Master of Monster (a Sega Genesis game) FAQ
Last updated on April 29, 2000.
This article contains most of the rules that we have figured out that were
either absent from the rule book or incorrectly described. It is possible
some of the table entries are incorrect, but the accuracy is certainly better
than the tables given in the rule book. If you do find any mistakes in our
tables let me (bruno@wolff.to) know so that I can correct them.
The movement rules are fairly normal hexagon map movement rules. You pay a
cost to enter a hex based on the units movement type and the terrain. If you
move next to an enemy unit (normally called a zone of control) your movement
ends. If you start next to an enemy unit you still get to move.
The chance to be hit by a blow in combat depends on the movement type of the
target and the terrain it is in. The values below are the defense ratings (as
they are given in the rule book), the chance to be hit is 100 minus this
value. Attacks with a 65% chance to hit, always have a 65% chance to hit,
independent of the target and its terrain. The 65% attacks are reduced to 10%
attacks by the "shield" spell. Other attacks are not affected by the "shield"
spell.
I have tried fighting numerous battles with a particular chance to hit and
found that the percentages seem to be within 5-10% of what is displayed. The
65% attacks seem to hit more than 65% of the time. In about 200 blows the hit
rate was about 70%. This seems to be significantly different. For the other
attacks the number of blows was lower and the hit rate was closer to the
nominal value.
I have also seen a 100% chance to hit miss, so the percentages are definitely
not exact.
Code Movement type
SH High Sky
S Sky
SF Firey Sky
SL Low Sky
OB Big Ocean
OS Small Ocean
M Master
LB Big Land
LS Small Land
LF Fire Land
LD Dune
I2 Big Tundra
I1 Small Tundra
Movement Cost Table
SH S SF SL OB OS M LB LS LF LD I2 I1
Castle 1 1 1 1 1 1 1 1 1 1 1 1 1
Desert 1 1 1 1 4 4 - 3 2 3 1 3 3
Forest 1 1 1 2 4 4 - 2 2 2 1 2 2
Fortress 1 1 1 1 1 1 1 1 1 1 1 1 1
Mountain 1 1 1 2 - - - 3 3 3 2 3 3
Ocean 1 1 1 2 1 1 - - - - - - -
Plain 1 1 1 1 4 4 - 1 1 1 1 1 1
River 1 1 1 1 2 1 - - 4 3 2 - 3
Rocky Tracts 1 1 1 2 - - - 3 3 3 1 3 3
Swamp 1 1 1 2 2 1 - - 4 3 2 - 3
Tower 1 1 1 1 1 1 1 1 1 1 1 1 1
Tundra 1 1 2 1 3 3 - 2 3 3 2 1 1
Volcano 2 - 1 - - - - - - 1 - - 3
Defensive Value Table
SH S SF SL OB OS M LB LS LF LD I2 I1
Castle 30 30 30 40 30 30 60 40 60 40 60 40 40
Desert 30 30 30 30 25 25 0 30 30 30 60 30 30
Forest 30 30 30 40 30 25 0 40 60 50 60 40 50
Fortress 30 30 30 40 30 30 40 40 60 40 60 40 40
Mountain 30 30 30 40 10 10 0 60 50 40 60 60 40
Ocean 30 30 30 30 80 60 0 10 10 10 10 10 10
Plain 30 30 30 30 25 25 0 20 40 30 40 20 30
River 30 30 30 30 60 80 0 10 20 20 40 10 20
Rocky Tracts 30 30 30 40 10 10 0 60 50 40 60 60 40
Swamp 30 30 30 30 60 80 0 20 20 20 40 20 20
Tower 30 30 30 40 30 30 40 40 60 40 60 40 40
Tundra 30 30 30 40 30 30 0 20 20 20 20 60 70
Volcano 60 10 70 10 10 10 0 10 10 70 10 10 20
Elementals have 30% defense except against 65% attacks.
The amount of damage per blow in combat is calculated as follows:
For law and chaos creatures at full day or full night take 25% of the base
attack value rounded down. Law creatures add this value during full day and
subtract this value at full night. Chaos creatures add this value at full
night and subtract this value during full day.
Next add 1 point for every 30 experience points the creature has earned.
Then multiply by the defense value of the target versus this attack type and
round down. Subtract this value from the value calculated so far.
You now have the damage each blow will do when it hits.
There seems to be four different types of attacks for resistance purposes. This
hasn't been fully confirmed, but no contrary evidence has shown up yet.
The creatures with 99% resistance are more likely 100% resistant and that there
is a minimum damage of 1 per blow. But doing the above calculation with 99%
gives the same result (since I haven't found any attacks doing over 100 per
attack).
