From: bruno@csd4.csd.uwm.edu (Bruno Wolff III)
Newsgroups: rec.games.video
Subject: Master of Monster data (Genesis)
Date: 11 Jan 1993 10:12:17 GMT
Organization: University of Wisconsin-Milwaukee Computing Services Division
Distribution: world
NNTP-Posting-Host: 129.89.7.46
Originator: bruno@cerberus.csd.uwm.edu

This article contains some additional information and a couple of corrections
from the last posting of this information. The main correction is that LS
monsters have a movement cost of 4 to enter rivers instead of 3.

This article contains most of the rules that we have figured out that were
either abscent from the rule book or incorrectly described. It is possible
some of the table entries are incorrect, but the accuracy is certainly better
than the tables given in the rule book. If you do find any mistakes in our
tables let me (bruno@convex.csd.uwm.edu) know so that I can correct them.

The movement rules are fairly normal hexagon map movement rules. You pay a
cost to enter a hex based on the units movement type and the terrain. If you
move next to an enemy unit (normally called a zone of control) your movement
ends. If you start next to an enemy unit you still get to move.

The chance to be hit by a blow in combat depends on the movement type of the
target and the terrain it is in. The values below are the defense ratings (as
they are given in the rule book), the chance to be hit is 100 minus this
value. Attacks with a 65% chance to hit, always have a 65% chance to hit,
independent of the target and its terrain. The 65% attacks are reduced to 10%
attacks by the shield spell. Other attacks are not affected by the shield
spell.
I have tried fighting numerous battles with a particular chance to hit and
found that the percentages seem to be within 5-10% of what is displayed. The
65% attacks seem to hit more than 65% of the time. In about 200 blows the hit
rate was about 70%. This seems to be significantly different. For the other
attacks the number of blows was lower and the hit rate was closer to the
nominal value.
I have also seen a 100% chance to hit miss, so the percentages are definitely
not exact.


Code	Movement type
SH	High Sky
S	Sky
SF	Firey Sky
SL	Low Sky
OB	Big Ocean
OS	Small Ocean
M	Master
LB	Big Land
LS	Small Land
LF	Fire Land
LD	Dune
I2	Big Tundra
I1	Small Tundra

			Movement Cost Table

		SH  S SF SL OB OS  M LB LS LF LD I2 I1
Castle		 1  1  1  1  1  1  1  1  1  1  1  1  1
Desert		 1  1  1  1  4  4  -  3  2  3  1  3  3
Forest		 1  1  1  2  4  4  -  2  2  2  1  2  2
Fortress	 1  1  1  1  1  1  1  1  1  1  1  1  1
Mountain	 1  1  1  2  -  -  -  3  3  3  2  3  3
Ocean		 1  1  1  2  1  1  -  -  -  -  -  -  -
Plain		 1  1  1  1  4  4  -  1  1  1  1  1  1
River		 1  1  1  1  2  1  -  -  4  3  2  -  3
Rocky Tracts	 1  1  1  2  -  -  -  3  3  3  1  3  3
Swamp		 1  1  1  2  2  1  -  -  4  3  2  -  3
Tower		 1  1  1  1  1  1  1  1  1  1  1  1  1
Tundra		 1  1  2  1  3  3  -  2  3  3  2  1  1
Volcano		 2  -  1  -  -  -  -  -  -  1  -  -  3

			Defensive Value Table

		SH  S SF SL OB OS  M LB LS LF LD I2 I1
Castle		30 30 30 40 30 30 60 40 60 40 60 40 40
Desert		30 30 30 30 25 25  0 30 30 30 60 30 30
Forest		30 30 30 40 30 25  0 40 60 50 60 40 50
Fortress	30 30 30 40 30 30 40 40 60 40 60 40 40
Mountain	30 30 30 40 10 10  0 60 50 40 60 60 40
Ocean		30 30 30 30 80 60  0 10 10 10 10 10 10
Plain		30 30 30 30 25 25  0 20 40 30 40 20 30
River		30 30 30 30 60 80  0 10 20 20 40 10 20
Rocky Tracts	30 30 30 40 10 10  0 60 50 40 60 60 40
Swamp		30 30 30 30 60 80  0 20 20 20 40 20 20
Tower		30 30 30 40 30 30 40 40 60 40 60 40 40
Tundra		30 30 30 40 30 30  0 20 20 20 20 60 70
Volcano		60 10 70 10 10 10  0 10 10 70 10 10 20

Elementals have 30% defense except against 65% attacks.

