Moros fantasy wars reference manual

Content

1,

Units

2,

Hero's

3,

World

4,

Cities

5,

Racial modifiers

6,

North men

7,

High men

8,

Horse people

9,

Easterlings

10,

Nomads

11,

Elves

12,

Dwarfs

13,

Goblins

14,

Ant-people

15,

Lizardmen

16,

Dark elves

17,

Dragons

18,

Tree-ents

19,

Forces

20,

Spells

21,

Creatures

22,

Artefacts

1. Units

Unit statistics and rules

A - Attack

The first number is the attack and the second the size of the unit. Roughly the numbers account for 0: one person, 1: 8 persons, 2: 30 persons, 3: group of 120, 4: army of 500, 5: horde of 2000 persons.

- Diagonal

When an attack is delivered via a diagonal this gives one point penalty to the attack.

- Combined attack

Add-up the attacks to one unit during a turn. The armour of the unit is subtracted from every single attack.

- Unit size

When the attacking army is smaller than the defender then the defender gets extra defence dice for every point of difference in size.

- Forced attack

When an army is larger than the other they can swarm the enemy with a forced attack that gives a plus 1 on attack. Even a plus 2 when the army is 2 points larger. It is not possible to make a combined attack and a forced attack in the same round and only one forced attack.

When the attacked unit is damaged after the attack it is forced to move away into one of the three tiles opposite to the direction of the attack. If this cannot be done the unit is destroyed. This does not count for troops of the line units.

This type of attack does not work across city walls or fortifications.

- Area attack

A special type of attack on units is the area attack. This comes from fireballs, cracks call and explosion. The only defence against such attacks is the armour score in defence dice.

- Darkness

The darkness of night or of the under-dark gives 2 points of penalty to attacks. When there is a big fire nearby the penalty will not count. But normally this can only be done when burning parts of a city. The attacker can choose if they want to attack in daylight or by night.

R - Range attack

This is the attack on range from units and is added to the rest of the attacks. The second number is the range at which one point is subtracted from the attack. A ranged attack is not possible when the unit is on close range of the enemy. This attack always counts as if it was a forced attack even across defences.

D - Defence

The the amount of defence dice that are thrown. A 3 or higher on a dice gives one point less attack to this unit.

- Damage

When the remaining damage is higher than the total normal defence score of this unit it is destroyed. Otherwise the unit is turned top down and loses a point of attack, mental and normal defence. A next successful attack on this unit and it is destroyed.

- Healing

The damage to the unit will remain until it has rested a turn in a city or if it is healed.

M - Movement

This is the number of steps the unit can make in a single round. These steps can be directly to the next tile or diagonal. When the tile of an enemy unit can be reached the unit there can be attacked.

- Wait

When a unit has not moved the total movement and has not yet attacked it is possible to attack first a unit that comes into close distance of it.

T - Transport

This unit can transport up to 4 portions of goods, production and food. Every non hero unit can transport every amount of valuables. A country can have a food reserve of the double size of the turn income.

Overland map rules

Movement

Each turn the units can move their normal movement+1 times 3. So a unit with movement 3 can move 4*3=12 tiles in a single turn. The players do their turn one after the other. When an enemy unit is in a tile the four neighbour tiles are controlled by this unit and it is not possible to move through that tiles without attacking that unit. The controlled tiles by this unit should be able to feed the units in that tile otherwise there is hunger in the army and the units will start to disband like there isn't enough upkeep.

Country

The country around city and forts are controlled by the race of that fort or city. This ground can be occupied by enemies and they can so block the controlled area. The controlled area is counted in 2 steps movement from the city and the workers around it.

Control

If two enemies want to control an area than the one with the most units of minimum size 3 gets the control. Without control the area is not usable for gathering goods or food.

Armies

When armies are out of the own secure territory they must take with them the amount of valuables necessary for the time they are away. You can choose on the pillage that they can do to provide for the upkeep but when that doesn't work the units will disband one turn after their last payment. First the units with the most upkeep and in that category at random. The units can also be bribed by other races and turn into enemies.

Overland turn

Income phase

Get the income of all the country of this turn. Units can now be disbanded by the player.

Movement phase

Move all the units around the transport of goods, valuables and production. In this turn the fighting will also take place.

Building phase

Build everything from cities to roads, forts and tunnels.

Unit creation

Create new units now.

Production to valuables

All the production that was not used in this turn will become valuables. Also the goods that are delivered in a foreign city will become valuables for the other race.

Growing phase

The different country will grow now.

Special definitions of units

Carry #

This unit is capable of carrying # units. When there is no number this unit can carry up to three hero's. The units that are carried lose points of movement with each overland tile movement when carried. They can be carried further than their own movement but than they cannot move on or disembark from ships.

Charge

When this unit moves toward their enemy and attacks it in the same turn this attack gains 2 extra points. When the enemy also has charge and their last action was to move toward the unit they also gain their charge bonus. This attack comes earlier than the attack that can be done when movement is reserved by the enemy. A charge does not work across defences like city walls.

City building

The building of cities and forts can make a permanent claim on land. The building cost of the type of land is added to the building but for each extra building unit the duration gets lower for one turn. So when high men use 5 craftsmen to construct a new city in hills this can be done in a single turn. Their building time is 3 but the hills provide another 2 turns of time.

Darkness

The unit will get an 1 area attack per round in full daylight.

Fear of light

This unit get a minus 1 attack and mental defence in the daylight.

Fortify

This unit can take a overland turn to create a fortification. This gives a bonus of 1 to armour of the defenders. But can be taken down by attackers and has the own defence of 3/1.

Gather materials

This unit is able to gather food, valuables and production inside a tile and transport it to a city within the movement range of an overland movement.

Large

This prevents trampling and have a minus 3 on hiding. These units cannot merge with a normal unit for defence.

Loyal

The upkeep of this unit can be delayed till after a campaign.