Attack Damage Types
Impact 65% Heat Cold
Impact Brust F-Breath C-Breath
Short Range Deathcry Fireball Coldball
Spear Hellfire Impact (Lizard) Impact (Firbolg)
Impact (Taitan)
Marrow
Short Range (Cocoon)
Short Range (Valkyrie)
Spear (Sirene)
Spear (Valkyrie)
Storm
Thunder
Attack Resistance Table
Impact 65% Heat Cold
Air (Elemental) 0 40 0 40
Air-D 10 20 10 0
Amazon 70 30 30 30
Angel 0 50 0 0
Arch-A 10 70 20 20
Arch-D 10 50 20 30
Attacker 10 0 0 0
Big-S 0 0 20 0
Black-W 90 0 90 90
Caeser 40 40 10 10
Carthago 30 20 0 0
Chimera 30 30 30 30
Cocoon 80 80 80 80
Collosus 10 0 0 0
Crasher 30 20 20 30
Crusader 30 20 10 0
Cyclops 0 0 0 0
Daimyou 60 80 60 30
Dark-D 20 20 10 20
Dark-W 80 0 80 80
Darklord 60 30 60 60
Death-D 30 20 20 30
Demon 0 30 0 0
Dragon (Daimyou) 10 0 10 0
Dragon (Darklord) 10 0 0 0
Dragon (Sorcerer) 10 0 0 10
Dragon (Summoner) 10 0 10 10
Dragon (Wizard) 10 0 0 0
Earth (Elemental) 0 50 50 0
Fighter 20 10 0 0
Firbolg 0 0 30 50
Fire (Elemental) 0 0 80 0
Fire-D 20 20 90 0
Flame-D 10 10 50 0
Frost-D 10 10 0 50
Giant 10 0 0 0
Gold-D 30 50 60 0
Golem 20 99 20 10
Gorgon 30 0 0 0
Great-A 20 90 30 30
Great-D 20 70 30 40
Griffin 10 0 0 0
Guardian 0 0 0 0
Hippo-G 30 0 10 0
Hydra 10 0 99 0
Ice-D 20 20 0 90
Icegiant 0 0 0 0
Iron-G 80 99 80 30
King-D 30 30 30 30
Kraken 0 0 20 0
Lizard 10 0 0 0
Loc 0 0 0 0
Mage 30 80 30 30
Marmaid 0 0 20 0
Minotaur 20 0 0 0
Mono-P 30 80 0 0
Musha 20 20 20 60
Octopus 0 0 10 0
Pegasus 20 60 0 0
Phoenix 0 0 99 0
Roman 20 0 0 0
Serpent 0 0 10 0
Silver-D 30 50 0 60
Sirene 50 60 50 50
Sky-D 10 0 10 0
Sky-G 50 0 0 0
Soldier 10 0 0 0
Sorcerer 30 60 60 60
Sphinx 40 40 40 40
Stone-G 50 99 50 20
Summoner 50 50 50 50
Taitan 30 30 20 30
Tricorn 0 60 20 20
Troll 10 0 0 0
Twinhead 10 0 99 0
Unicorn 0 40 0 0
Valkyrie 30 50 30 30
Warrior 0 0 0 0
Water (Elemental) 0 0 0 80
Wizard 60 60 30 60
Wraith 70 0 70 70
Experience is awarded for battles in the following manner. If both creatures
survive the lower level one gets two EPs and the higher level one gets 1 EP.
If both are the same level or if a 1st is fighting a 3rd than each gets 1 EP.
If one of the units is killed the victor gets 16 EPs doubled or halved for each
difference in level. For battles involving 4th level units, if the lower level
unit is victorious it gets 32 EPs. If the 4th level unit is victorious it gets
8 EPs. If both are 4th, then 16 EPs are awarded. Elemental battles (force)
award experience, but using the mind spell doesn't.
Experience award for both units surviving
Unit level
Target level 1 2 3 4
1 1 1 1 1
2 2 1 1 1
3 1 2 1 1
4 2 2 2 1
Experience award when target is killed
Unit level
Target level 1 2 3 4
1 16 8 4 8
2 32 16 8 8
3 64 32 16 8
4 32 32 32 16
Many of the monster names in the rule book and in the game are misspelled or
inconsistent with each other. The monsters are ordered in the book according
to how they promote. The first level monster is listed first and then the
units that promote from it.
Below is a summary of just about everything you want to know about each kind
of monster (except for some information on summoning in the campaign game).
Headings:
A Alignment
Short Short range attack base
Long Long range attack base
Attack Displayed long range attack type
MT Movement type
MA Movement Allowance
HP Hit points
L Level
EP Experience points
C Cost to summon
Starred attack bases indicate an unusual damage type for this attack.
A Short Long Attack MT MA HP L EP C
Air (Elemental) N - 15-2 C-Breath - - 100 1 255 40
Air-D C 9-4 8-4 Fireball SF 8 96 3 255 -
