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COVER -----------EXPERIENCE AN AGE OF MAGIC AS YOU FOLLOW AND CONTROL THE ADVENTURES OF THE YOUNG MAGE ARTEMIAN! VISIT A WORLD FULL OF INTRIGUE AND MYSTERY AND BECOME WITNESS TO THE FALL OF AN INDOMITABLE EMPIRE! fantasy turn-based strategy game twelve extensive levels DYNAMIC STORYLINE FULL OF SURPRISES AND TURNS An extraordinary tale MORE THAN FIFTY HOURS OF GENUINE GAME PLAY Adjustable difficulty settings 100 DIFFERENT UNITS AND HEROES 124 SPELLS MORE THAN 30 SPECIAL ABILITIES

ONLY THE BEST SURVIVE IN THE EMPIRE OF MAGIC! CHARGE INTO THE THICK OF BATTLE AND OBLITERATE WHOLE ARMIES WITH A MERE HANDFUL OF SPELLS! Minimum system requirements Processor: Memory: OS: Controls: Drives: Video: Sound: 600MHz and better 128MB RAM Windows 98, Windows ME, Windows 2000, Windows XP Keyboard and mouse For installing and playing you need a hard disk with 1.2GB free space and a four-speed CD-ROM drive 3D graphics card supporting DirectX 8.0 16-bit sound card compatible with DirectX. is necessary

Multiplayer support Multiplayer game requires an active network connection through TCP/IP or IPX/SPX.

Installation 1. Put the installation CD-ROM of Empire of Magic into your CD drive. 2. Launching the installer: 2.1 If your computer supports auto-run the installer menu will appear on the screen. 2.2 If your computer doesnt support auto-run click the My Computer icon on your desktop. Then click the CD-ROM drive icon. Clicking the file install.exe you launch the installer. 3. To start the installation process choose the INSTALL option 4. Follow the instructions of the installation software

5. After the installation is finished start the game by clicking PLAY GAME Running Empire Of Magic Put the Empire of Magic CD into your CD-ROM drive. Click the game icon on the desktop or choose Play Empire of Magic form the Start menu. Main menu After intro animations the main menu appears on the screen. Move the cursor over one of the menu items and activate it by clicking the left mouse button. Troubleshooting, technical help If your computer stops responding by playing Empire of Magic or it restarts itself, if the game doesnt start at all or the graphics are deformed, check if you have the newest graphics card software installed. You can find more detailed information about searching and installing graphics drivers in your graphics card manual. If you require technical assistance, contact us at: Mayhem Studios PO BOX 72 817 72, Bratislava, Slovak Republic or via e-mail: techsupport@mayhem.sk Tutorial Move the horseman towards the nearby bridge. The controls are in no way complicated: with the pressed middle mouse button you move the surface, with the left button you select a unit and with the right button you deselect it. The movement is limited by the amount of ACTION POINTS (AP) - their current status is displayed in the first status bar near the portrait of the unit (in the right part of the screen). If you manage to spend the horsemans action points before reaching the bridge, click on the HOUR GLASS icon in the lower right corner of the screen. Take a good look at the control panel. It consists of three parts: map, basic character statistics and iconic menu.

Iconic menu consists of seven items: HOUR GLASS that ends your turn SELECTOR selects the next unit SELECTOR selects the next unit with Action Points larger than zero TENT important for mana and health regeneration DIARY includes your actual quests, aims and notes