Mounted

This prevents the trampling of this unit.

No food

This unit does not eat food.

Road building #

Roads give a plus one movement bonus to all who use it and the penalties of the terrain's are negated. Roads can be destroyed by every unit of size 3 and a round of time in the area. The number is the base number of rounds to build roads. When a road is build in triple building cost area's this also costs a point of production.

Set versus charge

This unit has ways to cope with charges. When they are prepared by saving a point of movement the charge bonus of the enemy is turned into a +2 bonus on an attack to the enemy before the charge arrives. This works to all units that move towards this unit and try to attack in the same round if this unit has the charge ability or if not. The charger will only have their normal attack left.

Smells life

This being cannot see but can detect life on close distance, this can be through walls.

Trample

The attack by walking over the enemy. In this way it is sometimes possible to attack as many different units as the movement of a creature. This attack is stopped when a unit is not hurt by this attack. This attack must be issued before other troop attacks in the same round.

When a trample attack ends inside another unit the attacker must force a way free the next round. So if it is not possible to destroy the unit they will be pinned down.

Troops of the line

This prevents a forced attack. The unit behaves like a unit with a larger size when defending. By a Strong line the unit looks even 2 points bigger when defending. The extra group size does not count against ranged attacks.

Tunnelling #

This is the way to build roads underground. It can connect natural caves and towns of underground races. The number is the base number of rounds.

Undead

Undead creatures can only 'live' in corrupted area's. They will try to corrupt an area as soon as possible to regain their strength from it. Some of the undead have some awesome powers but there are special defences against them. And they can only leave their surroundings when they are higher undead but then they don't recover from taken damage. Higher undead can take normal undead troops with them.

Veteran

This gives the unit a plus one on all attacks and defences. After 5 battles with participation of this unit.

2. Hero's

Normal hero

The normal hero has: A2 R0 D2/1 M3, every hero can have D2/2 but then spells don't work. Normally a hero is mounted. After flying the hero has no horse and only M1. A beginning hero has 3 points to put into extra abilities. Hero's can be gained by spending 3 points of destiny in them by a player. In a specific scenario are other opportunities to gain hero's.

Merge with units

Hero's can merge with other units for the extra defence. Only when the unit is destroyed the hero is venerable. The attack of the hero adds still as a separate attack on the enemy and can be used as a second attack even with a forced attack of the unit where the hero is part of.

Teaching

A hero can learn a ability point from another hero by being in contact for a turn with a hero with more total ability points than him or herself. The different abilities can be learned to the level that the other hero has. Only abilities with a T can be learned by teachers and those abilities can only be gained in quests when the first point is learned from a teacher.

Quests

When a hero undertakes quests he can also gain extra ability points but halve of these points must go to the automatic abilities.

Abilities for hero's

Archer

3T

The unit has the ability to shoot on creatures and hero's but not at normal units. It gets the range attack of R3/3.

Create item

#T

Create an item with a maximum points in specials of 2 times #. The creator must have the ability listed by the special. The time that it costs to create the item is the points of specials in turns.

Enslave units

2T

This gives mental attack of 1 to create a new slave unit and defeat the enemy unit. The unit is added after the fight is over. When slaves are freed from their masters they will return to a normal city to them and only there they will return to their original state.

Fighter

2T

This hero is a very good fighter and gets a A3. Super fighter (4) even gives the hero a A4.

Force

#T

Choose one speciality per hero. The specialities are: Conflict, Life, Nature and Power.

Leadership

2A

This gives all the other units in the surrounding a plus one on normal and mental defence. With super leadership (4) the units also gain a 1 point extra normal and mental attack. When units are separated from the leader by enemy units this bonus wears off. When units are from races with difficult trade leadership does not work and super-leadership counts only as normal leadership.

Heroic

2A

This hero does not cost any upkeep and troops with him can be paid after a campagne. When the hero grows to Legendary (4) the units that travel with the hero cost one upkeep less than normal.

Magician

#T

Per point the magician can raise 2 magical abilities. But the maximal level of these abilities is given by the next table. When a magician has 2 points of in an magical higher than the spell that is cast it does not count as one of the 5 spells per fight.

Level:

1

2

3

4

5

6

7

8

9

10

11

Maximum:

1

2

2

3

4

4

5

6

6

7

8

Seer

2

This ability must be a inborn gift and can only than be gained automatically. The hero can feel if someone of something with a lot of destiny is in the same overland tile. Special seer (4): dream of items & persons & creatures especially those that are loosing destiny in one way or the other. Super seer (6): can gain information about the location and state of specific persons and items that are known or with some­thing that belonged a long time to that person, creature or item.

Stubborn

2A

This troops will have a 2 defence instead of the normal 1 against possible mental attacks like fear and petrify. There also are super stubborn (4) hero's.

Veteran

 

This gives the unit a plus one on all attacks and defences. After 5 battles with participation of this unit.

3. World

 

Terrain

Food

Value

Prod

Defence

Move

Hide

Road cost

Building time

- Sea

3

0

0

0

0

0

X

X

C

- Coast

1

1

0

+1

0

+1

0

+0

P

- Plains

2

0

0

0

0

0

0

+0

H

- Hills

1

1

1

+2

+1

+2

1

+2

F

- Forest

1

0

1

+2

+2

+3

0

+1

R

- Rivers

2

1

0

+1

+3 crossing

+1

1 for bridge

+0

S

- Swamp

1

0

0

+2

+2

+2

1

+2

D

- Desert

0

1

1

0

+1

0

0

+0

M

- Mountains

0

0

2

+3

+2

+4

1

+4

I

- Ice fields

0

0

0

+2

+3

+2

X

X

U

- Under dark

0

0

2

+3

+2

+5

1

+4

Description of the titles:

Food

The amount of normal units that can be feed out of the harvest from this type of area. Food can be shipped from one city to the other but only when there is a surplus and the other city is in the same controlled area. The army units will get their food first and after that the people of the city will eat.

