Scoring in Multiplayer Games

Multiplayer goals have the same conditions as single player mission goals (see p.122), but there are two basic types of multiplayer scenarios cooperative and competitive. Cooperative Scenario Everyone is on the same team in a cooperative multiplayer scenario, and everyone has identical goals (although each player has his or her own map). Typically, they start as allies. For the team to win, every player must reach or exceed the stated goals (for instance, construct a Grand Canal). Therefore, if...

Targeting Controls

Your targeting reticle is a multifunction display crucial to your weapon success. Its movement is controlled via the mouse, joystick or keyboard. Moving the mouse defaults to moving the reticle on the HUD but does not move your 'Mech. Press (T or the right mouse button to lock the reticle to its current position. Moving the mouse now moves your 'Mech's torso. To switch to the other mouse control mode, press Ctrl 0 on the numeric keypad. In this mode or if you are using a joystick, the reticle...

Control Panel

The control panel is the vertical rectangle on the right side of the screen (once gameplay has started) that contains most of the in-game interface. It will look different depending on what information you are currently trying to access. Right-clicking on a button in the control panel (such as Build Road or Clear - see below) brings up a help panel that defines many interface elements. The rectangular area at the bottom toggles between messages and an overview map of your city. Mission goals,...

Changes to Non Player Characters

Just as your party has its goals, knowledge, and secrets, so too do the many Non-Player Characters on Lost Guardia. When you first meet a group of NPCs, you will likely see one or both of the new NPC options, Truce and Lore. TRUCE This option is the pathway to negotiations between your party's diplomat and the other party's leader. Peaceful negotiations generally range from I wouldn't talk to you if you paid me to complete friendship when the NPC will talk to you freely. Successful negotiations...

Burning Hands Alteration

Casting Time 1 Area of Effect The caster When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3 + 20 points of fire damage. Those successfully saving vs. spell receive half damage. Casting...

Wonders Of The World

As your civilization progresses through the years, certain advances make possible the building ofWonders of the World. There are 21 Wonders, 7 each for the three great epochs of civilization Antiquity, the Middle Ages (including the Renaissance), and the Industrial Age (present and future). These Wonders are the extraordinary monuments of a civilization, bringing everlasting glory and other benefits to their owners. A Wonder is a dramatic, awe-inspiring accomplishment. It is typically a great...

Spell Listing Legend

Type Indicates whether the spell may be cast in combat or on the Adventure Map. Cost How many spell points a hero must have to cast the spell. Duration How long the spell lasts. Basic Effect Effect of the spell cast at Normal or Basic Expertise. Advanced Effect Effect of the spell cast at Advanced Expertise. Expert Effect Effect of the spell cast at Expert Expertise.

Quick Start

Make a working copy of your software so as to keep the original intact. To get started, check out the section about your machine on the following pages. 2. When your computer asks for die Workbench disk, insert game disk 1. 2. Switch your computer on or restart it. This will automatically load the software. 1. Insert game disk 1 in disk drive (example A ) 4. Default directory will be GOBLINS. You may specify another directory at this point. 6. To play Gobliiins at the DOS prompt type CDXGOBLINS...

Changing the Platoon Leader LDR to OP Tank

Transferring the Observation Point The OP to Next Tank key moves your personal observation point (OP) from one tank to another. Initially you start in tank 1. One press of the key moves you to tank 2 another press to tank 3, another press to tank 4, and then back to tank 1 again. Changing the OP allows you to move from one tank to another. Whenever you press TC Unbuttoned, TC Buttoned, Gunner or Driver, the tank position you move into is the current OP tank. Initially the OP tank and the...

Static Gunnery Training

In this training exercise we'll concentrate first on just running your tank. Don't worry about the rest of the platoon, they'll just follow along and watch. The nice thing about training ranges is that the enemy never fires back. Furthermore, in this exercise the enemy doesn't even move. This makes learning and experimentation much easier. Make sure you find the Pause key before you start. You'll want to read a paragraph or two and do that, then pause to read a few more paragraphs, then...

Mission sabre

Although the arms trade was stopped, Sabre has escaped into the steam tunnels that dig deep below New York City. It is imperative that you make your way through the tunnels and capture Sabre. Although the arms trade was stopped, Sabre has escaped into the steam tunnels that dig deep below New York City. It is imperative that you make your way through the tunnels and capture Sabre. The level begins with Sabre recovering from the blast in the sewers and John jumping down after him. Sabre says,...

Charisma CHA

Charisma measures a character s force of personality, persuasiveness, personal magnetism, ability to lead and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers and bards. It is also important for clerics, since it affects their ability to turn undead. Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed...

Improved Mantle Abjuration

Range 0 Saving Throw None IWBF Casting Time 1 Area of Effect The Caster The effects of an Improved Mantle spell last no longer than 4 rounds. When the spell is cast it confers complete invulnerability to all weapons except for those of +4 or better enchantment. This spell is incredibly powerful hence the duration is so short. However the casting time is also very short making this spell incredibly useful in the thick of combat where buying a few seconds can mean the difference between life or...

