranks each in any three different
magic types to select Runemaster.
A
A
14
•Sage Master greatly increases the speed at which a wizard
researches
all
spells.
A wizard must have a minimum of one spell
book in at least two different magic areas to qualify for this special
ability.
•Sorcery Mastery enhances a wizard’s use of sorcery magic in many
different ways. This special ability increases the rate at which a
wizard researches new sorcery spells and doubles the amount of
magic power that the wizard can draw from sorcery nodes under his
or her control. In addition, Sorcery Mastery makes sorcery spells
cast by a wizard twice as difficult to dispel as normal.
A wizard must
have a minimum of four spell ranks in sorcery magic to select
this ability.
•Warlord improves the quality of a wizard’s troops. All troops under the
wizard’s control gain one extra level of experience over their actual
training and experience. While troops cannot normally achieve a
level higher than “elite,” equivalently experienced troops under a
Warlord’s control fight at an “ultra-elite” level.
This special ability
costs two spell picks.
Select Spells
After you have allocated your eleven spell picks to spell ranks and
special abilities, click on the
screen
to advance to the
OK button
at the bottom of the
select spells screen
.
spell pick
Number of
guaranteed
spells per
degree of
rarity
Names of
guaranteed
spells
The
definitely
select spells screen
in your spell library. Most of the spells in your spell library (the
allows you to choose which spells are
spells which you can eventually research) are randomly determined by
the computer when it creates the game world. However, if you choose
enough spell ranks in a particular magic area, you can guarantee the
presence of a few specific, key spells in your spell library. Note, these
are
not
spells that you know (i.e., can cast) at the beginning of the game;
they are simply spells that you can eventually research.
15
When you enter the
already highlighted in yellow with a check mark to their left. These are
the default spell selections. If they are satisfactory, just click on the
button
at the bottom of the screen to continue. If you wish to make your
own selections, click on the currently selected spells to deselect them,
then select your own choices (a list and description of all available
spells is given in the Spellbook supplement) by clicking on the spells
you want. The number of spells you may select in each rarity category
is indicated on the top line of that category’s section. Chosen spells are
highlighted in yellow. When you are satisfied with your guaranteed spell
selections, click on the
select spells screen
OK button
to go to the next screen.
, notice some spells are
OK
Select Race
After you have chosen your guaranteed spells, you zip to the
race screen
you chose the special ability Myrran (see Special Abilities). Myrrans
start on the world of Myrror and have the choice of beginning the game
with beastmen, dark elves, draconians, dwarves, or trolls—as well as
any of the remaining nine “regular” races. All other wizards begin on
Arcanus and may
barbarians, gnolls, halflings, high elves, high men, klackons, lizardmen,
nomads or orcs.
To select your villagers, click on one of the highlighted races; races
that are not highlighted are not available.
Although choosing a race at the beginning of the game is an
important decision, a “poor” selection for your specific situation should
not be viewed as irreversible. You can always set out to conquer neutral
cities which are populated by other races more useful to your needs.
This allows you to ultimately make use of many races’ special
advantages and abilities.
Basic information on the capabilities of most races (and those races
that differ from the norm in these areas) is shown below (For specifics
see Table B: Race Comparison in the Appendix). The values given for
production of an item per person are on a per-game-turn basis. A
“person” represents 1000 beings, symbolized by a single figure in the
city screen
. The races available for your starting city depend on whether
only
choose from one of the other nine races:
(see City Population).
select
•Food: All races harvest two units of food per farmer except for
halflings, which produce three.
•Production: All races are equally productive (one production unit
per worker) except for klackons, which are 50% more productive
than everyone else.
•Gold: You determine how much gold each town generates by
setting the tax rate. By default, the tax rate starts at one gold per
figure, but you can set it anywhere from one-half to three gold per
figure, in half coin increments. Dwarf workers produce double the
tax rate, and nomads produce 50% more.
•Magic Power: Only four races have an inherent ability to generate
magic power! Beastmen, draconians and high elves can each
produce half a unit of magic power per person. Dark elves are the
most magical of all races and can produce one unit of magic power
per person.
16
•Maximum City Population: Some races are less tolerant of
crowding than others. Their cities have lower maximum population
sizes as follows: trolls and dark elves have four fewer people per
city; dwarves have three fewer people per city; draconians, gnolls,
high elves and klackons each have two fewer people per city
than “normal.”
•Population Growth Rates: Races have different population growth
rates. Normal population growth rates depend mostly on the
difference between the maximum size of a city and its current
population. The larger this difference, the faster a city grows. The
population growth rate can be found on the
parenthesis after the actual population. Of the races, draconians,
gnolls, klackons and nomads have slow growth rates; dark elves,
dwarves, high elves and trolls have the slowest growth rates of all
the races. Lizardmen have fast growth rates; barbarians have the
fastest growth rates of all. Outpost growth rates reflect the abilities
of races to establish new cities. While not identical to population
growth rates, outpost growth rates roughly correspond to the races’
population growth rates.
