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Master of Mana Quick Start guide

Table of Contents
1. 2. Introduction ..............................................................................................................................3 The new Magic System ............................................................................................................4 Mana.............................................................................................................................................4 Spells ............................................................................................................................................5 Combat Auras...............................................................................................................................9 Magic research ...........................................................................................................................10 3. New Resources .......................................................................................................................13 Faith............................................................................................................................................13 Lumber .......................................................................................................................................14 Leather........................................................................................................................................14 Metal...........................................................................................................................................14 Herbs ..........................................................................................................................................15 Stone...........................................................................................................................................15 4. The new improvements system ..............................................................................................16 Building improvements ..............................................................................................................16 Improvement Cost ......................................................................................................................16 Adjacency Bonus........................................................................................................................20 New improvements ....................................................................................................................20 5. Other new features .................................................................................................................21 Epic Destiny ...............................................................................................................................21 Local Legends ............................................................................................................................21 Techtree & Civic changes ..........................................................................................................22 Battle Captains ...........................................................................................................................22 Increasing Settler cost ................................................................................................................22 6. List of Summon Rituals..........................................................................................................23 7. List of Terraforming spells.....................................................................................................24 Enhancing Terraforming ............................................................................................................24 Hostile Terraforming..................................................................................................................25 8. List of Global Enchantments..................................................................................................26 Empowering global enchantments .............................................................................................26 Hostile global enchantments ......................................................................................................28 9. List of civilization specifics for MoM....................................................................................29

KingKnarf, Jan 2011 v0.9

1. Introduction
Master of Mana (MoM) is the new name for Wild Mana 9.0. It is still recognizably descended from Fall from Heaven 2, but now offered as a standalone mod. It has mostly the same civilizations, leaders, units, religions, buildings, terrain, resources, world spells, etc. The aim of this guide is to help new MoM players understand the new features and mechanics, so it requires knowledge of FfH2 & Wild Mana. Most of the info in this quick start guide comes from the information provided on the masterofmana and civfanatics forums, so credits go to Sephi, Tesb, Tschuggi, God-Emperor, Graywarden and all the others actively trying to help each other understand the changes. Significant changes are made to some game mechanics, especially the magic system, which is desribed in chapter 2 of this guide. It also adds some new "stockpileable" resources - they are produced in some amount per turn and accumulate until used much like the money does. These include mana, used for arcane magic, and faith for the disciple units to use for their spells and such. There is also stone (mostly for producing buildings faster), wood (archers and some other this like palisades), leather (speeds recon unit production), herbs (which speeds production of spellcasters) and metal (melee units). These speed the production of various things and are needed for various other things (example: to get the bronze weapon effect added to a unit you have to have some metal, not just access to copper). More details can be found in chapter 3. MoM also changes the improvement system some, as explained in chapter 4. The basic effects of the various improvements are the same, but often a bit stronger. You can build some of the ones that used to require a resource, to be built on a plot without them, and in that case it can spontaneously discover a new resource much like mines can (example: build a pasture on a plot with no resource and it might eventually create a sheep or horse resource on the plot, giving you the extra benefits of that). On the other hand, you don't want to build as many (and there is a limit that is somewhat enforced, but can be gotten around) because if you build too many they cost money to maintain. They can also have some other bad side effects, like cottages and the things they grow into cause unhealthiness in the nearby city. Chapter 4 deals with this new improvement system. The AI has also been updated to use all this stuff, and made smarter in general.

2. The new Magic System


Mana
Mana is introduced as a new resource. All spells cost mana. Mana is gained by certain buildings like your palace (+8), mage guilds (+1), alchemy labs (+1), mana nodes (+2, raw +1) and mana shrines (+2) unique features providing types of mana (+1) catacomb libralis (+4) (From patch 1.1 a sorcerer specialist will be added, where a great sorcerer can settle in city to provide additional mana.)