Amazon C 10-3 10-3 Impact LS 6 40 2 255 -
Angel L 2-2 6-2 Thunder SL 6 30 1 67 36
Arch-A L 4-2 12-2 Thunder SL 7 62 2 49 -
Arch-D C 10-1 8-3 Brust SL 8 44 2 57 -
Attacker C 12-2 0-0 Not LS 5 48 2 40 -
Big-S N 12-3 0-0 Not OB 8 83 2 255 -
Black-W C 8-1 16-2 Deathcry SL 5 36 3 255 -
Caeser L 11-3 18-2 Impact LS 6 62 3 255 -
Carthago L 7-3 10-2 Spear LS 6 44 2 38 -
Chimera N 7-2 0-0 Not SL 5 40 1 40 20
Cocoon N *15-2 40-1 Thunder M 0 50 1 1 -
Collosus L 33-1 38-1 Impact LB 6 110 3 255 -
Crasher C 20-2 12-1 Hellfire LS 6 63 3 250 -
Crusader N 9-4 8-3 Impact S 7 70 3 255 -
Cyclops C 15-1 0-0 Not I2 5 46 1 46 19
Daimyou L 3-3 13-3 Storm M 3 100 3 255 -
Dark-D C 15-2 5-3 C-Breath I1 6 56 2 60 -
Dark-W C 4-1 8-2 Deathcry SL 4 24 2 18 -
Darklord C 5-2 21-2 Storm M 3 100 3 255 -
Death-D C 20-2 7-4 C-Breath I1 6 90 3 255 -
Demon C 5-1 4-3 Brust SL 7 30 1 55 34
Dragon (Daimyou) L 9-2 8-1 Fireball LF 5 40 1 48 26
Dragon (Darklord) C 10-2 0-0 Not I1 5 42 1 48 22
Dragon (Sorcerer) L 9-2 8-1 Coldball I1 5 40 1 48 26
Dragon (Summoner) N 9-2 8-1 Fireball LF 5 46 1 78 24
Dragon (Wizard) C 6-3 0-0 Not LF 6 42 1 48 22
Earth (Elemental) N - 10-3 Hellfire - - 100 1 255 40
Fighter N 5-4 6-3 Impact SL 7 46 2 35 -
Firbolg C 30-1 *16-2 Impact I2 6 86 3 255 -
Fire (Elemental) N - 10-3 Fireball - - 100 1 255 40
Fire-D L 16-2 20-2 F-Breath LF 6 78 3 250 -
Flame-D L 12-2 13-2 F-Breath LF 6 51 2 60 -
Frost-D L 11-2 12-2 C-Breath I1 6 51 2 62 -
Giant L 11-2 16-1 Impact LB 5 75 2 48 -
Gold-D N 18-2 16-2 F-Breath LF 7 70 3 30 -
Golem N 16-1 0-0 Not LB 4 30 1 45 20
Gorgon C 11-2 7-3 Marrow SL 6 45 2 34 -
Great-A L 9-2 18-2 Thunder S 8 60 3 255 -
Great-D C 15-1 12-3 Storm S 8 66 3 255 -
Griffin C 8-2 0-0 Not SL 6 42 1 42 22
Guardian N 6-4 6-5 Thunder M 3 50 1 2 -
Hippo-G C 8-3 8-2 Fireball S 8 65 2 255 -
Hydra N 10-3 12-3 Fireball LD 5 60 3 255 -
Ice-D L 10-3 19-2 C-Breath I1 6 88 3 250 -
Icegiant C 23-1 16-1 Impact I2 5 68 2 48 -
Iron-G N 38-1 0-0 Not LB 5 40 3 255 -
King-D N 18-3 16-3 F-Breath LF 6 130 4 255 -
Kraken C 8-4 0-0 Not OB 7 75 2 255 -
Lizard N 4-2 *5-1 Impact LD 5 30 1 24 10
Loc L 4-3 0-0 Not SH 10 30 1 36 26
Mage C 3-2 20-2 Hellfire S 6 40 2 255 -
Marmaid L 2-1 10-2 Brust OS 5 26 1 39 13
Minotaur C 7-2 0-0 Not LS 5 38 1 32 17
Mono-P N 4-6 0-0 Not SH 9 42 2 255 -
Musha L 15-3 8-2 Impact LS 7 50 2 255 -
Octopus C 8-3 0-0 Not OB 6 65 1 86 74
Pegasus N 4-3 0-0 Not S 7 30 1 36 18
Phoenix L 4-4 8-3 Fireball SF 9 24 2 1 -
Roman L 4-3 0-0 Not LS 5 33 1 26 12
Serpent N 12-2 0-0 Not OB 7 73 1 98 81
Silver-D N 12-3 16-2 C-Breath I1 7 70 3 30 -
Sirene L 8-3 *10-3 Spear OS 6 45 2 255 -
Sky-D C 7-3 6-3 Fireball SF 7 48 2 53 -
Sky-G C 14-2 9-3 Storm S 7 55 3 255 -
Soldier N 3-4 0-0 Not LS 6 34 1 24 12
Sorcerer L 3-3 13-3 Thunder M 3 100 3 255 -
Sphinx N 11-2 6-2 Hellfire SF 6 60 2 255 -
Stone-G N 26-1 0-0 Not LB 5 35 2 25 -
Summoner N 12-1 7-5 Storm M 3 100 3 255 -
Taitan N 15-3 *10-4 Impact LS 6 70 4 255 -
Tricorn L 7-3 9-2 Marrow LS 7 48 2 255 -
Troll L 7-2 0-0 Not LB 4 40 1 46 18
Twinhead N 6-2 7-2 Fireball LD 5 48 2 48 -
Unicorn L 7-2 0-0 Not LS 6 33 1 32 20
Valkyrie C *10-1 *18-2 Spear SL 6 40 1 255 -
Warrior C 6-2 0-0 Not LS 5 34 1 30 12
Water (Elemental) N - 15-2 Coldball - - 100 1 255 40
Wizard C 5-2 21-2 Storm M 3 100 3 255 -
Wraith C 2-1 4-2 Deathcry SL 3 12 1 18 10
This table lists which masters can obtain which units in the four player mode.
The recuits available in campaign mode are different.
Elementals are only summoned for a single battle.
