Dec 132017
 
Master of Magic v1.2 Update (patch).
File MOMV12.ZIP from The Programmer’s Corner in
Category Tutorials + Patches
Master of Magic v1.2 Update (patch).
File Name File Size Zip Size Zip Type
BUILDDAT.LBX 2420 635 deflated
CHRIVER.LBX 22748 6937 deflated
CITYSCAP.LBX 244933 79991 deflated
CITYWALL.LBX 48066 11915 deflated
CMBGRASC.LBX 23339 5900 deflated
CMBTCITY.LBX 77736 16964 deflated
CMBTSND.LBX 93504 64755 deflated
COMPIX.LBX 91981 26584 deflated
DESC.LBX 27058 5125 deflated
FIGURE13.LBX 153158 38949 deflated
FIGURES9.LBX 110764 27167 deflated
FONTS.LBX 57536 16318 deflated
HALOFAM.LBX 83305 33551 deflated
HELP.LBX 1728545 72848 deflated
HLPENTRY.LBX 7408 3214 deflated
LISTDAT.LBX 15548 441 deflated
MAGIC.EXE 300576 103581 deflated
MESSAGE.LBX 15548 1863 deflated
NEWSOUND.LBX 562022 376756 deflated
README.TXT 23398 5815 deflated
RESOURCE.LBX 253657 66321 deflated
SPELLDAT.LBX 8288 3604 deflated
TERRSTAT.LBX 5400 210 deflated
VORTEX.LBX 57098 17490 deflated
WIZARDS.EXE 979488 349657 deflated

Download File MOMV12.ZIP Here

Contents of the README.TXT file



M a s t e r o f M a g i c
Version 1.2

-----------------------
Problem Troubleshooting
-----------------------

Please make sure you have the following memory available:

581K CONVENTIONAL MEMORY
2.7M EXPANDED MEMORY

Refer to your DOS manual for information on memory management.

If you use the QEMM memory manager, there are a couple of
problems that you should be aware of.

1. You should not use the STEALTH configuration. This mode
is known to cause problems with Master of Magic. You should
remove the ST:M or ST:F switch from your QEMM386.SYS command
line and then re-optimize. If you need help doing this you can
consult Quarterdeck Office Systems Tech Support at
(310) 392-9701 from 5:30am to 3:30pm EST.

2. It is not recommended that you use Microsoft's SMARTDRV.EXE or
SMARTDRV.SYS with the QEMM memory manager.

3. If you use SMARTDRV.EXE or SMARTDRV.SYS, you should disable the
write cache using the /X switch.

------------------
Manual Corrections
------------------
There have been many changes to the game since the printing of
the manual. Master of Magic contains an on-line help system that
reflects these changes. To access the on-line help, you can
right-click specific portions of the game screen.

---------------------
Sound Troubleshooting
---------------------

If you use a SoundBlaster sound card, you must have your BLASTER
environment variable correctly SET.

If you use a SoundBlaster sound card that is set to IRQ 10, you
may experience problems. Try configuring your card for a lower IRQ.

If you use a Pro Audio Spectrum card, you must have the MVSOUND.SYS
driver properly installed.

If you use a Roland or General MIDI sound card, you may experience
some delays when starting Master of Magic. These cards require a
short initialization period.

If you use a Roland or General MIDI sound card, you may need to turn
your machine off and then back on when changing settings in the
INSTALL program.

--------------
Hints and Tips
--------------
If you would like to skip the intro animation and continue your
current game, you can run the WIZARDS.EXE instead of the MAGIC.EXE.
When you type WIZARDS, the continue save game (SAVE9.GAM) will be
automatically loaded.