BESTIARY overview of all units that the player has encountered so far MENU returns you to main menu Aside from TENT every item is self-explanatory. As soon as you get acquainted with them move the soldier to the other side of the bridge. The tutorial will then continue. Three guards fighting the skeletons will join your horseman. Try to move them on a common square you will form a GROUP. Thus you will achieve clear dominance over the skeletons. There can be at most THREE characters in one group. If you would like to dismiss the group CLICK THE PORTRAIT to select (deselect) those units that you want to LEAVE stationary that means they will not move with the group. The combat can only be actively joined by units that have sufficient AP; all the others become an easy target for the enemy because they cannot act. The actual combat takes place in rounds. Both sides (attacker and defender) first assign the roles to their units. The left mouse button selects the attacker as well as the target. When this is finished, the action can be started by clicking on the ONE sword icon. The outcome of the combat is decided not only by the best strategy, but also the qualities of the individual units. The attackers, as well as the defenders, have certain advantages and disadvantages during the fight. While the attacker has the chance to deliver the first strike (the only exception to this rule are mages, but we will come to that in a while), the defender can DEFEND weaker units by stronger ones, so you can select one of your companions as the target instead of the enemy. The combat rules are set up on three basic unit parameters: the attack value (the attackers ability to wound the defender), the counterattack (the defenders ability to wound the attacker), and the defense value - the resistance against attacks and counterattacks. You will find all these values in the control panel, to the right of the four bars. The combat can end in three ways: With the retreat of the ATTACKER (remember: the defender cannot retreat from combat!), by using up the AP of all the participating units, or the utter defeat of one of the sides. This last possibility only happens when all units of the defeated side die: The number of their Health Points (HP) falls to zero. During combat all fighting units gain experience points. How much they get mostly depends on their active participation, on the extent of the wounds they caused, the extent of the wounds suffered, and (obviously) on the number of enemies killed. After gaining enough experience, the unit advances to a higher level, in which its qualities improve and it gets access to new spells and abilities. On the control panel to the left of the experience bar is the very important MANA indicator - the amount of points a unit has at its disposal for spell casting. Before you move on, select a unit with mana and, by clicking on the hand icon (you will find it right beside its portrait), open the spell book. From here you will be able to choose almost any spell (or ability) which is currently at the given units disposal. ALMOST, because it does not always have enough experience - and mana, too - for the more demanding and powerful spells! One of the most important elements of the game is casting spells during combat. It is done in the same way as the casting on the main map but the effect of the spells is in many cases different from their global equivalents. Remember that during combat

you can only cast a spell on ONE unit, whilst the effect on the ground affects the entire group. Spell casting always has the highest priority in combat - first the mages cast their spells, and only then can the fighters attack each other (or the mages). Obviously, casting lasts for a certain time: First you always cast NEUTRAL, then DEFENSE and in the end the ATTACK spells. The speed is also influenced by the LEVEL of the spell: the higher the level (that means the spell is more complicated), the later it is cast by the mage. The first of several aims of the tutorial is conquering the town of Rockhole. It is in no way different from other confrontations on the map but beware! There can be more than one group of units assigned to defend some towns. The attacker is not victorious until they are all defeated! Towns are the centers of trade and power in Empire of Magic. Here you can hire new units as well as train the ones you already have. You can obtain new information here or take up quests. Most of the towns in the Empire will be your ally but this doesnt mean your journey will be a walk in the park by any means. If you manage to conquer a town you will need to assign your own resources to protect it; you cannot be a towns protector all of the time. In the lower part of the screen you can find seven unit cells. The first three form the 'active group'. You can choose one unit from this group that will make trades or undergo training. After leaving the town, the 'active group' remains selected - it can be moved away from the town. The second three characters are 'defenders'. Their number is determined by the attributes of the town. If they consist of multiple groups you can see them all by clicking the arrow dividing the sixth and seventh portrait. The seventh cell is reserved for the RESTING characters. They can be seen by clicking the arrow in the lower right corner. Character regeneration in tents and towns acts the same way: If the character had full amount of action points at the end of the previous round, his mana and health are increased by the amount of their "regeneration" ability. If the character is not in a tent or town their health is regenerated by one third and mana by one half. Spells Druid Healing Powder Heal Character 'Healing Powder' heals 'Heal Character' heals characters in target group. three health points to For every level of the target character for every caster, characters in the level of the caster. group share three health points. Nature's Protection Shield Of Faith 'Nature's Protection' 'Shield Of Fate' increases creates a shield of living the defense and plants that increases the counterattack of target defense of every character by three points. character in target group For every second level of by one point and the caster an additional