1 - Mana Shrine - Provides +2 mana and +3 spell research

Furthermore there is a mana decay mechanic in place which prevents you fom endlessly stockpiling mana. Mana decay = 5% of your total mana. So to eventually get 400 mana for some of the global enchantments and summons, you would need at minimum a mana income of 20 to break even with the decay rate as you approach 400, +1 to outpace the decay. If you hover over the mana icon in the top left of the main screen you will see the details:

2 - Mana income

Spells
Spells are devided in different categories: a) Summons: summons are more powerfull now and cost mana upkeep b) Terraforming Rituals c) Global Enchantments: they cost upkeep too d) Normal spells cast by units You can access a, b and c through the magic screen:

3 - Magic screen (blue, ctrl-F8) & Arcane screen (book, ctrl-F9)

4 - Magic screen

You can summon creatures by going to the tab: Summons. These are no longer cannon fodder, but support units since every summon has a unique Combat Aura. newly summoned creatures are placed in your capital every summoned creature has a specific mana upkeep Summons can get cheaper and more powerful by certain mana types (go the magic overview tab for more information) Terraforming events are split in - Enhancing Terraforming, to improve your own terrain, like erosion & spread hell terrain - Hostile Terraforming, to target other civilizations Summons, Terraforming spells and Global enhancements are shown in green if available to use. If they are still in red you are probably missing mana or other requirements. Terraforming spells currently cannot be targeted. It will apply to a limited number of tiles, worked tiles have priority. In the next major patch, targeting will be added, so you can pick the tiles to terraform. Even hostile terraforming. When you select a terraforming ritual, the popup will not only give you the options yes and no, but also "select target first". in this case you can select a plot on the worldmap and the Ritual will be done. For hostile terraforming the plot must be revealed so that you can select it. The disadvantage of selecting targets is that it usually effects less plots than the non targeted one. A few rituals like create land must be targeted.

5 - Two types of Terraforming spells

Global Enchantments can be cast by going to the Global Enchantment tab on the magic screen. Most of them cost mana upkeep. There are two types of Enchantments, either a blessing affecting all your civilization or a curse affecting your enemy. You can always cancel these enchantments from the magic screen. Global Enchantments of other players can be dispelled with certain spells Global Enchantments can place buildings in cities like 'Hope' or have more unique effects like 'Death Wish'. Some other examples: Fertile Lands Enchanted Roads Lasting Earthquakes Increases chance to discover resources (100 mana) Applies the enchanted road effect (200 mana) May create an earthquake in enemy territory (500 mana)

6 - Summons cost mana and mana/turn

For a complete list of all summons, terraforming spells and global enhancement, see chapters 6, 7 & 8. Arcane units have to specialize into one of the three spellschools, by the following promotions Light: Holy Armor Elemental: Elemental Augmentation Dark: Dark Blessing After having the prerequisite specialization, there are roughly speaking three promotion categories for your arcane units: 1. Promotions that make your Spells better: Spell Power I - III, Spell Targets I III 2. Promotions that make your Auras better: Aura Strength I - III, Aura Dispersion I III and Aura Range I III

3. Promotions that give your Auras their effect: Enchanted Armor, Enchanted Weapon, Valor, Loyalty, ...

7 - This adept is using the Dark spellschool

8 - Dark Curse costs 26 mana and requires Death IV

Other changes to spells compared to Wild Mana 8.x: Most spells are targeted, i.e. they only affect one tile and not all tiles around the caster like in previous version Spells can get critical strikes (v1.1) and can kill units (v.1.1) Some spells may affect more then one tile (like meteor shower) Most spells have a limited amount of targets, so they don't affect whole stacks anymore (although there are still some powerful spells who do)

Combat Auras
Buffs (like haste) are no longer applied through spells, but combat auras. For arcane units, i.e. adepts, mages and archmages there are three different combat auras available (dark, light, elemental), corresponding to the three spellschools. Combat Auras can apply promotions to other units or have a direct effect (they can have both) Combat Auras affect either your own units (blessing) or enemy units (curse) the strength of a Combat Aura only affects direct effects, but not the strength of Promotions. A general rule is that Summons have mostly scaleable Aura Effects while the Auras of Arcane units are mostly static, i.e. Promotions. Arcane units can choose between one of three different Auras: Light Magic, Elemental Augmentation or Dark Magic. Those Auras don't have an effect, but can be given secondary effects by giving your units certain Promotions when leveling up, for example a Mage with Light Magic can buff units with the 'Enchanted Weapons' Pomotion or with the 'Enchanted Armor' Promotion (or both). Therefore high level Arcane Units can have much stronger Auras with much more effects then low level Arcance Units. Combat Auras affect only a certain number of targets, have limited Range and Strength, all three of those properties can be changed with promotions - To increase the number of targets - To increase its range - To increase its effect (in percentage)

9 - Combat Aura promotion tree

Summons and some other creatures or heroes have their own unique auras. A unit can only be the source of one combataura, but it can be effected by 2 positive and 2 negative combatauras. One last note: if the aura applies a promotion the effect is static, if it applies a direct effect the effect scales with aura strength.