Recruit Table
Cost or promotes from Obtainable by
Air (Elemental) 40* Sorcerer, Summoner
Air-D Sky-D Wizard
Amazon - -
Angel 36 Sorcerer, Summoner
Arch-A Angel Sorcerer, Summoner
Arch-D Demon Darklord, Summoner, Wizard
Attacker Warrior Wizard
Big-S Serpent Daimyou, Sorcerer, Summoner
Black-W Dark-W Darklord, Wizard
Caeser Carthago Daimyou
Carthago Roman Daimyou
Chimera 20 Daimyou
Cocoon Guardian -
Collosus Giant Daimyou, Sorcerer
Crasher Attacker Wizard
Crusader Fighter Sorcerer
Cyclops 19 Darklord, Wizard
Daimyou - Daimyou
Dark-D Dragon (Darklord) Darklord
Dark-W Wraith Darklord, Wizard
Darklord - Darklord
Death-D Dark-D Darklord
Demon 34 Darklord, Summoner, Wizard
Dragon (Daimyou) 26 Daimyou
Dragon (Darklord) 22 Darklord
Dragon (Sorcerer) 26 Sorcerer
Dragon (Summoner) 24 Summoner
Dragon (Wizard) 22 Wizard
Earth (Elemental) 40* Darklord, Summoner
Fighter Soldier Sorcerer
Firbolg Icegiant Darklord, Wizard
Fire (Elemental) 40* Daimyou, Summoner
Fire-D Flame-D Daimyou
Flame-D Dragon (Daimyou) Daimyou
Frost-D Dragon (Sorcerer) Sorcerer
Giant Troll Daimyou, Sorcerer
Gold-D Silver-D Summoner
Golem 20 Summoner
Gorgon Minotaur Darklord
Great-A Arch-A Sorcerer, Summoner
Great-D Arch-D Darklord, Summoner, Wizard
Griffin 22 Wizard
Guardian Cocoon -
Hippo-G Griffon Wizard
Hydra Twinhead Darklord, Summoner
Ice-D Frost-D Sorcerer
Icegiant Cyclops Darklord, Wizard
Iron-G Stone-G Summoner
King-D Fire-D, Ice-D Daimyou, Sorcerer
Kraken Octopus Darklord, Wizard
Lizard 10 Darklord, Summoner
Loc 26 Daimyou, Sorcerer
Mage - -
Marmaid 13 Daimyou, Sorcerer
Minotaur 17 Darklord
Mono-P Pegasus Darklord, Summoner, Wizard
Musha - -
Octopus 74 Darklord, Wizard
Pegasus 18 Darklord, Summoner, Wizard
Phoenix Loc, Phoenix Daimyou, Sorcerer
Roman 12 Daimyou
Serpent 81 Daimyou, Sorcerer, Summoner
Silver-D Dragon (Summoner), Gold-D Summoner
Sirene Marmaid Daimyou, Sorcerer
Sky-D Dragon (Wizard) Wizard
Sky-G Gorgon Darklord
Soldier 12 Sorcerer
Sorcerer - Sorcerer
Sphinx Chimera Daimyou
Stone-G Golem Summoner
Summoner - Summoner
Taitan Crasher Wizard
Tricorn Unicorn Sorcerer
Troll 18 Daimyou, Sorcerer
Twinhead Lizard Darklord, Summoner
Unicorn 20 Sorcerer
Valkyrie - -
Warrior 12 Wizard
Water (Elemental) 40* Wizard, Summoner
Wizard - Wizard
Wraith 10 Darklord, Wizard
Promote Table
Level Experience Promotes to
Air (Elemental) 1 255 -
Air-D 3 255 -
Amazon 2 255 -
Angel 1 67 Arch-A
Arch-A 2 49 Great-A
Arch-D 2 57 Great-D
Attacker 2 40 Crasher
Big-S 2 255 -
Black-W 3 255 -
Caeser 3 255 -
Carthago 2 38 Caeser
Chimera 1 40 Sphinx
Cocoon 1 1 Guardian
Collosus 3 255 -
Crasher 3 250 Taitan
Crusader 3 255 -
Cyclops 1 46 Icegiant
Daimyou 3 255 -
Dark-D 2 60 Death-D
Dark-W 2 18 Black-W
Darklord 3 255 -
Death-D 3 255 -
Demon 1 55 Arch-D
Dragon (Daimyou) 1 48 Flame-D
Dragon (Darklord) 1 48 Dark-D
Dragon (Sorcerer) 1 48 Frost-D
Dragon (Summoner) 1 78 Silver-D
Dragon (Wizard) 1 48 Sky-D
Earth (Elemental) 1 255 -
Fighter 2 35 Crusader
Firbolg 3 255 -
Fire (Elemental) 1 255 -
Fire-D 3 250 King-D
Flame-D 2 60 Fire-D
Frost-D 2 62 Ice-D
Giant 2 48 Collosus
Gold-D 3 30 Silver-D
Golem 1 45 Stone-G
Gorgon 2 34 Sky-G
Great-A 3 255 -
Great-D 3 255 -
Griffin 1 42 Hippo-G
Guardian 1 2 Cocoon
Hippo-G 2 255 -
Hydra 3 255 -
Ice-D 3 250 King-D
Icegiant 2 48 Firbolg
Iron-G 3 255 -
King-D 4 255 -
Kraken 2 255 -
Lizard 1 24 Twinhead
Loc 1 36 Phoenix
Mage 2 255 -
Marmaid 1 39 Sirene
Minotaur 1 32 Gorgon
Mono-P 2 255 -
Musha 2 255 -
Octopus 1 86 Kraken
Pegasus 1 36 Mono-P
Phoenix 2 1 Phoenix
Roman 1 26 Carthago
Serpent 1 98 Big-S
Silver-D 3 30 Gold-D
Sirene 2 255 -
Sky-D 2 53 Air-D
Sky-G 3 255 -
Soldier 1 24 Fighter
Sorcerer 3 255 -
Sphinx 2 255 -
Stone-G 2 45 Iron-G
Summoner 3 255 -
Taitan 4 255 -
Tricorn 2 255 -
Troll 1 46 Giant
Twinhead 2 48 Hydra
Unicorn 1 32 Tricorn
Valkyrie 1 255 -
Warrior 1 30 Attacker
Water (Elemental) 1 255 -
Wizard 3 255 -
Wraith 1 18 Dark-W
We checked out some of the spells and have the following comments:
Masters are immune to all spells, both good and bad. Force may not be used
against masters either.
The "first" (fast) spell changes the unit's movement allowance to 12.
The "shield" spell protects against harmful magic until the end of your next
turn. It also changes the chance of 65% attacks hitting to 10%. It has no
other affects on combat. It does not cancel any spells already in affect.
