"Fantasy Empires" Copy Protection Code Word Sheet
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Page # Heading Word #
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3 Game Types ten (empires)
4 Creating a Character six (campaign)
7 Controlling the Game five (intuitive)
7 Controlling the Game seven (interaction)
9 Region Status five (statistics)
12 Assaying Regions four (mouse)
13 Constructing Buildings one (clicking)
14 Training Troops nine (without)
16 Moving Troops six (other)
19 Quests nine (military)
21 Using Spells six (constructing)
22 Using Magic Items six (allows)
24 Optional Extras five (accessible)
27 Magic-Users six (intelligence)
35 Overview four (invades)
38 Orders During Battle six (progress)
38 Bless six (present)
39 Joystick and Keyboard Controls five (defenses)
41 Battle Simulation twelve (resolved)
42 Experience for Troops five (survive)
46 Lawfulness seven (value)
48 Ballista three (essentially)
50 Alfheim eight (mysterious)
FANSTASY EMPIRES MANUAL
--Index--
TABLE OF CONTENTS
THE DUNGEON MASTER'S CHALLENGE 1
INTRODUCTION 3
Winning the Dungeon Master's Challenge 3
Game Types 3
SETlING UP A CAMPAIGN 4
Creating a Character 4
Selecting a Character 6
STRATEGY SECTION 7
Overview of the Strategy Screen 7
Controlling the Game 7
Game Sequence 8
Navigating the World of Mystara 8
Viewing Units and Heroes 9
Region Status 9
Map Information Options 10
Assaying Regions 12
Founding an Empire 12
Constructing Buildings 13
Training Troops 14
Moving Troops 16
Traveling by Sea 17
Conquering Other Regions 17
Viewing Your Empire' s Worth 18
Quests 19
Communication in Mystara 20
Using Spells 21
Using Magic Items 22
Role Playing in FANTASY EMPIRES 23
Optional Extras 24
Loading, Saving, and Quitting 25
Ending the Turn and Turn Sequence 25
Experience in FANTASY EMPIRES 26
Magic in Mystara 27
Magical Items 31
Game Options 35
TACTICAL (ARCADE) SECTION 35
Overview 35
Setting Up a Battle (Placement and Orders) 36
Controlling Units and Heroes in Combat 37
Orders During Battle 38
Spells in the Action Sequence 38
Game Controls 39
REFERENCE 43
Character Classes and Troop Races 43
Alignment 46
Character Ability Scores 47
Troop Types 48
MYSTARA 49
Playground of the Immortals 49
The Countries of Mystara 50
TABLES 55
Bonus/Penalties for Character Ability Scores 55
Spell Effects Summary 55
Troop Data Table 56
Building Data Table 56
HINTS AND TIPS 56
DESIGNER NOTES 57
--Index--
--Page 1--
THE DUNGEON MASTER'S CHALLENGE,
The tower is wreathed by dark clouds and iced with sheet lightning. Distant
thunder roars as the Challenger is swept forward. Coruscating energy arcs
from cloud to cloud, etching bright jagged lines across the sky.
The tower itself is a product of many architectural styles, some built by
human hands, others magicked into existence by otherworldly powers. Dark
struts and buttresses support parts of the structure, while others mysteriously
hover above the abyss, kept aloft by unseen forces.
The Challenger is unfazed by the awesome display -- he has seen too many
great sorcerers and mighty warriors in his time. None have bested him. He
has plundered many dungeons and slain dragons, proud warlord that he is,
and none of them has even made him nervous. The sights he has seen have
deadened Iris perceptions. This sight would have struck ordinary mortals
silent, numb with awe. But not him.
Deep inside his heart, though, a slight, nagging doubt lurks. This is no
foreign king that has summoned him. The being he is about to meet has no
mortal roots, no human foibles. He is a power among gods -- a shaper of
worlds. He is the Dungeon Master.
The Challenger is borne on the Dungeon Master's magical wind, carried
toward a tiny portal in the side of the tower. The window opens as he is
brought closer to it, revealing a dimly-lit interior furnished only by a simple
round table.
An invisible light source illuminates a delicate crystal ball, perched on an
engraved golden trestle. Images swirl within its glassy depths, each one
disappearing almost as quickly as it is formed,darting into shadow or
obscurity.
The Challenger comes to rest upon what may be a floor. It is difficult to say
for sure, as its texture shifts, becoming solid then slipping away into
liquidity. He calls it a floor because it prevents him from falling to his
death.
For a while the crystal ball captures his attention. Never has he seen anything
quite like it. The tiny figures rampaging across deserts and forests, miniature
castles sieged by orcish hordes -- these pictures of war he has seen before,but
here they are reduced to a scale only the gods themselves are able to imagine.
In the moment that the Challenger's attention is focused on the ball, a figure
solidifies on the opposite side of the table. The shape draws itself from the
air, quickly,silently, details forming and shifting. A beard,a hooded cloak,and
--Page 1--
--Page 2--
finally a gaunt, chiseled face become visible. The cloak is edged with pure
gold, finely embroidered with intricate runic designs. The face is that of an
ancient, wizened character, Dignity and concentration are evident in the lines
of this face, yet no air of fragility can be sensed. The being who wears this
visage is a noble, wise and powerful creature, bound by no law, physical or
metaphysical.
He is the Dungeon Master.
His voice reverberates as he speaks. "Welcome! It has been many moons
since I last had a visitor."
Suddenly, the Challenger feels unimportant, a pawn in an otherworldly
game of chess. He wonders if he isn't the first to receive the Dungeon
Master's summons, but just another in a long line. He wonders what
happened to the others. Were they successful! Or have they been folded into
obscurity, now merely pages in tile Dungeon Master's book of adversaries!
Before the Challenger can reply, the wizened old man continues, his words
carefully chosen and enunciated perfectly. "1 have prepared a formidable
challenge for you -- a test of wit, nerve, and strategic guile." He pauses for
a moment, as if to let the effect of these words sink in. "You must demonstrate
your skill powerfully if you are to become the supreme ruler of Mystara."
The activity within the transparent globe on the table intensifies, the images
shifting more quickly, violently, as the picture resolves into a frantic battle
between humanold troops: agile elves loosing arrows at the approaching dark
hordes of orcs, stout dwarves in close combat with heavily armored men as
fireballs scorch the sky overhead.
The Challenger is held in rapt attention by this display. His senses are
overwhelmed with the illusion of the battle, so much so that he feels as
though he is being drawn into the confines of the orb. The battle rages closer,
bringing with it the clash of steel against steel, the bite of blade in flesh,
the frenzied battle cries of a thousand orcs. Now, the Challenger stands amidst
the battle. He can taste the heat of victory and the anguish of defeat.
He reaches for his sword, instinctively, but suddenly the battle disappears
and once again he stands before the Dungeon Master. His heart races, driven
by the sight and sounds of conflict. Slowly he relaxes, relinquishing his grip
on the hilt of his sword.
The Dungeon Master grins smugly, seeing that his demonstration has had its
intended effect,
"Now," he says, "are you ready to accept the Challenge!"
--Page 2--
--Page 3--
<<G:fem003a.pcx:"[GRAPHIC : Main Menu Screen]">>
INTRODUCTION
"FANTASY EMPIRES" is a game which
incorporates fast-paced combat with
intricate planning and strategy. To be
victorious in the Dungeon Master's
challenge you will have to master the
art of fantasy war, through cunning and
nerve, reflex and forethought. Only a
select few will be able to meet the
Dungeon Master's Challenge and take
possession of the throne of Mystara.
Winning the Dungeon Master's Challenge
The objective of "FANTASY EMPIRES" is
to reunite the world of Mystara by
conquering each of its 98 different
territories. Build an empire that spans
the world; train troops, wizards and
clerics; send your heroes on quests for
magical artifacts, and use them to
vanquish your enemies!
Game Types
You can play two types of games
in "FANTASY EMPIRES" -- scenario
and campaign.
Scenario games depict certain histor-
ical and fictitious battles as well as
situations with pre-defined startup
conditions. This lets you get deep
into a game without having to go
through a detailed startup process.
Campaign games allow you to play a
character over a succession of games,
keeping the experience and power
gained from game to game. In a
campaign game you begin as a low-
level character, and with each game
accumulate experience and leadership.
When the game has loaded you are
presented with a screen depicting the
Dungeon Master and five buttons.
Click on the type of game you wish to
play, or "Exit to DOS" to quit the game.
Alternatively, you can load a previously
saved game (see "Loading, Saving and
Quitting" on page 25) by clicking on
"Load", or watch the game introduction
and demonstration by clicking "View Intro".
--Page 3--
--Page 4--
<<G:fem004a.pcx:"[GRAPHIC : Campaign Set Up Screen]">>
CAMPAIGN SET UP SCREEN
SETTING UP A CAMPAIGN
Creating a Character
In order to play a campaign game, you
need to create at least one character.
Clicking on the "Create Character" button at
the Set-Up screen takes you to the
Character Generation screen. This
screen is divided into three parts. To
the left is a vertical strip of boxes,
displaying portraits of characters. In
the middle of the screen is an
information box. This is where all
information about the character you
are generating is displayed. To the right
of this box is a small bank of buttons.
To create a character, click once on
the "Dice" icon. When you are prompted
for the character's name, type in a
name of no more than 11 characters
and press Enter/Return. You are next
asked to choose the character's class.
Clicking the up/down buttons cycles
through the available options: elf,
magic-user, cleric, fighter and dwarf.
After the class has been chosen, click
the gold arrow button. You are now
asked for the character's alignment.