Improved Invisibility Illusion Phantasm

Range Touch Saving Throw None Casting Time 4 Area of Effect 1 creature This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. However, telltale traces, a shimmering, allow an obser- vant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible...

After the Match

After a match, the following screens are displayed before the menu is called, providing you have not deactivated them in the options. You can deactivate them under 'Game Settings' and on the individual screens. First, the matches that human players were involved in are summarised in a comprehensive match report. In Total Club Manager 2003, interviews and press conferences take place before and fter the match, but only ever consist of one question. You must choose one of the ihree specified...

Using the Manual

This manual is designed primarily as a reference guide to help you learn to play the game and to answer your questions as they come up. Towards those ends the book contains an extensive table of contents which can serve as a guide to answer most of your questions. The Quickstart Scenario is a good way to start if you feel ready to jump right in and play. If you want an overview of the important concepts of the game, look at Fundamental Concepts. The following chapter, Commanding Your Army,...

Combat Tactical Mode

The game switches to a tactical combat mode every time a hero enters a monster's interception area or is directly ordered to fight an enemy on the Territory map. Combat takes place in an arena representing a section of the map. Throughout the fight, the combatants (heroes or monsters) stand at a distance from each other and never make direct contact, using only their spells or summoned creatures to fight. Combat ends when one or both rivals dies or surrenders. When combat starts, the time count...

Animal Summoning II Conjuration Summoning

Range Sight of caster Saving Throw None Casting Time 8 Area of Effect Special Duration 24 turns By means of this spell, the caster calls up to three animals that have 8 Hit Dice or less. Only animals within range of the caster at the time the spell is cast will come. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned fantastic animals or monsters cannot be summoned by this spell (no chimerae,...

Special Ability Descriptions

AA Can fire at fliers at their full range Artillery Can make indirect fire but only gets a maximum of one shot per turn Barrage Exploding attacks can hit other units near its target Death Roller Units equipped with a Death Roller do not always stop for close combat. Sometimes they roll right over their foe Deflector Shield Can sometimes deflect shots aimed at anything within its radius Explosion Weapon may blow up when fired Flamer Shots can hit everything in their paths Force Bubbles These...

Iron Body Alteration

Range Caster Area of Effect Caster Duration 2 turns Saving Throw None This spell transforms the caster's body into living iron, granting him several powerful resistances and abilities. While the spell is in effect, the caster is 100 resistant to electricity, 50 resistant to fire, and 25 resistant to crushing damage. Spells that affect respiration or the physiology of the caster are ignored. In addition, the caster's strength is raised to 25, and the caster can attack twice per round with iron...

Characters your heroes

Captain Nilea Cortilliari (female, 27) one of the possible main characters in the story (if you choose the Martian side) Nilea was born on Mars and her father was one of the first officers in the Martian army. He was previously a high ranking officer, a Commander in the UHF, the United Human Forces - the armed forces of Earth. His skills gained in the UHF helped him greatly in founding the core units on Mars and in organizing the planet's defences. Her mother was a scientist in one of the...

Tyranid Psyker Units

The Hive Tyrant is a gigantic, many-limbed alien horror. In addition to its fearsome claws, fangs, and whip-like tail, the Hive Tyrant carries the feared Venom Cannon into battle for the devastation of enemy forces at range. The Venom Cannon fires salvos of a highly corrosive, electrically charged poison at high velocity. A target struck by the Venom Cannon is either killed by the impact, the blast of electrical energy, or by corrosive fragments of the poison crystals when they shatter. While...

Npsr Precision Sniper Rifle

Capable of firing explosive rounds at a semi-automatic rate, the NPSR-755 is a specially crafted weapon created for Quill. Its devastating firepower combined with zoom capability and tactical combat data provide Quill with precision lethality. Ammo 7.62mm armor-piercing rounds Effective Range short to Long Primary Fire Fire one round Alternate Fire Activate deactivate the scope, hold down for zoom A favorite of interdiction forces worldwide, the MKAP-97 is extremely effective at saturating a...

Awards Replacements Promotions Decorations

You're often allotted promotions and decorations to give to the surviving crewmen in your platoon. Each crewman may receive only one promotion and one decoration after a battle. Each promotion or decoration improves his quality one level. It's assumed that men of greater skill are those who deserve a promotion or decoration. Skill levels, from highest to lowest, are in action Giving Awards To give an award, use the Controller to move the highlight to a man's name. Then press the p key to...

Weapons And Torpedoes

The Vendetta Is a standard turret, which you will get to know first of all. There are actually three different types of these turrets, which can be upgraded differently depending on the variant. The Vendetta I has one barrel the Vendetta II has two and can be reloaded much more quickly. Several ultra-heated full metal casings with a range of 500 meters are fired per salvo. The kinetic Impact Is not very high, but sufficient for certain operations. The Gatllng variant Is equipped with three...

Spell Resistance Transmutation

Level Clr 5, Pal 5 Range Touch Duration 1 rounds level Casting Time 1 round Area of Effect 1 creature Saving Throw None This spell grants the recipient a spell resistance of 12 + 1 per level of the caster. This effect will last for the duration of the spell or, ironically enough, until dispelled. This spell will replace whatever spell resistance that the creature already has, so it is possible that the recipient could have his spell resistance lowered by the spell.