Magic research
You unlock new spells by researching them or defeating wildmana guardians who will grant a fee technology. At the start of the game some spell research is blocked, this is random. Mana guardians can give you blocked spells however. You can gain spell research by building certain buildings, having witch huts in your realm and by having certain mana types available Witch hut +3 Mage Guild +3 Academy +6 Mana +1 per mana type In the next major patch, also sorcerer specialists will generate research. The amount of spell research can be checked in the Magic screen (Overview).

10 - Spell research

The buildings and witch huts all add to the basic research, basically increasing the speed in which you research the magic spells. The mana type research is divided over the corresponding mana schools, thereby determining the chance for a certain school tech to be researched.

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Some of the mana types also have other advantages, as shown in the magic overview screen and in the following table: Mana type Creation Enchantment Law Life Nature Sun Spirit Fire Earth Air Ice Water Metamagic Force Chaos Entropy Death Shadow Dimensional Mind Body Mana School Light Light Light Light Light Light Light Elementalism Elementalism Elementalism Elementalism Elementalism Elementalism Elementalism Dark Dark Dark Dark Dark Dark Dark Advantage Increases terraforming rituals effect Reduces Globalenchantment costs Increases strenght of summons Reduces terraforming costs Increases power of all damage spells Increases terraforming rituals effect Reduces Globalenchantment costs Reduces terraforming costs Increases strenght of summons Increases terraforming rituals effect Increases strenght of summons Reduces Globalenchantment costs Reduces terraforming costs

Note: Once you have researched a spell tech you can currently do any summons, terraforming, or global enchantment it gives even if you don't have any mana node of that type. For example, even if you have no Creation mana, you can cast the Genesis terraforming spell once you research Creation IV. The actual mana types that you have are only relevant for the specific bonuses they give (+1 health for Life mana, for example), influencing which type of magic gets researched, and for building the various wonders that require them - they are irrelevant for spells other than the very few that the spellcasting units can cast directly and which aura related promotions they can take (the ones that grant more abilities to the unit's combat aura). Your starting spells are determined by your civilization and alignment. It is possible to influence the spells which are researched, but beware you can only research a level n+2 spell if all level n spells are researched. (For example if you have Sun 1 you can always research Sun 2. To research Sun 3 you will first need to research all the other level 1 spells) If you split your research over multiple spellschools, the chance for a spell from a certain school to be researched is visible in the magic research bar.

11 - Magic research bar

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12 - Arcane screen

(BTW, you currently have to click on the body of the spell tech area where the icons are shown, but not on an icon. Clicking on the title bar part of it does nothing.)

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3. New Resources
Next to mana the following new resources are used

Faith

You need Faith to perform Miracles (spells related to religion, such as Ring of Flames 50 faith or Bloom 200 faith). You get Faith from Temples of your State Religion. Everytime you change State Religion Faith drops to zero and increases only slowly. The longer you have adopted a religion the more faith you get, to see this multiplier just hover with your mosue over the faith icon in the top left corner. Lost temples will also provide faith (+4) if you have these within your borders (state religion required).

13 - Lost Temple - Provides +4 faith

There is no faith decay , but beware certain units cost faith upkeep, similar to Summons.

14 - An important element of faith is patience ...

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Lumber

Lumber reduces production cost of archery units (archers, catapults, ) and the production cost of certain buildings (library, inn, ). Lumber is produced by lumbermills. A cities lumber production is increased by every unimproved forest within city radius.

Leather

Leather reduces production cost of recon units and buildings. Leather is produced by camps. Base camp yield is +1 leather, which is doubled by the hunting tech. A camp on a special resource grants more leather. (deer +3, fur +5, ivory +3). A cities leather production is increased by every unimproved forest or tundra tile within city radius.

Metal

Metal reduces production cost of melee units and buildings and is required for the bronze/iron/mithril weapon upgrades. These weapon upgrades actually consume the metal, if you dont have enough you cannot upgrade your units anymore. Upgrade Bronze Weapons Iron Weapons Mithril Weapons Metal cost per unit 30 100 300

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A mine is required for a city to produce metal. Base yield is +1 metal for a mine, but resources, civics and techs can increase metal production. (copper = +5 metal, iron= +8 metal, mining=+1 metal, arete=+3 metal, ) A cities metal production is increased by every unimproved hill within city radius.