Value

This are valuables that can be obtained from this type of area. This comes partly from trade and partly from the gathering of special stones and materials.

Prod

The production of raw materials out of this type of area. These materials are needed to build cities and forts.

Defence

The bonus to walls of forts and cities that are build in this area. The defence counts as extra defence to all the units that are defending a wall.

Move

The extra cost in movement points when moving though this area.

Hide

The chance to cross this area without being noticed. This chance is lowered by the number of units in that area. When there are more successes than 1 the unit is totally not seen, with one success the identity of the unit is unknown only the size is known.

Road cost

The production cost to build a road in this area.

Building time

The extra time that the building of roads, forts and cities cost in this type of area.

4. Cities

Building

Size

Maintenance

Building cost

Extra's

Sacking

Fortify

 

 

 

Defence +2

Nothing

Road

 

 

Depends on area

Move 0, Hide 0 (no area bonuses)

Nothing

Fort

 

Value 1

Prod 4

Defence +4, Area 3

Ruin

Town

1

 

Prod 6, People 1

Area 2

Nothing

Large town

2

Value 1

Prod +3, People +1

Defence +1, Hide +1, Area 2

Nothing

City

3

Food 1, Value 2

Prod +3, People +2

Defence +2, Hide +3, Area 2

Ruin

Large city

4

Food 3, Value 2

Prod +3, People +4

Defence +2, Hide +5, Area 2

Big ruin

Huge city

5

Food 5, Value 2

Prod +3, People +8

Defence +2, Hide +7, Area 2

Huge ruin

Ruin

 

 

 

Prod -2 till city/ fort, Defence +1, Hide +2

Ruin

Big ruin

 

 

 

Prod -2 till large city, Defence +1, Hide +3

Big ruin

Huge ruin

 

 

 

Prod -2 till huge city, Defence +1, Hide +5

Huge ruin

Statistic

Explanation

Size

The amount of people inside a city that can gather materials in the tiles immediately outside the city. The city itself will always produce the materials of the terrain where it is founded.

- Goods

When a does not use all the workers to gather materials they can produce one good per turn. These goods can be used for trading. When traded with goods of a race that have normal trading the two trading partners both get 5 valuables of the transaction and with a race with difficult trade they both get 4 valuables of it.

Maintenance

The cost of keeping the city in good shape. When the country cannot support the city for this materials the city will become a lower size within a ruin. The people that the city will not be able to support will become refugees.

- Food

The cost of the city in food. The towns are normally used to support the cities with food where they tend to add to the valuables.

- Value

Citizens want to lead luxurious lives, far more than the more humble people in the towns.

Building cost

The cost to build the fort or city.

- Prod

This is the total production cost of a city, town or fort. So if a large city grows into a huge city is costs 2 extra points of production.

- People

This is the total number of people inside a town or city. When the total number of people is not yet reached the size will still be lower but the maintenance will still be needed for the large size to keep it in good shape. One point of people stand for approximately 8,000 persons. The people of a city will defend it but only as refugee stacks.

Extra's

The cities will modify the defence, hiding or units and the claimed area of a race.

- Defence

Units inside this city or fortress get this extra defence.

- Move

Roads are very useful to claim land and to move your troops around. Especially in mountains and hills.

- Hide

Once inside a city units can hide easily this counts for both friendly or enemy units.

- Area

Every city has people living in the vicinity that will alarm the city when enemy units are near. Every worker that is gathering food, value or production also has a area of 2.

- Prod

When a ruin is build into a city once again the production cost is one point lower per size of the city till the city is again in original size.

Sacking

When armies gather everything useful from a city they still leave things behind. This can be used to rebuild the city. The value gathered form the city is the amount of value stored there and the value of the upkeep for 2 overland turns. They can also get 2 times the food income of that city.

When they gather food from land that was harvested by a city than they can get the income in food of a turn of it.

- Refugees

When a city is sacked the people will move on to the next save place. Per people in the city one stack of refugees is created. They tend to spread out across the land to search for food and try to get to the save land as soon as possible. Refugees have no resistance against slavers. The own soldiers will never turn against their own refugees. Also not the soldiers of nations that have a treaty and the refugees can turn toward such a nation if that is closer than their own. When there is enough room again in the cities of the own nation they will try to return there when they are guarded, they cannot become citizens of the other nation unless that is from the same race and they are there for more than 6 turns. Per unit of refugees the nation will grow like it is one people less big for the social unrest the refugees create.

- Overcrowding

When a land is overwhelmed with refugees they will try to fill up the cities. There can be too much refugees to live inside them so there can be overcrowding. The refugees can live there but must get one food per stack because there are not enough jobs for them to provide the food themselves.

- Starvation

When there is not enough food for everybody there will be starvation in cities. The next table gives the effect of that (lower size means less people to product, refugees means that people of the city turn into refugees and wander off to other cities taking that cities down also).

Starvation

+1

+2

+3

+4

+5

Effect

-1 workers

-2 workers

-3 workers

-3 work, 1 refugee

-3 work, 2 refugees

5. Racial modifiers

North men

River Value-1, Shore Prod+1, Difficult trade, Growth per 10

High men

River Value+1, Growth per 10

Horse people

Plains Prod+1, Difficult trade, Moveable cities, Growth per 10

Easterlings

Coast Value+1, Growth per 10

Nomads

Desert Value+1, Growth per 10

Elves

Forest Value+2, Growth per 16

Dwarfs

Mountains Food+1, No boats, Underground cities, Growth per 14

Goblins

No boats, Underground cities, Difficult trade, Growth per 8

Ant-people

Hills Prod+1, No boats, Underground cities, Difficult trade, Growth per 8

Lizardmen

Swamp Food+1, Prod+1, Difficult trade, Growth per 8

Dark elves

Under dark Food+2, No trade, Growth per 12

Dragons

No environment, No boats, Mountain Food+1, Underground cities, Difficult trade, Growth per 16

Tree-ents

Forest Value+1, No boats, Difficult trade, Growth per 12

Description of the race modifiers.