Maneuvering subject to wind direction

When maneuvering, sailing boat captains had to take into account many particulars that are represented in this game. The speed of a ship with sails set depends greatly on the ship's position relative to wind direction. This dependence is depicted in the figure on the left. The black arrow shows wind direction and colored sectors show possible ship movements. The most favorable heading is at 20-30 degrees to the wind direction (sector 2), where the ship reaches full speed. When moving...

Wizard Eye Alteration

Casting Time 1 round Area of Effect Special When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye can see with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced...

Spells And Powers

In Stone Prophet, your party challenges the dangers of Ravenloft on a journey which takes them into the desolate, desert world of Har'Akir. To survive in this land, no party should be without its own mage or cleric trained in the ancient art of spellcasting. Following are descriptions of spells your magic-wielding characters may use to fend off the dangers of Har'Akir, or to conquer its greatest challenges. In addition to spells, a number of character powers have been implemented. These powers...

Fifth Level Preserver Spells

Range 5 yards level Duration 1 round level_Area of Effect Up to 40' cube_Saving Throw Special Chaos affects 1-4 targets, plus 1 creature per caster level. Targeted creatures must make their saving throw each round or face the spell's effects these include standing confused, becoming enraged, fleeing in terror, or going berserk. This spell is most effective when used against a large number of enemies. Highly intelligent creatures (Intelligence of 21 or greater), or simple creatures (Intelligence...

So How Do I Get Started

Just follow these easy steps and you're on your way to the excitement of online multiplayer gaming There are several ways to install mplayer.com from Panzer General III Scorched Earth From the game CD-ROM Autorun Menu select the option to Play on mplayer.com From the Windows Start Menu select Panzer General III Scorched Earth and then the option to Play on mplayer.com From inside the Game select the option to Play on mplayer.com from the Multiplayer menu From...

Hidden Items

When you select this option, everyone begins searching the square the party occupies only. The chances of someone finding something hidden is dependent upon class, race, level and abilities. This option is extremely important, as nothing may be particularly obvious about the fact that there is a Magic Staff buried a foot beneath the ground upon which you stand. Only a thorough investigation of the ground could possibly reveal that something was buried there. Hence, anywhere it seems likely, or...

Healing And Hit Points

Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it's available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can...

The Alliances Parchment Proposing Alliances

You can propose Alliances to other daimyo by dragging an emissary piece onto another daimyo (in the field he is identified by a Mounted Samurai piece on the Map, though he may be resting in a castle, too, in which case his Mon will appear on the banner next to the castle). Both clans vow not to raise arms against each other or their lands and the good will between them ensures a temporary peace. Display Alliance Info Parchment Display Alliance Info Parchment To ensure that you are aware of all...

Using Magic Items

Magic Items can generally be used just once in every 'Winds of Magic' cycle. You will then have to wait until the next cycle to use them again. Some Magic Items are always active, e.g. Shield of Ptolos. Others can only be used once and have an immediate but temporary effect, e.g. the Potion of Strength. Fortunately, Magic Items don't use any precious Magical Power points. Your Grudgebringer Cavalry begins the campaign with the Grudgebringer sword in its possession. This mighty sword has runes...

Pistol class

The standard sidearm of Italian Army officers is the Beretta Model 34, a simple, reliable, small pistol with good stopping power. Composed of only 39 parts, this semiautomatic handgun can consistently deliver up to 40 9mm rounds in one minute. It weighs less than two pounds, and its versatility ensures that it sees action at every Italian front. The Italian Army's standard-issue rifle is the Carcano Model 91. The Carcano's basic design is getting old. as it was originally commissioned in 1892....

Magic Spells

Heal Wounds Cost 4 Caster PRI, Affects 1 Character Heals 1-8 hit points per power level. It will not cure lesser conditions, such as blindness, or resurrect dead characters. Make Wounds Cost 3 Caster PRI Affects 1 Creature Invokes divine powers to cause bodily harm and inflict 1-8 hit points of damage per Magic Missile Cost 4 Caster MAG Affects 1 Creature plus power level Small but powerful missiles of magical energy hurled at an opponent doing 1-7 hit points of magic damage per power level....

YArntK rnt srone Runes

Spell casting is the art of the druids and bards. Using runes, they can cast spells to aid you in developing the province and in fighting battles.Wooden runes may break during war, and they cannot be replaced on the battlefield. Stone runes can be used an unlimited number of times. These are the runes you must supply to your druids and bards. Acquire items through trade and use your resources to create others in the burg.When you arm a warrior with an item, which is done in the citadel, he will...

Glossary of Game Specific Terms

Alchemy A skill that enables your character to combine components for use in magical spells. Admin A game administrator who can intervene in in-game problems. Characters have Admin in front of their names. Advocate Player character who can answer questions and give minor assistance in the game. Advocates wield glowing shields. Appraise Skills Appraise Armor, Appraise Item, Appraise Magic Item, and Appraise Weapon enable your character to find out detailed information about armor, items, magic...