Herbs

Herbs reduce the production of arcane units and buildings. Herbs are provided by Witch Huts within your cultural borders, plantations (+1) and (of course) by herbalists (+5).

15 - Witch Hut - Provides Herbs & Spell research

Stone

Stone reduces the production cost of several buildings and wonders. Stone is produced by a Quarry (base yield +2 stone).

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4. The new improvements system


You will build less improvements and not every tile will have an improvement. Much better for a fantasy mod. In the new improvement system the most important improvements, such as mines, cottages & farms have been marked primary. (See the Civilopedia for a full list of primary improvements)

Building improvements
Note that improvements cannot be build adjacent to a witch hut, lost temple or mana shrine, so plan you cities accordingly. Improvements can now be build without having resource requirements. E.g. a winery can be build without a wine tile, a pasture without having cows/sheeps/bison around. The following terrain & tech requirements must be met: Improvement Pasture Quarry Camp Farm Cottage Winery Lumbermill Plantation Terrain Plains, not on a hill Plains Forest Same as before Freshwater or grassland Freshwater hills Forest Grassland Technology Education Crafting Lumbermills -

The only way to get certain resources, like wine, gems or gold, is to build improvements like mines and wineries on empty tiles. These improvements offer a chance of discovering these resources. This chance can be increased by building adjacent cottages. Improvements outside the city radius do not count toward the city's improvement maintenance but also do not give metal, wood and other global yields. They can still be used to connect normal resources and to provide adjacency bonus (see below).

Improvement Cost
A city can only support a limited number of primary improvements for free. Extra primary improvements will lead to upkeep cost. They rational behind this is to prevent the spamming of improvements and to give the unimproved tiles a role in the resource system (see the bonusses mentioned above). Every primary improvement has a cost of 1.00. Each Civilization has a favored Improvement that only needs half support, this can be seen in the Civilization screen in the pedia under favored

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improvement and in chapter 9 of this guide. Furthermore improvement cost can be reduced by civics: Civic Aristocracy Liberty Guardian of Nature Foreign Trade Mercantilism Slavery Arete Reduces cost of Farm Cottage Camp Trade Post Cottage Quarry Mine

For example a Khazad leader has mines at its favored improvement, costing 0.50 each. By switching to Arete, the cost per mine is reduced to 0.33. The amount of supported improvements without cost per city is determined by City Population For every population above 5, 0.20 infrastructure support is added. Pop 6 = +0.20, Pop 7 = +0.40 etc. City Culture level Everytime the culture level increases, the supported cost is increased by 1 Poor = +1, Fledgling = +2, Developing = +3, etc. Open space, which is defined as the number of tiles on which you cannot build primary improvements within your city radius. For every open space tile, your supported infrastructure cost is reduced by 4.8% (1/21). Examples of open space are mountain, coast and ocean tiles. (Fishing boats and fishing villages are not seen as primary improvements, therefore coastal cities will have a big open space penalty). But also unique features, tiles which are in the culture of another civ and tiles which are belonging to another city add to the open space. Example: The following Scion city has 6 open spaces (4 sea tiles, one unique improvement and one mountain) in its BFC, leading to 29% open space reduction.

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16 Example 6 open space tiles

The city screen shows the detailed improvementcost as a popup, with the supported number of improvements in green and the actual supported improvements in red:

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17 - Improvement Cost popup window

Check for the crossed hammer symbol on top of your city bar, this icon indicates the city has free support:

18 - This city is not paying for its improvements

The hammer icons always displays if the supported cost for free is greater than the actual improvement cost. So if the cities supported cost is 4.69 and its improvements cost 4.50, the symbol shows. In this case building another improvement will still lead to improvementcost.