There are three choices: Lawful,
Neutral, and Chaotic. You are finally
asked for the character's background,
which is entirely optional. However, it
is nice to add a little color to your
character by writing some background
information. For example,
"Hrothgar, a young and ambitious
barbarian from the Northern Wastes,
plans to bring Mystara to its knees
through his many valorous deeds."
If nothing else, typing a background
often acts as a rallying pep talk! Type
in your character's background and
press Return. The computer then
generates random statistics for your
character's Strength, Intelligence,
--Page 4--
--Page 5--
<<G:fem004a.pcx:"[GRAPHIC : CHARACTER GENERATION SCREEN]">>
Dexterity, and so forth. Clicking on
the "Dice" button again re-rolls your
character's statistics.
If you prefer, you may also edit your
character's ability scores by left-
clicking on the score you wish to
modify. This brings up an edit box
with the current score displayed.
Clicking on the up or down arrows
above the score raises or lowers the
score respectively. When the ability
score reaches the level you desire,
click on the gold arrow button below
the score to keep the modification.
After all this is done, and you are
happy with the character, add the char-
acter to the character list by clicking
the "+" button. This allows you to use the
character in future campaigns.
The character list can hold 10 charac-
ters. If you wish, or need, to get rid
of a character to make room for a
new one, or to get rid of a character
you no longer wish to use, click on
the "-" button, select the character
you wish to delete, then click on the
"OK" button.
The "Start Over" button clears the informa-
tion in the currently selected charac-
ter, allowing you to regenerate the
character from scratch.
Finally, the "View" button displays statis-
tics and background information about
all the characters. This is useful for
reviewing the progress of your own
characters as well as the past deeds
of your opponents! Take note, this
information may be very helpful in the
Dungeon Master's Challenge.
--Page 5--
--Page 6--
Selecting a Character
After selecting the type of game you
wish to play, you are presented
with the Set Up screen. Here you
choose or create your own character
and also choose your opponents
for the campaign.
Across the top of the screen are boxes
representing each of the five possible
characters that will be taking part in
the Dungeon Master's Challenge.
Beneath each of these boxes are two
arrows which allow you to cycle
through all of the available characters
that you may choose from. The shield
symbol beneath the two arrows
represents the character appearing
above in the game.
After clicking on a player box (marked
1 through 5), use the up and down
arrows to cycle through the available
characters. Clicking on a character's
portrait allows you to view the ability
scores, campaign history, and
background information of that
character.
Once you have found a character that
is to your liking, you must select your
opponents. At least two characters
must be selected before you are able
to start your game -- your own Player
Character (PC) and an opponent. Non-
Player Characters (computer-controlled
players) have the word 'NPC' beneath
their portraits. They may be placed in
any of the five boxes; it makes no
difference which boxes they occupy.
The difficulty of the game you are
about to play is determined by the
opponents you choose. A general
indication of how powerful your
opponents are is given by the
character's Experience Level on the
statistics screen. A level I character is
much easier to defeat than a 35th
level one, so you should keep this in
mind while you choose opponents. A
first or second level character is a
good choice for a beginner. Taking on
a high-level opponent can be a
humbling experience.
"Random world" uses the Mystara map, but
the territories have different properties
-- each region's income and the types
of troop units it can produce change
from game to game.
The second option governs limited
intelligence options. The switch toggles
between "Show All" and "Fog of War". With the
fog of war option selected, enemy
troops not directly adjacent to your
occupied regions are not shown.
The "Main Menu" button takes you back to
the game selection screen.
When you have selected all the char-
acters you wish to play against, click
on the OK icon to begin the campaign.
--Page 6--
--Page 7--
<<G:fem004a.pcx:"[GRAPHIC : STRATEGY SCREEN]">>
STRATEGY SECTION
Overview of the Strategy Screen
The destinies of your empire and the
empires you face are controlled
through the Strategy screen. The
screen is centered around a map
window -- directions given to your
troop units and so on are executed by
pointing and clicking at regions shown
on the map display. Beneath the map
window are two banks of buttons,
separated by a smaller map window.
And, watching over all, and perhaps
even advising you in your task, is the
Dungeon Master himself. He is sur-
rounded by his assistants who bear
the Orbs of Power and a platter of gold
coins: your gold coins. The power is
yours to command and you must use
it wisely if you are to rule over Mystara.
The different features of the strategy
screen will be described to you in the
following guided tour.
Controlling the Game
"FANTASY EMPIRES" is an intuitive game.
Interaction between the game and
player is conducted through the use
of the mouse as much as possible.
Most of the control devices in the
game are based on the same mouse
controls and are reused throughout
the game. The different control
devices are: buttons, cycle buttons,
scrolls, and books.
Buttons are common user gadgets.
Clicking on one activates whatever
function is described on its top. Cycle
buttons, as opposed to normal ones,
are mounted in pairs and have up and
--Page 7--
--Page 8--
down arrows on their surfaces.
Clicking these allows you to scroll
through a list of options available
to you.
The scroll devices function in basically
the same way as the cycle buttons. By
clicking on the rolls of a scroll you can
move through the list the scroll is
displaying. You can also select
different items on the list for whatever
actions the scroll is being used for.
The scroll has one line highlighted by
means of a gold rectangle. If the scroll
is full, you can cycle through the
available options by clicking on the
ends of the scroll to move through the
display. If the scroll is full, an arrow
appears on one of the ends of the
scroll, indicating which way you should
move through the scroll to view the
extra entries.
Books are very much like scrolls,
except that they look different and
have two extra buttons. To cycle
through the available selections, click
on the pages to turn them. Pictures
and text appear on the pages to
describe that particular option.
Hanging from the pages of the book
are two colored ribbons, one red and
one green. If you click on the red
ribbon, your choice is canceled and
the book disappears, leaving you to go
back to the game. Clicking the green
ribbon confirms your action, allowing
it to take place.
During the game, these control devices
fulfill many different purposes, but
their functions are always the same.
Game Sequence
"FANTASY EMPIRES" is played on a turn-by-
turn basis. When all the orders on one
turn are complete, the "End Turn" button is
clicked and another turn commences.
Each player plays a turn commanding
his or her troops before the next
player begins their turn. After every
player has done their turn, the order
of play changes with the first player
becoming the last, the second player
first, and so on.
Navigating the World of Mystara
The main feature of the Strategy screen
is the map window. This main map
window shows a small portion of the
entire world. Centered below the map
window is a smaller map view, showing
the complete realm of Mystara. The
section visible in the main map
window is highlighted on the smaller
one by means of a yellow box.
Moving around the map is as easy as
moving the mouse. Move the mouse
into the border of the map window,
and the map scrolls accordingly.
Clicking the smaller map window
instantly moves the main map window
to that location.
The main map is divided into 98
different regions. Each region is able
to support or create a variety of
troops. Needless to say, some
locations offer distinct advantages
over others.
You have no doubt noticed the
colored shields dotting the landscape.
These symbols represent the different
--Page 8--
--Page 9--
<<G:fem009a.pcx:"[GRAPHIC : View Region Screen]">>
competing empires in the game. Your
own symbol will be centered on the
screen when you first begin the
campaign. As you gain regions, your
shield symbol appears within the
regions under your control. The
shields also serve as information
panels (see "Map Information Options"
on page 10).
Viewing Units and Heroes
Click on the "Region Status" or "View Empire"
buttons on the Strategy Screen to
find general information about units
and heroes. Right-clicking on any
given troop type or hero list allows
you to view the unit/hero type, level,
weapon used, and maintenance
cost. In addition, the hero's magic
item is shown.
Region Status
You can view the statistics of each
region by using the "Region Status" button.
Clicking on this and then on a region
slides a screen over the map window
describing the various aspects of the
selected region. This function only
works on your own regions -- in order
to view an enemy region you must use
the "true sight" spell, or the "crystal ball",
both of which are detailed later.
The screen is headed in the top left
with the region's name and its owner.
To the right is a list of information
containing the region type (inland,
coastal, island, etc.), the region's
worth, terrain type (desert, mountain,
etc.), and how many regular and hero
troops there are. There is also a list of
what buildings have been built in the
region and a picture of the current
castle defenses, if any.
The bottom left contains a scroll listing
all of the troops types and how many
of each are present in the area.
--Page 9--
--Page 10--
Map Information Options
As mentioned before, the shield symbols that appear on the map also serve as
display boxes for information about the regions. Clicking on the "Map
Information" button brings up an information box. By clicking on the up and
down cycle buttons you can view the available map information styles. The
default setting for map information is the ruling banner, which shows the
playing character's shield.
The other options include viewing the different types of troops, magic-users,
and siege engines present in each of your regions. Cycle through the options
until the option you want is visible, then select "OK". After the selection has
been made, the shield symbols change to reflect your choice.
Banner
<<G:fem010a.pcx:"[GRAPHIC : RULING BANNER]">>
The "Banner" shield display shows each player's Imperial crest. The shield
itself is in the color of all the troops of that particular empire. If the
"Fog of War" option (see "Game Options" on page 35) is in effect, other
players' Shield icons are not visible until you are adjacent to them.
Buildings and Contents
<<G:fem010b.pcx:"[GRAPHIC : Buildings & Troops]">>
This information option shows items that are present in a friendly region,
including (from left to right, top to bottom) armories, keeps, regular troops,
heroes, towers, temples, and castles.
Regulars
<<G:fem010c.pcx:"[GRAPHIC : Regular Troops]">>
The Regulars shield display depicts the warrior types in a friendly region.
From left to right, top to bottom it displays: elves, humans, shadow elves,
dwarves, orcs, halflings, and undead.
--Page 10--
--Page 11--
Heroes
<<G:fem011a.pcx:"[GRAPHIC : Hero Troop]">>
This option displays the different hero characters present in a friendly
region. From left to right, top to bottom it displays: magic-users, fighters,
clerics, elves, druids, and dwarves.