The Zodiac Calendar and New Years Festivals

The popular Chinese Zodiac plays a part in Emperor. Every game year is tied to one of the 12 zodiacal animals and to one of the 10 Heavenly Stems represented by the five elements. Choosing a Zodiac Animal As stated on p.12, when a campaign begins or when you start a new family name, you must choose an animal of the zodiac from the list of 12 animals provided. In Multiplayer Scenarios (see p.125), each player selects his or her zodiac animal, and no animal can be selected twice. The reason you...

Klara Sparks

Position SOR Resident, Stage 2, Seattle Facility Klara Sparks, sailing through her studies with alacrity, has also demonstrated a degree of empathy far surpassing any of her Stage 2 counterparts. She shows great potential for a jij -r F career in negotiation or conflict resolution. Klara is charismatic, with a genuine affection * I ' for both her fellow residents and her instructors. She is an excellent motivator of others. Her loyalty to the Tarsus program and her commitment to its ideals are...

Territory Map Strategic Mode

The Territory map is where all strategic events of a mission occur. Depending on the mission, heroes of different races (controlled by the computer or by other players) may be present on the map at the same time. At the beginning of each mission you'll usually control one or more heroes of the same race. Sometimes you may be able to select your race often it is pre-determined. You will play the same race until the end of the mission. Heroes may have a Specialization giving them certain powers....

Miscellaneous

Of course you will encounter a variety of new enemies in SpellForce The Breath of Winter, including a few very impressive final enemies. But we don't want to give away too much at this point. There are spells hidden in Campaign Mode as well as in Freeplay Mode. These spells have a noticeably different effect than the spells you have encountered so far. New Equipment and Equipment-Sets New enemies call for new weapons. SpellForce The Breath of Winter offers 150 new pieces of equipment. This also...

Nod Units IMod Vehicles

Most Nod vehicles are built at the War Factory or Redeemer Engineering Facility. Protecting infantry throughout the battlefield, the Reckoner APC can deploy into a bunker manually or automatically after taking significant damage. Upgrades Dozer Blades Abilities Garrison Infantry. Deploy into Bunker_ Nod's Specter Stealth Artillery tank was designed as the ultimate evolution of the artillery-based guerilla warfare. Abilities Bombard Beacon, Call for Transport IMote Does not stealth for Black...

Doors Et Containers

Your internal sensors provide valuable information about doors and containers you may want to open. When you focus on a door or container, two vertical indicators are displayed. The bar on the left displays the door or container's structural integrity (its strength). Many doors can be blown open. A red bar indicates the door's relative strength. If the door does not have a strength bar, it is indestructible. The indicator on the right displays the lock's strength. Each lock icon that is...

Hero Vadeo Haksi

Taking Incredible Group

John Johnson Art Directnr Angie Radwan-Pytlewski Lead Programmer Drew Dunlop Lead Designer Joshua Mosqueira Cinematic & Story Director Rob Cunningham Audio Director Crispin Hands Associate Prodocers Raphael van Lierop Tara Cottam ART David MacLeod Erin Dlorenshaw Animators Jody Proose Joe Schober John Geiger John Harrington Kelly DHara Masayoshi Akiyama Nathan Hocken Raul Carbonell Polido Richard Sirohi Stepheo Cooper Pierre-Sebastien Pouliot Rooel Mendoza Sandra Vaquero Sebastiaan Reinarz...

Into Battle

Once you have Issued your Initial orders It Is time to end the deployment phase and start the battle. To do this, press ENTER, or left click the red arrow on the scroll at the top of the screen. The white flags will disappear. You will also hear a rumble of thunder, indicating the start of a new Winds of Magic' cycle (which is explained in more detail in the BATTLE MAGIC section). Your regiments will now act on the orders you gave them. As the mission progresses, new situations will arise. You...

The Levels System

In Total Club Manager 2003, the playing level is calculated in a number of steps. At most points in the game, the playing level of a player is indicated simply as 'Level'. This is not dependent on the form of the player on a particular day. It is, for example, the most important criterion for calculating a player's value on the transfer market. In addition, there is another level value, the 'Actual Level' (AL), which takes account of factors on a particular day, such as the form, morale and...

An Introduction To Black Dahlia

Black Dahlia is an adventure deeply rooted in its period setting. The designers, writers and art staff spent innumerable hours researching every detail in an attempt to ensure that the player's immersion in this game world would be as complete as possible. However, of all the research done, three historical phenomena bear mentioning here, as they form the backbone of the Black' Dahlia story line. (NOTE If you are interested in learning more about the true facts behind the plot of the game, go...

Magic And The Spell System

Each spell description contains the following game information School In parentheses after the spell name is the name of the school(s) of magic to which the spell belongs. For wizards, this defines which spells a wizard specialist can learn. Range This lists the distance from the caster at which the spell effect occurs or begins, in feet. The caster indicates the spell can be used on the caster only, with the effect embodied within or emanating from him. Touch means the caster can use the spell...