No boats

Shore and river give no valuables; River Move -1; Sea Food-2.

Difficult trade

Trading goods only results in 4 valuables instead of the normal 5.

Underground cities

This race must first build a tunnel entrance from the surface to build a city somewhere. In the under dark this is not necessary. This provides automatically the +3 defence as in the under dark.

No environment

Dragons cannot gain goods from the surrounding of their cities. There are other ways to get goods like pillaging and trade so that is the drawback for being the mightiest race on the world.

Moveable cities

The cities of maximal size 3 can be transported 2 tiles per overland turn.

Growth

The growth relative to the current size of the race when a race does not grow a turn add the size of the race to the next turn.

6. North men

North men fighters

A4/4 D3/1 M1 T

P3 S1

Fortify, Enslave units

Long ships

A0/0 D4/2 M2 T

P5 S1

Carry 2, Large

Bowmen

A3/4 R3/4 D3 M1

P4 S1

Fortify

Slaves

A2/4 D2/0 M1 T

 

City building 5, Road building 4

Druids

A3/2 D3/0 M1

P5 S1

Stubborn, Courage; Veteran: Path finding

7. High men

Commoners

A3/4 R2/2 D2/0 M1 T

P2

Fortify

Pike men

A3/4 D3/1 M1

P3 S1

Set vs charge, Troops of the line

Knights

A4/3 D3/2 M3

P6 S2

Charge, Trample, Mounted

Priests

A1/2 D2/0 M1

P5 S1

Heal ground, Healing; Veteran: Ward off evil, Holy ground

Craftsmen

A1/3 D1/1 M1 T

P3 S1

City building 3, Road building 2, Tunnelling 5

War ship

A0/0 R5/2 D2/3 M2 T

P6 S2

Carry 2, Large

8. Horse people

All the horse people are mounted of course.

Horse band

A4/4 D3/1 M3 T

P3 S1

Trample, Fortify,

Horse bowmen

A3/4 R3/2 D3/0 M3

P3 S1

Trample

Shamans

A3/2 D3/0 M3

P3 S1

Heal ground, Stubborn; Veteran: Healing

9. Easterlings

Scimitar fighters

A4/4 D3/1 M1

P4 S1

Troops of the line, Fortify

Easterling horsemen

A4/4 D3/1 M3

P5 S1

Trample, Mounted

War chariots

A5/2 R4/2 D2/2 M3

P6 S2

Trample, Mounted

Trireme

A5/0 D2/3 M2 T

P7 S2

Charge, Carry 3

Engineers

A2/3 D2/0 M1 T

P3 S1

City building 2, Road building 2

Caravan

A1/4 D3/0 M2 T

P2 S1


Fakirs

A0/1 D3/0 M1

P5

Mind shout, Stubborn, Bless weapon;Veteran: Flying, M4, Carry

10. Nomads

Nomad horde

A3/5 D3/0 M1 T

P2 S1

Gather materials

Slings-men

A2/4 R5/1 D3/0 M1 T

P3 S1

 

Nomad shamans

A1/2 D2/0 M1

P3 S1

Heal ground, Call animal 2; Veteran: Healing

Catapults

A0/1 R5/2 D1/1 M1

P5 S1

Range attack per 3 rounds; Veteran: Attack per 2 rounds.

Elephant

A7/0 R4/2 D4/3 M3 T

P6 S2

Trample, Large

Workers

A2/4 D2/0 M1 T

P2 S1

City building 4, Road building 5, Fortify

11. Elves

All elves have dark vision and are loyal.

Elven group

A3/3 D3/1 M2 T

P4 S1

Shining, City building 5, Pass through wood; Veteran: Holy ground

Elven bowmen

A4/3 R5/3 D4/1 M2 T

P5 S1

Shining, Pass through wood

Elven princes

A6/3 D4/2 M2 T

P7 S2

Bright shining, Troops of the line

12. Dwarfs

All dwarfs have dark vision, they are stubborn and loyal.

Dwarven miners

A3/4 D3/2 M1 T

P5 S1

Troops of the line, City building 4, Tunnelling 2

Dwarven fighters

A4/3 D4/3 M1 T

P8 S1

Strong line, Fortify, Fire resistance

Dwarven priests

A3/1 D3/1 M1

P5 S1

Troops of the line, Path finding, Heal ground, Bless weapon Veteran: Block magic

13. Goblins

All goblins have dark vision.

Goblin band

A2/5 D2/0 M1 T

P1 S1

Fear of light, City building 5

Wolf riders

A4/3 D4/1 M2 T

P3 S1

Charge, Fear of light, Mounted

Orc band

A3/4 R2/2 D2/1 M1 T

P3 S1

Fear of light

Stone trolls

A5/2 D4/3 M1 T

P6 S2

Darkness, Trample, Stubborn, Tunnelling 3, Large

Giant

A7/0 R7/2 D5/2 M2

P4 S4

Damaged: gone after fight, Trample, Stubborn, Large

14. Ant-people

All ants have dark vision, are stubborn and loyal.

Ant workers

A3/4 D1/2 M2 T

P4 S1

Road building 3

Ant fighters

A5/3 D3/2 M2

P5 S1

Tunnelling 4

Ant queen

A2/0 D3/2 M1

P6 S2

Super leadership, City building 3

15. Lizardmen

All lizardmen can swim.

Lizard spear men

A3/4 R3/2 D3/2 M2 T

P3 S1

Only one ammo when throwing, Stubborn, City building 5

Lizard shamans

A3/2 D2/2 M2

P6 S2

Leadership, Bless weapon; Veteran: Healing

16. Dark elves

All dark elves other than slaves have dark vision and Fire resistance.