counterattack by three point is added to both points. For every second defense and level of the caster it adds counterattack. one additional point to both defense and counterattack. Bless Power of Gods Blessing of a druid 'Power of Gods' increases increases the morale of all the attack by three points. characters in target group For every second level of by ten points. For every the caster another point is level of the caster, one added and for every level point is added. When cast of the caster morale is on the undead, 'Bless' has increased by five points. wounding effects. For every level of the caster it inflicts one point damage to the undead. Haste Haste 'Haste' increases AP of all 'Haste' increases AP of characters in target group target character by ten. by ten. For every level of For every level of the the caster it adds four AP caster additional four AP in addition. is added. Wound Injure Character 'Wound' inflicts ten points 'Injure Character' inflicts of damage to characters ten points of damage to in target group and target character and decreases the morale of decreases the morale of the caster by twenty the caster by 30 points. points. For every level of For every level of the the caster, 'Wound' deals caster another five points one additional point of of damage are dealt. damage. Success of the Success of the spell spell depends on the depends on the morale of morale of the caster and the caster and defense of the defense of characters the target. in target group. Wrath Wrath 'Wrath' increases the 'Wrath' increases the attack of every character attack of target character in target group by one by one point and point and decreases the decreases the defense by defense to one quarter. three quarters. For every For every second level of second level of the caster the caster it increases the another point is added to attack by one additional attack. point and extends the duration of the spell by

one round. Preaching Holy Word Groups in the diameter of 'Holy Word' increases the three cells will be affected morale of target character by druid's 'Preaching'. In by five points for every the center of the spell, level of the caster. morale of all characters Success of the spell increases by three points depends on the difference for every level of the of morale between the caster. When cast on the caster and the target. enemy, 'Preaching' has opposite effects. Spell is likely to be unsuccessful if the morale of the caster is lower than the morale of the target. Twister Wind 'Twister' hits the area with Target character loses at the diameter of three least 70 percent of AP. cells. Group in the center Power of the spell is of the spell loses all action increased by ten percent points and three health for every level of the points. caster. Friends Friend 'Friends' charms target Charms target character group so that they so that he loses his will to become less hostile. Their fight. attack and counterattack are decreased to one point. Turn Undead Turn Undead Destroys all undead in Kills an undead character. target group. Success of Success of the spell the spell depends on the depends on the level of level of the caster and the the caster and the level of levels of his targets. his target. Shield Of Infinity Shield Of Infinity 'Shield Of Infinity' gives 'Shield Of Infinity' gives characters in target group target character immunity immunity against spells. against all spells. Force Of Nature Silent Soul Druid's 'Force Of Nature' Health of target character completely heals is decreased to one point. characters in target group. Success of the spell depends in the level of the caster and his target. Mage

Flash Burning Fingers 'Flash' blinds and 'Burning Fingers' inflict weakens all characters in three points of damage. target group. Their vision For every level of the is decreased to twenty caster the damage can be percent, their attack and (but not necessarily) counterattack are increased by two points. decreased by half. The spell has double Success of the spell effect on the undead. depends on the level of Success of the spell the caster and the levels depends on the caster's of his targets. attack and target's defense. Insects Magic Missile 'Insects' is a cheap spell 'Magic Missile' unlike suitable for slowing and 'Fiery Fingers' always hits damaging target group. It its target. Minimal inflicts two points of damage is two points and damage to each target is increased by one to character and decreases three points for every his AP by half. 'Insects' level of the caster. has no effect on the undead! Magic Shield Magic Shield Magic Shield increases 'Magic Shield' increases the defense of all the defense of target characters in target group character by one point. by one point. For every For every level of the level of the caster one caster one additional point additional point is added. is added. Blind Chains Blinded characters lose 'Chains' bind target sight for several rounds - character. Depending on their vision is lowered to the level of the caster his just one cell. Success and attack is decreased by duration of the spell half, two thirds, three depend on the level of the quarters and so on. caster and the levels of Counterattack is his targets. decreased by one quarter. Success of the spell depends on the attack of the caster and defense of the target. Fireball Fireball 'Fireball' damages 'Fireball' damages target characters in target group character for twelve for at least ten points. For health points. This every level of the caster damage is increased by the damage is increased two to five points for every