The amount of damage per blow in combat is calculated as follows:
For law and chaos creatures at full day or full night take 25% of the base
attack value rounded down. Law creatures add this value during full day and
subtract this value at full night. Chaos creatures add this value at full
night and subtract this value during full day.
Next add 1 point for every 30 experience point the creature has earned.
Then multiply by the defense value of the target versas this attack type and
round down. Subtract this value from the value calculated so far.
You now have the damage each blow will do when it hits.

There seem to be four different types of attacks for resistance purposes. This
hasen't been fully confirmed, but no contrary evidence has shown up yet.
The creatures with 99% resistance are more likely 100% resistant and that there
is a minimum damage of 1 per blow. But doing the above calculation with 99%
gives the same result (since I haven't found any attacks doing over 100 per
attack).


	      Attack Damage Types

Impact	      65%		     Heat	       Cold
Impact	      Brust		     F-Breath	       C-Breath
Short Range   Deathcry		     Fireball	       Coldball
Spear	      Hellfire		     Impact (Lizard)   Impact (Firbolg)
	      Impact (Taitan)
	      Marrow
	      Short Range (Cocoon)
	      Short Range (Valkyrie)
	      Spear (Sirene)
	      Spear (Valkyrie)
	      Storm
	      Thunder

			Attack Resistance Table

			Impact	65%	Heat	Cold
Air (Elemental)		 0	40	 0	40
Air-D			10	20	10	 0
Amazon			70	30	30	30
Angel			 0	50	 0	 0
Arch-A			10	70	20	20
Arch-D			10	50	20	30
Attacker		10	 0	 0	 0
Big-S			 0	 0	20	 0
Black-W			90	 0	90	90
Caeser			40	40	10	10
Carthago		30	20	 0	 0
Chimera			30	30	30	30
Cocoon			80	80	80	80
Collosus		10	 0	 0	 0
Crasher			30	20	20	30
Crusader		30	20	10	 0
Cyclops			 0	 0	 0	 0
Daimyou			60	80	60	30
Dark-D			20	20	10	20
Dark-W			80	 0	80	80
Darklord		60	30	60	60
Death-D			30	20	20	30
Demon			 0	30	 0	 0
Dragon (Daimyou)	10	 0	10	 0
Dragon (Darklord)	10	 0	 0	 0
Dragon (Sorcerer)	10	 0	 0	10
Dragon (Summoner)	10	 0	10	10
Dragon (Wizard)		10	 0	 0	 0
Earth (Elemental)	 0	50	50	 0
Fighter			20	10	 0	 0
Firbolg			 0	 0	30	50
Fire (Elemental)	 0	 0	80	 0
Fire-D			20	20	90	 0
Flame-D			10	10	50	 0
Frost-D			10	10	 0	50
Giant			10	 0	 0	 0
Gold-D			30	50	60	 0
Golem			20	99	20	10
Gorgon			30	 0	 0	 0
Great-A			20	90	30	30
Great-D			20	70	30	40
Griffin			10	 0	 0	 0
Guardian		 0	 0	 0	 0
Hippo-G			30	 0	10	 0
Hydra			10	 0	99	 0
Ice-D			20	20	 0	90
Icegiant		 0	 0	 0	 0
Iron-G			80	99	80	30
King-D			30	30	30	30
Kraken			 0	 0	20	 0
Lizard			10	 0	 0	 0
Loc			 0	 0	 0	 0
Mage			30	80	30	30
Marmaid			 0	 0	20	 0
Minotaur		20	 0	 0	 0
Mono-P			30	80	 0	 0
Musha			20	20	20	60
Octopus			 0	 0	10	 0
Pegasus			20	60	 0	 0
Phoenix			 0	 0	99	 0
Roman			20	 0	 0	 0
Serpent			 0	 0	10	 0
Silver-D		30	50	 0	60
Sirene			50	60	50	50
Sky-D			10	 0	10	 0
Sky-G			50	 0	 0	 0
Soldier			10	 0	 0	 0
Sorcerer		30	60	60	60
Sphinx			40	40	40	40
Stone-G			50	99	50	20
Summoner		50	50	50	50
Taitan			30	30	20	30
Tricorn			 0	60	20	20
Troll			10	 0	 0	 0
Twinhead		10	 0	99	 0
Unicorn			 0	40	 0	 0
Valkyrie		30	50	30	30
Warrior			 0	 0	 0	 0
Water (Elemental)	 0	 0	 0	80
Wizard			60	60	30	60
Wraith			70	 0	70	70