Dark elf soldiers

A4/3 D3/2 M2

P6 S1

Troops of the line

Dark elf priestesses

A4/2 D1/2 M2

P7 S2

City building 3, Pain, Enslave units; Veteran: Leadership

Dark elf mages

A2/1 D1/1 M1

P6 S1

Missile shield, Fireball 2/6, Loyal Veteran: Flight, M2

Dark elf slaves

A1/5 D2/0 M1 T

 

Tunnelling 4

17. Dragons

All dragons have trample and fire resistance, are large, loyal and stubborn.

Young fire dragon

A5/0 D5/3 M4 T

P9 S2

Flight, Carry, Fireball 2/6

Fire dragon

A7/0 D7/3 M5 T

S3

Flight, City building 2, Mind shout, Carry, Fireball 3/8

Young ground dragon

A6/0 D6/3 M2 T

P8 S1

 

Ground dragon

A8/0 D8/3 M3 T

S2

Fortify; Mind shout; Veteran Possession

18. Tree-ents

All ent-likes are stubborn, loyal and have pass through wood.

Tree-ent

A6/2 D6/2 M3

P8

City building 3, Blessed weapon, Trample, Large, Heal ground; Veteran: Change terrain

Walking trees

A3/4 D1/2 M1 T

P4 S1

Troops of the line, Large

19. Forces

Quest

All 1

Spend points of destiny to aid a quest of a person. This point can only be spend when the goal of the quest is in danger. After it is spend something will happen to aid the quest.

When the quest is successful the points spend will return to the giver of the blessing. Otherwise they are transferred to points of blame for the two persons. The points of blame are subtracted from the status of that person till lifted by new deeds or when the quest is turned into a success in a later moment.

When not all the points are spend the person with the quest can keep them as free points of destiny and the giver gets one extra point of destiny back. The spirit of a person on a quest will not easily be at rest when the person dies during that quest.

Curse

All 2

Spend points of destiny to prevent a quest from being successful. Something awful will happen and the quest will be in danger. It can be anything as a traitor, an unexpected enemy attack or a natural disaster.

When the quest fails the points of destiny will return, otherwise they turn into points of blame. If not all the points of the curse are needed to ruin the quest an extra point of destiny is given back to the user.

Gather courage

All 3

An extra point metal defence during a fight.

Treaty

All 3

Two people can make a treaty. One point of destiny is spend and it is used to maintain the relationship. Each five year one point of destiny wears off and the point returns to both the parties. It the treaty is renewed an bonus point goes to both the persons and one to the person who blessed the treaty if that is a third party.

When one of the parties betrays the treaty the blessing is turned into a curse of the betrayer and into blame for the other parties. But this can be discovered by people with vision.

Weather control

All 5

Direct the clouds to either bring darkness or sunlight. When there is a heavy cloud units of the dark can move over the land without fear and without damage from light. The one with the highest weather force controls the weather and per one overland turn the force is one less intense.

Summon undead

Conflict # (Undead)

Summon undead creatures of maximal level of 2 times #. They arrive one dice of turns after the summoning. They cannot be summoned to holy ground. They appear in the tile where summoned. When this one is occupied they attack the unit there no matter on which side this unit fights. After that the unit is under control of the summoner. The unit will wander off at random after the fight.

Corrupt ground

Conflict 3 (Undead)

This influences the ground. When done the ground will produce only halve food. People get a minus one on mental defence when within such an area.

Spread fear

Conflict 3 (Conflict)

This gives an 2 points mental attack to units. The units will flee the surroundings in possible 'save' routes. When encountering resistance to break free they will attack, when damaged they will try another route.

Battle rage

Conflict 4 (Conflict)

Gives this unit for the rest of this fight a plus one on attack but a minus one on defence.

Highly corrupt ground

Conflict 4 (Undead)

Highly corrupted areas must totally be surrounded by normal corrupted areas and within them the dead become undead in a year of time and people get a minus 2 on mental defence.

Steal destiny

Conflict 5 (Seduction)

Get the destiny of someone. This takes 2 months per point and halve of them get to the one that steals them. This is highly noted by seers that know the victim.

Possession

Conflict 6 (Seduction)

After a mental attack of 2 this unit does everything the enemy wants but with 1 less speed and attack. This stops as the enemy is killed or flees. This can only control on one unit at the time.

Summon good creature

Faith # (Love)

Summons a good creatures of maximal level 2 times #. The create will come one dice of turn later than the summoning and will appear in the tile where the summoner was or one near it when occupied at arrival. After the fight this unit disappears again. This creatures cannot be summoned on corrupted grounds.

Shining

Faith 2 (Life)

The internal strength of this unit glows out of it. This makes the normal attack usable to all undead. It also gives a +1 defence against all special attacks of undead. This type of units do not suffer the penalty of normal corrupt ground.

Ward off evil

Faith 2 (Love)

Undead and evil beings like dark elves get a minus 1 on attack against this unit.

Bright shining

Faith 3 (Life)

This gives an extra point attack and a +2 mental defence against undead. It also gives to them a spread fear at close range to them the first time. This type of units do not suffer the penalty of highly corrupted area's.

Heal ground

Faith 3 (Life)

This unit can transform corrupted grounds to normal ground. This takes 2 month to perform.

Healing

Faith 3 (Love)

The units heal during a round of time like resting in a city. This can also heal petrifaction in a round of time for this the unit must be at close range.

Holy ground

Faith 4 (Death)

Holy ground is not besides corrupted ground and gives an 2 attack on undead within them per round.

Righteousness

Faith 4 (Honour)

The unit gets a +2 mental defence and a 2 mental attack to all that stand between the unit and the set goal. But the goal itself is not influenced by this spell. So it is possible to enter a castle en walk right on to the king.