by one to three points. level of the caster. Scorches cause the Scorches cause the decrease of defense by decrease of defense by one point for every half. Success of the spell second level of the caster. depends on caster's Success of the spell attack and target's depends on the levels of defense. the caster and his targets. Earthquake Meteor 'Earthquake' hits the area 'Meteor' represents the with the diameter of five crushing power of the cells. Characters in the cosmos and the center of the spell lose 30 toughness of the earth. percent of health, their For every level of the defense is decreased by caster up to twelve points three points and their of damage can be counterattack and AP are inflicted. From this lowered to zero. number the defense of the target is subtracted. When successfully hit, target character's defense is decreased by ten percent and he loses half his AP. Storm Lightning 'Storm' hits the area with 'Lightning' damages target the diameter of five cells. character for 18 health Characters in the center points and for every level of the spell are damaged of the caster for another for nine points. For every two to five points. The second level of the caster, side effect of 'Lightning' is the damage is increased the decrease of target's by one to three points. counterattack. The side effect of 'Storm' is the lowering of counterattack. Success of the spell depends on the levels of the caster and his targets. Vampire Touch Neck Kiss 'Vampire Touch' drains Caster drains one health some health points from point from his target for the target group and adds every caster's level. Mage it to the caster's HP. on the fifth level also Target characters lose decreases the attack and one health point and one counterattack of the target morale point for every by one point. This side level of the caster. Mage effect is increased by on the fifth level causes another point when the the decrease of attack caster reaches his eighth

and counterattack of the level. target by one point besides just draining HP and this effect lasts for two rounds. These parameters are decreased by another point and the duration is extended by one round if the caster is at least level eight. From the eighth level effects grade evenly every fourth level. Teleport Word Of Silence 'Teleport' moves the mage Target character loses all and his group to the mana. Success of the destination point. spell depends on the levels of the caster and his target. Rest Rest Target group loses all AP Target character loses all but all characters recover AP but regains all mana. their mana. Necromancy Curse: Chicken Mage creates a level one Target character is turned skeleton. into a chicken. Success of the spell depends on the levels of the caster and his target. Like all combat spells 'Curse: Chicken' lasts only until the end of the combat! Creeping Death Die! Characters in target group All attacks including are faced with their enemy spells are inevitable fate. For every redirected to the target. point of defense they lose 'Die!' can be cast only on five health points. Their your ally! attack and defense is halved. Psionic Eagle Eye Weakness Increases the vision of all 'Weakness' decreases the characters in target group attack and counterattack by one cell for every level of target character by one of the caster. The duration point and is decreased by of 'Eagle Eye' is one another point for every

round for every caster's level of the caster. level. Success of the spell depends on the attack of the caster and defense of the target. Psychical Shield Psychical Shield The 'Psychical Shield' 'Psychical Shield' masks all groups in the increases the defense of area with diameter of target character by five three cells. In the center points but decreases of the spell the defense is attack and counterattack increased by five points by the same number of but both attack and points. For every third counterattack are level of the caster another decreased by the same point is added to defense. number of points. For every third level of the caster the defense is increased by one point. Fear Fear 'Fear' decreases the 'Fear' decreases the morale of characters in morale of the target by target group by four points four points for every level for every level of the of the caster. Attack and caster. Their attack and counterattack is counterattack is decreased by at least one decreased by at least one point and for every point and is decreased by second level of the caster one additional point of by another point. 'Fear' every second level of the increases the speed by caster. 'Fear' increases twenty AP and can be the speed of target cast even on allies. characters by eight points. This spell can be cast even on allied characters. Illusion Disease 'Illusion' creates a 'Disease' decreases the physical copy of the attack and counterattack caster. This new entity of the target by ten cannot cast any spell but percent. For every second may participate in combat. level of the caster the Its endurance depends on effect gets stronger by ten the caster's level. percent. The side effect of 'Disease' is the decrease of health by 25 percent. Success of the spell depends on the attack of the caster and defense of the target.