Eldar Psyker Units

All Eldar Psyker units can use one of four Psyker Powers per turn, depending upon his experience level. The Farseer provides guidance to the Craftworld and commands the Eldar forces in battle. His powerful psychic abilities allow him to foresee the possible futures that extend from every decision and action. He can also unleash psychic powers of unparalleled magnitude to either aid his own troops or smite their enemies. In battle, the Farseer proves himself an ancient, experienced, and skilled...

Spell Casting

To cast spells either overland or during combat, you must first get to your spellbooks. For overland spells, click on the main movement screen's spells button during combat, click on the spell button. After you open your spellbook, all spells available for casting appear. You can turn the pages of the spellbook by clicking on the upper corners of the pages. Below each spell, you can see symbols that indicate the magic type of the spell (white ankh for life magic, purple skull for death, red...

Casting Spells

To cast an adventure spell, click the Cast Spell button found in the control buttons on the right side of the Adventure Map display. The current hero's spell book will be displayed as described above, but the combat spells bookmark will be deactivated. To cast a spell, find it, then on the spell's icon. You may have your hero cast a combat spell by clicking the Cast Spell button located at the lower right corner of the Combat Screen. The hero's spell book appears. During combat, only combat...

Product of the Week

Sponsored by The Hickston Meat Co. (You can't beat our meat ) Crowbar - There's just something so satisfying about the bone-jarrin' feeling of a cold piece of steel laid across a warm skull. .454 Casull pistol - This ain't no pea-shooter, boy. She packs quite a a punch and is real accurate from a * distance. > Shotgun - The primary weapon for some up-close and personal killin'. . Tap her gently to let off a single load, or lean on her to empty both barrels. Ranch Rifle - Pssst Don't tell...

Sailing Tips and Strategy Hints

Here are a few sailing tips to keep in mind * Avoid pirate areis, storms, rocks, and sandbars. If you run -into a storm, your ship, especially your sails, may be damaged, or you may be swept off course. * Rocks and sandbars can cause hull damage. * Some shallow water is passable, but will slow you down. * Watch your crew's morale as your voyages progress. It will change periodically. Your First Mate will warn you if morale drops

Summon Monster I Conjuration

Level Brd 1, Clr 1, Sor Wiz 1 Duration 3 rounds + 1 level Area of Effect Special This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. Level Brd 2, Clr 2, Sor Wiz 2 Duration 3 rounds + 1 level Area of Effect Special Range Sight of Caster Casting Time 4 Saving Throw None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is...

Skill List Death Magic

Basic Death Magic gives the hero the ability to cast Level One Death Magic spells. It is required to learn Basic Occultism and is one of the requirements for Advanced Necromancy. Advanced Death Magic gives the hero the ability to cast Level Two Death Magic spells. It is required to learn Master Necromancy. Expert Death Magic gives the hero the ability to cast Level Three Death Magic spells. It is required to learn Grandmaster Necromancy. Master Death Magic gives the hero the ability to cast...

Slay Living Necromancy

Range Touch Saving Throw Special Casting Time 1 Area of Effect Special Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting, the next attack made is with this item and the priest will then have 18 seconds in order to make this attack. If the first attack misses, then the item disappears and the spell is wasted, however if the attack succeeds then the victim automatically takes 2d6 + 9 damage. Also, he must make a...

Advisor Qa Clues On Some Basic Simcity Strategies

We are very fortunate to have all the Advisors of SimCity 3000 Unlimited gathered here to answer some frequently asked questions we've heard from mayors around SimNation. We hope this forum is helpful. Remember, the Advisors also make themselves available to answer questions at www.SimCity.com. Keep up to date with the ins and outs of burning policy issues by checking in regularly. So, ask away. Whichever Advisor feels he or she can answer the question will jump right in. Q How do I make money...

Remove Magic Abjuration

Range Sight of caster Saving Throw None Casting Time 3 Area of Effect 30-foot cube This is the combat version of dispel magic, it will only affect opponents. A remove magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled....

Luck Enchantment

Level Brd 2, Sor Wiz 2 Duration 10 rounds Area of Effect 1 creature The recipient of this spell gains a +1 bonus to luck for the duration of the spell. Luck weights die rolls in a character's favor - with a +1 bonus to luck, if 1d8 is rolled, the effective range becomes 2-8 - a roll of 1 becomes 2, a roll of 4 becomes 5, and a roll of 8 stays at 8. Most importantly luck influences damage dice rolls, attack bonuses, saving throws, and skill checks, but luck also works in more subtle ways. This...

Miscast Magic Enchantment Charm

Range Sight of caster Saving Throw Neg. Casting Time 5 Area of Effect 1 creature Any spell-casting creature that is affected by this spell has its casting ability severely impaired. When the creature attempts to cast a spell it has an 80 chance of failure. A creature can save vs. spell to avoid the effect, but does so at -2.

Equipping spells

When you pick up or buy a spell, it is placed in your Inventory. Before you can cast the spell, you must have a Spell Book equipped, and then you must add the spell to the Spell Book. You can carry multiple Spell Books in your Inventory, but only one can be equipped at a time. Each Spell Book can contain 12 spells. Spells in the first two spell slots are equipped and appear in the spell slots beside the Character Portrait. You cannot add multiple copies of the same spell to the same Spell Book....