Siege Engines
<<G:fem011b.pcx:"[GRAPHIC : Siege Engines]">>
This option shows the siege engines present within the territory it represents.
From top to bottom: catapults, ballistas, and battering rams.
Druid, Cleric, and Magic-User Displays
<<G:fem011c.pcx:"[GRAPHIC : Druids, Clerics, Magic-Users]">>
Each one of these options shows you if that particular type of spellcaster is
present within the region. If there are none, then no symbol appears within
the shield.
Damage Crest
<<G:fem011d.pcx:"[GRAPHIC : Damage Crest]">>
This option shows which of your regions have been attacked. From top to bottom,
it shows combat damage and spell damage.
--Page 11--
--Page 12--
Assaying Regions
Clicking the right mouse button on a
region displays the income and the
different troop types it can produce. It
also tells you what historical kingdom
the region is in. This is useful because
each can only produce certain troop
units depending on what sort of terrain
it contains. Elves, for example, require
forests and woods, whereas dwarves
require mountains. The troops listed
can be acquired by means of the "Train"
button (see "Training Troops" on page
14). This function works on friendly,
neutral, and enemy regions.
If no mode ("Train", "Move", "Quest", "Build", etc.)
is selected. then clicking the left
mouse button also calls up the region
assay function.
Founding an Empire
When you start a campaign your
empire consists of one region with a
castle, keep, two armories, and some
gold pieces you can use to train troops
or construct new buildings. In the
upper right-hand comer of the screen,
supported by one of the Dungeon
Master's assistants, is a plate depicting
the amount of gold pieces (GP) you
have in your coffers.
The keep is a very important building,
for it provides stability and law within
the region. A region without a keep
will soon fail into anarchy and be lost
to chaos. Building a keep in any region
you conquer is a very high priority if
you intend to retain control of it the
next turn.
--Page 12--
--Page 13--
<<G:fem013a.pcx:"[GRAPHIC : Construct Building Screen]">>
Constructing Buildings
Clicking on the "BUILD" button brings up
the book of buildings. If you click on
the pages, they turn allowing you to
view the other buildings available to
you. When you arrive at the building
you wish to construct, click on the
green ribbon dangling from the pages.
The shields of the regions which you
can build in will be highlighted. Click
on the region in which you wish to
construct the building and the
Dungeon Master builds it. If you wish
to cancel, click the red ribbon.
When you click on either the red or
green ribbon, the book disappears.
If you click on the green ribbon and
then decide that you do not wish to
construct a new building, clicking
on any other button at the bottom
of the Strategy screen exits construc-
tion mode.
In addition to castle walls and one
keep, you can build up to 8 buildings
in a region, comprising of armories,
temples, and towers:
Keeps (7,500 GP)
Keeps are vital to the welfare of a
region. Through the presence of a
keep, law and order are preserved
within the region. If a keep is absent
from a region it loses between 50 and
100 troops per turn until a keep is
built. If there are no occupying troops
in the region, it reverts to neutrality.
You must build a keep if you wish to
retain control of a region.
Armories ( 15,000 GP)
Armories allow troops to be trained and
created. Depending on which region
the armory is located in, different troop
types can be created. For example, if
an armory is built in Rockhome, then
dwarves can be trained, and if it is built
--Page 13--
--Page 14--
<<G:fem014a.pcx:"[GRAPHIC : Train Troop Screen]">>
in Alfheim, elves can be trained. Each
armory allows you to train up to three
units of troops.
Temples ( 12,000 GP)
Temples train clerics. A temple may
train only one cleric at a time, and his
training takes four turns to complete. Of
course, you may build multiple temples.
Towers ( 10,000 GP)
Towers train magic-users. As with a
temple, towers may only train one
magic-user at a time, and the process
takes four turns to complete.
Castle Walls (Variable)
The walls of a castle provide security
and defenses against foreign intrusion.
Walls come in four sizes: small, medi-
um, large, and extra-large. There are
only three ways into a castle. You can
break the doors down with battering
rams, break the walls down with cata-
pults, or, use a wizard or druid's magic.
A small breach in the wall or door is
enough to allow your troops access
inside. An extra-large castle has several
sets of doors, so it is more difficult to
break in with battering rams.
Training Troops
Troop units are the backbone of your
empire. Without troops you would not
be able to hold any regions under your
sway. They defend regions, perform
peacekeeping duties, and are able to
invade other regions.
To train troops, click on the "Train" button
and then on the region which will train
them. All the regions which have avail-
able troop training buildings (armories,
temples, and towers) will be highlight-
ed. Remember that to create regular
and non-magical units the region must
have an armory. When the region has
been selected, the Training screen
slides in to cover the map.
The Training screen consists of a
picture of the troop type with a price
and the number of turns it will take to
train that troop type on the left side of
the menu. The right side contains a
scroll of all the troop types that region
can generate, a thumbnail sketch of
the buildings in the region, and a
small bank of buttons to control the
training process.
--Page 14--
--Page 15--
<<G:fem015a.pcx:"[GRAPHIC : Train Troop Screen]">>
Click on the desired unit type, then
click on the "Train Troops" button. This
purchases the highlighted unit.
When you select the "List" button, the
picture side of the training screen is
replaced by the troop list. The troop
list has two columns, each divided
into two further columns, marked Type
and ETA. When you order a unit it is
queued for training, and appears in
the list something like this:
Type ETA
-----------------------------------------
Fighter 1
The ETA column indicates how long
you must wait before that unit
becomes active. This is important
because some units require more
time to be produced than others and
armories can only work on 3 units at
any one time.
If, after you have selected a troop
type to train, you decide that you
do not wish to train that troop type,
fight-click on the troop type in the
troop list to cancel its training. This
can only be done on the turn the
troop type is purchased.
Each armory has 3 training areas
with which to produce troop units.
This means that the armory can work
on 3 different units at a time. If the
armory's areas are full, then you must
wait for a unit to be completed before
ordering more troops. However, you
can have more than one armory in a
region producing troops.
--Page 15--
--Page 16--
<<G:fem016a.pcx:"[GRAPHIC : Troop Movement Screen]">>
Moving Troops
To be able to attack other regions and
maneuver your troops into defensive
positions you need to be able to give
your troops movement orders. Do this
with the "Move" button.
To move troops from one region to
another, first click the "Move" button.
This highlights the regions which have
troops in them available for movement.
Click on the source region; all adjacent
regions become highlighted signifying
legal moves. Finally, select the destin-
ation region. When this is done, the
Troop Movement panel appears.
Troops may only move into adjacent
regions or move by sea. If you inad-
vertently select an illegal move, you
are asked to start another move.
The screen has two scrolls on it. The
scroll on the left lists the troops in the
source region and the one on the right
lists destinations. Between the two
scrolls is a "Transfer" button. Clicking on a
scroll highlights the glass orbs on the
scroll's rollers. When you push the
"transfer" button, the selected troop
types transfer from the highlighted
scroll to the other scroll, one at a time.
Keeping the "transfer" button pushed
down results in a quicker transfer rate.
If you transfer too many and wish to
put some back, click the other scroll
and then "Transfer" to return them.
Simply clicking on a hero character's
name is sufficient to transfer him or
her to the destination region.
Note: Clicking the right mouse button
on the transfer button with a troop
type selected causes all troops of
that type to be moved into the desti-
nation region.
When you are done transferring troops,
click the "OK" button to confirm the
action. This sends your troops off on
their long journey. They will arrive at
their destination in the next turn if
they moved by land. See "Traveling by
Sea" on the next page for details on
moving by sea.
--Page 16--
--Page 17--
Travelling by Sea
You can also move your troops by
sea. If you select a region bordered
by a sea as your source, you are told
how long it will take to travel by sea.
At this point you can either confirm or
cancel the order by clicking on the
appropriate buttons. Clicking on "OK"
brings up the troop transfer screen as
usual, while "Cancel" returns you to the
map window.
Sea travel allows you to move troops
across great distances as opposed
to adjacent regions. Of course, the
greater the distance between start
and finish, the longer the journey. In
addition, sea travel costs one gold
piece per turn, for every person you
send on the journey. Heroes cost their
level times 2 gold pieces per turn of
the journey.
Conquering Other Regions
Hostilities occur when two opposing
forces meet within the same region.
So, if you wish to take over a region,
all you have to do is move your troops
into a region already occupied by
another character.
Near the start of the game, most of
the regions are controlled by neutral
native groups who oppose conquering
forces. You should keep in mind that
when trying to take over a neutral
region, you will lose between 50 and
100 troops per turn until you build a
keep to restore order. This means that
if you move too few troops into a
region, they could all be lost before
you are able to build a keep in the
next turn.
The level of the troops attempting to
take over a neutral region has an
effect on the amount of casualties
they sustain. Regular troops suffer
the normal amount of casualties, i.e.,
50-100 troops per turn until a keep
is built. Veteran troops lose 25-50 per
turn, and Elite troops suffer 16-33
casualties per turn until a keep is
established in the region.
--Page 17--
--Page 18--
<<G:fem018a.pcx:"[GRAPHIC : View Empire Screen]">>
Viewing Your Empire's Worth
A complete listing of statistics for your
entire empire can be obtained by
clicking the "View Empire" button. This
screen shows the total number of
buildings and troops of each type, total
income and expense for your empire,
and a scroll containing a list of heroes
(along with their levels of experience),
troops, and siege engines throughout
the empire.
--Page 18--
--Page 19--
<<G:fem019a.pcx:"[GRAPHIC : Hero Quest Screen]">>
Quests
Campaigns can often be won by more
than military might and planning.