Shock Shock For every level of the 'Shock' damages target caster 'Shock' inflicts two character for one health points of damage to point and takes three AP. characters in target group For every level of the and decreases their AP by caster the damage is one. Success of the spell increased by another depends on the attack of point and another three the caster and defense of AP are taken. the target. Block Sleep Characters in target group 'Block' prevents target fall asleep. They lose all character from attacking AP but recover one fifth of the caster. their mana total. The side effect of 'Sleep' is the increase of morale and quicker health point regeneration. Both are increased by one point for every level of the caster. Psychic Wave Psychic Wave 'Psychic Wave' damages 'Psychic Wave' inflicts at characters in target group. least one point of damage They lose at least two to characters in target health points for every group for every level of level of the caster. The the caster. The amount of amount of damage damage inflicted depends inflicted depends mostly on the caster's morale. on the morale of the The higher the morale the caster. The higher the more deadly are the morale the larger the effects of 'Psychic Wave'. amount of damage is If the spell is inflicted. In case the spell unsuccessful, the caster is unsuccessful, caster himself is damaged. receives the damage dealt by 'Psychic Wave'. Mind Relief Concentration For every level of the A concentrating psionic caster 'Mind Relief' can completely heal restores two AP and one himself and regain all of HP to target group. As a his magical energy. The side effect twenty percent disadvantage of of mana is restored. 'Concentration' is its time severity - it takes all AP. Vision Chains 'Vision' reveals a circular 'Chains' bind target area of the surface with character and take all of the duration of one round. his AP. Success of the

spell depends on the attack of the caster and defense of the target. Power Drain Power Drain For every level of the For every level of the caster 'Power Drain' caster 'Power Drain' drains seven percent of drains 15 percent of target's mana. Success of target's mana. Success of the spell depends on the the spell depends on the attack of the caster and attack of the caster and morale of the target. morale of the target. Mind Block Mind Block 'Mind Block' creates a A theoretically theoretically impenetrable impenetrable barrier is barrier around target created around the target. group. Defense of all Its defense in increased characters in target group by fourteen points and is increased by 14 points one additional point is plus one additional point added for every fourth for every level of the level of the caster. Speed caster. Their speed is of the target is reduced by decreased by two thirds. two thirds. Duration is extended by another round for every fourth level of the caster. Hypnosis Voices Through 'Hypnosis' the All damage the target psionic gains control over character inflicts is an enemy group of redirected to himself. characters. They can be Success of the spell moved, ordered to attack depends on the levels of or to cast spells. the caster and his target. 'Hypnosis' is successful only if the morale of the caster is higher than the sum of morale of all characters in target group. It is automatically unsuccessful when cast on a hero! Other spells and abilities War Cry War Cry 'War Cry' increases 'War Cry' increases (decreases) morale in (decreases) the morale of target group. The spell the target. Effect depends affects also the adjacent on the morale of the cells. Effect depends on crying character.

the morale of the crying character and the number of characters in target group. Sight Extra Speed 'Sight' increases the vision 'Extra Speed' gives the of characters in target caster one additional group by two points. For attack (20 AP). every second level of the caster the effect is increased. Berserk Berserk Characters in target group Target character is caught get caught in a flash of in a fit of rage. His speed rage. Their speed is is increased by ten AP, increased by ten AP, attack and counterattack vision is set to four, are increased by three morale and health are points, health and morale decreased by 25 percent. are decreased by 25 percent. Ice Arrow Ice Arrow Caster fires an 'Ice Arrow' Caster fires an 'Ice Arrow' that falls apart after hitting that falls apart after hitting the target. Its shards the target and its shards damage all characters in inflict damage. This target group. This damage damage is considered the is considered the same same way as combat way as combat damage damage taking into though the attack of the consideration the attack of caster is doubled and so the caster four times and is the defense of all defense of the target two targets. times. Fire Arrow Fire Arrow 'Fire Arrow' unites the 'Fire Arrow' unites the effects of 'Ice Arrow' and effects of 'Ice Arrow' and 'Fireball'. Damage is 'Fireball'. Damage is determined the same way determined the same way as combat damage but all as combat damage but successfully hit targets the defense of a lower their defense. successfully hit target is Effects of the scorches decreased. last one round. This duration is extended by one round for every fourth level of the caster. Poison Arrow Poison Arrow 'Poison Arrow' unites the 'Poison Arrow' unites the effects of 'Ice Arrow' and effects of 'Ice Arrow' and poison. Damage is poison. Damage is