Spells

3H In Warlords Battlecry, heroes, and some armies, have the ability to * I cast spells. Only heroes have a spellbook and the ability to learn new spells. A hero's mana points are indicated in the control panel, below the small blue orb on the right of the hero picture. Left-clicking on this orb, clicking on the Spellbook button in the Control Panel, or pressing the S key, brings up the spellbook. Run the cursor over a spell to see a description of its effects on the right side of your...

Greater Malison Enchantment Charm

Range Visual range of caster Area of Effect Up to Duration 2 rounds level 60-foot cube Casting Time 4 Saving Throw None The spell allows the caster to adversely affect all the saving throws of his enemies. The effect is applied to all hostile creature within the area of effect. Opponents under the influence of this spell make all saving throws at a penalty of-2.

Playing The Multiplayer Game

And once you've got it all happening, then it's just a matter of building up your army and blowing everyone else to pieces. Unless, of course, you're allies. And there's really nothing stopping you from blowing them to pieces, either. Remember the Geneva Convention blew up along with Geneva over 100 years ago in the Great Nuclear War. Yeah. You want to exercise your right as a bully Well, gang up on someone in a war - it's great Forming an alliance is easy, and the results can be a real LAFF...

Appendix Bonus Skills

In the other department just average At least 3 and at least 30 of all penalties saved in a season Shot power +1, Shot accuracy +1, Ball skills +1 (2 out of 3) Nerves +1, (Shot power +1 or Shot accuracy +1) Shot power +2 or Shot accuracy +2, in the other department at least +1 Speed +1, Heading +1, Tackling +1 (2 out of 3) Speed +2, (Crossing +1 or Dribbling + Speed +1, (Nerves +1 or Passinq game +1) At least 3x in the last 6 years, scored > 15 qoals > 50 matches played, < 0.1 qoals per...

Hold Monster Enchantment CharmI

Range Sight of Caster Saving Throw Neg. I Casting Time 5 Area of Effect 30-foot radius This spell holds 1d4 creatures of any type rigidly immobile and in place for nine or more rounds, unless a save vs. spells is made with a -2 penalty The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or...

Spell Sequencer Invocation Evocation

Casting Time 1 round Area of Effect Special This spell allows a mage to store spells and access them from his special ability button. After choosing the spells for the sequencer, the wizard creates a special ability that will release the power contained within the spells simultaneously. This ability, the sequencer, can store three spells, all of which must be of 4th level or lower. A mage can only possess one spell sequencer at a time, and the sequencer may not be given to other players. Once...

Improving heroes

The longer they are out adventuring, the more your heroes increase in skill level. They do this by gaining experience (measured in points). Once a hero reaches a certain threshold of experience, that hero's level increases by one. Getting to higher levels is more difficult, as each promotion requires progressively more time and experience. When heroes go up in level, they get more hit points, they might get better at a particular skill, and they also ean gain new spells or skills. The list of...

Casting a Unit Spell

Find and left-click on the 7th Conjurers if they are not next to a unit of Cavalry, move them until they are, but don't right-click or select another unit yet. There is a red starburst button on the Unit menu panel whose legend reads Cast Death Wounds. Left-click on this button and move the resulting wand pointer over the Cavalry unit and left-click again. A skull animation will appear over the Unicorns, and a panel will indicate that the spell has been cast. Now double left-click on the unit...

Spheres of Magic

There are eight spheres of magic that can be studied, each of which has ten spells. There are four level 1 spells, three level 2 spells, two level 3 spells, and one very rare level 4 spell. The spells must be learnt in level order. There are also three common spells, which are automatically known by every spellcaster. Most spellcasters specialize in one or two spheres. A level 1 hero generally cannot cast spells. When a hero reaches level 2, and chooses a profession of either wizard or priest,...

Seventh Level Preserver Spells

Range 30 yards_Duration 1 turn level_Area of Effect Special_Saving Throw None This spell allows a wizard to summon a single greater elemental to assist his or her in combat. Range 60 feet Duration 3-12 rounds +1 round level Area of Effect 1-6 undead_Saving Throw Special This spell enables the wizard to command 1-6 undead creatures for a short period of time. The more powerful undead creatures get a saving throw to resist the affects of the spell. Range 100 yards +10 yards level Duration Special...

Knock Knock

If you can't seem to force the a door down, or get the tumblers just right, there is still a chance that you can open the door. Just call on your magic user. From the Party Options window, select the Spell option. Next, choose a character who has the Knock-Knock spell. Cast the spell (remember the power of the lock on the door when you're casting your spell), and hopefully, if the spell power is enough, all of the monsters' efforts to keep you out will have been in vain and the door will open....

Bossing Things About

Air Air units, available at higher Tech Levels, can be ordered about like any other unit. They fly over all terrain, but will attempt to land on the nearest piece of flat ground when they reach their destination. If directed to attack, they will do so, then return to the last point they touched the ground. If you want your units to get from point A to point B as fast as you can without getting distracted, just click a destination on the map. If, however, you want them to smack up anyone they...