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Even if you start paying upkeep, you cannot build improvements unlimited. If the estimated infrastructure cost is too high you will not be allowed to build that improvement. Tip: If you conquer a city the culture level is reset and the population drops too. This might lead to huge city improvement costs. So raze some of these improvements first and check the results when the city is yours. (Auto razing on high improvement cost will be a new feature in 1.1)

Adjacency Bonus
Another new feature is the adjacency bonus. A Windmill increases food output of adjacent Farms by +1. A Watermill increases production output of Cottages or Trade Posts by +1 A Groundwater Well increases the food output of adjacent Farms or Pastures by +1

New improvements
Finally two new improvements introduced by MoM:

19 - Trade Post, Trade Market, Trade Center

A new type of improvement which will grow into a trade market and finally a trade center, for gold income of resp. +2, +4 and +6. This income can by increased by 50% with the foreign trade civic. A Trade Post costs 1 gold.

20 - Groundwater Well

Comes with engineering, increases food yield, also of adjacent farms or pastures by +1. Carries irrigation.

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5. Other new features


Epic Destiny
A new victory condition Epic Destiny has been added. Every civilization gets a number of unique missions to complete. If the conditions for all missions are met, victory is yours ! The missions can be viewed at the bottom of the victory screen (F8). Completing one of the objectives could give you a bonus (pair of adventurers ?) Some examples - The Luchuirp: Get Barnaxus to level 20 - The Lanun: Capture 30 ships - The Scions: Create 200 haunted lands

Local Legends
At turn 20 (gamespeed normal) every civ gets a local legend unit. This unit wants to retire after 30 turns, but you can hire him permanently if you want to pay with 3 mana upkeep:

21 - Shady mage event

The decrease in mana income is permanent, even when the unit is killed later in the game.

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Techtree & Civic changes


The technology tree has been heavily streamlined. Also the civics have been reworked. In both cases the ingame screens are pretty much self-explanatory, so I will just give a few examples of some changes KotE gives you adepts, but you will have to research Witchcraft and Arcane Power before they will be able to build mana nodes. The Barter tech is needed to build markets and to research Cartography God King is still a government civic, but its use is now completely different, since it gives you 50% faith in all cities. If you want to make your capital an economic powerhouse, have a look at the Centralization civic (+100% commerce, +50% food, +50% production in capital) Some civics reduce infrastructure cost, like Arete does for mines and Foreign Trade for trade posts.

Battle Captains
During war-time you are given a number of battle captains, spawning in your cities. These 0/5 units have a combat strength aura and gain experience by combat victories of the units they lead. A battle captains combat aura can be enhanced by Vigilance : Add ignore first strikes effect to combat aura Urban Warfare : Add city attack bonus to combat aura Virtue : Add health regeneration effect to combat aura

Increasing Settler cost


As the game progresses, settlers gradually become more expensive to build.

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6. List of Summon Rituals


Name Aurealis Eternal Crusader Guardian Angel Holy Avenger Host of the Einherjar Sand Lion Air Elemental Djinn Earth Elemental Elemental Horde Fire Elemental Ice Elemental Tiger Treant Vyrkul Water Elemental Balor Chaos Marauder Flesh Golem Mistform Pit Beast Skeleton Soldier Spectre Wraith Mana Cost 400 300 500 500 100 300 400 500 300 500 500 400 300 200 400 300 500 200 400 300 300 200 400 500 Manaschool Light Light Light Light Light Light Elemental Elemental Elemental Elemental Elemental Elemental Elemental Elemental Elemental Elemental Dark Dark Dark Dark Dark Dark Dark Dark Magic tech Sun IV Spirit III Life V Law V Law I Sun III Air IV Metamagic V Earth III Force V Fire V Ice IV Nature IV Nature III Dimensional IV Water III Chaos V Chaos II Body IV Shadow III Entropy III Death III Death IV Death V

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7. List of Terraforming spells


Enhancing Terraforming
Name Bloom Description Creates some new Forest Transforms some Forest into Ancient Forest Turn land to ocean Removes some Peaks Transforms some Ice into Tundra Transforms some Tundra into Plains Transforms some Marsh into Grassland Transforms some Desert into Plains Creates some Forest Destroys some Haunted Lands Creates some Floodplains Creates some Kelp Creates some Hills Turn ocean to land Destroys some haunted lands Removes some hell terrain Transforms some Ice into Tundra Transforms some Tundra into Plains Transforms some Marsh into Grassland Create Rivers Creates some hell terrain Transforms some Desert into Plains Creates some Floodplains Mana Manaschool Magic Tech 150 Light Nature IV