The "stone" and "sleep" spells prevent the unit from moving or fighting until
the end of its next turn. It still exerts a zone of control. If attacked it
has 0-0 attacks at both short and long range. These two spells cancel each
other leaving only the latest spell in affect. So that if a unit is stoned and
then slept, an "awaken" spell can be used on it.
The "reverse" spell effects the sequence the "time of day" follows. At the
start of the game the order is morning, day, evening, night. Each time
"reverse" is cast this order is reversed. This allows the darklord to make
every other turn a night turn and to not have any day turns. This requires
casting "reverse" every other turn and this is normally not worth the spell
points.
The "confuse" spell takes over an enemy monster. Once this monster is grabbed
it counts against your tower limit. So you might want to summon before casting
confuse. It will change back before tower healing occurs (so it doesn't get
healing during your turn). If the confused unit is killed odd things happen.
If you summon any units after getting a confused monster killed, the first such
unit will change ownership to the player who had their unit confused, at the
end of your turn. If you do not build any units after getting the confused
monster killed then it will return with 0 hit points at the end of your turn,
even on top of another unit. Only the top unit of a stack of units may be
used. Both units in a stack assert zones of control.
A unit with 0 hit points still needs to be hit to be killed. The unit also
comes back with 0 experience points.
You can still use "confuse" if it will cause you to exceed some unit count
limits. Your unit count (as displayed) is not changed by "confuse" or at the
end of your turn when the monster changes back. If you do anything to change
your unit count while you have a confused monster, your unit count will be
wrong at the end of your turn. It will be corrected as soon as anyone's unit
count is changed. This can prevent you from summoning on your next turn.
The "again" spell allows you to move a unit that has already moved or fought
this turn. This unit may leave a zone of control it entered on its first
move this turn.
The "mind" spell does not give experience. This is useful for killing phoenix.
The "storm" spell can actually storm a unit more than once if it is stormed
back into the area of affect. I am not sure if a hex will be examined for
a stormable unit more than once during a storm. I suspect not. Normally storm
proceeds by starting with the center hex, then the top right hex, then
clockwise around the center hex.
Forces are like normal combats fought at long range. Elementals are first
level monsters that don't promote. If an elemental is killed in the campaign
games it will come back on the next board without any experience. Elementals
may not be used against masters.
Other oddball things we have found out:
There is a limit of 30 monsters per position.
There is a limit of 56 total monsters in all of the positions.
An attack with a 100% chance to hit is displayed as having a 00% chance to hit.
Tower ownership does not change in the following situations: when you are
stormed into a tower, move to a tower and cancel out of a fight, and when a
monster in a tower is confused. Moving the cursor off the tower and back on to
it will force the tower ownership to change.
Occasionally the cursor will disappear. It can be fixed by using the table
command to move to a unit. This seems to happen pretty often when scrolling
over the battle field with the B key depressed (fast scroll) and running into
an edge of the map.
Occasionally the cursor is mispositioned. This is usually noticeable when
casting spells and the wrong spell list is displayed. This will be caused by
canceling out of the fight command. There may be other ways to do this as
well. Moving the cursor around seems to fix this.
If you move and fight, you can only cancel out of the fight not the move.
If you try to fight the wrong target and still haven't picked the attack type,
it is only possible to cancel the whole fight. If this was part of a move,
you will lose your chance to fight when you cancel.
You can warp into to the tower you started in. So be careful about bouncing
the C button when casting "warp".
The players have access to two 4th level units, the king dragon and the taitan.
The king dragon comes from the two law dragons and the taitan comes from the
warrior.
It is possible to summon or call units next to any master of the same type in a
fortress, castle or tower that you own. This is useful when playing team
games, but can be a problem when playing free for alls. Note that fortresses
can be used by anyone to recruit, but you cannot recruit in other players'
castles or towers that are not your color.
Every time the game is started up the random number generator is reset. The
next three blows by the moving player after restarting will hit at 40% or
better. So you can cheat by saving a game and resetting before fighting a key
(or not so key) battle.
There are many units accessible only to the computer in campaign mode. These
include amazons, cocoons, guardians, mages, mushas and valkeries. I haven't
got data on which masters in which campaign boards are able to recruit these
monsters. Nor have I figured out what their summoning cost is. The information
on these units is provided to help you make combat decisions.
Masters do not keep experience in the campaign game (but elementals do).
In the campaign game, masters, monsters and elementals are healed at the start
of each scenario. The table command will show monsters that have not been
called as damaged, but when they are called they are at full strength.
Since I have come across people who do not have access to the manual
for the game I am going to include some other information, that I previously
considered available to everyone.
The START button is used to start the game.
The A button is used to open option modes.
The B button is used to cancel or enter an option selection after
selecting an option with the C button.
The C button is used to open command options, to select options modes or
to enter your selection.
The D (directional) button is used to select in configuration mode and option
mode and to move the cursor.
Magic points per turn for human players (and computer players when playing
in map mode) can be set from 50 to 100 points per turn.
The turn order is Blue, Red, Green, Yellow.
The game ends when all but one master have been eliminated. In campaign
mode the game will also end if the human controlled master is eliminated.
Towers ruled by defeated masters become neutral. The monsters owned by
defeated masters are eliminated.
There are four times of day that normally cycle morning, daytime, evening
and night (though the reverse spell can affect this). The time of day
can give affect the attack strengths of some monsters.
Monsters (and elementals) are eliminated when they are reduced to zero or
less hit points.
Each monster may only move and attack once per turn (unless the again spell
is used). An elemental attack may only be used once per turn (even if the
master can use more than one type). Magic may only be used once per turn.
