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Page 1: MoM Quick Start Guide v0.9

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Master of Mana – Quick Start guide

Page 2: MoM Quick Start Guide v0.9

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Table of Contents

1. Introduction ..............................................................................................................................3

2. 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

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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.

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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:

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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)

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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.

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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 - Increases chance to discover resources (100 mana)

Enchanted Roads - Applies the enchanted road effect (200 mana)

Lasting Earthquakes - 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

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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

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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)

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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 Mana School Advantage

Creation Light Increases terraforming rituals effect

Enchantment Light

Law Light Reduces Globalenchantment costs

Life Light Increases strenght of summons

Nature Light

Sun Light Reduces terraforming costs

Spirit Light

Fire Elementalism Increases power of all damage spells

Earth Elementalism Increases terraforming rituals effect

Air Elementalism Reduces Globalenchantment costs

Ice Elementalism

Water Elementalism Reduces terraforming costs

Metamagic Elementalism

Force Elementalism Increases strenght of summons

Chaos Dark

Entropy Dark Increases terraforming rituals effect

Death Dark Increases strenght of summons

Shadow Dark

Dimensional Dark Reduces Globalenchantment costs

Mind Dark

Body Dark 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

don’t have enough you cannot upgrade your units anymore.

Upgrade Metal cost per unit

Bronze Weapons 30

Iron Weapons 100

Mithril Weapons 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 Terrain Technology

Pasture Plains, not on a hill -

Quarry Plains -

Camp Forest -

Farm Same as before -

Cottage Freshwater or grassland Education

Winery Freshwater hills Crafting

Lumbermill Forest Lumbermills

Plantation Grassland -

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 Reduces cost of

Aristocracy Farm

Liberty Cottage

Guardian of Nature Camp

Foreign Trade Trade Post

Mercantilism Cottage

Slavery Quarry

Arete 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 it’s 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 captain’s 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 Mana

Cost

Manaschool Magic tech

Aurealis 400 Light Sun IV Eternal Crusader 300 Light Spirit III

Guardian Angel 500 Light Life V Holy Avenger 500 Light Law V Host of the Einherjar 100 Light Law I Sand Lion 300 Light Sun III Air Elemental 400 Elemental Air IV Djinn 500 Elemental Metamagic V

Earth Elemental 300 Elemental Earth III Elemental Horde 500 Elemental Force V Fire Elemental 500 Elemental Fire V Ice Elemental 400 Elemental Ice IV Tiger 300 Elemental Nature IV Treant 200 Elemental Nature III Vyrkul 400 Elemental Dimensional IV

Water Elemental 300 Elemental Water III Balor 500 Dark Chaos V Chaos Marauder 200 Dark Chaos II Flesh Golem 400 Dark Body IV Mistform 300 Dark Shadow III Pit Beast 300 Dark Entropy III

Skeleton Soldier 200 Dark Death III Spectre 400 Dark Death IV Wraith 500 Dark Death V

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7. List of Terraforming spells

Enhancing Terraforming

Name Description Mana Manaschool Magic Tech

Bloom Creates some new Forest Transforms some Forest into Ancient Forest

150 Light Nature IV

Drown Land Turn land to ocean 150 Elemental Water III Erosion Removes some Peaks 150 Elemental Air III Genesis 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

250 Light Creation IV

Kelp Overgrowth

Creates some Kelp 150 Elemental Water III

Mother Earth Creates some Hills 150 Elemental Earth III Raise Land Turn ocean to land 150 Light Creation III Sanctify Destroys some haunted lands

Removes some hell terrain 200 Light Life II

Scorch Transforms some Ice into Tundra Transforms some Tundra into Plains Transforms some Marsh into Grassland

150 Elemental Sun II

Spawn River Create Rivers 500 Light Sun II Spread Hell Terrain

Creates some hell terrain 180 Dark Entropy II

Spring Transforms some Desert into Plains Creates some Floodplains

150 Elemental Water II

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Hostile Terraforming

Name Description Mana Mana

School

Magic Tech

Blight Creates some Forest 150 Light Nature IV Blight Destroys some Forest 135 Dark Death III

Desertification

Transforms some Plains into Desert Transforms some Tundra into Desert Transforms some Grassland into Desert 135 Elemental Death III