Drown Land Erosion Genesis

150 Elemental 150 Elemental 250 Light

Water III Air III Creation IV

Kelp Overgrowth Mother Earth Raise Land Sanctify Scorch

150 Elemental 150 Elemental 150 Light 200 Light 150 Elemental

Water III Earth III Creation III Life II Sun II

Spawn River Spread Hell Terrain Spring

500 Light 180 Dark 150 Elemental

Sun II Entropy II Water II

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Hostile Terraforming
Name Blight Blight Description Creates some Forest Destroys some Forest Transforms some Plains into Desert Transforms some Tundra into Desert Transforms some Grassland into Desertification Desert Earthquake Destroys some Mine Evoke Volcano Creates some Volcano Transforms some Lumbermill into Smoke Transforms some Workshop into Firestorm Smoke Destroys some Fishing Boats Flood Destroys some Fishing Villages Transforms some Broken Lands into Shallow Land of the Transforms some Fields of Damned Perdition into Burning Sands Transforms some Plains into Tundra Transforms some Tundra into Ice Transforms some Grassland into Onset of Winter Tundra Transforms some Plains into Marsh Transforms some Grassland into Paludification Marsh Mana Mana School 150 Light 135 Dark Magic Tech Nature IV Death III

135 Elemental 150 Elemental 135 Dark

Death III Earth III Chaos III

150 Elemental 100 Elemental

Fire III Water II

90 Dark

Dimensional II

150 Elemental

Ice III

135 Elemental

Entropy III

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8. List of Global Enchantments


Empowering global enchantments
Name
Accelerate

Description
Applies Accelerated promotion to all Units (+1 Movement Range, -1 Terrain movement cost) Summons an Advespa to reinforce the Devils Summons a Barbazu to reinforce the Devils Summons a Xerfilstyx to reinforce the Devils Applies Arcance Armor promotion to all Units (+1 Strength) Triggers Terraform Ritual Arid Climate Changes diplomatic Relations with Neutral Leaders Changes diplomatic Relations with Good Leaders Changes diplomatic Relations with Evil Leaders Reveals the Location of all Cities Reveals all Terrain Makes all Terrain visible Constructs Altar of Battle in all Cities Every turn Population of one City increases Triggers Terraform Ritual Armageddon Constructs Dark Rituals in all Cities Changce to Dispel hostile Enchantments Enchanted Roads Constructs Enchanted Walls in all Cities Applies Fair Winds Promotion to all Units (+1 Movement range, +25% withdrawal, naval units) Increases Chance to Discover Resources Constructs Wall of Fire in all

Mana Mana Mana upkeep School


400 8

Magic Tech
Force IV

Advanced Gating I Advanced Gating II Advanced Gating III Arcane Armor

150 200 300 270

0 0 0 3

Dimensional III Dimensional IV Dimensional IV Enchantment IV Air IV Metamagic IV Spirit V Shadow IV Mind II Mind III Mind V Law IV Creation V Entropy V Death IV

Arid Realm Aura of Majesty Aura of Trust Aura of Tyranny Awareness I Awareness II Awareness III Belligerent Realm Birth Cataclysm Dark Rituals Disjunction Enchanted Roads Enchanted Walls Favorable Winds

400 400 450 400 200 300 500 360 450 500 400 500 180 135 200

3 3 3 3 3 3 3 1 2 10 2 0 2 1 0

Enchantment III Enchantment I Air II

Fertile Lands Firewall

180 300

2 2

Creation II Fire III

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Forbidden Experiments Forest Guide

Fortified Realm Greater Mana Seal Greater Poisoned Blade Hide City

Cities Living Units might start with the Strong Promotion Applies Forest Guide promotion to all Units (+10% jungle/forest strength) Constructs Wall of Stone in all Cities Reduces Mana creation of enemies by 30% Applies Poison Blade (Greater) Promotion to all Units Constructs Hidden City in all Cities Enemies trying to attack your city may get lost in the thick mists surrounding it Triggers Terraform Ritual Humid Climate Constructs Inspiration in all Cities Constructs Intensified Mist in all Cities Intensifying the mist around your city makes it harder to attack, but the hidden nature also discourages trade. Constructs Intensified Mist in all Cities Constructs Intensified Mist in all Cities Constructs Intensified Mist in all Cities Constructs Justice in all Cities Chance to Dispel hostile Global Enchantments Increases resistance to hostile Terraforming Chance to Dispel hostile Global Enchantments Turns most of the world's barbarian units into animals. All animal's combat strength is increased. Animals aren't hostile while this Enchantment is active. Applies Poisoned Blade Promotion to all Units Applies Blessed Promotion to all Units (+1 Holy combat, +20% vs demon, removed after combat) Constructs Prosperity in all Cities Constructs Wall of Force in all Cities

