M a s t e r o f M a g i c Version 1.3 ----------------------- Problem Troubleshooting ----------------------- Please make sure you have the following memory available: 585K CONVENTIONAL MEMORY 2.7M EXPANDED MEMORY Refer to your DOS manual for information on memory management. If you use the QEMM memory manager, there are a couple of problems that you should be aware of. 1. You should not use the STEALTH configuration. This mode is known to cause problems with Master of Magic. You should remove the ST:M or ST:F switch from your QEMM386.SYS command line and then re-optimize. If you need help doing this you can consult Quarterdeck Office Systems Tech Support at (310) 392-9701 from 5:30am to 3:30pm EST. 2. It is not recommended that you use Microsoft's SMARTDRV.EXE or SMARTDRV.SYS with the QEMM memory manager. 3. If you use SMARTDRV.EXE or SMARTDRV.SYS, you should disable the write cache using the /X switch. ---------------- Memory Questions ---------------- If you only have 4 megabytes of total RAM on your computer, you should disable any cache programs (i.e. SMARTDRV) as they will probably use memory that the game requires. If you are running low on Conventional and/or Expanded memory, there are several things you can do. If you are using MS-DOS 6.0 or higher, try running the "MEMMAKER" command to optimize memory (be sure to answer "yes" when asked if you use programs that require expanded memory). You can also purchase a 3rd party memory manager (i.e QEMM, 386Max, etc). These programs will automatically configure your memory for the maximum optimization. If you are familiar with your config.sys and autoexec.bat files, check them to make sure that you are loading all of your necessary device drivers and TSRs into upper memory, and that you have eliminated any unecessary memory resident programs. To do this, you might consider creating a seperate boot disk, or if you are using MS-DOS 6.0 or higher, you can use a "multiple configuration" menu option when booting your machine. This way, you can keep your original startup files and use the modified files (or others) when necessary. ------------------ Manual Corrections ------------------ There have been many changes to the game since the printing of the manual. Master of Magic contains an on-line help system that reflects these changes. To access the on-line help, you can right-click specific portions of the game screen. --------------------- Sound Troubleshooting --------------------- If you use a SoundBlaster sound card, you must have your BLASTER environment variable correctly SET. If you use a SoundBlaster sound card that is set to IRQ 10, you may experience problems. Try configuring your card for a lower IRQ. If you use a Pro Audio Spectrum card, you must have the MVSOUND.SYS driver properly installed. If you use a Roland or General MIDI sound card, you may experience some delays when starting Master of Magic. These cards require a short initialization period. If you use a Roland or General MIDI sound card, you may need to turn your machine off and then back on when changing settings in the INSTALL program. If, when starting the game, you receive a "Reconfigure Hardware Options" meessage, it means that the soundcard settings you have selected in the INSTALL program may be incorrect. Please verify that you have selected the correct IRQ, DMA and address settings. ------------------------- CD-ROM Users and ITEMMAKE ------------------------- Included with your copy of Master of Magic is special game utility called "ITEMMAKE" which allows you to alter the random treasures you will find in your games. Because the ITEMMAKE utiltity affects a number of files in the game (and CD-ROMs are "Read Only"), this utility can only be used if the entire game is located on your hard-drive. To install and run the CD-ROM version of Master of Magic entirely from the hard-drive, follow these steps: * Make a directory on your hard-drive (ex. MAGIC). * Change to that directory (i.e "CD MAGIC"). * Type the following at the DOS prompt: "COPY D:\GAME\*.