---------------------------------------------
Version 1.2 Gameplay Changes and Enhancements
---------------------------------------------

SPECIAL ABILITIES:
- The Alchemist special ability allows all of your new normal
units built to be equipped with +1 magical weapons, as if an
alchemist's guild were present in all of the wizard's towns.
- Archmages gain +50% towards their spell casting skill.
- Node Mastery makes you immune to having your spells dispelled
while in a node.
- The special ability of Famous now starts you with 10 fame.
- The Conjurer's bonus of +25% now applies to research of
summoning spells, maintenance costs of fantastic creatures, and
casting cost for all summoning spells.
- The Artificer reduces the cost of creating magical items by 50%.
- The Runemaster ability doubles the wizard's chance to dispel
another wizard's enchantment, instead of making the runemaster's
spells harder to dispel.
- The Chaos Mastery, Sorcery Mastery, and Nature Mastery abilities
now give the wizard a +15% bonus to his research and casting of
spells of the appropriate realm, instead of +10% just to
researching.
- The Channeling special ability now reduces maintenance for all
summoned creatures by 50%, in addition to eliminating the range
penalties for casting combat spells away from your fortress. The
Channeling ability costs 2 picks.
- The Myrran ability now costs 3 picks.

SPELLS AND MAGIC:
- A wizard's fortress generates magic power equal to the number
of spell book picks selected when the game begins, instead of
the base 5. Myrran wizards then make an additional +5 magical
power from their fortress.
- A wizard's starting spell casting skill is equal to twice the
number of spell books chosen when the game begins.
- Guaranteed spells have been eliminated. Instead a wizard may
select one spell for each book he picked above one when the game
begins. Wizards who selected 11 picks begins with all common
spells, 2 uncommon spells, and one rare spell.
- The Disjunction spell now has a base cost of 200.
- The Windwalking spell now has a maintenance cost of 10 mana.
- The Weakness spell is no longer automatic and requires a save,
but the spell does have a -2 resistance penalty.
- The Starfires spell only costs 5 mana to throw.
- The Holy Weapon spell now costs 10 mana to throw in combat,
50 overland.
- Great Unsummoning now has a -3 resistance penalty.
- Guardian Wind has become a common spell and costs 10 mana to
cast in combat, 50 mana overland.
- Guises has been eliminated as a spell, and replaced by Blur.
The Blur spell is uncommon sorcery and covers all of your units
in a veil of wispy illusion, making it very difficult to see the
exact positions of the protected units. As a result, all hits
inflicted against the blurred creatures have a 10% chance of
just missing. Blur is a global combat spell and costs 25 mana to
cast.
- The Dispel Magic True, Disenchant True, and Disjunction True
spells all dispel with a strength equal to 3 times the mana spent
on casting the spell.

UNITS AND HEROES:
- Units may only fire 1 missile attack each turn. Firing a ranged
attack ends the unit's turn.
- Units with lifestealing may still attack with their normal attack
- Clarification: all animated dead units cost 50% more mana to
maintain than the creature's cost before becoming undead,
regardless of how the creature become undead ( ghoul, demon
lord drain, life drain spell, animate dead spell, etc.).
- Berserkers have a 7 hand-to-hand, 3 defense, 3 thrown, 7
resistance, and cost 120gp.
- Hammerhands now have a 4 defense.
- Sky Drakes are now very rare creatures.
- Death knight's now have a h-to-h attack strength of 9
- Demon lord now has a -5 save to life stealing
- Djinns are now very rare creatures.
- Halflings standard units cost 150% normal
- Halflings no longer have a +1 defense.
- Magicians have a 5 strength and Warlocks have a 7 strength.
- Galleys and Triremes have a 4 defense.
- Galleys have a 2 range arrow attack with 8 ammo.
- Gnoll units cost the normal standard unit costs for spearmen,
swordsmen, bowmen, halberdiers, and settles.
- Gnollish wolf riders may now move 3 and have a 7 attack
strength.
- Lizardmen dragon turtles require a stables and an armorer's
guild to build.
- Draconian standard units now fly at a speed of 2.
- Draconian airships may not carry units.
- Great Drakes now have a 30 hand-to-hand attack strength, a 30
strength breath weapon, and a 10 defense.
- Wizards lose 1/2 fame point per level of heroes slain in battle.
- Maleus now has the spell of flame strike.
- Rare and very rare fantastic units have had their defense
increased:
Chaos Spawn: 6 DEF Sky Drake 10 DEF
Chimera: 5 DEF Wraith: 6 DEF
Efreet: 7 DEF Death Knight: 8 DEF
Great Drake: 9 DEF Demon Lord: 10 DEF
Angel: 7 DEF Stone Giant: 8 DEF
Arch Angel: 10 DEF Gorgons: 7 DEF
Storm Giant: 7 DEF Beheemoth: 9 DEF
Air Elemental: 5 DEF Colossus 10 DEF
Djinn: 8 DEF Great Wyrm: 12 DEF

MOVEMENT:
- Flyers may now use enchanted roads.
- Teleport only costs 1 movement point in combat.
- Pathfinding allows all units within the stack to move on land
squares as if they were roads.
- Non-Corporal units can move on any terrain as a road.
- Desert map squares cost one movement point to cross.