determined the same way determined the same way as combat damage and as combat damage but successfully hit targets the attack and have their attack and counterattack of a counterattack lowered. successfully hit target is Poison is effective for one decreased. round. This duration is extended by one round for every fourth level of the caster. Virgin Arrow Virgin Arrow 'Virgin Arrow' causes 'Virgin Arrow' causes passion in target group. passion in target This passion is so character. This passion is intensive and all- so intensive and allconsuming that it causes consuming that it is great pain. Each target impossible to describe. It character receives leads to self-damaging of damage as if his allies the target, his defense is have attacked him. 'Virgin decreased to one point. Arrow' has no effect on solitary characters. Time Stand Time Stand Characters in target group All characters except find themselves in a time caster lose their action gap. They lose all AP but points. for the duration of one round they become immune against anyone and anything. Wind Twister 'Twister' hits the area with Using his wings, the horse the diameter of three summons a magical cells. Characters in the 'Wind'. His defense is center of the spell lose all increased by two points AP and are lightly and counterattack by one damaged. third. However, his attack is decreased by one third. Flag Ancient Prophecy Exposure of the tribal sign 'Ancient Prophecy' increases the morale of increases a paladin's will characters in target group to fight. His morale is by fifty points. increased by 30 points, attack and counterattack are increased by one point. Summon Animal Animal Senses 'Summon Animal' Awakening of animal summons a lion to fight at senses increases the

abilities in combat but also has its darker side. A Paladin has to fight with his darker ME. Attack and counterattack are increased by two points and defense by one point. Morale and health are decreased by five points. Throughoutin Throughoutin Characters in target group Target character finds find themselves in himself in abovespace for abovespace. Or, at least a while. Or, at least some some of their parts. They of his parts. He is befallen lose two times the number by painful sickness and of health points as the disorientation. He loses amount of their defense. two times the number of health points as the amount of his defense. Attack and counterattack are decreased by half. Immunity Immunity Characters in target group Target character gains gain immunity against all immunity against all offensive spells. offensive spells. Touch Of Holy Infinity Keeper Of Balance A Paladin's most powerful A Paladin's 'Touch Of spell summons the Holy Infinity' restores all of Keeper of Balance to fight his parameters (except at his side. mana) to maximum. Web Web 'Web' decreases the 'Web' decreases the attack, counterattack and attack, counterattack and defense of all characters defense of the target by in target group by one to two points. Success of the three points. Success of spell depends on the the spell depends on the attack of the caster and attack of the caster and defense of the target. defense of the target. Duration is increased by one round for every third level of the caster. Paralyze Paralyze 'Paralyze' creates a 'Paralyze' decreases the poisonous cloud that defense of the target by completely paralyzes two points and the speed characters in target group. by four action points for In the next few rounds every level of the caster. their speed will be Success of the spell

your side.

decreased by one quarter. depends on the attack of Duration is extended by the caster and defense of another round for every the target. second level of the caster. Success of the spell depends on the attack of the caster and defense of the target. Poisonous Cloud Poisonous Cloud 'Poisonous Cloud' 'Poisonous Cloud' slows decreases the speed of all target character by half characters in target group and inflicts four points of by half and inflicts four damage. This damage is points of damage for increased by one point for every level of the caster. every level of the caster. Success of the spell Success of the spell depends on the attack of depends on the attack of the caster and defense of the caster and defense of the target. the target. Calcium Cloud Bones, my bones! 'Calcium Cloud' quickens Exclamation of 'Bones!' the healing of broken heals broken bones of the bones. It is active only on undead. For every level of the undead. It heals one the caster three health health point for every level points are added. of the caster. Plague Disease 'Plague' affects the area 'Disease' decreases the with the diameter of five attack and counterattack cells. It decreases the of target character by attack and counterattack twenty percent and health of all characters in the by ten percent. For every area by twenty points and second level of the caster, their health is decreased attack and counterattack by ten percent. This are decreased by another damage is increased by ten percent. Health is ten points for every fourth decreased by an level of the caster. additional ten percent for every fourth level of the caster. Success of the spell depends on the attack of the caster and defense of the target. Mirror Mirror 'Mirror' creates several If there is a free cell at the reflections of the caster. side of the caster, 'Mirror' creates an illusion of a minotaur. Deadly Breath Deadly Breath