*". This command assumes that "D:" is your CD drive. * Wait for all of the files to copy (about 25 megs). * When this is finished, type install and select "Configuration" to set your soundcard settings. * Once this is done, just type "MAGIC" to start the game. -------------- Hints and Tips -------------- If you would like to skip the intro animation and continue your current game, you can run the WIZARDS.EXE instead of the MAGIC.EXE. When you type WIZARDS, the continue save game (SAVE9.GAM) will be automatically loaded. --------------------------------------------- Version 1.2 Gameplay Changes and Enhancements --------------------------------------------- SPECIAL ABILITIES: - The Alchemist special ability allows all of your new normal units built to be equipped with +1 magical weapons, as if an alchemist's guild were present in all of the wizard's towns. - Archmages gain +50% towards their spell casting skill. - Node Mastery makes you immune to having your spells dispelled while in a node. - The special ability of Famous now starts you with 10 fame. - The Conjurer's bonus of +25% now applies to research of summoning spells, maintenance costs of fantastic creatures, and casting cost for all summoning spells. - The Artificer reduces the cost of creating magical items by 50%. - The Runemaster ability doubles the wizard's chance to dispel another wizard's enchantment, instead of making the runemaster's spells harder to dispel. - The Chaos Mastery, Sorcery Mastery, and Nature Mastery abilities now give the wizard a +15% bonus to his research and casting of spells of the appropriate realm, instead of +10% just to researching. - The Channeling special ability now reduces maintenance for all summoned creatures by 50%, in addition to eliminating the range penalties for casting combat spells away from your fortress. The Channeling ability costs 2 picks. - The Myrran ability now costs 3 picks. SPELLS AND MAGIC: - A wizard's fortress generates magic power equal to the number of spell book picks selected when the game begins, instead of the base 5. Myrran wizards then make an additional +5 magical power from their fortress. - A wizard's starting spell casting skill is equal to twice the number of spell books chosen when the game begins. - Guaranteed spells have been eliminated. Instead a wizard may select one spell for each book he picked above one when the game begins. Wizards who selected 11 picks begins with all common spells, 2 uncommon spells, and one rare spell. - The Disjunction spell now has a base cost of 200. - The Windwalking spell now has a maintenance cost of 10 mana. - The Weakness spell is no longer automatic and requires a save, but the spell does have a -2 resistance penalty. - The Starfires spell only costs 5 mana to throw. - The Holy Weapon spell now costs 10 mana to throw in combat, 50 overland. - Great Unsummoning now has a -3 resistance penalty. - Guardian Wind has become a common spell and costs 10 mana to cast in combat, 50 mana overland. - Guises has been eliminated as a spell, and replaced by Blur. The Blur spell is uncommon sorcery and covers all of your units in a veil of wispy illusion, making it very difficult to see the exact positions of the protected units. As a result, all hits inflicted against the blurred creatures have a 10% chance of just missing. Blur is a global combat spell and costs 25 mana to cast. - The Dispel Magic True, Disenchant True, and Disjunction True spells all dispel with a strength equal to 3 times the mana spent on casting the spell. - Corruption now eliminates food production in the affected terrain. - The number of rebellions arising from Armageddon and Great Wasting have been substantially reduced (not entirely eliminated). - Volcanoes have a 2% chance to revert to mountains each turn (with a 5% chance of providing a mineral vein). UNITS AND HEROES: - Units may only fire 1 missile attack each turn. Firing a ranged attack ends the unit's turn. - Units with lifestealing may still attack with their normal attack - Clarification: all animated dead units cost 50% more mana to maintain than the creature's cost before becoming undead, regardless of how the creature become undead ( ghoul, demon lord drain, life drain spell, animate dead spell, etc.). - Berserkers have a 7 hand-to-hand, 3 defense, 3 thrown, 7 resistance, and cost 120gp. - Hammerhands now have a 4 defense. - Sky Drakes are now very rare creatures. - Death knight's now have a h-to-h attack strength of 9 - Demon lord now has a -5 save to life stealing - Djinns are now very rare creatures. - Halflings standard units cost 150% normal - Halflings no longer have a +1 defense. - Magicians have a 5 strength and Warlocks have a 7 strength. - Galleys and Triremes have a 4 