MISCELLANEOUS:
- All non-fantastic troops reduce unrest by 1 per 2
troops garrisoned in a city.
- 'No Report' will appear within a enemy city you
are viewing if the city is not within scouting
range of any of your troops and indicates your
lack of information about the troops within
the city.
- More powerful heroes will not approach a wizard
unless the wizard possesses larger levels of fame.
- Mercenaries of the special races (Beastmen,
Dark Elves, Dwarves, Draconians, and Trolls) will
only approach wizards which have contact with
Myrror, i.e. in control of a tower, owning a city
on Myrror, or possessing an Astral Gate. Likewise,
only normal races will petition for hire if
wizard has contact with Arcanus.
- All special abilities that heroes can possess
may also be 'super' versions which give an
additional +50% bonus above the special's normal
bonus.
- Fleeing from combat forces units to disband 50%
of the time (25% for heroes). Intro and Easy game
settings allow heroes to always flee without any
risk of elimination.
- Winning a battle against 4 or more opponents
increases the victor's fame by 1, and decreases
the loser by 1. Building a new city does not
effect fame.
- When a wizard's fortress is captured, he is
banished into the void and must throw the Spell
of Returning to return to Arcanus and Myrror.
The spell requires 1000 mana to cast, and you do
not receive magical power from any source except
alchemy while banished. In addition, a banished
wizards cannot cast any spells in combat, but may
still direct the activities of cities under his
control.
- Klackons have the unique ability of self rule and
reduce the level of unrest in the city by -2 if
the fortress of the controlling wizard is a
Klackon city.
- Rivers yield 2 food, and Grasslands yield 1.5 food.
- The gold bonus received from road is limited to
3% per townsfolk within the city.
- The gold bonus Nomads receive is treated as a
road gold bonus, and is cumulative with roads,
but is also limited to 3% per townsfolk in the
city.
- A left mouse click on any resource on the city view screen will
give a complete accounting and breakdown of resource production.
- Trade Goods do not benefit from bonuses from any other source in
a city.
- A conquering wizard may now chose to raze a city, totally
destroying the town and slaying all of its occupants. The razing
wizard then receives 10% of the original cost of all buildings
within the city, but loses 1 fame per size of the city, i.e.
1 fame for a hamlet, 2 for a village, 3 for a town, etc.
- The default tax rate is 1 gold per townsfolk with a 20% unrest
rate.

---------------------------
Version 1.2 Chart Revisions
---------------------------

Building Chart:

RACES
Type |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
--------------------------------------------------------
ALCHEMIST'S | Y| Y| Y| Y| Y| N| Y| Y| Y| N| N| Y| Y| N|
--------------------------------------------------------
ANIMIST'S | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| Y|
--------------------------------------------------------
ARMORER'S | Y| Y| Y| Y| Y| N| N| Y| Y| Y| N| Y| Y| Y|
--------------------------------------------------------
ARMORY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
BANK | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N|
--------------------------------------------------------
BARRACKS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
BUILDER'S | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
CATHEDRAL | N| Y| N| Y| N| N| Y| N| Y| N| N| Y| Y| Y|
--------------------------------------------------------
CITY WALLS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
FAN STABLE | N| N| Y| N| N| N| N| Y| N| N| N| Y| Y| N|
--------------------------------------------------------
--------------------------------------------------------
TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
--------------------------------------------------------
FARM MARKET | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
FIGHTER'S G. | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
FORESTER'S | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y|
--------------------------------------------------------
GRANARY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
HOUSING | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
LIBRARY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
MARTIME G. | Y| N| N| N| N| N| N| N| Y| N| N| N| Y| N|
--------------------------------------------------------
MARKET PLACE | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
MECHANICIAN'S| N| Y| Y| N| N| N| N| Y| Y| N| N| Y| Y| N|
--------------------------------------------------------
MERCHANT'S G.| N| N| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N|
--------------------------------------------------------
--------------------------------------------------------
TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
--------------------------------------------------------
MINER'S G. | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| N|
--------------------------------------------------------
ORACLE | N| Y| Y| Y| N| N| N| N| Y| N| N| Y| Y| N|
--------------------------------------------------------
PARTHENON | Y| Y| Y| Y| N| N| N| N| Y| N| N| Y| Y| Y|
--------------------------------------------------------
SAGE'S G. | Y| Y| Y| Y| Y| N| Y| Y| Y| N| N| Y| Y| N|
--------------------------------------------------------
SAWMILL | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y|
--------------------------------------------------------
SHIP WRIGHTS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y|
--------------------------------------------------------
SHIP YARD | Y| N| Y| Y| N| Y| N| Y| Y| N| N| Y| Y| N|
--------------------------------------------------------
SHRINE | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
SMITHY | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
STABLE | Y| Y| Y| Y| N| Y| N| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
--------------------------------------------------------
TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
--------------------------------------------------------
TEMPLE | Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y| Y|
--------------------------------------------------------
TRADE GOODS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
--------------------------------------------------------
UNIVERSITY | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N|
--------------------------------------------------------
WAR COLLEGE | N| Y| Y| Y| N| N| N| Y| Y| N| N| Y| Y| N|
--------------------------------------------------------
WIZARD'S G. | N| Y| Y| Y| N| N| N| Y| Y| N| N| N| Y| N|
--------------------------------------------------------

Units Chart:

RACES
TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
---------------------------------------------------------
AIRSHIP | N| N| N| Y| N| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
BESERKERS | Y| N| N| N| N| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
BOWMAN | Y| Y| N| Y| N| Y| Y| N| Y| N| N| Y| Y| N|
---------------------------------------------------------
CAVALRY | Y| N| Y| N| N| N| N| Y| Y| N| N| N| Y| N|
---------------------------------------------------------
CATAPULT | N| Y| Y| N| N| N| N| Y| Y| N| N| Y| Y| N|
---------------------------------------------------------
CENTAURS | N| Y| N| N| N| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
DOOM DRAKE | N| N| N| Y| N| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
DRAGON TURTLE | N| N| N| N| N| N| N| N| N| N| Y| N| N| N|
---------------------------------------------------------
ELVEN LORDS | N| N| N| N| N| N| N| Y| N| N| N| N| N| N|
---------------------------------------------------------
---------------------------------------------------------
TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
---------------------------------------------------------
ENGINEERS | N| Y| N| Y| Y| N| N| N| Y| Y| N| N| Y| N|
---------------------------------------------------------
GALLEY | Y| N| Y| Y| N| Y| N| Y| Y| N| N| Y| Y| N|
---------------------------------------------------------
GOLEM | N| N| N| N| Y| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
GRIFFINS | N| N| N| N| N| N| N| N| N| N| N| Y| N| N|
---------------------------------------------------------
HALBERDS | N| Y| Y| Y| Y| Y| N| Y| N| Y| Y| N| Y| Y|
---------------------------------------------------------
HAMMERHANDS | N| N| N| N| Y| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
HORSEBOWMAN | N| N| N| N| N| N| N| N| N| N| N| Y| N| N|
---------------------------------------------------------
JAVELINEERS | N| N| N| N| N| N| N| N| N| N| Y| N| N| N|
---------------------------------------------------------
LONGBOWMAN | N| N| N| N| N| N| N| Y| N| N| N| N| N| N|
---------------------------------------------------------
---------------------------------------------------------
TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
---------------------------------------------------------
MAGICIANS | N| Y| N| Y| N| N| N| Y| Y| N| N| N| Y| Y|
---------------------------------------------------------
MANTICORE | N| Y| N| N| N| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
MINOTAURS | N| Y| N| N| N| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
NIGHTBLADES | N| N| Y| N| N| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
NIGHTMARES | N| N| Y| N| N| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
PALADINS | N| N| N| N| N| N| N| N| Y| N| N| N| N| N|
---------------------------------------------------------
PEGASI | N| N| N| N| N| N| N| Y| N| N| N| N| N| N|
---------------------------------------------------------
PIKEMAN | N| N| N| N| N| N| N| N| Y| N| N| Y| N| N|
---------------------------------------------------------
PRIEST | N| Y| Y| N| N| N| N| N| Y| N| N| Y| N| N|
---------------------------------------------------------
---------------------------------------------------------
TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
---------------------------------------------------------
RANGERS | N| N| N| N| N| N| N| N| N| N| N| Y| N| N|
---------------------------------------------------------
SETTLERS | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
---------------------------------------------------------
SHAMAN | Y| N| N| Y| N| N| Y| N| N| N| Y| Y| Y| Y|
---------------------------------------------------------
SLINGERS | N| N| N| N| N| N| Y| N| N| N| N| N| N| N|
---------------------------------------------------------
SPEARMAN | Y| Y| Y| Y| N| Y| Y| Y| Y| Y| Y| Y| Y| Y|
---------------------------------------------------------
STAG BEETLE | N| N| N| N| N| N| N| N| N| Y| N| N| N| N|
---------------------------------------------------------
STEAM CANNON | N| N| N| N| Y| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
SWARDSMAN | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| Y|
---------------------------------------------------------
TRIREME | Y| Y| Y| Y| Y| Y| Y| Y| Y| Y| N| Y| Y| Y|
---------------------------------------------------------
---------------------------------------------------------
TYPE |BA|BE|DE|DR|DW|GN|HF|HE|HM|KL|LZ|NO|OC|TR|
---------------------------------------------------------
WARLOCKS | N| N| Y| N| N| N| N| N| N| N| N| N| N| N|
---------------------------------------------------------
WAR MAMMOTHS | N| N| N| N| N| N| N| N| N| N| N| N| N| Y|
---------------------------------------------------------
WARSHIPS | Y| N| N| N| N| N| N| N| Y| N| N| N| Y| N|
---------------------------------------------------------
WAR TROLLS | N| N| N| N| N| N| N| N| N| N| N| N| N| Y|
---------------------------------------------------------
WYVERN RIDERS | N| N| N| N| N| N| N| N| N| N| N| N| Y| N|
---------------------------------------------------------