•Natural Dispositions: Some races are inclined to get along with
other races even after they capture one another’s cities or after one
of their cities is captured. Others races tend to seethe with anger
and rebellion when their cities are taken and have, in general, such
an intense aversion to other races that even when
other races’ cities, this hatred generates a large rebellious
contingent in the populace. Generally, halflings are the most
congenial race of all and very little unrest develops among their
townsfolk when their cities are controlled by other races, or when
they control other races’ cities. Barbarians, gnolls, high men,
lizardmen, nomads and, surprisingly, orcs are also pretty easy going
vis-à-vis occupation policies. Dark elves, dwarves, high elves,
klackons and trolls, however, can create plenty of unrest when their
cities are occupied or their race conquers another race’s city
among this listing. Particular animosity exists between the high and
dark elves, between the dwarves and elves, and among the trolls,
dwarves and elves. Any combination of these is likely to require a
conqueror to build several religious institutions just to keep the
rebel populace in check. (See City Population, Building Types
and Imperialism for more information.)
city screen
they
conquer
in
17
Select Banner
After you have chosen one of the predesigned wizards, or upon
completing the creation of your own wizard, you enter the
screen
. Click on one of the five banners (green, yellow, blue, purple or
red) to select the color your troops will follow. After you choose, the
program generates the worlds of Arcanus and Myrror according to the
parameters you selected in the
generation, the program also determines which non-guaranteed spells
are in each wizard’s spell library. When creation of the new worlds is
complete, you are plunked onto the
game, in control of a city bearing a flag of your chosen color.
new game screen
main movement screen
select banner
. During world
of the
Select Home City Name
The last step before starting to play a game of
deciding whether or not to accept the default name for your wizard’s
home city. After the worlds are created, you have the option to alter the
name of your starting city or to accept the default selection. In addition,
if you have chosen to play on the Easy setting, you are asked if you wish
to use the grand vizier to manage the production of buildings in your
cities (see Grand Vizier). With that decided, you are ready to
start playing!
Master of Magic
is
18
Beginning the Game -
The Main Screen
19
MAIN MOVEMENT SCREEN
Reduced
map (world
window)
Status
window
Upkeep
summary
window
Next turn
button
Buttons
Main
movement
view
The main movement screen of
Enchanted
fortress
Master of Magic
is where most of the
game play takes place. This introductory section contains a very brief
description of each area of the main movement screen. The sections
that follow describe each of these areas in detail.
There are seven buttons (game, spells, armies, cities, magic, info
and plane) across the top of the screen. Clicking on these buttons takes
you to new screens or menus.
•The
game button
takes you to the
game options menu,
from which
you can load and save games.
•The
spells button
takes you to a list of spells that you can currently
cast. At the beginning of most games, the only spell in this spell
book is magic spirit (an arcane magic spell described in theSpellbook supplement).
•The
armies button
takes you to a screen that shows all armies and
heroes that you currently control. At the beginning of the game, you
have no armies, so this screen is empty.
•The
cities button
takes you to a list of your current cities and
outposts. At the beginning of the game, the only city on this list is
your starting city (a.k.a. your “enchanted fortress”).
•The
magic button
takes you to a screen where you can examine and
modify how your magic power is being distributed over the areas of
spell research, spell casting skill and mana reserves. There are a
series of empty “mirrors” or gems at the top of this screen that
eventually display the faces of any opposing wizards in the current
game; these mirrors are the means by which you communicate with
all known wizards.
20
•The
•The
movement screen
movement view
gold and mana in your reserves.
mana you are producing every turn. If one of these numbers is colored
red, then you are losing the displayed amount of that item each turn!
When this happens, you probably want to take appropriate measures to
correct this per turn deficit spending (you’re not the US Government,
after all!). Note that surplus gold and mana are added to the amounts
shown in the status window each turn, while surplus food is converted
to gold at a rate of one gold piece per two surplus food units. The
upkeep summary window
for an active unit to move.
turn button
and takes you to the next turn in the game. This updates all of your
economic, diplomatic and research data by one turn and allows your
units to start a new turn of movement.
main movement view
that represents your starting city (aka “enchanted fortress”). All
exploration, troop movement and building of outposts and roads takes
place in this viewing area.
info button
advisor buttons
world, your spell library, other wizards, etc.
plane button
Myrror. At the beginning of the game you have no means to travel
to a different plane. Eventually you will be able to use the
button
to move troops between these two worlds.
The
reduced map (world window)
The
status window
The
upkeep summary window
In the bottom right corner of the
The largest section of the
. Clicking on this button means you are done with this turn
takes you to a long list of advisors. Clicking on the
provides you with important information about the
switches you between the worlds of Arcanus and
. Clicking on a site on this map centers the
on that site.
below the reduced map shows the amount of
is replaced by the
main movement screen
. Here you can see a small town with a flag on top
is on the top-right side of the
shows how much net gold, food and
unit window
main movement screen
when it is time
is the
is occupied by the
plane
main
main
next
21
Game
licking on the
screen
C
Save slots
.