Sometimes, ancient artifacts can be
used against a more powerful enemy,
either as a battlefield tool, or to gather
intelligence about your opponents.
Acquisition of magical items involves
sending your hero characters on
dangerous quests. If you are lucky,
they return with some magical item in
their possession; if not, they perish
deep in the heart of Mystara.
Quests also enable your hero char-
acters to gain experience and thus
increase their fighting and leader-
ship skills.
When you send a hero on a quest he
disappears into the world for a while,
then re-appears later -- if he doesn't
get killed along the way! During this
time, he is not actually present in any of
your controlled regions and is unable to
participate in any battles which occur.
If a hero returns to a source country that
has been taken over, the hero will die.
To send a character on a quest, click
on the "Quest" button and then on the
country containing a hero -- these
countries will be highlighted -- and a
screen appears bearing a list of
available heroes on the left and a list
of possible quests on the right. The
quests range in difficulty, with the
easiest (Veteran's) being at the top
and the most dangerous (Forbidding)
at the bottom. Just click on a quest
from the buttons on the right and then
select a hero or heroes from the list
on the left. When you have assigned
quests for all the heroes you want,
click on the hero to send them on
their way. Once you click on the hero,
there is no way to get him back before
he has finished the quest or has been
slain while on it.
The more dangerous quests reap
greater rewards. The most powerful
magical items can only be gained
through the most difficult quests.
--Page 19--
--Page 20--
<<G:fem020a.pcx:"[GRAPHIC : Message Screen]">>
Communication in Mystara
Throughout the game you will need
to communicate with the other char-
acters, either to request aid, offer
treaties, or just to give a word of
warning to them. For this purpose,
clicking the "Message" button brings up
the Message screen.
In this screen there are four spaces
reserved for the portraits of the
characters who are playing against
you. Beneath these are their
corresponding shield symbols.
To send a message, click on the char-
acter you wish to send the message
to and then click on the message type
you wish to send. There are three
different message types: Message,
Aid, and Treaty.
The first of these, Message, allows you
to send a text message to another
player character. Aid allows you to
send monetary aid to any of your
allies, perhaps in the hopes that one
day they will return the favor. Beware,
though, for some of the characters are
less than trustworthy. Treaties can be
offered to other characters as well. If
accepted, the treaty allows peace
between two neighboring empires for
a certain amount of time.
When you have selected the type of
message to send, you are asked for
the message text. Type it in and press
Enter/Return.
If you were sending a normal Message,
that is all you would be asked to do. In
the cases of Aid and Treaty, you are
asked for further information. For Aid
messages, you must set the amount of
gold pieces you are sending to the other
character. Treaty messages ask for the
amount of turns you wish the treaty to
last, and then the amount of gold pieces
you wish to send as a peace offering.
Whether treaties are accepted or not
depends on many factors. The trust-
worthiness of the receiving character,
the amount of money you offer, the
length of the term, and the overall
military situation all affect the outcome.
Be warned, Treaty and Aid messages
can greatly affect the course of the
game. Broken treaties and accepted or
offered aid can have other effects
beside their intended purpose.
--Page 20--
--Page 21--
<<G:fem021a.pcx:"[GRAPHIC : Cast Spell Screen]">>
Using Spells
Casting spells is much like construct-
ing buildings. Clicking on the "Spell"
button at the strategy screen brings up
the spell book. Depending on your
current level of magic and which types
of spellcasters you have in your
empire, different spells will be
available to you. To cast a spell, turn
to the appropriate spell page, click on
the green ribbon, and then on the
region you wish the spell to affect.
When you click on either the red or
green ribbon, the book disappears. If
you click on the green dbbon and then
decide that you do not wish to cast a
spell, clicking on any other button at
the bottom of the Strategy screen exits
spellcasting mode.
After this is done, the Dungeon Master
directs the magical power to its target
and the spell takes effect following a
small animated sequence.
The number of spells you can cast per
turn depends on how much magical
power is at your disposal. Your spell
power increases through the
accumulation of certain magical items
(staff of holiness, staff of wizardry,
etc.), the number of spellcasters under
your control, and their experience
levels. The level of magical power is
displayed to you by means of three
colored orbs being held by the
Dungeon Master's assistants. The red
orb is magic-user power, the green,
cleric, and the blue, druid. The
stronger a certain magic power
becomes, the more intense the light
within its orb. Range has no effect on
a spell's power. Any region on the map
can be affected by a spell. Magic
accumulates from turn to turn and is
generated by the amount of magic-
using characters under your control.
Magical power increases every turn.
--Page 21--
--Page 22--
<<G:fem022a.pcx:"[GRAPHIC : Imperial Vault Screen]">>
Using Magic Items
Pressing the "Imperial Vault" button allows
you to enter the Imperial Vault and
view the potent magical artifacts
contained within (if you have any). The
cycle buttons on the Vault screen
scroll through the different items in
your possession, showing you a
picture of each item as you move
through the list. A small description of
the objects is also shown.
As mentioned above, some objects
placed within the magical vault
immediately come into use as soon as
they are discovered. Others, however,
have to be activated and then
targeted. To use these items, simply
click on the "Use Item" button. The Magic
screen dissolves to reveal the map.
Now select the target region for the
item and the item will take effect.
You should use magic items with care
and forethought. The number of times
you can use an item, or the number of
charges it holds, is unknown, so it may
run out at any time!
--Page 22--
--Page 23--
Role Playing in "FANTASY EMPIRES"
Although "FANTASY EMPIRES" is primarily a
strategic war game, role-playing plays a
large part in how the other computer
players react to your actions.
It is advisable to play the game in
accordance with your alignment,
otherwise bad things might happen.
Lawful player characters should, for
example, honor treaties, should not
use many undead troops, etc.
Conversely, Chaotic characters can
break treaties whenever they please.
Neutral characters should try to find a
balance between the two.
Alignment is a major motivator for
characters. Each alignment grants
benefits and imposes restrictions on
that character which define how that
character should go about playing the
game. A character can also change
alignment, but not without penalty.
A shift in alignment for a player
character means a drop in experience
level and also a substantial amount of
loot taken from the player's coffers.
How the player treats non-player
characters is also a major concern. If a
player breaks treaties often, other
characters will regard him as
untrustworthy and will act accordingly.
If a player sends aid to other
characters, his actions will be
remembered in times of need.
--Page 23--
--Page 24--
<<G:fem024a.pcx:"[GRAPHIC : Game Preferences]">>
Optional Extras
The Game Preferences screen,
accessible through the "Preferences" button
on the strategy screen, allows you to
control some presentation features of
the game. Through this screen you
can adjust the music, sound effects,
DM effects, and advice in order to
speed up the game. Click on the
appropriate buttons to toggle them on
and off, or drag the meter levels to
the desired positions.
The "DETAIL LEVEL" button toggles the ratio
that each combat figure represents.
For example, a 20:1 ratio would mean
that each figure on the screen
represents twenty men. This option
does not effect hero representation.
Note: A high ratio may increase your
game speed during combat.
Additionally, you can modify the
keyboard control settings here by
clicking on the "CONFIGURE KEYS" button.
You can toggle between joystick and
keyboard control with the "ATT. CONTROL"
and "DEF. CONTROL" buttons here. The
current control is listed on the appro-
priate button. The "CALIBRATE JOYSTICKS"
button is also available, just cick and
follow the on-screen prompts.
Also available on this screen is the
option to view character statistics and
backgrounds. Clicking on "View Character"
brings up the Character Sheet screen,
which functions exactly the same as
the one mentioned in "Selecting a
Character" on page 6.
The "Simulate Battles" button allows you to
toggle the action sequences on and
off. The button cycles through three
different options: "Always", "Prompt", and
"Never". "Never" is the default and means
that you will always play out the action
sequences. If you have "Prompt" selected
and a battle involving your countries
occurs you will be asked if you want to
play the action sequence or not. "Always"
leaves the computer to abstractly
handle the battles without any player
intervention. Using the "Always" option
can greatly speed up a campaign.
--Page 24--
--Page 25--
<<G:fem025a.pcx:"[GRAPHIC : Load/Save Game Screen]">>
Loading, Saving, and Quitting
To save the game, click on the "Load/Save"
button at the main strategy screen.
The map window is covered by the
Load/Save screen.
The three buttons placed in a small
bank to the right of the scroll control
which action you wish to do: loading,
saving, or exiting to the Main Menu.
Clicking on either "Load" or "Save" causes
the scroll to unravel, displaying a
list of game slots. Any previously
saved game names appear on this
list, and any untilled slots appear
as "Empty Slot".
To load a game, simply click on "Load"
and then on the game you wish to load.
Saving the game requires you to enter
a descriptive name for the game you
are about to save, but follows the
same format as "Load". Click on "Save",
select the slot you wish to save to,
and then follow the instructions. If
you are saving over a previously saved
game slot, you will be asked for
confirmation -- click "OK" if you are
sure, then enter the new game name
and hit Enter/Return. Your game will
then be saved to disk for later use.
The "EXIT" button allows you to quit the
game and returns you to the main
menu screen without saving the game.
Remember that this ends the game
you are currently playing -- if you wish
to continue at a later date you must
"Save" the game before exiting.
Ending the Turn and Turn Sequence
<<G:fem025b.pcx:"[GRAPHIC : End Turn Button]">>
When you have done
everything you wish to do
on a particular turn, click
on the "End Turn" button to
progress to the next turn.
--Page 25--
--Page 26--
Experience in "FANTASY EMPIRES"
Experience plays a large role in the
game, defining everyone's abilities
and powers.
Experience is measured in "levels,"
with each successive level of exper-
ience being harder to attain. By
performing certain actions, characters
gain "experience points," and when
they get enough points they advance
to the next level.