Experience is awarded for battles in the following manner. If both creatures
survive the lower level one gets two Eps and the higher level one gets 1 EP.
If both are the same level or if a 1st is fighting a 3rd than each gets 1 EP.
If one of the units is killed the victor gets 16 EPs doubled or halved for each
difference in level. For battles involving 4th level units, if the lower level
unit is victorious it gets 32 EPs. If the 4th level unit is victorious it gets
8 EPs. If both are 4th then 16 EPs are awarded. Elemental battles (force)
award experience, but using the mind spell doesn't.


		Experience award for both units surviving

		Unit level
Target level	1	2	3	4
1		1	1	1	1
2		2	1	1	1
3		1	2	1	1
4		2	2	2	1

		Experience award when target is killed

		Unit level
Target level	1	2	3	4
1		16	8	4	8
2		32	16	8	8
3		64	32	16	8
4		32	32	32	16

Many of the monster names in the rule book and in the game are misspelled or
inconsistant with each other. The monsters are ordered in the book according
to how they promote. The first level monster is listed first and then the
units that promote from it.

Below is a summary of just about everything you want to know about each kind
of monster (except for some info on summoning in the campaign game).


Headings:
A		Alignment
Short		Short range attack base
Long		Long range attack base
Attack		Displayed long range attack type
MT		Movement type
MA		Movement Allowance
HP		Hit points
L		Level
EP		Experience points
C		Cost to summon