Sixth Level Preserver Spells

Range 0_Duration 1 turn level Area of Effect 1' diameter level sphere Saving Throw None With this, a wizard surrounds himself with an invisible barrier that moves with him and is impervious to all magic. The barrier also prevents the functioning of any magical items or spells within its confines. Range 40 yards + 5 yards level_Duration Instantaneous Area of Effect Special Saving Throw 1 2 This spell creates an electrical discharge that begins as a single stroke of lightning, 2 1 2 feet wide,...

All Cannons In Sudden Strike

If a group of anti-tank cannon is highlighted, all the anti-tank cannon shoot at the highlighted target object (cannon which are not ready to fire will reload first and then fire). Several target objects have to be indicated again by activating ATTACK and SHIFT plus right mouse click. The cannon all shoot one after the other at each of the given target objects (as opposed to LONG RANGE FIRE by howitzers and missile launchers, see page 29 34). Anti-tank cannon can be connected to trucks for...

Playing tiie Game

You may move your character on the screen with the Arrow keys, the numeric keypad, or the mouse. To halt your character's steps with the keypad, press die number 5, or press the last used direction key again. Do not attempt to move the character by holding down the direction key. This will cause the character to start and stop continuously, resulting in very slow progress. Using the mouse, position the arrow to where you want the character to move, then click the left mouse button. At times it...

Naval Combat

We briefly mentioned Rise < 6 Full's naval combat in the Introduction, but it's worth discussing here in greater detail. Your navy does much more than simply ferry troops across large bodies of water it's an essential part of any combined-arms strategy. You'll need to master these skills if you want to dominate the high seas with your navy. Note In order to select all of your ships, you must double-click on a ship. If you lasso the ships with your mouse, you'll select the soldiers on the...

Mirror Image Illusion Phantasm

Range 0 Area of Effect 6-foot radius Duration 3 rounds level Saving Throw None Casting Time 2 When a Mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile...

New Campaign

When you enter a mission, you are safe from immediate attack. This is explained fully in the DEPLOYMENT PHASE. This respite allows you to survey the battlefield and learn a few basics before you wade into battle. Welcome to the battlefield What you can see here is a small part of the battlefield. To scroll the view around, hold down the right mouse button the view will scroll towards the mouse pointer. The further you move the pointer from the centre of the screen, the faster the view will...

Squads and ship classes

Ships in the game are organized into groups (squads), class 1 ships into groups of 7, class 2 into groups of 4 and class 3 into groups of 2. Class 4 ships are alone. The player is able to give commands only to groups he has no control over individual ships, but these groups can be arranged into several formations. All squads have pre-defined names (coming from a name generator used in Hegemonia) which are also used in production and control. In the game, the player will control 1-25 of these...

Picking a Profession

This ability can be chosen from the combat options menu and counts as a free action during a character's turn. hast Movement Barbarians have a greatly increased movement range when they are wearing medium or lighter armor and are not encumbered. Uncanny Dodge Starting at 3rd level a Barbarian retains their Dexterity modifier to AC. even if caught flat-footed. At 6th level, the Barbarian can no longer be flanked. Weapon and Armor Proficiency line Barbarian is proficient with all simple and...

First Level Cleric Spells

Sphere Cosmos Range 60 yards Duration 6 rounds Area of Effect 50' cube_Saving Throw None Bless improves the THAC0 of friendly characters by l.BJess cannot affect characters who are adjacent to monsters when the spell is cast, and the spell is not cumulative. This is a good spell to cast before going into combat. Sphere Cosmos Range 10 yards Duration Special Area of Effect 1 crealure 4 levels Saving Throw Special Cause fear strikes terror in the hearts of hostile monsters. Creatures must save or...

Quitting Multiplayer Games

If a player leaves a multi-player game in progress, the computer AI will take over for that player. However, the person creating the game (the host) must stay on-line until the game is over. The host may quit as a player (allowing the computer AI to take over), but stay connected as the server machine. If the person creating the game quits, all other windows will be closed and the following window will come up Petoe Player j Pause Game j f Accepts new piasssts This window will also come up if...

He ultiplayer Configuration enu

(Same ype - Using the pull-down menu, choose either DeathMatch or Team DeathMatch play. More game types may be added in the future, so keep your eye on the official Requiem Avenging Angel website (http www.requ i empc.com). Let's say Map Loop, and a new that level will will be loaded in turn. (Eonnection ype -Choose your connection type from LAN (IPX), Internet (TCP IP), Modem, or Serial Cable. If you wish to play via Internet connection, you must know your host's IP address. A window will pop...

Spell Casting and Scroll Usage

Each spell may only be cast once per day from the Main Game, twice per day if you've selected to play as a Mage Lord. Simply click the Cast Spell button, select the spell, and click where (or on whom) you want to cast the spell. Additionally, leaders with the ability to use Scrolls and Staffs may do so. Click the Use Staff or Scroll Spell button, select the Scroll or Spell you wish to use, and then click the target. You may also drag the Staff or Scroll over the leader's portrait in the Manage...