Levels range between one and
thirty-six, with first-level characters
representing normal civilians and
the highest levels representing the
epitome of power. As experience
levels rise, characters gain more hit
points, attacks, and other abilities.
Every character in "FANTASY EMPIRES" can
gain experience, although it is done in
different ways.
First of all, your player character gains
experience with each completed
campaign. After you have won a game,
you receive experience points and
undoubtedly will advance a level. This
change will be visible in the next
game, where you will have increased
income and other benefits granted to
you by the next level. As stated, higher
experience levels are harder to obtain,
so as you rise higher you will have to
complete more games in order to
continue advancing.
Taking on higher-level opponents
grants you more experience points
should you defeat them, but of
course, the risks are greater.
Conversely, defeating characters
whose experience levels are lower
than your own will not afford you
much experience.
Secondly, your heroes gain experience
by questing and fighting in battles.
If a hero returns from a quest, even
if empty-handed, he will generally
advance a level. The more challenging
the quest, the more experience the
hero gets out of it. This means that a
relatively tame quest will not give a
high-level hero much experience.
If a hero participates in a battle and
survives, he gains a level. Battles
usually have high mortality rates and
surviving them is quite a feat. In fact,
if you only have low-level heroes it
would be best to keep them out of
front line combat until their
experience improves.
Regular troops gain experience by
participating in several battles. If a
certain unit of troops survives at least
two battles, it is classified as Veteran.
If Veteran troops survive another
battle, they become Elite. Note that for
troops and heroes to gain experience,
more than 50 enemies must be killed
in battle.
--Page 26--
--Page 27--
Magic in Mystara
Magic and magical items are potent
tools. They can be used for offense,
defense, and intelligence-gathering.
Beware, though; however strong you
might think you are as a wielder of
magic, it can also be used against you.
Spellcaster Magic
To be able to cast magic spells, you
must train magic-users and cleric
characters from the countries you
control. Not every country is capable
of producing clerics or magic-users, so
you must seek one out if you do not
possess one.
When you do have a region that can
produce spellcasters, build a temple
(clerics) or tower (magic-users) and
begin training your spellcasters. As
magic is a particularly difficult thing to
master, whether it is through a deity or
by the power of the mind, spellcasters
take four turns to produce. However,
the wait is worthwhile.
Clerics
Clerics derive their power from the
deity they worship. Their spells are
granted by their patrons and they
absorb magical power by praying to
them. Clerical spells include "true sight"
and "earthquake". Clerics also have the
ability to turn or destroy undead crea-
tures like skeletons. Because of their
religious and ethical beliefs, clerics are
unable to use edged weapons or any
weapons which draw blood.
Druids
If a cleric reaches the 9th level of
experience, he or she is offered the
chance to become a druid. Druids
are priests of nature, able to com-
mand the elements with spells like
"weather control", "call lightning", and
"creeping doom".
Magic-Users
Magic-users rely on their intelligence
and knowledge of magic in order to
cast spells. They gain magical power
by casting spells from books. Magic-
user spells include "meteor storm",
"animate dead", and "death spell".
Creating spellcasting character classes
is the same as training regular and
hero troop types. Simply build the
appropriate building, temples for
clerics and towers for magic-users,
and then use the "Train" button to
create them.
Like heroes, spellcasters can be sent
on quests for magical items and to
gain experience.
--Page 27--
--Page 28--
Cleric Spells and Abilities
Earthquake
Casting this spell causes the affected
region's ground to shake violently,
with the intention of destroying enemy
buildings. This spell affects 20-50%
of buildings and 10-20% of enemy
troops. Also, there is a 10-25%
chance of any castle walls in the
target region being destroyed.
True Sight
"True sight" provides you with complete
information about an enemy region.
Casting this is effectively the same as
using the "View" button, but allows you to
view enemy regions.
Turn Undead
Using this ability allows the cleric to
'turn' or destroy enemy undead
troops. It costs no spell power, unlike
the other spells, but can only be used
one time per game turn. Typically
between 30 and 60 undead troops can
be destroyed every time "turn undead"
is used.
Druid Spells
Call Lightning
"Call lightning" is a relatively weak spell
that damages buildings and troops by
means of summoning an electrical
storm. It damages roughly 20% of the
target region's buildings and about
10% of its troops by creating a
thunderstorm over its stronghold.
Weather Control
This spell is similar to the "call lightning"
spell except that it creates a raging
whirlwind which wreaks havoc on
25-55% of enemy buildings and
between 10-25% of enemy troops in
its target region.
Creeping Doom
With this spell, the druid summons
a tremendous plague of insects to
ravage his enemy's regions. This
spell is one of the most powerful
spells and should definitely not be
underestimated. It will damage
20-60% of enemy buildings and
40-70% of troops.
Magic-User Spells
Death Spell
The "death spell" is potent anti-person-
nel magic. It has no effect on buildings
at all and has a 20-60% mortality rate
among enemy troops.
Meteor Swarm
"Meteor swarm" causes fiery rocks to
fall from the sky upon your chosen
target. It can damage 40-80% of
buildings and 20-40% of troops in
the target region.
Animate Dead
Using this spell, the magic-user can
create armies of undead warriors,
loyal to your command. Each use of
the spell creates between 30 and
60 undead troops in the region of
your choice.
--Page 28--
--Page 29--
<<G:fem029a.pcx:"[GRAPHIC : Map of the Known World, NorthWest]">>
<<G:fem029b.pcx:"[GRAPHIC : Map of the Known World, SouthWest]">>
--Page 29--
--Page 30--
<<G:fem030a.pcx:"[GRAPHIC : Map of the Known World, East]">>
<<G:fem030b.pcx:"[GRAPHIC : Map of the Known World, East]">>
--Page 30--
--Page 31--
Magical Items
Magical items are acquired by heroes
who have been sent on quests and
lived to tell about it. There are many
different magic items; they come in
two different flavors. The first group
are magical items which are retained
and used by the heroes who found
them and the second are those which
are kept in the Imperial Vault of the
empire which found them.
Hero items include things like magic
swords, rings, and items of clothing
(boots, for example), which can be
carried or worn by the hero himself.
These items enhance the abilities of
the hero in combat and other duties. A
hero can only use one hero item at a
time. If he is sent on a quest and he
finds another hero item he must
discard one for the other. This does
not affect whether Imperial Vault items
can be kept.
Magical artifacts that are kept within
the Imperial Vault after the hero has
returned are often of incredible power
and have their own unique effects.
Some may increase magical power,
whereas others only have a limited
amount of charges, becoming useless
after so many uses.
Hero Items
Magic Weapons and Defenses
The most prolific of the hero items are
basic weapons and defenses. Among
these are the magical swords, bows,
axes, and maces. The number
following the item name (e.g.: +2) is
an indicator of how effective or
powerful the weapon or defense is.
Magic weapons enable the user (in this
case, a hero character) to be more
capable in combat, hitting more often
and doing more damage with each hit.
Each magic item has a four-letter
abbreviation following its name in the
descriptions below. This abbreviation
appears next to the hero when he is
listed in the game. Imperial Vault
items do not have a four-letter
abbreviation as they are not carried by
heroes into battle. For magic weapons
the abbreviations are as follows:
Sword+ 1 SW+1
Axe+ 1 AX+1
Sword+2 SW+2
Axe+2 AX+2
Sword+3 SW+3
Axe+3 AX+3
Bow+ 1 BW+l
Mace+ 1 MC+1
Bow+2 BW+2
Mace+2 MC+2
Bow+3 BW+3
Mace+3 MC+3
Some magical weapons, like the "sword
of slowing", have special effects which
are experienced during combat. A
brief description of each follows:
--Page 31--
--Page 32--
MAGIC WEAPONS AND DEFENSES
Arrows of Teleportation (ARRW)
Any target struck by one of these arrows is instantly transported away from the
battlefield, with no means of getting back. These items have an infinite amount
of uses.
Sword of Extra Damage (SW-X)
A potent weapon, the sword of extra damage inflicts grievous wounds on any
target.
Sword of Slowing (SWSL)
When this weapon hits an opponent, the victim's movements are slowed down
drastically, making him extremely vulnerable to further attacks. This sword
affects any troop type: regular or hero.
MISCELLANEOUS MAGICAL HERO ITEMS
Boots of Speed (BTSP)
When a hero is wearing these he is able to travel at double speed, allowing him
to chase his enemies around the battlefield.
Elven Cloak (EC)
The elven cloak renders its wearer invisible to other players and troops on the
battlefield. This invisibility improves the armor class of the hero.
Gauntlets of Ogre Power (GAUT)
Gauntlets of ogre power grant the strength of an ogre to the wearer.
Girdle of Giant Strength (GIRD)
The girdle of giant strength increases the wearers strength to that of a hill
giant, enabling him to cause more damage on the battlefield.
Ring of Fire Resistance (FRES)
This artifact defends the wearer against an enemy magic-user's fire attacks.
Once warn, this effect lasts until the item is replaced by another.
--Page 32--
--Page 33--
Ring of Protection+l (RP+I)
While a hero wears this magic ring, his armor class is improved by 1. Improved
versions of this item may be found.
Medallion of Protection (MPRO)
While a hero wears this medallion, his armor class is improved by 2.
Displacer Cloak (DC)
The displacer cloak causes the wearer to become displaced, appearing 2-3 feet
from his actual position. This displacement improves the hero's armor class.
The controlling character is able to see the hero's actual position at all
times, however.
Ring of Teleportation (TELE)
Any hero wearing this ring is instantly teleported to safety should the
Retreat order ever need to be given to his force.
Ring of Regeneration (RGEN)
Wearing this magic ring slowly regenerates the hero's hit points.