Clarion call

Faith 4 (Honour)

This sound gives a +1 mental defence to all that fight on the side of the unit but a -1 mental defence of enemies.

Wisdom from the dead

Faith 5 (Death)

Get the chance to speak to people that have already died.

Sun-ray

Faith 5 (Honour)

Does an attack on all creatures of the dark of 2. This attack is not hindered by any armour. All undead creatures get at least an attack of 1.

Raise dead

Faith 6 (Death)

Gets a unit back to life that was killed and were the bodies are recovered.

Call animal

Nature # (Animals)

Summons an animals of maximal level 2 times #. The animals will come a dice of turns after calling and will arrive at side of the battlefield closest to the caller at the moment of calling. This cannot summon animals foreign to the terrain were the fighting takes place.

Allure

Nature 2 (Spirits)

This makes it possible to bind someone to the person using this power. But is only works after a successful story, music or seduction roll. Then the victim has 2 points lower defence against the user of this spell.

Danger sense

Nature 2 (Farming)

Know it when an enemy is near.

Bless weapon

Nature 3 (Spirits)

Gives a +1 bonus on attack and defence and makes attacks usable against ghost-forms. This ability can be used by a smith to make a weapon that is blessed permanently.

Pass through wood

Nature 3 (Farming)

Forest is no barrier in movement for this unit. It also gains 2 on defence inside a forest.

Path finding

Nature 3 (Spirits)

Special skill in finding the correct route. This negates overland penalties on movement through forest and mountains.

Animal body

Nature 4 (Animals)

Take the body of a animal. Choose per hero one type of animal.

Change terrain

Nature 6 (Farming)

Change the type of a terrain. But only one step at the time. So Mountains becomes hills. Hills become plains or forests. Plains become hills or forests. Swamp becomes river. Forests become plains or hills.

Power of the mind

Power # (War)

Gives # extra strength to the person but the only weapon it improves is fist fighting. So the person gets

Summon monster

Power # (Wisdom)

Summons a monster of maximal level 2 times #. The monster will come a dice of turns after calling and will arrive at the side of the battlefield closest to the summoner at the moment of summoning. After fighting the monsters will wander off and attack everyone they encounter but will especially try to trace the summoner and destroy him or her.

Fire resistance

Power 2 (Crafts)

This unit gets a point less fire damage.

Courage

Power 3 (Wisdom)

All units will have at least the same courage as the hero that uses this spell in combat.

Incognito

Power 3 (War)

No one will remember the actions of this person as long as he or she does not attack someone and does not come very near.

Block magic

Power 4 (Crafts)

This makes the casting of spells harder by 2 points.

Heroism

Power 4 (Wisdom)

This makes the unit veteran.

Mind shout

Power 4 (War)

A mental attack of 2 only on close range and the unit is unconscious. Cannot participate in battle till healed.

Detect materials

Power 5 (Crafts)

Know if there is a particular material in the ground to be mined. Normally these types of materials are only found by cheer luck.

Flight

Power 5 (Chaos)

This unit can fly over obstacles and cannot be hit without missile weapons. This is at movement 5.

Sustain body

Power 5 (War)

Gives the body of the person all it needs to survive without water of food. This also gives a +1 armour to the user and an immunity to cold.

Polymorph

Power 6 (Chaos)

Change a unit into another creature. But with the same amount of beings. This succeeds after a successful mental attack of 3.

20. Spells

Missile shield

Air 1

This gives a bonus to armour of 2 but only against normal missile attacks. This also protects against poisonous gases.

Levitate

Air 2

This unit can levitate but with maximal movement 2. This can also be used to pick up items that are out of reach.

Listen

Air 2

Greatly enhance the hearing of the magician to hear people walking and to overhear conversations. This can only be blocked by other noises in the surrounding area.

Air elemental

Air 3

Summon an air elemental. The elemental will appear a turn after the summoning at a tile near the summoner. The elemental will stay with the summoner after the fight. But it cannot be summoned inside buildings or under the ground.

Magic wind

Air 4

Create a wind that blows always into the right direction. Ships will sail double the distance is an overland turn. This wind can also be used to tumble over persons into the next tile.

Explosion

Air 5

This is an attack to a unit of 2 with only the armour as defence dice against it. It also attacks the units in the 4 neighbour tiles with an attack of 1. This attack can be used till 4 tiles distance to the magician.

Smell life

Dark 1

Detect life in 3 tiles distance, also through walls. Undead can be seen in their non ghost-form beings and beings with the shining ability stand out really bright.

Pain

Dark 2

Gives attacks a +1 unless on units with more that 2 mental defence.

Ghost-form

Dark 3

Makes normal attacks almost useless. This gives an 4 point armour unless attacked with special attacks. But this also gives a minus 3 on the attack of this unit.

Create undead

Dark 4

Create undead, the level of the undead determines the time for the creation in turns. But the undead are not automatically under the control of the creator. This can be done with the summon undead ability but now the undead are permanently units of the creator.

Creeping doom

Dark 5

Summons a formless mass within 4 tiles distance that attacks friends or foes. It chooses from the most near units randomly. This unit disbands automatically after 2 dice at combat turns.

Tunnelling

Earth 1

Creates a new tunnel through one overland tile under the ground.

Wizard lock

Earth 1

Keeps a door shut. This spell can be countered by another wizard lock. But to prevent that it can be cast with more force. But then it can be broken again with a counter spell of the same level.

Pass through walls

Earth 2

This unit can move through walls and floors.

Smash weapon

Earth 2

When the weapon of the enemy is hit is will chatter to pieces. This spell needs more force with each point of special put on it.

Stone skin

Earth 2

Gives the unit a plus 1 one armour. This gets higher with one point of spell but it will not work together with harnesses. People look grey and ill when their are under this spell.