The following is a complete list of unrest modifiers according
to a wizard's capitol race (ex. If you have a capitol race of
barbarians, you will have 1 additional unrest in a city of dwarves
you have conquered).

BA BE DE DR DW GN HF
BA: 0 +1 +1 +1 +1 +1 +1
BE: +1 0 +2 +2 +2 0 +1
DE: +1 +2 0 +2 +3 +2 +2
DR: +1 +2 +2 0 +2 +1 +1
DW: +1 +2 +3 +2 0 +1 0
GN: +1 0 +2 +1 +1 0 0
HF: +1 +1 +2 +1 0 0 0
HE: +1 +2 +4 +1 +3 +2 0
HM: +1 +1 +2 +1 0 +1 0
KL: +2 +2 +2 +2 +2 +2 +2
LZ: +1 +1 +2 +1 +1 +1 +1
NO: 0 +1 +2 +1 +1 +1 0
OC: 0 +1 +2 +1 0 0 0
TR: +1 +2 +3 +2 0 0 +1

HE HM KL LZ NO OC TR
BA: +1 +1 +2 +1 0 0 +1
BE: +2 +1 +2 +1 +1 +1 +2
DE: +4 +2 +2 +2 +2 +2 +3
DR: +1 +1 +2 +1 +1 +1 +2
DW: +3 0 +2 +1 0 +3 +4
GN: +1 +1 +2 +1 +1 0 0
HF: 0 0 +2 0 0 0 0
HE: 0 0 +2 +1 0 +2 +3
HM: 0 0 +2 +1 0 0 +1
KL: +2 +2 -2 +2 +2 +2 +2
LZ: +1 +1 +2 0 +1 +1 +1
NO: 0 0 +2 +1 0 0 +1
OC: 0 0 +2 +1 0 0 0
TR: +1 +1 +2 +1 +1 0 0

----------------
Customer Support
----------------
If you are experiencing problems with Master of Magic, you can call
the MicroProse Customer Support Line at (410) 771-1151 weekdays from
9:00am to 5:00pm EST.


THANK YOU FOR PURCHASING MASTER OF MAGIC!



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