IMPERIAL VAULT ITEMS
Crystal Ball
This item functions in the same manner as the "View Empire" function on the
strategy screen, except that it can be used to view one of your opponents'
empires.
Lightning Rod
A lightning rod allows the owner to cast call lightning spells without
expending any power from the druid's blue Orb of Power; instead, the magical
energy is taken from the rod's charges.
Mirror of Life Trapping
The mirror of life trapping is a device which draws in your enemy, trapping him
in a featureless plane within the mirror itself. When you use it, one hero in
your opponent's forces is drawn inside the mirror, lost beyond all hope. The
mirror, however, can only hold so many heroes.
--Page 33--
--Page 34--
Mirror of Protection
When the mirror of protection is in your possession, enemy empires are unable
to use true sight spells and crystal bails to spy on your regions. This item
is in continuous effect from the time of its discovery.
Rod of Dominion
With this item in your possession, all income from your empire is increased.
Rod of the Earth
This item allows the user to create earthquakes without using any power from
the clerical Orb of Power. Instead, a charge of power is taken from the rod.
Rod of Necromancy
The bearer of thi artifact is able to cast animate dead spells without any
magic-users and without expending any magical power from the magic-user's red
Orb of Power. Between 30 and 60 undead warriors appear within the target
region.
Rod of True Sight
Essentially the same as the cleric's true sight spell, but spell power is
taken from the rod instead of the green Orb.
Rod of the Winds
Allows the user of the object to create tomadoes, as per the druid weather
control spell, in the target region. No magical energy is expended, except a
single charge from the rod.
Staffs: of Holiness, Wizardry, and Druids
These three items are active all the time when placed in the Imperial Vault.
Each one increases the amount of power to one particular sphere of power:
Holiness represents clerics, Wizardry, magic-users, and Druids, druids
(of course).
--Page 34--
--Page 35--
Game Options
Campaign Options
After you have familiarized yourself
with the game controls, you may wish
to experiment with different variations
of "FANTASY EMPIRES" by playing the game
with different options.
On the "Set Up" screen two buttons, "Random
World" and "Show All"/"Fog of War", display differ-
ent options for how the campaign will
be played.
"Random world" uses the Mystara map, but
the territories have different properties
-- each region's income and the types
of troop units it can produce change
from game to game.
The second option governs limited
intelligence options. The switch toggles
between "Show All" and "Fog of War". With the
"fog of war" option selected, enemy
troops not directly adjacent to your
occupied regions are not shown.
The "Main Menu" button takes you back to
the game selection screen.
TACTICAL (ARCADE) SECTION
Overview
Whenever an army invades a region
which is held by another player, a
battle results. Battles are resolved
through a fast-paced combat
sequence, where you take control
of your forces in order to defend or
break through the castle walls.
Battle segments may be skipped alto-
gether if you have selected the "Simulate
Always" option at the campaign screen.
During a battle, both sides place their
troop units on the battle map and give
general orders affecting all of their
units. The troops then fight by them-
selves, while you control any one
of the heroes or units you have
deployed on the battlefield.
You participate only in battles which
involve you. All computer versus
computer battles are simulated by
the computer.
--Page 35--
--Page 36--
<<G:fem036a.pcx:"[GRAPHIC : Battle Set Up Screen]">>
Setting Up a Battle (Placement and Orders)
When a battle occurs you are
presented with a screen depicting the
scene of the battle. The map on the
fight of the screen is divided into two
sections. The attacking player places
his or her units in the top section,
while the defender places his or hers
in the lower section. The left side of
the screen contains a scroll with a list
of troop types and their respective
numbers in it.
The attacking player places his units
first, by selecting a unit on the scroll,
then positioning the cursor over the
map display and clicking the left
mouse button. At this point, a small
icon representing that unit is displayed
on the map. Each icon depicts a unit
of 20 troops; in the case of heroes
and siege engines, the icon represents
one character or weapon. When all
troop placement has been done,
clicking on the "OK/AUTO" icon allows the
defender to place troops.
If the "OK/AUTO" icon is pressed and there
are still troops left over to be
deployed, the computer automatically
selects positions for the rest. Clicking
"UNDO" removes the last unit to be
placed on the map. If you click "UNDO"
more than once the computer keeps
removing units in the order you placed
them. This is useful if you wish to
reposition large amounts of troops.
When the units have been placed you
can choose starting orders by clicking
on the order bar, situated beneath the
"OK/AUTO" and "UNDO" buttons. When you
click on the button, it will cycle through
the available options, as described in
the section "Orders During Battle" on
page 38. When you are satisfied with
your battle plans, click on "OK/AUTO". You
--Page 36--
--Page 37--
may then choose to support your
troops with spells. See the section
"Spells in the Action Sequence" also
on page 38.
You may place up to 25 groups of
soldiers (20 per group) per side in a
single "round." Note: individual heroes
and siege engines count as one entire
group. If there are more than 25
groups on each side participating in
the battle, the extra groups are left for
reinforcements. When one group is
destroyed, a reinforcement group
immediately replaces it. This
procedure continues until one side
retreats, or is decimated.
The defender then places his troops
in the same manner. If either one
of the participating players is the
computer, one of the placement
screens will be omitted depending
on whether the computer is the
attacker or the defender.
When all troop placement has been
done, battle commences.
Controlling Units and Heroes in Combat
After you have placed your units and
heroes, given your orders, and cast
spells (if available), combat begins.
You may, at this time, move individual
units to any locations you desire on
the battlefield.
In the case of units, you gain control
of an individual trooper who becomes
the unit leader. You may move and
attack with this unit leader as you
desire. The remainder of the unit
follows the leader and attacks any
enemies they come in contact with.
When the unit leader dies, control
jumps to another trooper in that unit
who becomes its leader. In this way
you can effectively control an entire
unit until it is slain to a man.
In the case of heroes, you gain control
of one of the heroes participating in
the battle. Just like units, you may
move and attack with this hero as you
desire. When the hero is slain, your
control jumps to another hero on the
battlefield and combat continues.
Another feature of hero control is the
hero's ability to lead nearby units.
Pressing the F4 key (attacker) or the
F7 key (defender) enables the hero's
leadership. Pressing these keys again
disables this ability.
While hero leadership is enabled, the
hero under your control acts as a unit
leader and leads nearby units to
whatever location you desire on the
field. This allows you to maneuver
units more quickly and easily. Once
you have moved the hero and his
accompanying units to your desired
location, press the leadership key so
that the hero may move away without
the units following him. This way you
can have him reach other units to
maneuver. Hero leadership is only
granted to the hero under your
control. Computer-controlled heroes
are not able to lead units.
Pressing the F1 key (attacker) or the
F10 key (defender) passes your
control to another hero or unit leader.
--Page 37--
--Page 38--
Orders During Battle
While a battle is in progress, you may
issue orders which will govern the
overall behavior of your troops. These
orders apply to all of your troops, not
just individual units. There are four
general orders: Assault, Harass,
Barrage, and Retreat.
Assault
Assault causes all of your troops to
move toward the enemy and engage
them with their weapons as soon
as they are in range. Assault is an
all-out attack.
Harass
Issuing the Harass order causes all
friendly elf, shadow elf, and halfling
units to move to firing range and
engage the enemy. All other units
stay where they are until further orders
are given.
Barrage
Barrage instructs catapult, ballista,
and missile units to open fire on any target
within range, without moving toward
the enemy. Since the range of the
catapults and ballistas spans the battle-
field, they do not have to move at all.
Retreat
Retreat causes every unit to retreat at
top speed toward the outside of the
battlefield. If a soldier reaches the
edge of the battlefield, he is assumed
to have escaped the battle -- he is still
alive and able to fight again, but not in
the same battle he has just escaped
from. Only heroes, regular troops, and
battering rams retreat.
Spells in the Action Sequence
If you have spellcasting heroes (cleric,
druid, and magic-user) on your side in
a battle, they will be able to cast spells
to affect the outcome of the battle. To
get your heroes casting spells, click on
the "Spell" icon in the Action set-up
screen. A panel appears with the
available choices for spells depending
on what sort of spellcasting heroes are
present.
Bless
If you have any clerics present you
will be able to "bless" your troops.
"Bless" enables your warriors to fight at
an advantage against the enemy.
Through divine power their weapons
will strike true, causing more damage
than normal.
Control Winds
Druids can cast the "control winds"
spell. Magical winds envelop the
battlefield, disrupting missile fire of
any kind. "Control winds" affects both
sides, and thus can be a great
equalizer in a battle.
Confusion
"Confusion" spells destroy the enemy's
discipline and order. Soldiers will
totter about aimlessly and mindlessly
attack anyone, even on their own
side. Although this "confusion" only
lasts a short while, a lot of damage
can be done.
--Page 38--
--Page 39--
Game Controls
The action sequences of the "FANTASY EMPIRES" game can be controlled by either
joystick or keyboard, though the joystick option is recommended.
Keyboard controls are as follows:
<<G:fem039a.pcx:"[GRAPHIC : Attacker Game Controls]">>
<<G:fem039b.pcx:"[GRAPHIC : Defender Game Controls]">>
Whichever method you choose, there
are some functions of the game which
are always assigned to the keyboard
function keys.
ACTION ATTACKER DEFENDER
-----------------------------------------------------------------
Jump to Next Unit/Hero F1 F1O
Toggle Orders F2 F9
Toggle Battering Rams F3 --
Toggle Hero Leadership F4 F7
Battle Overview F5 F6
Pause P P
Go to Simulation Esc Esc
"Jump to Next Unit/Hero" passes
player control to another unit or
hero character.
"Toggle Hero Leadership" is described
on page 37.