defense. - Galleys have a 2 range arrow attack with 8 ammo. - Gnoll units cost the normal standard unit costs for spearmen, swordsmen, bowmen, halberdiers, and settles. - Gnollish wolf riders may now move 3 and have a 7 attack strength. - Lizardmen dragon turtles require a stables and an armorer's guild to build. - Draconian standard units now fly at a speed of 2. - Draconian airships may not carry units. - Great Drakes now have a 30 hand-to-hand attack strength, a 30 strength breath weapon, and a 10 defense. - Wizards lose 1/2 fame point per level of heroes slain in battle. - Maleus now has the spell of flame strike. - Rare and very rare fantastic units have had their defense increased: Chaos Spawn: 6 DEF Sky Drake 10 DEF Chimera: 5 DEF Wraith: 6 DEF Efreet: 7 DEF Death Knight: 8 DEF Great Drake: 9 DEF Demon Lord: 10 DEF Angel: 7 DEF Stone Giant: 8 DEF Arch Angel: 10 DEF Gorgons: 7 DEF Storm Giant: 7 DEF Beheemoth: 9 DEF Air Elemental: 5 DEF Colossus 10 DEF Djinn: 8 DEF Great Wyrm: 12 DEF - A unit with an immunity to a special attack is no longer immune to all other attacks made by a unit that had that special attack. - Units with magic immunity are no longer invulnerable to all fantastic creatures. MOVEMENT: - Flyers may now use enchanted roads. - Teleport only costs 1 movement point in combat. - Pathfinding allows all units within the stack to move on land squares as if they were roads. - Non-Corporal units can move on any terrain as a road. Non-corporal units are unable to use the enchanted road bonus. - Desert map squares cost one movement point to cross. - Djinns now have the wind walking ability. MISCELLANEOUS: - A left mouse click on any resource on the city view screen will give a complete accounting and breakdown of resource production. - Trade Goods do not benefit from bonuses from any other source in a city. - You are awarded 5 fame points for defeating an enemy wizard. This is in addition to fame points gained for defeating his fortress city. Note: you are not notified of this award in the game. - A conquering wizard may now chose to raze a city, totally destroying the town and slaying all of its occupants. The razing wizard then receives 10% of the original cost of all buildings within the city, but loses 1 fame per size of the city, i.e. 1 fame for a hamlet, 2 for a village, 3 for a town, etc. - The default tax rate is 1 gold per townsfolk with a 20% unrest rate. - An asterisk that follows a hero's special ability indicates a super rating. - You will be rewarded with either one or two spells for banishing an enemy wizard. However, both of you must have similar types of magic for this to happen. If, for example, you have only death magic and your vanquished foe has only life magic, don't expect any spell discoveries. --------------------------- Version 1.2 Chart Revisions --------------------------- Building Chart: RACES Type |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR| -------------------------------------------------------- ALCHEMIST'S | Y| Y| Y| Y| Y| N| Y| Y| Y| N| N| Y| Y| N| -------------------------------------------------------- ANIMIST'S | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| Y| -------------------------------------------------------- ARMORER'S | Y| Y| Y| Y| Y| N| N| Y| Y| Y| N| Y| Y| Y| -------------------------------------------------------- ARMORY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- BANK | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N| -------------------------------------------------------- BARRACKS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- BUILDER'S | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- CATHEDRAL | N| Y| N| Y| N| N| Y| N| Y| N| N| Y| Y| Y| -------------------------------------------------------- CITY WALLS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- FAN STABLE | N| N| Y| N| N| N| N| Y| N| N| N| Y| Y| N| -------------------------------------------------------- -------------------------------------------------------- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR| -------------------------------------------------------- FARM MARKET | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- FIGHTER'S G. | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- FORESTER'S | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y| -------------------------------------------------------- GRANARY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- HOUSING | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- LIBRARY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- MARTIME G. | Y| N| N| N| N| N| N| N| Y| N| N| N| Y| N| -------------------------------------------------------- MARKET PLACE | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- MECHANICIAN'S| N| Y| Y| N| N| N| N| Y| Y| N| N| Y| Y| N| -------------------------------------------------------- MERCHANT'S G.