'Deadly Breath' can beat 'Deadly Breath' can beat your enemy down to his your enemy down to his knees. knees. He is damaged for twelve health points and for every level of the caster by another two to five points. The attack and counterattack of the target is halved. Success of the spell depends on the attack of the caster and defense of the target. Dark Confusion Target group is enfolded Confused character in dark for several rounds. attacks his allies. Success Vision of all affected of the spell depends on characters is set to one the level and the morale cell but their defense is of the caster and his increased by fourteen target. points. Duration of the spell is increased by one round for every level of the caster. Servant Of Death Touch Of Death Spell summons the 'Touch Of Death' kills Servant of Death to fight target character. Success at your side. of the spell depends on the levels of the caster and his target. Magic Missile Magic Missile 'Magic Missile' hits 'Magic Missile' hits target characters in target group character for three points for three points of of damage. For every damage. This damage is level of the caster another increased by one to three one to three points of points for every level of damage are inflicted. the caster. Magic Missile Magic Missile never never misses the target. misses the target. Minion Spirit Of Life Spell summons a minion 'Spirit Of Life' completely to fight at your side. heals target character. Spell is effective even on the undead!

Controls Control panel

FUNCTION Main menu End of turn Next group Next group with enough AP Pack / unpack tent Diary Bestiary Non-combat spell casting FUNCTION Book of the first character in selected group Book of the second character in selected group Book of the third character in selected group Selecting hero FUNCTION Artemian Yano, Thuonelezza Yovaz Chusij Daran Olp Typek Ali Ibn Yusuff Walli Buck Vladim Yr Kua, Ladmeia, Sarkua Jozef Brdec, Rimm'al the Mad Prvoslav Carmell Combat

KEY Esc, Num5 Enter, Num7 Num+, Num8 Num*, Num9 T, Num3 D, Num2 C, Num1

KEY Q W E

KEY 1 2 3 4 5 6 7 8 9 0 =

FUNCTION Retreat from combat Automatic combat Start fighting Select attacker and his target Open the magic book Magic book FUNCTION Bookmarks Browse pages Spells on active page Close the book Bestiary FUNCTION Bookmarks Browse pages Close the book Diary FUNCTION Bookmarks Browse pages Close the book Credits Game director
"Tomas Bencik"

KEY R, Esc A, Space F, Enter 1, 2, 3, 4, 5, 6 C, S

KEY F1, F2, F3, F4 PgUp, PgDown 1, 2, 3, 4, 5, 6, 7, 8 Esc

KEY F1, F2, F3 PgUp, PgDown Esc

KEY F1, F2, F3, F4 PgUp, PgDown Esc

Team leader and lead programmer


"Jaroslav 'Yarinko' Ondriska"

Lead artist
"Marek Forray"

Lead Design
"Jozef Brdec"

Producer

"Richard 'Riki' Pinter"

Programmers
"Martin Mosko" "Daniel Ferak"

Artists
"Peter 'Stynger' Plach" "Roman Pajdlhauser" "Luk Jevk"

Story concept
"Tom Benk"

Script
"Michal Cagarda" "Pavol Marko" "Branislav Burdiliak" "Jaroslav Ondriska" "Marek Forray"

Music and Sound


"Lubomr 'Panter' Ruttkay"

...and others... (c) 2003 Mayhem Studios

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