"Toggle Orders" cycles through the
available orders: Assault, Barrage,
Harass, and Retreat.
"Battle Overview" allows you to see
what each battle group or hero is up
to. While you are viewing a hero with
this feature you will not be able to
control him. To control the hero you
must select him with F1 or F10.
"Toggle Battering Rams" activates
battering ram units. They will begin to
attack the doors of an enemy
stronghold. If they are already active,
pressing the toggle button again
causes the battering rams to retreat
away from the doors. (Applicable only
to attackers.)
Joystick and Keyboard Controls
All hero attacks and defenses are
controlled through the joystick fire
buttons (or their keyboard equivalents).
Fire button 1 initiates attack
sequences, while fire button 2
initiates defense sequences.
The stick itself controls the hero's
movements. Also, when no hero is
selected, you can use your joystick to
scroll around the battlefield in order to
observe your forces in action.
--Page 39--
--Page 40--
<<G:fem040a.pcx:"[GRAPHIC : One Player Battle Screen]">>
<<G:fem040b.pcx:"[GRAPHIC : Two Player Battle Screen]">>
The Action Screen
The action screen, whether playing
against the computer or another
human player, contains the same
information displays. Some of these
displays are duplicated on the two
player screen but function exactly the
same as the single player display.
--Page 40--
--Page 41--
Current Orders
This icon displays whatever orders
your troops are currently under:
Assault, Barrage, Harass, or Retreat.
Local Radar (Crystal Ball)
The Crystal Ball displays the objects
and troops surrounding the currently
visible location. Keep in mind that this
display has a short range. Troops are
depicted as dots, colored the same as
the side they represent. Arrows and
other missiles appear as yellow dots
streaking across the battlefield.
Battlefield Map
This display shows the entire battle-
field and the troop units present in it.
Each dot represents a single group of
up to 20 troops. The section of the
map currently visible in your viewport
is shown on the map as a yellow dot.
Hit Points Scale
The amount of damage that the
currently selected hero can take is
represented by the sword. When
damage is sustained by the hero, the
sword slides a little further into its
scabbard. When the sword is fully
sheathed your hero has died.
Army Status
The Army Status icon is similar to the
Hit Points scale, except that it displays
the condition of your entire army. As
casualties on your side increase, the
shield becomes progressively more
damaged. When the shield is in tatters,
you have lost the battle.
Battle Simulation
If a particular battle takes a long time,
it can be resolved abstractly by the
computer without any player
intervention. Press the Esc key when
you wish the computer to take over.
Breaking into Castles
In order to battle troops hiding within
a stronghold you will have to get your
troops inside the castle walls.
Castle walls may be breached by three
methods -- you can use catapults to
punch holes in them, you can use
battering rams to break down the
gates allowing your troops to run
inside, or, you can cause huge
breaches in the walls with the magic
of your druids and magic users.
Battering rams must be ordered to
attack the gates -- they don't attack
the gates in an "Assault" or any other
general order. Press F3/F8 whenever
you want your battering rams to
attempt to break down the gates.
--Page 41--
--Page 42--
<<G:fem042a.pcx:"[GRAPHIC : Battle Summary Screen]">>
After the Battle
When the battle is over, you will be
presented with two consecutive Battle
Summary screens, showing how many
casualties were lost on each side and
what types they were and what
buildings, if any, were destroyed. To
dismiss each screen and get back to
the game, click on the "OK" button.
Experience for Troops
If your Regular troops survive two
battles, they will advance to the next
level, Veteran. After another battle
your Veterans become Elite. For com-
parison, Veteran troops are roughly
equivalent to heroes of level 3 and
Elites equal to heroes of level 7.
These troops are distinguished on the
Action Set-up screen by their colors;
inexperienced Regulars are dark gray,
Veterans are medium gray, and Elite
are white.
--Page 43--
--Page 44--
REFERENCE
Character Classes and Troop Races
The following is a list of the character types available in the game. The words
directly under each heading state how this character is featured in the game.
"Player character" means that you may use this class for your player character,
"hero" means that you can purchase or train hero troops from this class or race
and "regular" means that this class can be trained in quantity as troops to
fight for your worthy cause.
Elf
PLAYER CHARACTER, HERO, AND REGULAR
-------------------------------------------------------
Elves are beings of slight physical
form, tall yet thin, with pointed ears
and pale complexions. However, they
are very dexterous, particularly with
bow weapons, and have an aptitude
for magic. Player character elves are
able to train better archers and more
effective spellcasters.
Hero and regular elves use longbows
but in close combat the hero makes
use of a short sword.
Magic-User
PLAYER CHARACTER AND HERO
-------------------------------------------------------
Magic-users are practitioners of the
ways of magic and thaumaturgy They
are scholars and scientists, To this
end, they are less inclined to physical
matters, and are highly developed
mentally. Magic-users can be very
difficult opponents. Magic-users
controlled by a magic-user player
character are able to cast more
effective spells.
Magic-user heroes use concentrated
blasts of fireballs to destroy their
enemies and are able to cast
"confusion" spells to wreak havoc
within enemy ranks.
--Page 43--
--Page 44--
Cleric
PLAYER CHARACTER AND HERO
-------------------------------------------------------
A cleric is a human character who is
dedicated to sewing a great and
worthy cause. This cause can be an
immortal being, dedicated goal, or
attribute; sometimes the cleric is
serving only his alignment, and has no
interest in immortal beings.
The abilities of a cleric include "turning
undead" and casting the clerical spells
of "true sight" and "earthquake". In
addition, a cleric hero can cast the
"bless" spell to aid troops on his side
during a battle.
Clerics under the control of a cleric
player character are able to cast more
effective spells and turn away more undead
on average.
Druid
HERO
-------------------------------------------------------
When a cleric attains the 9th level of
experience, he may opt to become a
druid; a cleric of nature. Druids concern
themselves with the workings of nature,
and are thus able to cast "lightning",
"tornado", and "creeping doom" spells.
Druids throw magical acorns in battle
and are also able to cast the "control
winds" spell, which prohibits the use of
missile weapons in battle.
Fighter
PLAYER CHARACTER, HERO, AND REGULAR
-------------------------------------------------------
The fighter is the most basic of all
character classes. Fighters are well-
adapted to the martial arts -- tactics,
training, and leadership. Because of
this, troops under a fighter's control
are able to fight at an advantage
because of better tactics.
Regular fighters use long swords and
shields in battle, whereas heroes use
two-handed swords.
Dwarf
PLAYER CHARACTER, HERO, AND REGULAR
-------------------------------------------------------
The dwarven people are short, but
heavy-set; they are proud warriors with
an affinity for the earth and stone.
They are resilient folks and as such
make excellent fighters. Dwarven
fighters under the control of of a dwarven
player character fight at a bonus.
Dwarven heroes fight their battles with
double-handed battle axes and
regulars use hand-axes and shields.
--Page 44--
--Page 45--
Halfling
REGULAR
-------------------------------------------------------
Halflings are a peaceful folk. They like
nothing more than to relax by the
hearth of their home and tell tall tales
of the wee folk. But sometimes, the
state of affairs of the world places
their homes in jeopardy and they are
forced to take to arms. When they do,
it is invariably with their slings, with
which they are very adept.
Physically, the halflings are dexterous
and short, ranging between 3 and 4 feet
tall, with hairy feet. Due to their
relaxed lifestyles many develop pot
bellies and a chubby appearance.
Shadow Elf
REGULAR
-------------------------------------------------------
Some 2,700 years ago, elves living in
what is now the Broken Lands
discovered and accidentally triggered a
powerful explosive device. Survivors
of these elven tribes were irradiated by
the explosion's fallout, and were
driven underground to seek shelter
from climactic changes. These
surviving elves lived in the caverns
beneath the earth for centuries,
developing into the present day
Shadow Elves.
They are much like the surface elves,
but of paler complexions and hair
colors. Shadow elves prefer the use of
the crossbow to any other weapon.
Orc
REGULAR
-------------------------------------------------------
Orcs are large humanoids with pig-like
faces. They are extremely brutish and
have a great disdain for order.
Authority in orcish society is asserted
by force, and because of this morale is
low.
Orcs make good warriors, both
because of their large size and their
temper. In battle, many orcs use heavy
scimitars and shields.
Undead
REGULAR
-------------------------------------------------------
Undead warriors are feared by all.
These creatures are brought to life
with powerful enchantments. Warriors
killed in an ancient battle, peasants
who have perished in the wilderness
-- all hear the beckoning call of the
"animate dead" spell.
Although the weapons and
appearances of the undead are varied
and many, the undead in the game
use long swords and shields.
--Page 45--
--Page 46--
Alignment
Alignment defines the way a character
thinks and what he or she places
value on. A player character's align-
ment is in many ways the character's
code of ethics.
Lawfulness
The lawful character places a high
value on the order and rigidity of life.
The character believes that the needs
of the many outweigh the needs of
the few. Lawful player characters
receive more income from their
regions than any other alignment;
however, they are not able to break
treaties whenever they want to
without invoking the wrath of the
Dungeon Master.
Neutrality
Neutral characters' motives change on
the spur of the moment, reflecting
their needs of the time. This means
that the character's morals may be
broken for the purposes of self-
preservation. Characters do not gain
any advantages for being neutral, nor
do they suffer any disadvantages.
Chaos
Chaotic characters believe that they
are more important than anything else.
They will do whatever has to be done
for their own profit. Ethics enter into
the matter only rarely, depending
completely on the character's current
disposition. Chaotic characters may
freely break any treaties they make or
agree to and are able to raise more
dead through the "animate dead" spell
than any other alignment, but they
do not receive as much income from
their regions.