Monsters counterattack every time they are attacked.
The Summon command is used to create a new allied monster.
The Call command is used to bring back an allied monster that survived the
previous scenario in campaign games.
Magic is used to cast spells.
Force is used to do an elemental attack.
Table is used to get information about your monsters. It can be used to
position the cursor on a monster.
Help is used to get suggested moves.
Setup allows changing of some of the setup information.
Save saves the current game (only one saved game at a time).
Player allows you to change between player control and computer control
of masters in map mode (not in campaign mode).
Speed sets how fast attack animations go. Set this to Fast.
Music allows you to choose a background music for each master's turn.
End is used to end your turn.
Spells do not work on masters, though a hex with a master can used used
as the target for some spells.
The spells common to all master types are the following.
(Note currently some of these names may be from the manual instead of the
name used by the game.)
Heal All (40) heals 1-10 (not totally verified) points for all allied
monsters (not masters or elementals).
Hell (10) heals one allied monster.
Sleep (20) keeps a monster from moving, attacking or counterattacking until
the end of the next turn of the casting player, unless an awaken spell is
used.
Awaken (30) cancel a sleep spell from one allied monster.
Warp (30) transports one allied monster from one tower to another. This may
be used on a monster whether or not it has moved. It does not affect the has
moved status of a monster.
Again (30) will allow one allied monster to move again this turn.
Meteor (60) cause random damage to monsters (allied or not) hexes near the
master. The same hex may be hit more than once.
Stream (80) does a small amount of damage to all monsters in the targeted
hex and adjacent hexes.
Mind (30) does damage to a single enemy monster (20-30 points).
Daimyou specific spells.
Shield (20) protects a single allied monster from harmful magic until the
end of the caster's next turn. It does not cancel any spells already in
effect. It also reduces 65% attacks to 10%. It has no other affect on
combat.
Storm (30) teleports any monsters in the target hex or any adjacent hex
to a random hex within about 10 hexes.
Sorcerer specific spells.
Quick (20) adds one to the attack numbers for one allied monster (I have
to double check this).
Refresh (40) fully heals one allied monster.
Wizard specific spells.
Stone (30) works like sleep except that awaken cannot be used directly
to cancel it. It is possible to cast sleep on a stoned monster and then
cast awaken on it.
First (50) changes the movement allowance of one allied monster to 12
for this turn.
Darklord specific spells.
Reverse (40) reverses the time of day order.
Confuse (70) makes one enemy monster allied (and able to act) for this
turn.
Summoner specific spells.
Sonic Boom (30) reduces the hit points of all monsters not in towers
by up to 5 points (not totally verified). The game name of this spell
may be area.
Tower Heal (40) heals all allied monsters in towers by 10 to 20 points
(not totally verified).
Note that monsters can never be healed better than their starting hit points.
Computer controlled masters have only been seen to cast Meteor and heal
spells (though I am not sure if they cast heal spells other than Heal All).
If anyone wants to forward this information to Renovation feel free. Maybe they
could print a new rule book and fix some of the bugs in the game. If they make
a Master of Monsters II I hope they do some more serious playtesting.
Besides the bugs in the game, in the multiplayer mode there is a serious
play balance problem with the daimyou. Also it seems from our experience that
there are some monster types that are never used. And that only a handful
of the higher level monsters are ever in play.