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

		    A	Short	 Long	Attack	   MT	MA    HP   L	EP    C
Air (Elemental)	    N	    -	 15-2	C-Breath    -	 -   100   1   255   40
Air-D		    C	  9-4	  8-4	Fireball   SF	 8    96   3   255    -
Amazon		    C	 10-3	 10-3	Impact	   LS	 6    40   2   255    -
Angel		    L	  2-2	  6-2	Thunder	   SL	 6    30   1	67   36
Arch-A		    L	  4-2	 12-2	Thunder	   SL	 7    62   2	49    -
Arch-D		    C	 10-1	  8-3	Brust	   SL	 8    44   2	57    -
Attacker	    C	 12-2	  0-0	Not	   LS	 5    48   2	40    -
Big-S		    N	 12-3	  0-0	Not	   OB	 8    83   2   255    -
Black-W		    C	  8-1	 16-2	Deathcry   SL	 5    36   3   255    -
Caeser		    L	 11-3	 18-2	Impact	   LS	 6    62   3   255    -
Carthago	    L	  7-3	 10-2	Spear	   LS	 6    44   2	38    -
Chimera		    N	  7-2	  0-0	Not	   SL	 5    40   1	40   20
Cocoon		    N	*15-2	 40-1	Thunder	    M	 0    50   1	 1    -
Collosus	    L	 33-1	 38-1	Impact	   LB	 6   110   3   255    -
Crasher		    C	 20-2	 12-1	Hellfire   LS	 6    63   3   250    -
Crusader	    N	  9-4	  8-3	Impact	    S	 7    70   3   255    -
Cyclops		    C	 15-1	  0-0	Not	   I2	 5    46   1	46   19
Daimyou		    L	  3-3	 13-3	Storm	    M	 3   100   3   255    -
Dark-D		    C	 15-2	  5-3	C-Breath   I1	 6    56   2	60    -
Dark-W		    C	  4-1	  8-2	Deathcry   SL	 4    24   2	18    -
Darklord	    C	  5-2	 21-2	Storm	    M	 3   100   3   255    -
Death-D		    C	 20-2	  7-4	C-Breath   I1	 6    90   3   255    -
Demon		    C	  5-1	  4-3	Brust	   SL	 7    30   1	55   34
Dragon (Daimyou)    L	  9-2	  8-1	Fireball   LF	 5    40   1	48   26
Dragon (Darklord)   C	 10-2	  0-0	Not	   I1	 5    42   1	48   22
Dragon (Sorcerer)   L	  9-2	  8-1	Coldball   I1	 5    40   1	48   26
Dragon (Summoner)   N	  9-2	  8-1	Fireball   LF	 5    46   1	78   24
Dragon (Wizard)	    C	  6-3	  0-0	Not	   LF	 6    42   1	48   22
Earth (Elemental)   N	    -	 10-3	Hellfire    -	 -   100   1   255   40
Fighter		    N	  5-4	  6-3	Impact	   SL	 7    46   2	35    -
Firbolg		    C	 30-1	*16-2	Impact	   I2	 6    86   3   255    -
Fire (Elemental)    N	    -	 10-3	Fireball    -	 -   100   1   255   40
Fire-D		    L	 16-2	 20-2	F-Breath   LF	 6    78   3   250    -
Flame-D		    L	 12-2	 13-2	F-Breath   LF	 6    51   2	60    -
Frost-D		    L	 11-2	 12-2	C-Breath   I1	 6    51   2	62    -
Giant		    L	 11-2	 16-1	Impact	   LB	 5    75   2	48    -
Gold-D		    N	 18-2	 16-2	F-Breath   LF	 7    70   3	30    -
Golem		    N	 16-1	  0-0	Not	   LB	 4    30   1	45   20
Gorgon		    C	 11-2	  7-3	Marrow	   SL	 6    45   2	34    -
Great-A		    L	  9-2	 18-2	Thunder	    S	 8    60   3   255    -
Great-D		    C	 15-1	 12-3	Storm	    S	 8    66   3   255    -
Griffin		    C	  8-2	  0-0	Not	   SL	 6    42   1	42   22
Guardian	    N	  6-4	  6-5	Thunder	    M	 3    50   1	 2    -
Hippo-G		    C	  8-3	  8-2	Fireball    S	 8    65   2   255    -
Hydra		    N	 10-3	 12-3	Fireball   LD	 5    60   3   255    -
Ice-D		    L	 10-3	 19-2	C-Breath   I1	 6    88   3   250    -
Icegiant	    C	 23-1	 16-1	Impact	   I2	 5    68   2	48    -
Iron-G		    N	 38-1	  0-0	Not	   LB	 5    40   3   255    -
King-D		    N	 18-3	 16-3	F-Breath   LF	 6   130   4   255    -
Kraken		    C	  8-4	  0-0	Not	   OB	 7    75   2   255    -
Lizard		    N	  4-2	 *5-1	Impact	   LD	 5    30   1	24   10
Loc		    L	  4-3	  0-0	Not	   SH	10    30   1	36   26
Mage		    C	  3-2	 20-2	Hellfire    S	 6    40   2   255    -
Marmaid		    L	  2-1	 10-2	Brust	   OS	 5    26   1	39   13
Minotaur	    C	  7-2	  0-0	Not	   LS	 5    38   1	32   17
Mono-P		    N	  4-6	  0-0	Not	   SH	 9    42   2   255    -
Musha		    L	 15-3	  8-2	Impact	   LS	 7    50   2   255    -
Octopus		    C	  8-3	  0-0	Not	   OB	 6    65   1	86   74
Pegasus		    N	  4-3	  0-0	Not	    S	 7    30   1	36   18
Phoenix		    L	  4-4	  8-3	Fireball   SF	 9    24   2	 1    -
Roman		    L	  4-3	  0-0	Not	   LS	 5    33   1	26   12
Serpent		    N	 12-2	  0-0	Not	   OB	 7    73   1	98   81
Silver-D	    N	 12-3	 16-2	C-Breath   I1	 7    70   3	30    -
Sirene		    L	  8-3	*10-3	Spear	   OS	 6    45   2   255    -
Sky-D		    C	  7-3	  6-3	Fireball   SF	 7    48   2	53    -
Sky-G		    C	 14-2	  9-3	Storm	    S	 7    55   3   255    -
Soldier		    N	  3-4	  0-0	Not	   LS	 6    34   1	24   12
Sorcerer	    L	  3-3	 13-3	Thunder	    M	 3   100   3   255    -
Sphinx		    N	 11-2	  6-2	Hellfire   SF	 6    60   2   255    -
Stone-G		    N	 26-1	  0-0	Not	   LB	 5    35   2	25    -
Summoner	    N	 12-1	  7-5	Storm	    M	 3   100   3   255    -
Taitan		    N	 15-3	*10-4	Impact	   LS	 6    70   4   255    -
Tricorn		    L	  7-3	  9-2	Marrow	   LS	 7    48   2   255    -
Troll		    L	  7-2	  0-0	Not	   LB	 4    40   1	46   18
Twinhead	    N	  6-2	  7-2	Fireball   LD	 5    48   2	48    -
Unicorn		    L	  7-2	  0-0	Not	   LS	 6    33   1	32   20
Valkyrie	    C	*10-1	*18-2	Spear	   SL	 6    40   1   255    -
Warrior		    C	  6-2	  0-0	Not	   LS	 5    34   1	30   12
Water (Elemental)   N	    -	 15-2	Coldball    -	 -   100   1   255   40
Wizard		    C	  5-2	 21-2	Storm	    M	 3   100   3   255    -
Wraith		    C	  2-1	  4-2	Deathcry   SL	 3    12   1	18   10