The
game options screen
to quit to DOS and to adjust game settings.
SAVING
To save a game, click on one of the eight slots in the middle of the
screen. A cursor appears. Type in a name or short description for the
game in progress and then click on the
screen. If there is already a name in the saved game slot you selected,
you can either save the current game under that name (by clicking on
the
save button
the name in the slot by backspacing over the current name and typing
in a new one. After hitting the e key or clicking the
immediately return to your game.
game button
after selecting the game in that slot) or you can change
takes you to the
can be used to save and load games,
save button
game options
at the bottom of the
save button,
you
LOADING
To load a previously saved game, click on the slot in which that
game was saved. The name or description of that saved game is
highlighted. You can then click on the
saved game.
load button
to resume playing the
SETTINGS
Clicking on the
screen
. The following list of settings can be toggled on or off (by clicking
on them), depending on your preference. A check mark appears in the
small box to the left of each setting that is currently on.
settings button
22
takes you to the
game settings
Sound Effects should be turned on if you wish to listen to the sound
effects. This setting is ignored if your sound card does not support
digitized speech.
Background Music should be turned off if you do not wish to have
continuous music playing in the background during your game.
Event Music should be turned on if you wish to hear special music
when various events occur.
City Spell Events should be on if you wish to be notified when city
enchantment spells are cast on your cities or those of other players.
Overland Spell Events should be on if you wish to be notified when
overland enchantment spells are cast on your cities or those of other
players.
Summoning Events should be on if you wish to be notified when
summoning spells are cast.
End of Turn Summary should be turned on if you wish to see a
summary scroll at the end of each turn. The information contained
in the summary is the same as that obtained by consulting with
your Chancellor (see Chancellor).
Automatic Advice should be turned on if you wish the computer to
supply you with suggestions on what you should be doing during your
game. Experienced players can turn this option off.
Random Events should be turned on if you wish random events to be
part of your game (see Events).
23
End of Turn Wait should be on if you wish to be prompted to press the
next turn button
once all your units have moved.
Strategic Combat Only should be on if you wish
place under the computer’s control. Turn this off if you wish to
conduct your own tactical combat. Note: with this option on you
need never witness combat at all; you are simply informed of the
results.
Additional Unit Information should be on if you wish to keep an extra
combat unit display window
provides information on remaining ammunition, mana and health
of the active unit (see Combat).
Enemy Moves should be turned on if you wish to view the movements
of enemy troops that are within your range of sight.
Enemy Spells should be turned on if you wish to be informed when
other wizards cast spells.
Spell Book Ordering should be turned on if you wish to have the spells
in your spell books arranged in sections by spell categories (i.e.,
city enchantments, creature summonings, etc.) rather than by color
(life, death, chaos, nature or sorcery).
Spell Animations should be turned on if you wish to view the
animations that apply to any spells that you have successfully cast.
Show Node Owners should be turned on if you wish to see the magic
aura around controlled magic nodes. The magic aura is the same
color as the banner of the controlling wizard.
Expanding Help should be turned on if you wish to view help
information (obtained by right-clicking on areas) as a graphic that
expands/emanates from the area in question.
open during combat. This window
all
battles to take
Click on the
settings to return to the
OK button
when you are finished adjusting the game
game options screen
.
QUIT
You can quit to DOS from the
the
quit button
at the bottom of the screen.
game options screen
OK
If you simply wish to return to the game from the
screen
, click on the
OK button
.
24
by clicking on
game options
Spells
licking on the
spells that you know
C
spells such as city enchantments, unit enchantments, summoning
spells, etc.) are visible. At the beginning of the game, the only spell
in your spellbook is likely to be magic spirit, a common arcane
summoning spell described in the Spellbook supplement.
The casting cost of a spell is shown to the right of the spell’s name
in your spellbook.
spells button
and
that can be cast overland (i.e., noncombat
takes you to your spellbook. Only those
Dog ear:
click here
Casting
Bookmark:
click here to
close book
to turn
page
cost
Length of
time to
cast spell
The length of time (in turns) it takes to cast a spell is indicated
underneath the spell’s name by the number of colored symbols (spells
that can be instantaneously cast show “Instant” instead of symbols). For
example, if you wish to cast a specific nature spell and there are four
green tree symbols beneath the spell’s name, then it takes an estimated
four turns to cast the spell (the actual time may vary if the amount of
mana being spent per turn for spell casting is altered).
To turn to another page of your spell book, click on the dog-eared
upper corners. To close the spell book without casting a spell, click on
the red bookmark at the bottom of the book.
To cast a spell, click on the name of the spell. To change the spell
you are casting, click on the new desired spell. Note that when you
change spells, any magic power you have already invested into casting
the original spell gets transferred to the new spell; any invested magic
power that is “left over” after this transfer (i.e., the new spell has a lower
casting cost than the original spell) is permanently lost.
Name of
spell
Type of
spell effect
25
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