The following is a reformatted version of the charts above. I used this
format to make a two sided page with most of the information I use while
playing the game. The front page is intended to be printed out using a 100
row by 132 column format, the back page is intended to be printed out using
a 66 row by 80 column format.
Front page:
Heading Description Attack Damage Types (Unusual
attacks are starred)
A Alignment
Short Short range attack base Impact
65% Heat Cold
Long Long range attack base Impact
Brust F-Breath C-Breath
Attack Displayed long range attack type Short Range
Deathcry Fireball Coldball
MT Movement type Spear
Hellfire Impact (Lizard) Impact (Firbolg)
MA Movement Allowance Impact (Taitan)
HP Hit points Marrow
L Level Short Range (Cocoon)
EP Experience points Short Range
(Valkyrie)
C Cost to summon Spear (Sirene)
IP Impact resistance Spear (Valkyrie)
65 65% resistance Storm
HT Heat resistance Thunder
CD Cold resistance
Promotes Promotes to
Available Available to in 4 player mode (Dy - Daimyou, Dk - Darklord, So -
Sorcerer, Su - Summoner, Wz - Wizard)
A Short Long Attack MT MA HP L EP C
IP 65 HT CD Promotes Available
Air (Elemental) N - 15-2 C-Breath - - 100 1 255
40 0 40 0 40 - So, Su
Air-D C 9-4 8-4 Fireball SF 8 96 3 255 -
10 20 10 0 - Wz
Amazon C 10-3 10-3 Impact LS 6 40 2 255 -
70 30 30 30 - -
Angel L 2-2 6-2 Thunder SL 6 30 1 67
36 0 50 0 0 Arch-A So, Su
Arch-A L 4-2 12-2 Thunder SL 7 62 2 49 -
10 70 20 20 Great-A So, Su
Arch-D C 10-1 8-3 Brust SL 8 44 2 57 -
10 50 20 30 Great-D Dk, Su, Wz
Attacker C 12-2 0-0 Not LS 5 48 2 40 -
10 0 0 0 Crasher Wz
Big-S N 12-3 0-0 Not OB 8 83 2 255 -
0 0 20 0 - Dy, So, Su
Black-W C 8-1 16-2 Deathcry SL 5 36 3 255 -
90 0 90 90 - Dk, Wz
Caeser L 11-3 18-2 Impact LS 6 62 3 255 -
40 40 10 10 - Dy
Carthago L 7-3 10-2 Spear LS 6 44 2 38 -
30 20 0 0 Caeser Dy
Chimera N 7-2 0-0 Not SL 5 40 1 40 20
30 30 30 30 Sphinx Dy
Cocoon N *15-2 40-1 Thunder M 0 50 1 1 -
80 80 80 80 Guardian -
Collosus L 33-1 38-1 Impact LB 6 110 3 255 -
10 0 0 0 - Dy, So
Crasher C 20-2 12-1 Hellfire LS 6 63 3 250 -
30 20 20 30 Taitan Wz
Crusader N 9-4 8-3 Impact S 7 70 3 255 -
30 20 10 0 - So
Cyclops C 15-1 0-0 Not I2 5 46 1 46
19 0 0 0 0 Icegiant Dk, Wz
Daimyou L 3-3 13-3 Storm M 3 100 3 255 -
60 80 60 30 - Dy
Dark-D C 15-2 5-3 C-Breath I1 6 56 2 60 -
20 20 10 20 Death-D Dk
Dark-W C 4-1 8-2 Deathcry SL 4 24 2 18 -
80 0 80 80 Black-W Dk, Wz
Darklord C 5-2 21-2 Storm M 3 100 3 255 -
60 30 60 60 - Dk
Death-D C 20-2 7-4 C-Breath I1 6 90 3 255 -
30 20 20 30 - Dk
Demon C 5-1 4-3 Brust SL 7 30 1 55
34 0 30 0 0 Arch-D Dk, Su, Wz
Dragon (Daimyou) L 9-2 8-1 Fireball LF 5 40 1 48 26
10 0 10 0 Flame-D Dy
Dragon (Darklord) C 10-2 0-0 Not I1 5 42 1 48 22
10 0 0 0 Dark-D Dk
Dragon (Sorcerer) L 9-2 8-1 Coldball I1 5 40 1 48 26
10 0 0 10 Frost-D So
Dragon (Summoner) N 9-2 8-1 Fireball LF 5 46 1 78 24
10 0 10 10 Silver-D Su
Dragon (Wizard) C 6-3 0-0 Not LF 6 42 1 48 22
10 0 0 0 Sky-D Wz
Earth (Elemental) N - 10-3 Hellfire - - 100 1 255
40 0 50 50 0 - Dk, Su
Fighter N 5-4 6-3 Impact SL 7 46 2 35 -
20 10 0 0 Crusader So
Firbolg C 30-1 *16-2 Impact I2 6 86 3 255 -
0 0 30 50 - Dk, Wz
Fire (Elemental) N - 10-3 Fireball - - 100 1 255
40 0 0 80 0 - Dy, Su
Fire-D L 16-2 20-2 F-Breath LF 6 78 3 250 -
20 20 90 0 King-D Dy
Flame-D L 12-2 13-2 F-Breath LF 6 51 2 60 -
10 10 50 0 Fire-D Dy
Frost-D L 11-2 12-2 C-Breath I1 6 51 2 62 -
10 10 0 50 Ice-D So
Giant L 11-2 16-1 Impact LB 5 75 2 48 -
10 0 0 0 Collosus Dy, So
Gold-D N 18-2 16-2 F-Breath LF 7 70 3 30 -
30 50 60 0 Silver-D Su
Golem N 16-1 0-0 Not LB 4 30 1 45 20
20 99 20 10 Stone-G Su
Gorgon C 11-2 7-3 Marrow SL 6 45 2 34 -
30 0 0 0 Sky-G Dk
Great-A L 9-2 18-2 Thunder S 8 60 3 255 -
20 90 30 30 - So, Su
Great-D C 15-1 12-3 Storm S 8 66 3 255 -
20 70 30 40 - Dk, Su, Wz
Griffin C 8-2 0-0 Not SL 6 42 1 42 22
10 0 0 0 Hippo-G Wz
Guardian N 6-4 6-5 Thunder M 3 50 1 2 -
0 0 0 0 Cocoon -
Hippo-G C 8-3 8-2 Fireball S 8 65 2 255 -