This table list which masters can obtain which units in the four player mode.
The recuits available in campaign mode are different.
Elementals are only summoned for a single battle.

		      Recruit Table

		      Cost or promotes from	   Obtainable by
Air (Elemental)	      40*			   Sorcerer, Summoner
Air-D		      Sky-D			   Wizard
Amazon		      -				   -
Angel		      36			   Sorcerer, Summoner
Arch-A		      Angel			   Sorcerer, Summoner
Arch-D		      Demon			   Darklord, Summoner, Wizard
Attacker	      Warrior			   Wizard
Big-S		      Serpent			   Daimyou, Sorcerer, Summoner
Black-W		      Dark-W			   Darklord, Wizard
Caeser		      Carthago			   Daimyou
Carthago	      Roman			   Daimyou
Chimera		      20			   Daimyou
Cocoon		      Guardian			   -
Collosus	      Giant			   Daimyou, Sorcerer
Crasher		      Attacker			   Wizard
Crusader	      Fighter			   Sorcerer
Cyclops		      19			   Darklord, Wizard
Daimyou		      -				   Daimyou
Dark-D		      Dragon (Darklord)		   Darklord
Dark-W		      Wraith			   Darklord, Wizard
Darklord	      -				   Darklord
Death-D		      Dark-D			   Darklord
Demon		      34			   Darklord, Summoner, Wizard
Dragon (Daimyou)      26			   Daimyou
Dragon (Darklord)     22			   Darklord
Dragon (Sorcerer)     26			   Sorcerer
Dragon (Summoner)     24			   Summoner
Dragon (Wizard)	      22			   Wizard
Earth (Elemental)     40*			   Darklord, Summoner
Fighter		      Soldier			   Sorcerer
Firbolg		      Icegiant			   Darklord, Wizard
Fire (Elemental)      40*			   Daimyou, Summoner
Fire-D		      Flame-D			   Daimyou
Flame-D		      Dragon (Daimyou)		   Daimyou
Frost-D		      Dragon (Sorcerer)		   Sorcerer
Giant		      Troll			   Daimyou, Sorcerer
Gold-D		      Silver-D			   Summoner
Golem		      20			   Summoner
Gorgon		      Minotaur			   Darklord
Great-A		      Arch-A			   Sorcerer, Summoner
Great-D		      Arch-D			   Darklord, Summoner, Wizard
Griffin		      22			   Wizard
Guardian	      Cocoon			   -
Hippo-G		      Griffon			   Wizard
Hydra		      Twinhead			   Darklord, Summoner
Ice-D		      Frost-D			   Sorcerer
Icegiant	      Cyclops			   Darklord, Wizard
Iron-G		      Stone-G			   Summoner
King-D		      Fire-D, Ice-D		   Daimyou, Sorcerer
Kraken		      Octopus			   Darklord, Wizard
Lizard		      10			   Darklord, Summoner
Loc		      26			   Daimyou, Sorcerer
Mage		      -				   -
Marmaid		      13			   Daimyou, Sorcerer
Minotaur	      17			   Darklord
Mono-P		      Pegasus			   Darklord, Summoner, Wizard
Musha		      -				   -
Octopus		      74			   Darklord, Wizard
Pegasus		      18			   Darklord, Summoner, Wizard
Phoenix		      Loc, Phoenix		   Daimyou, Sorcerer
Roman		      12			   Daimyou
Serpent		      81			   Daimyou, Sorcerer, Summoner
Silver-D	      Dragon (Summoner), Gold-D	   Summoner
Sirene		      Marmaid			   Daimyou, Sorcerer
Sky-D		      Dragon (Wizard)		   Wizard
Sky-G		      Gorgon			   Darklord
Soldier		      12			   Sorcerer
Sorcerer	      -				   Sorcerer
Sphinx		      Chimera			   Daimyou
Stone-G		      Golem			   Summoner
Summoner	      -				   Summoner
Taitan		      Crasher			   Wizard
Tricorn		      Unicorn			   Sorcerer
Troll		      18			   Daimyou, Sorcerer
Twinhead	      Lizard			   Darklord, Summoner
Unicorn		      20			   Sorcerer
Valkyrie	      -				   -
Warrior		      12			   Wizard
Water (Elemental)     40*			   Wizard, Summoner
Wizard		      -				   Wizard
Wraith		      10			   Darklord, Wizard