File Menu

Select New Game to start a new game from the Choose Game screen. Select Replay Mission to restart the current mission. Select Load Game to start a previously saved game. Select Players to open the Players dialog panel (only in multiplayer games). Select Save Game to save the current game. Select Delete Game to delete a previously saved game. Select Exit Game to exit the game. Options Menu Select Display Options to set a new screen resolution on your monitor, or to place the game inside an...

Multiclassed Characters nonhuman

Fighter Thief This character can use the abilities of a thief and a fighter, though they cannot use their thieving skills while wearing more than studded leather armor. Fighter Cleric This character can use the abilities of a fighter and a cleric, though weapons are restricted to only those allowed by the cleric's ethos. Fighter Druid This character can use the abilities of a fighter and druid, though weapons are restricted to only those allowed by the druid's ethos. Fighter Mage This character...

Spell Descriptions

Rolls, tnelee damage rolls, and Reflex saves. Slow dispels the Spell Resistance Level Clr 5 Range. louch Duration 1 minute level Target. Creature touched Saving Throw. None Spell Resistance. No Creature touched gains spell resistance equal to 12 + die caster's level. In order to use a spell on a cTeature with spell resistance, the caster must roll the creature's spell resistance or higher on ld20 caster's level. Range Medium (100' +10 level) Duration I round level Effect. A magical weapon of...

Level Mage Spells

MALOR TELEPORT Type Any time Affects Entire Party When cast in Combat, Malor randomly teleports the party to another location on the same level. When cast in Camp, the caster can select the destination precisely. Teleporting outside the Maze, or into an area of solid rock, will have catastrophic results. MAHAMAN BESEECH Type Combat Affects Variable A Call upon the Gods for favors. This spell cannot be cast except by a Level 13 character or greater and the caster is drained 1 level of experience...

Emotion Hopelessness Enchantment Charm

Range Sight of caster Saving Throw Special Casting Time 4 Area of Effect 30-foot radius When this spell is cast, the wizard can disturb the emotional state of those around him. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual sight of the caster. Upon a failed save vs. spell, the affected will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as I lay down and die, or I'm...

Sunscorch Evocation

Level Drd 1, Rgr 1, Lathander 1, Selune 1 Duration Instantaneous Area of Effect 1 creature Range Sight of Caster Casting Time 4 Saving Throw Reflex half Upon completion of this spell a brilliant ray of scorching heat fires down from the sky and burns the target creature for 1d6 + 1 fire damage per level of the caster (to a maximum of 1d6 + 15). Undead creatures and monsters vulnerable to bright light take 1d6 + 2 fire damage per level of the caster (to a maximum of 1d6 + 30). In addition to...

Strategy Notes General Notes

A specialised army may work well on one continent, but it will be at a severe disadvantage on the others. Experienced troops are much better than newly bought ones, so avoid reckless attacks that endanger core units when a little patience or thought could preserve them. If an enemy unit is badly damaged, and several of your character's units are in position, let the one with the least experience finish it. Manoeuver enemy units into being surrounded, by their own...

Task Force Talon

Deployed out of the Barracks, the lightly armoured OCSW teams require a Field Intelligence centre to be deployed. They can switch between two ammunition types High-Explosive and Armour-Piercing. Ground units, helicopters, vehicles. Deployed in the Spinner Command Centre, this launcher can launch Tacit Rainbow missiles towards any ground target on the map. If a Tacit Rainbow missile cannot find a target in the vicinity of its designated target area, it will circle around the area at high...

Simcity 3000 Density

What actually builds in the Residential, Commercial, Industrial, Airport and Seaport zones is up to the Sims. You are merely placing restrictions on types of buildings, kinds of business, and zone densities. But remember, zoning an area Dense Residential doesn't necessarily mean that high-rise apartment buildings will immediately appear. You will not see zones develop to their peak capacity until you have created conditions that spur demand for those zones. Keep your eye on your RCI Demand...

Zone of Sweet Air Abjuration

Range 30 yards Saving Throw None _ Casting Time 3 Area of Effect Special Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill).This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). A spell I could Shave used after a rather unsavory meal at the Grilled Griffin...

Imom Shuts

The inborn skills are gifted to only a small selection of champions.They are not skills that can be gained they are inherent. Champions with inborn skills have a natural talent to excel in carrying out commands of specific categories.AII skills and their uses are listed below Attack, Hand-to-Hand Combat, Retreat

Waaagh Magic

Ores and Goblins are so unlike other creatures that they generate their own form of energy. As individuals this effect is negligible, but as a mob their combined minds produce an awful lot of concentrated energy. In large amounts this energy excites Ores and Goblins and this sense of euphoria and common identity is known as the Waaagh. This energy vents itself through the most receptive Ore or Goblin mind present. Such individuals are called Shamans, and use the power of the Waaagh to cast...

Undead Regiments

Ghouls are Inhuman creatures who live In places of the dead feeding on corpses. They are tough but very cowardly and will flee if beaten in combat. Ghouls are foul and unnatural creatures which cause fear in the enemy. These ancient dead come from the desert lands of Araby In the south. They are slow-moving but tough and are powerful fighters. Their greatest weakness Is fire a Mummy hit by flames suffers additional damage due to the flammable chemicals used during their embalming. Mummies are...