Earthquake Destroys some Mine 150 Elemental Earth III Evoke Volcano Creates some Volcano 135 Dark Chaos III

Firestorm

Transforms some Lumbermill into Smoke Transforms some Workshop into Smoke 150 Elemental Fire III

Flood Destroys some Fishing Boats Destroys some Fishing Villages 100 Elemental Water II

Land of the Damned

Transforms some Broken Lands into Shallow Transforms some Fields of Perdition into Burning Sands 90 Dark Dimensional II

Onset of Winter

Transforms some Plains into Tundra Transforms some Tundra into Ice Transforms some Grassland into Tundra 150 Elemental Ice III

Paludification

Transforms some Plains into Marsh Transforms some Grassland into Marsh 135 Elemental Entropy III

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8. List of Global Enchantments

Empowering global enchantments

Name Description Mana Mana

upkeep

Mana

School

Magic Tech

Accelerate Applies Accelerated promotion to all Units (+1 Movement Range, -1 Terrain movement cost)

400 8 Force IV

Advanced Gating I

Summons an Advespa to reinforce the Devils

150 0 Dimensional III

Advanced Gating II

Summons a Barbazu to reinforce the Devils

200 0 Dimensional IV

Advanced Gating III

Summons a Xerfilstyx to reinforce the Devils

300 0 Dimensional IV

Arcane Armor Applies Arcance Armor promotion to all Units (+1 Strength)

270 3 Enchantment IV

Arid Realm Triggers Terraform Ritual Arid Climate

400 3 Air IV

Aura of Majesty

Changes diplomatic Relations with Neutral Leaders

400 3 Metamagic IV

Aura of Trust Changes diplomatic Relations with Good Leaders

450 3 Spirit V

Aura of Tyranny

Changes diplomatic Relations with Evil Leaders

400 3 Shadow IV

Awareness I Reveals the Location of all Cities 200 3 Mind II

Awareness II Reveals all Terrain 300 3 Mind III

Awareness III Makes all Terrain visible 500 3 Mind V

Belligerent Realm

Constructs Altar of Battle in all Cities

360 1 Law IV

Birth Every turn Population of one City increases

450 2 Creation V

Cataclysm Triggers Terraform Ritual Armageddon

500 10 Entropy V

Dark Rituals Constructs Dark Rituals in all Cities

400 2 Death IV

Disjunction Changce to Dispel hostile Enchantments

500 0

Enchanted Roads

Enchanted Roads 180 2 Enchantment III

Enchanted Walls

Constructs Enchanted Walls in all Cities

135 1 Enchantment I

Favorable Winds

Applies Fair Winds Promotion to all Units (+1 Movement range, +25% withdrawal, naval units)

200 0 Air II

Fertile Lands Increases Chance to Discover Resources

180 2 Creation II

Firewall Constructs Wall of Fire in all 300 2 Fire III

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Cities

Forbidden Experiments

Living Units might start with the Strong Promotion

400 2 Body IV

Forest Guide Applies Forest Guide promotion to all Units (+10% jungle/forest strength)

90 2 Nature I

Fortified Realm Constructs Wall of Stone in all Cities

100 1 Earth I

Greater Mana Seal

Reduces Mana creation of enemies by 30%

270 5 Spirit III

Greater Poisoned Blade

Applies Poison Blade (Greater) Promotion to all Units

450 2 Nature V

Hide City Constructs Hidden City in all Cities Enemies trying to attack your city may get lost in the thick mists surrounding it

100 1 Shadow I

Humid Realm Triggers Terraform Ritual Humid Climate

400 3 Earth IV

Inspired Realm Constructs Inspiration in all Cities 270 2 Spirit III

Intensify Mist 1 Constructs Intensified Mist in all Cities Intensifying the mist around your city makes it harder to attack, but the hidden nature also discourages trade.

150 1 Shadow II

Intensify Mist 2 Constructs Intensified Mist in all Cities

200 2 Shadow III

Intensify Mist 3 Constructs Intensified Mist in all Cities

250 2 Shadow IV

Intensify Mist 4 Constructs Intensified Mist in all Cities

300 2 Shadow V

Justice Constructs Justice in all Cities 270 1 Law III

Major Disjunction

Chance to Dispel hostile Global Enchantments

700 0

Mana Seal Increases resistance to hostile Terraforming

180 5 Spirit II

Minor Disjunction

Chance to Dispel hostile Global Enchantments

300 0

Nature's Revolt 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.