400 90

2 2

Body IV Nature I

100 270 450

1 5 2

Earth I Spirit III Nature V

100

Shadow I

Humid Realm Inspired Realm Intensify Mist 1

400 270 150

3 2 1

Earth IV Spirit III Shadow II

Intensify Mist 2 Intensify Mist 3 Intensify Mist 4 Justice Major Disjunction Mana Seal Minor Disjunction Nature's Revolt

200 250 300 270 700 180 300 200

2 2 2 1 0 5 0 5

Shadow III Shadow IV Shadow V Law III

Spirit II

Poisoned Blade Prayer

180 360

2 5

Nature II Spirit IV

Prosperous Realm Protected Realm

270 200

3 4

Law III Force II

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Riches of the Sea Sacrilege

Sanguine Realm Thriving Realm Tree of Life Vivid Realm

Constructs Riches of the Sea in all Cities Applies Black Prayer Promotion to all Units (+1 Unholy combat, +20% vs Angel, removed after combat) Constructs Hope in all Cities Constructs Growth in all Cities Constructs Tree of Life in all Cities Constructs Charm of Life in all Cities

500 400

8 5

Water V Mind IV

90 90 450 360

1 1 10 1

Spirit I Creation I Nature V Life IV

Hostile global enchantments


Name
Call of the Void Chaos Rift Death Wish Defiled Soil Empowered Mana Surge Frightening Malediction Lasting Earthquakes

Description
Call of the Void might create a Chaos Rift in an enemy City Chance to kill any enemy living unit Constructs Cursed Lands in all Cities Reduces Mana creation of enemies by 30% Constructs Cloud of Fear in all Cities Might create an Earthquake in an enemy City Applies Darkness Promotion to all Units (25% resistance to Death/Unholy damage) Constructs Haunting Dreams in all Cities Reduces Mana creation of enemies by 20% Enemies have twice the Cost of all Spells except from the Dark Spellschool Enemies have twice the Cost of all Spells except from the Elem Spellschool Enemies have twice the Cost of all Spells except from the Light Spellschool

Mana Mana Mana upkeep School


500 400 500 300 400 200 500 0 0 10 2 5 3 0 Dark Dark Dark Dark Dark Dark Elemental

Magic Tech
Dimensional V Chaos IV Death V Entropy III Entropy IV Shadow II Earth V

Malediction of Darkness Malediction of Insomnia Mana Surge Mark of Darkness Mark of Elements

500 300 100

5 2 5

Dark Dark Dark

Shadow V Shadow III Entropy I

400

Dark

Shadow IV

400

Elemental

Force IV

Mark of Light

360

Light

Law IV

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9. List of civilization specifics for MoM


Civilization Amurites Aristrakh Austrin Balseraphs Bannor Calabim Clan of Embers Doviello Dural Elohim The Fey Frozen Grigori Hippus Illians Infernal Jotnar Khazad Kuriotates Lanun Ljosalfar Luchuirp Malakim Mazatl Mercurians Scions of Patria Sheaim Sidar Svartalfar Favored Mana School improvement Cottage Elementalism Cottage Trade Post Trade Post Cottage Farm Quarry Camp Workshop Cottage Cottage Cottage Farm Pasture Farm Mine Windmill Mine Cottage Trade Post Camp Workshop Trade Post Cottage Mine Cottage Plantation Farm Camp Dark Elementalism Dark Light Dark Elementalism Dark Light Light Light Elementalism Elementalism Elementalism Light Elementalism Light Light Light Light Dark Dark Dark Dark Starting technology Ancient Chants Metamagic Mastery Death Mastery Air Mastery Mind Mastery Exploration Law Mastery Body Mastery Fire Mastery Chaos Mastery Crafting Spirit Mastery Ancient Chants Nature Mastery Crafting Force Mastery Earth Mastery Exploration Ice Mastery Crafting Crafting Exploration Earth Mastery Creation Mastery Water Mastery Nature Mastery Enchantment Mastery Sun Mastery Ancient Chants Creation Mastery Crafting Death Mastery Death Mastery Dimensional Mastery Shadow Mastery Fire IV Shadow Mastery

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