30 0 10 0 - Wz
Hydra N 10-3 12-3 Fireball LD 5 60 3 255 -
10 0 99 0 - Dk, Su
Ice-D L 10-3 19-2 C-Breath I1 6 88 3 250 -
20 20 0 90 King-D So
Icegiant C 23-1 16-1 Impact I2 5 68 2 48 -
0 0 0 0 Firbolg Dk, Wz
Iron-G N 38-1 0-0 Not LB 5 40 3 255 -
80 99 80 30 - Su
King-D N 18-3 16-3 F-Breath LF 6 130 4 255 -
30 30 30 30 - Dy, So
Kraken C 8-4 0-0 Not OB 7 75 2 255 -
0 0 20 0 - Dk, Wz
Lizard N 4-2 *5-1 Impact LD 5 30 1 24 10
10 0 0 0 Twinhead Dk, Su
Loc L 4-3 0-0 Not SH 10 30 1 36
26 0 0 0 0 Phoenix Dy, So
Mage C 3-2 20-2 Hellfire S 6 40 2 255 -
30 80 30 30 - -
Marmaid L 2-1 10-2 Brust OS 5 26 1 39
13 0 0 20 0 Sirene Dy, So
Minotaur C 7-2 0-0 Not LS 5 38 1 32 17
20 0 0 0 Gorgon Dk
Mono-P N 4-6 0-0 Not SH 9 42 2 255 -
30 80 0 0 - Dk, Su, Wz
Musha L 15-3 8-2 Impact LS 7 50 2 255 -
20 20 20 60 - -
Octopus C 8-3 0-0 Not OB 6 65 1 86
74 0 0 10 0 Kraken Dk, Wz
Pegasus N 4-3 0-0 Not S 7 30 1 36 18
20 60 0 0 Mono-P Dk, Su, Wz
Phoenix L 4-4 8-3 Fireball SF 9 24 2 1 -
0 0 99 0 Phoenix Dy, So
Roman L 4-3 0-0 Not LS 5 33 1 26 12
20 0 0 0 Carthago Dy
Serpent N 12-2 0-0 Not OB 7 73 1 98
81 0 0 10 0 Big-S Dy, So, Su
Silver-D N 12-3 16-2 C-Breath I1 7 70 3 30 -
30 50 0 60 Gold-D Su
Sirene L 8-3 *10-3 Spear OS 6 45 2 255 -
50 60 50 50 - Dy, So
Sky-D C 7-3 6-3 Fireball SF 7 48 2 53 -
10 0 10 0 Air-D Wz
Sky-G C 14-2 9-3 Storm S 7 55 3 255 -
50 0 0 0 - Dk
Soldier N 3-4 0-0 Not LS 6 34 1 24 12
10 0 0 0 Fighter So
Sorcerer L 3-3 13-3 Thunder M 3 100 3 255 -
30 60 60 60 - So
Sphinx N 11-2 6-2 Hellfire SF 6 60 2 255 -
40 40 40 40 - Dy
Stone-G N 26-1 0-0 Not LB 5 35 2 25 -
50 99 50 20 Iron-G Su
Summoner N 12-1 7-5 Storm M 3 100 3 255 -
50 50 50 50 - Su
Taitan N 15-3 *10-4 Impact LS 6 70 4 255 -
30 30 20 30 - Wz
Tricorn L 7-3 9-2 Marrow LS 7 48 2 255 -
0 60 20 20 - So
Troll L 7-2 0-0 Not LB 4 40 1 46 18
10 0 0 0 Giant Dy, So
Twinhead N 6-2 7-2 Fireball LD 5 48 2 48 -
10 0 99 0 Hydra Dk, Su
Unicorn L 7-2 0-0 Not LS 6 33 1 32
20 0 40 0 0 Tricorn So
Valkyrie C *10-1 *18-2 Spear SL 6 40 1 255 -
30 50 30 30 - -
Warrior C 6-2 0-0 Not LS 5 34 1 30
12 0 0 0 0 Attacker Wz
Water (Elemental) N - 15-2 Coldball - - 100 1 255
40 0 0 0 80 - Wz, Su
Wizard C 5-2 21-2 Storm M 3 100 3 255 -
60 60 30 60 - Wz
Wraith C 2-1 4-2 Deathcry SL 3 12 1 18 10
70 0 70 70 Dark-W Dk, Wz
Back page:
Code Movement type Code Movement type
SH High Sky LB Big Land
S Sky LS Small Land
SF Firey Sky LF Fire Land
SL Low Sky LD Dune
OB Big Ocean I2 Big Tundra
OS Small Ocean I1 Small Tundra
M Master
Movement Cost Table
SH S SF SL OB OS M LB LS LF LD I2 I1
Castle 1 1 1 1 1 1 1 1 1 1 1 1 1
Desert 1 1 1 1 4 4 - 3 2 3 1 3 3
Forest 1 1 1 2 4 4 - 2 2 2 1 2 2
Fortress 1 1 1 1 1 1 1 1 1 1 1 1 1
Mountain 1 1 1 2 - - - 3 3 3 2 3 3
Ocean 1 1 1 2 1 1 - - - - - - -
Plain 1 1 1 1 4 4 - 1 1 1 1 1 1
River 1 1 1 1 2 1 - - 4 3 2 - 3
Rocky Tracts 1 1 1 2 - - - 3 3 3 1 3 3
Swamp 1 1 1 2 2 1 - - 4 3 2 - 3
Tower 1 1 1 1 1 1 1 1 1 1 1 1 1
Tundra 1 1 2 1 3 3 - 2 3 3 2 1 1
Volcano 2 - 1 - - - - - - 1 - - 3
Defensive Value Table
SH S SF SL OB OS M LB LS LF LD I2 I1
Castle 30 30 30 40 30 30 60 40 60 40 60 40 40
Desert 30 30 30 30 25 25 0 30 30 30 60 30 30
Forest 30 30 30 40 30 25 0 40 60 50 60 40 50
Fortress 30 30 30 40 30 30 40 40 60 40 60 40 40
Mountain 30 30 30 40 10 10 0 60 50 40 60 60 40
Ocean 30 30 30 30 80 60 0 10 10 10 10 10 10
Plain 30 30 30 30 25 25 0 20 40 30 40 20 30
River 30 30 30 30 60 80 0 10 20 20 40 10 20
Rocky Tracts 30 30 30 40 10 10 0 60 50 40 60 60 40
Swamp 30 30 30 30 60 80 0 20 20 20 40 20 20
Tower 30 30 30 40 30 30 40 40 60 40 60 40 40
Tundra 30 30 30 40 30 30 0 20 20 20 20 60 70
Volcano 60 10 70 10 10 10 0 10 10 70 10 10 20
Elementals have 30% defense except against 65% attacks.
Experience award for both units surviving
Unit level
Target level 1 2 3 4
1 1 1 1 1
2 2 1 1 1
3 1 2 1 1
4 2 2 2 1
Experience award when target is killed
Unit level
Target level 1 2 3 4
1 16 8 4 8
2 32 16 8 8
3 64 32 16 8
4 32 32 32 16