200 5

Poisoned Blade

Applies Poisoned Blade Promotion to all Units

180 2 Nature II

Prayer Applies Blessed Promotion to all Units (+1 Holy combat, +20% vs demon, removed after combat)

360 5 Spirit IV

Prosperous Realm

Constructs Prosperity in all Cities 270 3 Law III

Protected Realm

Constructs Wall of Force in all Cities

200 4 Force II

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Riches of the Sea

Constructs Riches of the Sea in all Cities

500 8 Water V

Sacrilege Applies Black Prayer Promotion to all Units (+1 Unholy combat, +20% vs Angel, removed after combat)

400 5 Mind IV

Sanguine Realm

Constructs Hope in all Cities 90 1 Spirit I

Thriving Realm Constructs Growth in all Cities 90 1 Creation I

Tree of Life Constructs Tree of Life in all Cities

450 10 Nature V

Vivid Realm Constructs Charm of Life in all Cities

360 1 Life IV

Hostile global enchantments

Name Description Mana Mana

upkeep

Mana

School

Magic Tech

Call of the Void Call of the Void 500 0 Dark Dimensional V

Chaos Rift might create a Chaos Rift in an enemy City 400 0 Dark Chaos IV

Death Wish Chance to kill any enemy living unit 500 10 Dark Death V

Defiled Soil Constructs Cursed Lands in all Cities 300 2 Dark Entropy III

Empowered Mana Surge

Reduces Mana creation of enemies by 30% 400 5 Dark Entropy IV

Frightening Malediction

Constructs Cloud of Fear in all Cities 200 3 Dark Shadow II

Lasting Earthquakes

Might create an Earthquake in an enemy City 500 0 Elemental Earth V

Malediction of Darkness

Applies Darkness Promotion to all Units (25% resistance to Death/Unholy damage) 500 5 Dark Shadow V

Malediction of Insomnia

Constructs Haunting Dreams in all Cities 300 2 Dark Shadow III

Mana Surge Reduces Mana creation of enemies by 20% 100 5 Dark Entropy I

Mark of Darkness

Enemies have twice the Cost of all Spells except from the Dark Spellschool 400 5 Dark Shadow IV

Mark of Elements

Enemies have twice the Cost of all Spells except from the Elem Spellschool 400 5 Elemental Force IV

Mark of Light

Enemies have twice the Cost of all Spells except from the Light Spellschool 360 5 Light Law IV

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9. List of civilization specifics for MoM

Civilization Favored

improvement

Mana School Starting technology

Amurites Cottage Elementalism Ancient Chants

Metamagic Mastery

Aristrakh Cottage Dark Death Mastery

Austrin Trade Post Elementalism Air Mastery

Balseraphs Trade Post Dark Mind Mastery

Bannor Cottage Light Exploration

Law Mastery

Calabim Farm Dark Body Mastery

Clan of Embers Quarry Elementalism Fire Mastery

Doviello Camp Dark Chaos Mastery

Dural Workshop - Crafting

Elohim Cottage Light Spirit Mastery

The Fey Cottage Light Ancient Chants

Nature Mastery

Frozen Cottage - Crafting

Grigori Farm Light Force Mastery

Hippus Pasture Elementalism Earth Mastery

Illians Farm Elementalism Exploration

Ice Mastery

Infernal Mine - Crafting

Jotnar Windmill - Crafting

Exploration

Khazad Mine Elementalism Earth Mastery

Kuriotates Cottage Light Creation Mastery

Lanun Trade Post Elementalism Water Mastery

Ljosalfar Camp Light Nature Mastery

Luchuirp Workshop Light Enchantment Mastery

Malakim Trade Post Light Sun Mastery

Mazatl Cottage Light Ancient Chants

Creation Mastery

Mercurians Mine - Crafting

Scions of Patria Cottage Dark Death Mastery

Sheaim Plantation Dark Death Mastery

Dimensional Mastery

Sidar Farm Dark Shadow Mastery

Svartalfar Camp Dark Fire IV

Shadow Mastery