			Promote Table

			Level	Experience	Promotes to
Air (Elemental)		1	255		-
Air-D			3	255		-
Amazon			2	255		-
Angel			1	 67		Arch-A
Arch-A			2	 49		Great-A
Arch-D			2	 57		Great-D
Attacker		2	 40		Crasher
Big-S			2	255		-
Black-W			3	255		-
Caeser			3	255		-
Carthago		2	 38		Caeser
Chimera			1	 40		Sphinx
Cocoon			1	  1		Guardian
Collosus		3	255		-
Crasher			3	250		Taitan
Crusader		3	255		-
Cyclops			1	 46		Icegiant
Daimyou			3	255		-
Dark-D			2	 60		Death-D
Dark-W			2	 18		Black-W
Darklord		3	255		-
Death-D			3	255		-
Demon			1	 55		Arch-D
Dragon (Daimyou)	1	 48		Flame-D
Dragon (Darklord)	1	 48		Dark-D
Dragon (Sorcerer)	1	 48		Frost-D
Dragon (Summoner)	1	 78		Silver-D
Dragon (Wizard)		1	 48		Sky-D
Earth (Elemental)	1	255		-
Fighter			2	 35		Crusader
Firbolg			3	255		-
Fire (Elemental)	1	255		-
Fire-D			3	250		King-D
Flame-D			2	 60		Fire-D
Frost-D			2	 62		Ice-D
Giant			2	 48		Collosus
Gold-D			3	 30		Silver-D
Golem			1	 45		Stone-G
Gorgon			2	 34		Sky-G
Great-A			3	255		-
Great-D			3	255		-
Griffin			1	 42		Hippo-G
Guardian		1	  2		Cocoon
Hippo-G			2	255		-
Hydra			3	255		-
Ice-D			3	250		King-D
Icegiant		2	 48		Firbolg
Iron-G			3	255		-
King-D			4	255		-
Kraken			2	255		-
Lizard			1	 24		Twinhead
Loc			1	 36		Phoenix
Mage			2	255		-
Marmaid			1	 39		Sirene
Minotaur		1	 32		Gorgon
Mono-P			2	255		-
Musha			2	255		-
Octopus			1	 86		Kraken
Pegasus			1	 36		Mono-P
Phoenix			2	  1		Phoenix
Roman			1	 26		Carthago
Serpent			1	 98		Big-S
Silver-D		3	 30		Gold-D
Sirene			2	255		-
Sky-D			2	 53		Air-D
Sky-G			3	255		-
Soldier			1	 24		Fighter
Sorcerer		3	255		-
Sphinx			2	255		-
Stone-G			2	 45		Iron-G
Summoner		3	255		-
Taitan			4	255		-
Tricorn			2	255		-
Troll			1	 46		Giant
Twinhead		2	 48		Hydra
Unicorn			1	 32		Tricorn
Valkyrie		1	255		-
Warrior			1	 30		Attacker
Water (Elemental)	1	255		-
Wizard			3	255		-
Wraith			1	 18		Dark-W

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

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

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

The shield spell protects against harmfull magic until the end of your next
turn. It also changes the chance of 65% attacks hitting to 10%. It has no
other affects on combat. It does not cancel any spells already in affect.