Cracks call

Earth 3

The attack makes the ground and the ceiling collapse around the unit. This gives a area attack of 1 in open ground and an attack of 2 under the ground or inside a building. This makes the tunnel or building collapse.

Earth elemental

Earth 4

Summon an earth elemental. It will come out of the ground a turn after the summoning. The elemental will stay with the summoner after the fight. An earth elemental cannot leave the contact with the ground in any way or it will be destroyed.

Petrify

Earth 5

Mental attack of 3 and the unit turns to stone. This can be undone by the force healing.

Flaming weapon

Fire 1

Gives a +1 attack unless against creatures with fire resistance.

Warmth

Fire 1

Makes the total area around the caster warm for a night.

Fireball

Fire 2

Fireball is a 1 point area attack and only the points of armour count as defence dice against it. The maximal range is normally 6 tiles. It is not possible to cast a fireball to a unit behind another unless the caster flies. With each 2 levels in fire above the 2 the fireball does 1 more damage. The ball can also be used to create a large fire with the same damage to everybody walking through it but it will remain burning during the rest of the fight.

Fire elemental

Fire 3

Summon a fire elemental. It will come out of a fire a turn after the summoning. It can stay after the fight but must be in contact with fire or it will wither away in time and will be destroyed.

Fire immunity

Fire 4

The hero or unit it total immune to fire attacks.

Fire demon

Fire 5

Take the shape of a fire demon and gain the physical abilities but not the mental. So it is possible to attack a unit a tile away but not with pain. The fire resistance will be there non the less.

Light

Light 1

Make a light in the room so that everything is visible till the end of the combat. This spell can also used to distort the image of the magician and give it 2 points extra defence.

Dark vision

Light 2

Special eyes that can see very good in the dark. This prohibits the 2 points of penalty to attack in dark places. This spell can be cast on other units within close range of the caster.

Illusion

Light 2

Create a static illusion, it cannot be used to scare units away because it will not move. But it can hide persons or create an illusionary wall or block the sight.

Sight

Light 3

Look in the next tile of land. Each level higher this work one extra tile further. All the units there are seen, hiding does not work only invisibility. It is possible to hold up to 4 tiles under watch during a turn to eliminate hiding.

Illusion body

Light 4

Take the physical shape of a creature of choice. But this gives maximal attacks to enemy's of 6 minus the mental defence of that unit. This gives 3 points of extra defence to the magician. This can also be used to give invisibility for complete hiding.

Magical portal

Light 5

Make a portal to another place within 10 overland tiles of the caster. This portal can be used by other units as well. So also by enemy's when the portal is not closed in time.

Spell blast

Magic 1

Interrupt the casting of someone else's spell later in the fight. The magician can still cast other spell in the mean time.

Power crystal

Magic 2

Makes in an overland turn a crystal that can support magical spell so the spell can be one level higher than the skill of the caster but will take 2 turns to cast. The crystal is empty after the spell be can be reloaded in one overland turn by a magician inside a city. The crystal can also be used to cast more than 5 spells in one combat.

Magical object

Magic 3

Create in 4 overland turns an object that holds a spell that can be used once in every fight. The spell itself must be within the ability of this magician. This spell does not count to the 5 spells that can be used in one combat by a magician.

Magical fortress

Magic 4

Prevent magic from the outside world to work in a small area. This is normally not noticed by magicians but when they search the area they discover a place where they cannot look.

Anti magic

Magic 5

Smash all the spells that are near the caster of this spell. This will also smash the magical items of the caster as far as they are near enough. This spell will kill magical created undead and will set free all summoned elementals.

Fog

Water 1

Create a fog in a line of 10 tiles so spells and missile attacks are hindered.

Well

Water 2

Create a well of water, enough to drink in desert areas. This negates the minus to movement through deserts. Water 4 can create up to 20 food in an overland turn.

Water elemental

Water 3

Summon a water elemental. This elemental can be summoned out of a large body of water. It will appear a turn after summoning. It can stay with the caster after the fight but must be close to open water or it will dry out and cease to exist.

Extend life

Water 4

Let a damage unit be normal again. But after the fight it will still be damaged.

Swim

Water 4

Water gives only a minus one on movement with one as a minimum.

Liquid body

Water 5

The unit will get an armour of 4 against all attacks. The unit can pass through very tiny holes but will not be able to use weapons to attack others.

21. Creatures

Horse

A3/0 D1/1 M3

A2

Trample, Carry, Mounted; Veteran M4

Wolf pack

A3/1 D3/1 M3

A2

 

Cave bears

A4/0 D4/2 M2

A3

Trample

Lion pack

A5/1 D3/2 M3

A4

 

Mammal herd

A3/3 D4/2 M3

A5

Trample, Charge, Mounted

Nymph

A1/0 D2/0 M1

A5

Possession, Pass through wood, Swim

Wild elephant

A7/0 D5/2 M3

A6

Trample, Large

Air elemental

A3/0 D4/1 M2

E3

Flight, Carry, Ghost-form, Missile shield, Large, No food

Earth elemental

A5/0 D2/3 M1

E4

Through walls, Large, No food

Fire elemental

A3/0 D4/2 M2

E4

Fireball 1/5, Large, No food

Water elemental

A4/0 D4/2 M3

E4

Charge, Large, No food

Giant eagles

A4/2 D4/1 M5

G7

Flight, Stubborn, Charge

Pegasus

A5/0 D2/1 M4

G7

Heal ground, Flight, Carry, Trample, Charge, Mounted

Unicorn

A6/0 D5/2 M4

G9

Pass through wood, Charge, Blessed weapon, Holy ground, Shining, Stubborn, Large, No food

Angel

A4/0 D7/2 M4

G11

Stubborn, Bright shining, Courage, Super leadership, Bless weapon, Flight, Missile shield, Sun-ray, Healing, has a Flaming weapon, Heroism, Light, Raise dead, Ward off evil, Fire resistant, No food

Flight of bats

A2/4 D2/0 M3

M2

Flight, Fear of light, No food

Big spiders

A3/2 D4/1 M3

M3

Fear of light

Flight of harpies

A3/3 D3/1 M3 T

M4

Flight

Demon squad

A6/1 D6/2 M2

M5

Fire resistance, Blessed weapons, Healed in one turn, Troops of the line, Fear of light, Battle rage at will.