| N| N| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N| -------------------------------------------------------- -------------------------------------------------------- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR| -------------------------------------------------------- MINER'S G. | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| N| -------------------------------------------------------- ORACLE | N| Y| Y| Y| N| N| N| N| Y| N| N| Y| Y| N| -------------------------------------------------------- PARTHENON | Y| Y| Y| Y| N| N| N| N| Y| N| N| Y| Y| Y| -------------------------------------------------------- SAGE'S G. | Y| Y| Y| Y| Y| N| Y| Y| Y| N| N| Y| Y| N| -------------------------------------------------------- SAWMILL | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y| -------------------------------------------------------- SHIP WRIGHTS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y| -------------------------------------------------------- SHIP YARD | Y| N| Y| Y| N| Y| N| Y| Y| N| N| Y| Y| N| -------------------------------------------------------- SHRINE | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- SMITHY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- STABLE | Y| Y| Y| Y| N| Y| N| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- -------------------------------------------------------- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR| -------------------------------------------------------- TEMPLE | Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y| Y| -------------------------------------------------------- TRADE GOODS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| -------------------------------------------------------- UNIVERSITY | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N| -------------------------------------------------------- WAR COLLEGE | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N| -------------------------------------------------------- WIZARD'S G. | N| Y| Y| Y| N| N| N| Y| Y| N| N| N| Y| N| -------------------------------------------------------- Units Chart: RACES TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR| --------------------------------------------------------- AIRSHIP | N| N| N| Y| N| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- BESERKERS | Y| N| N| N| N| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- BOWMAN | Y| Y| N| Y| N| Y| Y| N| Y| N| N| Y| Y| N| --------------------------------------------------------- CAVALRY | Y| N| Y| N| N| N| N| Y| Y| N| N| N| Y| N| --------------------------------------------------------- CATAPULT | N| Y| Y| N| N| N| N| Y| Y| N| N| Y| Y| N| --------------------------------------------------------- CENTAURS | N| Y| N| N| N| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- DOOM DRAKE | N| N| N| Y| N| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- DRAGON TURTLE | N| N| N| N| N| N| N| N| N| N| Y| N| N| N| --------------------------------------------------------- ELVEN LORDS | N| N| N| N| N| N| N| Y| N| N| N| N| N| N| --------------------------------------------------------- --------------------------------------------------------- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR| --------------------------------------------------------- ENGINEERS | N| Y| N| Y| Y| N| N| N| Y| Y| N| N| Y| N| --------------------------------------------------------- GALLEY | Y| N| Y| Y| N| Y| N| Y| Y| N| N| Y| Y| N| --------------------------------------------------------- GOLEM | N| N| N| N| Y| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- GRIFFINS | N| N| N| N| N| N| N| N| N| N| N| Y| N| N| --------------------------------------------------------- HALBERDS | N| Y| Y| Y| Y| Y| N| Y| N| Y| Y| N| Y| Y| --------------------------------------------------------- HAMMERHANDS | N| N| N| N| Y| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- HORSEBOWMAN | N| N| N| N| N| N| N| N| N| N| N| Y| N| N| --------------------------------------------------------- JAVELINEERS | N| N| N| N| N| N| N| N| N| N| Y| N| N| N| --------------------------------------------------------- LONGBOWMAN | N| N| N| N| N| N| N| Y| N| N| N| N| N| N| --------------------------------------------------------- --------------------------------------------------------- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR| --------------------------------------------------------- MAGICIANS | N| Y| N| Y| N| N| N| Y| Y| N| N| N| Y| Y| --------------------------------------------------------- MANTICORE | N| Y| N| N| N| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- MINOTAURS | N| Y| N| N| N| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- NIGHTBLADES | N| N| Y| N| N| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- NIGHTMARES | N| N| Y| N| N| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- PALADINS | N| N| N| N| N| N| N| N| Y| N| N| N| N| N| --------------------------------------------------------- PEGASI | N| N| N| N| N| N| N| Y| N| N| N| N| N| N| --------------------------------------------------------- PIKEMAN | N| N| N| N| N| N| N| N| Y| N| N| Y| N| N| --------------------------------------------------------- PRIEST | N| Y| Y| N| N| N| N| N| Y| N| N| Y| N| N| --------------------------------------------------------- --------------------------------------------------------- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR| --------------------------------------------------------- RANGERS | N| N| N| N| N| N| N| N| N| N| N| Y| N| N| --------------------------------------------------------- SETTLERS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| --------------------------------------------------------- SHAMAN | Y| N| N| Y| N| N| Y| N| N| N| Y| Y| Y| Y| --------------------------------------------------------- SLINGERS | N| N| N| N| N| N| Y| N| N| N| N| N| N| N| --------------------------------------------------------- SPEARMAN | Y| Y| Y| Y| N| Y| Y| Y| Y| Y| Y| Y| Y| Y| --------------------------------------------------------- STAG BEETLE | N| N| N| N| N| N| N| N| N| Y| N| N| N| N| --------------------------------------------------------- STEAM CANNON | N| N| N| N| Y| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- SWARDSMAN | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| --------------------------------------------------------- TRIREME | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y| --------------------------------------------------------- --------------------------------------------------------- TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR| --------------------------------------------------------- WARLOCKS | N| N| Y| N| N| N| N| N| N| N| N| N| N| N| --------------------------------------------------------- WAR MAMMOTHS | N| N| N| N| N| N| N| N| N| N| N| N| N| Y| --------------------------------------------------------- WARSHIPS | Y| N| N| N| N| N| N| N| Y| N| N| N| Y| N| --------------------------------------------------------- WAR TROLLS | N| N| N| N| N| N| N| N| N| N| N| N| N| Y| --------------------------------------------------------- WYVERN RIDERS | N| N| N| N| N| N| N| N| N| N| N| N| Y| N| --------------------------------------------------------- The following is a complete list of unrest modifiers according to a wizard's capitol race (ex. If you have a capitol race of barbarians, you will have 1 additional unrest in a city of dwarves you have conquered). BA BE DE DR DW GN HF BA: 0 +1 +1 +1 +1 +1 +1 BE: +1 0 +2 +2 +2 0 +1 DE: +1 +2 0 +2 +3 +2 +2 DR: +1 +2 +2 0 +2 +1 +1 DW: +1 +2 +3 +2 0 +1 0 GN: +1 0 +2 +1 +1 0 0 HF: +1 +1 +2 +1 0 0 0 HE: +1 +2 +4 +1 +3 +2 0 HM: +1 +1 +2 +1 0 +1 0 KL: +2 +2 +2 +2 +2 +2 +2 LZ: +1 +1 +2 +1 +1 +1 +1 NO: 0 +1 +2 +1 +1 +1 0 OC: 0 +1 +2 +1 0 0 0 TR: +1 +2 +3 +2 0 0 +1 HE HM KL LZ NO OC TR BA: +1 +1 +2 +1 0 0 +1 BE: +2 +1 +2 +1 +1 +1 +2 DE: +4 +2 +2 +2 +2 +2 +3 DR: +1 +1 +2 +1 +1 +1 +2 DW: +3 0 +2 +1 0 +3 +4 GN: +1 +1 +2 +1 +1 0 0 HF: 0 0 +2 0 0 0 0 HE: 0 0 +2 +1 0 +2 +3 HM: 0 0 +2 +1 0 0 +1 KL: +2 +2 -2 +2 +2 +2 +2 LZ: +1 +1 +2 0 +1 +1 +1 NO: 0 0 +2 +1 0 0 +1 OC: 0 0 +2 +1 0 0 0 TR: +1 +1 +2 +1 +1 0 0 ---------------- Customer Support ---------------- If you are experiencing problems with Master of Magic, you can call the MicroProse Customer Support Line at (410) 771-1151 weekdays from 9:00am to 5:00pm EST. THANK YOU FOR PURCHASING MASTER OF MAGIC!