The stone and sleep spells prevent the unit from moving or fighting until
the end of its next turn. It still exerts a zone of control. If attacked it
has 0-0 attacks at both short and long range. These two spells cancel each
other leaving only the latest spell in affect. So that if a unit is stoned and
then slept an awaken spell can be used on it.

The reverse spell affects the sequence the time of day follows. At the start
of the game the order is morning, day, evening, night. Each time reverse is
cast this order is reversed. This allows the Darklord to make every other
turn a night turn and to not have any day turns. This requires casting reverse
every other turn and this is normally not worth the spell points.

The confuse spell takes over an enemy monster. Once this monster is grabbed it
counts against your tower limit. So you might want to build before casting
confuse. It will change back before tower healing occurs (so it doesn't get
healing during your turn). If the confused unit is killed odd things happen.
If you build any units after getting a confused monster killed the first such
unit will change ownership to the player who had their unit confused at the
end of your turn. If you do not build any units after getting the confused
monster killed then it will return with 0 hit points at the end of the turn,
even on top of another unit. Only the top unit of a stack of units may be
used. Both units in a stack assert zones of control.
A unit with 0 hit points still needs to be hit to be killed. The unit also
comes back with 0 experience points.
You can use confuse if it will cause you to exceed some unit count limits. Your
unit count (as displayed) is not changed by confuse or at the end of your turn
when the monster changes back. If you do anything to change your unit count
while you have a confused monster, your unit count will be wrong at the end
of your turn. It will be corrected as soon as anyone's unit count is changed.
This can prevent you from summoning on your next turn.

The again spell allows you to move a unit that has already moved or fought
this turn. This unit may leave a zone of control it entered on its first
move this turn.

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

The storm spell can actually storm a unit more than once if it is stormed
back into the area of affect. I am not sure if a hex will be examined for
a stormable unit more than once during a storm. I suspect not. Normally storm
proceeds by starting with the center hex, then the top right hex, then
clockwise around the center hex.

Forces are like normal combats fought at long range. Elementals are first
level monsters that don't promote. If an elemental is killed in the campaign
games it will come back on the next board without any experience. Elementals
may not be used against masters.

Other oddball things we have found out:

There is a limit of 30 monsters per position.

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

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

Tower ownership does not change when you are stormed into a tower, move to
a tower and cancel out of a fight, and when a monster in a tower is confused.
Moving the cursor off the tower and back on to it will force the tower 
ownership to change.

Occasionally the cursor will disappear. It can be fixed by using the table
command to move to a unit. This seems to happen pretty often when scrolling
over the battle field with the B key depressed (fast scroll) and running into
an edge of the map.

Occasionally the cursor is mispositioned. This is usually noticeable when
casting spells and the wrong spell list is displayed. This will be caused by
cancelling out of the fight command. There may be other ways to do this as
well. Moving the cursor around seems to fix this.

If you move and fight, you can only cancel out of the fight not the move.
If you try to fight the wrong target and still haven't picked the attack type,
it is only possible to cancel the whole fight. If this was part of a move,
you will lose your chance to fight when you cancel.

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

The players have access to two 4th level units, the king dragon and the taitan.
The king dragon comes from the two law dragons and the taitan comes from the
warrior.

It is possible to summon or call units next to any master of the same type in a
fortress, castle or tower that you own. This is useful when playing team
gains, but can be a problem playing free for alls. Note that fortresses can be
used by anyone to recruit, but you cannot recruit in other player's castles or
towers that are not your color.

Every time the game is started up the random number generator is reset. The
next three blows by the moving player after restarting will hit at 40% or
better. So you can cheat by saving a game and reseting before fighting a key
(or not so key) battle.

There are many units accessible only to the computer in campaign mode. These
include amazons, cocoons, guardians, mages, mushas and valkeries. I haven't
got data on which masters in which campaign boards are able to recruit these
monsters. Nor have I figured out what their summoning  cost is. The information
on these units is provided to help you make combat decisions.

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

If anyone wants to forward this information to renovation feel free. Maybe they
could print a new rule book and fix some of the bugs in the game. If they make
a Master of Monsters II I hope they do some more serious playtesting.
Besides the bugs in the game, in the multiplayer mode there is a serious
play balance problem with the daimyou. Also it seems from our experience that
there are some monster types that are never used. And that only a handfull
of the higher level monsters are ever in play.
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