Gorgon

A2/0 D4/1 M1

M5

Petrify on sight

Minotaur

A5/0 D6/2 M2

M5

Trample, Charge, Stubborn, Large

Huge spider

A5/0 D3/4 M2

M6

Spread fear, Petrify on touch, Pain, Fear of light, Trample, Large

Beholder

A4/0 D4/3 M1

M8

Two mental attacks, Fireball 2/6, Mind shout on 4 range, Possession on 3 range, Petrify on 2 range, Spread fear, Block magic, Fire resistance, Stubborn, Large

Hydra

A6/0 D8/2 M1

M8

Trample, Fire resistance, Dark vision, Stubborn, Large

Fire demon

A5/0 D5/3 M2

M10

Attacks also on 1 tile distance and into the air directly above it, Pain, Spread fear, Fire resistance, Missile shield, Fear of light, Stubborn, Tunnelling 2, Super leadership, Large, Flaming weapon.

Skeletons

A2/3 D2/1 M1 T

U2

Undead, Plus one armour to normal weapons, Stubborn, No food

Zombies

A3/3 D3/1 M1 T

U3

Undead, Corrupt, Don't act without leadership, Stubborn, No food

Ghost

A2/0 D1/0 M2

U4

Undead, Ghost-form, Spread fear, Darkness, No food, Smells life

Mummy

A5/1 D4/3 M1

U5

Undead, Corrupt, Spread fear, Fear of light, No food, Stubborn, Smells life

Wraith

A0/0 D4/0 M1

U6

Undead, Ghost-form, Possession, Darkness, No food, Smells life, Through walls, Pain, Leadership

Death knights

A5/2 D4/3 M3

U8

Higher Undead, Charge, Trample, Stubborn, No food, Corrupt, Spread fear, Fear of light, Smells life

Vampire

A5/0 D6/2 M1

U8

Higher Undead, Ghost-form with no attacks, Flight with no attacks, Ghoul, Enslave units as North-men slaves, Darkness, Leadership, Corrupt highly, Summon wolfs or bats, No food

Lich

A3/0 D4/4 M1

U11

Higher Undead, Two mental attacks, Mind shout, Spread fear, Fireball 2/6, Fire resistance, Stubborn, No food, Missile shield, Corrupt highly, Fear of light, Super leadership on undead; veteran: Flight

Creeping doom

A2/0 D6/3 M2

X

The attack is an area effect like an explosion, No food

Refugees

A0/6 D2/0 M0

X

Created when sacking cities.

22. Artefacts

Arrow of accuracy

Fire 4

This arrow does an extra point of attack. Throw a dice and then it is higher than a 2 the arrow is usable again. But it must be collected at the victim or on the ground if the attack was not successful.

Call lightning

Nature 5

This gives for 3 times in a fight a 2 area attack on a position of choice in the battle area. This does only work in the open air.

Control unit

Power #

Control the actions of a specific unit of maximal level #+2. For this the creator must have some material of the person or creature. The creature gets a mental attack of 2 and for one dice of rounds the actions are controlled. After that the item will not work for at least 2 rounds.

Enlarge

Nature 4

The person or creature that wears this item grows and gets from it a attack +1, trample and a -3 to hiding and M2. He cannot ride on a horse anymore.

Enslave unit

Dark 3

The person that uses this item will eventually become a slave to the creator of this item. This item gives a mental attack of 1 each 5 overland turns. This will lower the mental defence of this unit against the creator of the item.

Extra hiding

Nature #

This gives the unit a plus # on hiding.

Extra magical ability

Aspect 5

When wielding this item the magical skill of the user is one point higher in this aspect.

Far speech

Power 3

Makes a mind link with someone who uses a item with the same ability.

Force

Aspect #

Give the wielder of this item the specific force.

Giant strength

Power 3

Gives an extra +1 strength.

Hero's lance

Fire 3

Give the hero the opportunity to make a charge.

Invisibility

Light 4

This gives a 3 extra defence to units and gives them complete hiding.

Lengthen life

Life 3

Gives extra maximum age to the wielder of this item this normally wears off after the use of the item. As a life 5 item the single use of the item gives unending life like the elves got.

Melt stone

Earth 5

Turn rock into butter for easy access into fortresses and cities. This can be harmful for the people who get stuck into it and it turns into rock again. When this item is used to create a tunnel with a down slope the people in the room at the end of the tunnel must be out of the room within 2 round or they will get stuck and are defeated.

Mental link

Power 2

Create a mental link that can be used to communicate with a specific creature over long distances and through barriers of language.

Return to owner

Power 2

The wielder gets the urge to bring this item back to the creator. It gives a mental attack of 1 every 5 overland turns. But when the wielder doesn't know the location of the owner it doesn't work.

Special armour

Earth 3

Special armour of 1 point extra armour. It works on metal as well as on leather so spells can still be cast.

Summon a creature

Aspect #

Summon a specific creature with the correct force. The creature can be of a level #-2 but first there must be obtained some material of this creature to bind it with this spell.

Superb weapon

Fire 3

Gives an extra point of attack with this weapon. It works with a weapon and with a bow.

Teleport self

Power 5

The wielder can transport only itself to a specific location after a dice of turns.

Unrest

Conflict 4

The soul of the wielder of this item will get bound to the item. It gives a 2 mental attack at the moment that the wielder dies and then he turns into a ghost or a wraith with the same level as the hero and will be under control of the maker of the item.


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