--Page 46--
--Page 47--
Character Ability Scores
A character's ability scores reflect his
or her physical and mental character-
istics. They provide a basis for
visualization of the character and a
way of determining how capable the
character is. These statistics are
numbers between 3 and 18, with 18
representing the best possible ability
for that attribute. The ability scores are
broken down into six categories.
Strength
A measure of how strong the character
is physically. This ability affects such
things as how much damage the char-
acter can do in combat and how easily
the character can lift heavy objects. A
player character's Strength also
directly affects how its heroes strike in
combat. If Strength is high, then more
damage and more frequent hits result.
Intelligence
The character's mental power is
defined by his or her Intelligence
rating. This is an indication of how
knowledgeable the character is and
how capable the character is at fig-
uring out problems and understanding
concepts. A player character's Intelli-
gence alters the effectiveness of
magic-user spells. An intelligence
score greater than 12 is an advanta-
geous bonus, while a score of less
than 9 is a penalty.
Wisdom
This score defines how wise the charac-
ter is. A character who is very intelligent
may not be very wise. The difference
between Wisdom and Intelligence is
that the character may know how to do
things, but might not have the foresight
to think about the consequences of his
or her actions. Wisdom affects clerics'
spellcasting in the same way that
Intelligence affects magic-user spells.
Dexterity
Dexterity describes the physical prowess
and hand-eye coordination of the
character. A low Dexterity means the
character is a klutz; a high Dexterity
means that the character might be a
gymnast. A player character's Dexterity
affects how well heroes defend them-
selves on the battlefield. A high Dexter-
ity means they will be hit less frequently.
Constitution
Whereas Strength governs how strong a
character is, Constitution reflects health
and endurance. A character with a high
Constitution could take a lot of punish-
ment in battle, or run for long periods
of time without getting tired.
Constitution affects the general health
of the player character's heroes. High
constitution modifies the hero's hit
points with every level of the hero. For
example, a player character with a Con-
stitution of 15 increases its hero's hit
points by + 1 for every level of the hero.
Charisma
Charisma determines the affability of
the character and also the presence of
his or her personality. Characters with
high Charisma scores are likely to be
great leaders, commanding a lot of
respect from their followers. Charisma
adjusts the income accumulated from
regions under the player character's
control. A score greater than 12
increases income, while a score lower
than 9 decreases it.
--Page 47--
--Page 48--
Troop Types
There are three different types of
troops: regular, hero, and siege
engines. Regular troops may be of
human, elf, shadow elf, halfling, dwarf,
and orc races, while only humans,
elves, and dwarves may be heroes.
Regular
The regulars are your average front
line soldiers. They are armed with
different weapons depending on their
race. Human regulars, for example,
wield swords and shields, while the
elves are armed only with bows, and
halfling carry slings. Regulars are
trained in groups of twenty, so that
when you order them on the troop list
you are actually ordering 20 regulars.
Regulars have rather weak defense
skills and absorb the most losses
during combat.
Heroes
Heroes represent the leaders and
champions of your empire. They are
excellent fighters and as such, can
only be produced by a few races. As
they are skilled in the ways of fighting,
they get a few more defenses and
attacks in combats. Heroes can also
be sent on quests to discover magical
items (see "Quests" on page 19).
Siege Engines
Siege engines are vital to "FANTASY
EMPIRE" They are the artillery pieces in
the game and must be used to breach
castle walls, so that the regular and
hero troops can attack them. They
also play a large part in castle defense.
There are three types of siege engine:
catapult, ballista, and battering ram.
Catapult
Catapults are large machines designed
to hurl boulders great distances. They
are used to knock down the walls of
enemy strongholds.
Ballista
Ballistas are essentially oversized
crossbows. They fire huge, meter-long
javelins and can kill many troops at
a time.
Battering Ram
Battering rams are the primary way of
breaking into an enemy stronghold.
They consist,long wooden pole
with a reinforced cap at one end.
Troops carry this device to the castle
gates and ram it against the doors,
hopefully opening them and allowing
the troops access inside.
--Page 48--
--Page 49--
MYSTARA
Playground of the Immortals
Within the depths of the Prime Material Plane lies an astronomical oddity.
Most worlds are spherical shapes of matter. ranging from stone and metal to
globs of water or volumes of gas. While these "normal" worlds are solid,
Mystara is hollow.
Mystara's general shape is a sphere with a hole at each pole. The ground
around each polar opening is rounded, leading into the sphere. The atmosphere
follows the ground's surface inside where the Hollow World exists.
There is no doubt that Mystara was created by the Gods. The immortals who gave
form to Mystara also carefully populated it with hundreds of intelligent races,
who continue to struggle for supremacy within their ever-changing world.
Because of the huge distances between the Known World on the surface of
Mystara and the Hollow World within it, a cultural division exists. One is
largely oblivious to the other, save for a select few who dedicate their lives
to journeying between the two.
The immortals also view the Hollow World as a sort of zoo. Mystara is
enveloped by a powerful enchantment known as the Spell of Preservation which
allows the immortals to move entire cultures from the surface of Mystara to
the Hollow World without the cultures changing due to the difference in
environment. Great cultures on the verge of extinction are often relocated to
the Hollow World, to be preserved.
"FANTASY EMPIRES" concerns itself exclusively with the surface, or Known World
of Mystara. The Known World consists of 98 different countries, crossing seven
different terrains, amongst them deserts, mountains, swamps, forests and
grasslands. The peoples of the Known WorId are many and varied, and most are
bent on world domination.
--Page 49--
--Page 50--
The Countries of Mystara
The 98 separate regions oF Mystara are loosely grouped together into the
Following 12 countries.
Alfheim
Alfheim is a land renowned for its
mysterious forests filled with magic
and for the learning and valor of its
elven inhabitants.
Alfheim is centered in the forest of
Canolbarth, surrounded on all sides by
the Republic of Darokin -- a former
bitter enemy and now a fast friend.
Other close neighbors include the
monster-enfested Broken Lands to the
north and west, Rockhome of the
dwarves to the east, and Karameikos
and the Five Shires to the south.
Alfheim is also the target of many
Shadow Elf surface raids. The Shadow
Elves wish to reclaim Alfheim for
themselves, never forgetting that this
was once their rightful home.
Darokinn, Republic of
One of the wealthliest countries in the
Known World is Darokin, but the
nation's wealth is not so obvious as
that of countries such as Thyatis. In
Darokin, the wealth is spread a bit
more evenly throughout the population;
Darokin's wealthiest people are not so
ostentatious as Thyatis', but Darokin's
peasants are far better off than Thyatis'.
The land itself is rich. The center of
the country is dominated by a vast, flat
region called the Streel Plain; this is
the heartland of Darokin, where fully
half the country's residents live. The
farmers of the Streel Plain are able
to grow enough to feed the whole
country twice over. Near the plain is
the mighty Lake Amsorak, a freshwater
lake that provides a bounty of fish.
The people of Darokin, chiefly humans,
are a notoriously hard-working lot. Most
are driven by desire for success: each
generation wants to live in better
surroundings and educate its children
better than the last. The government is
a plutocracy -- rule by the rich -- but a
very long-sighted one. The plutocrats
believe that keeping the standard of
living high and keeping laws fair
throughout the social levels makes
workers enthusiastic; so far, their
approach has been very successful.
Ethengar Khanate
This is a country of vast grasslands
and arid steppes, blisteringly hot in the
summer and bitingly cold in winter.
Some parts of these steppes are
veritable seas of grass, while others
are more arid expanses barely able to
support plant life, unable to sustain
herds of animals.
The people of the steppes are
Ethengarians. They are stout, yellow-
skinned men and women with slight
epicanthic folds to their eyes. They
are nomads who move their herds of
yaks, sheep, goats, pigs, and horses
across the grassy plains. They live in
yurts, a type of tent, and make no
permanent communities.
They are a warlike people who are
proud of their abilities as cavalrymen
and archers. Normally, they vent their
warlike natures on one another. Some-
times they are bound together by a
great leader and threaten countries on
all sides.
--Page 50--
--Page 51--
Five Shires, The
The land by the Sea of Dread is rich
and green, with pleasant hills, fields,
and valleys. There are large stands of
woods here, and most of the land is
fertile. The weather is moist (even in
winter) and not particularly harsh; the
worst seasons here are usually
described as "scenic".
The population of the Five Shires is
mostly made up of halflings -- or "hin"
as they call themselves. In human
lands, the hin have a reputation of
being happy, roly-poly, inoffensive
people with quick reflexes and self-
indulgent habits. It is dangerous for
a human traveler to carry that
generalization into the Five Shires.
In actuality, the hin are much like
humans, although some do match
the stereotype. Some are valiant
warriors who have crushed invasions
from the Black Eagle Barony or the
Malpheggi Swamp.
Glantri, Principalities of
Glantri is a secluded land ringed by
mountains -- and surrounded by
mystery and intrigue. Glantri is sepa-
rated by thick ranges of mountains
from Wendar to the north; east are
the Ethengar Khanates; south and
southeast are the savage Broken
Lands; west are the wastes of the
desert of Sind.
The country is made up of stretches
of hills and pine-forested mountains
separated by long, narrow river valleys
thick with farms and pastures. Glantri
is broken up into many semi-auton-
omous principalities, each ruled by a
Prince or Princess.
In addition, there are many smaller
domains, whose rulers aspire for
them to become full principalities,
and other areas -- especially lightly-
settled border areas and mountains --
which are governed by the country's
ruling council.
Glantri is ruled by magic-users, and
most laws favor magic-users above all
other classes. Until recently, clerics
were illegal; in the wake of the Wrath
of the Immortals events, clerics are
permitted in limited numbers and
under scrutiny and restrictions.
Dwarves are still not legal; if found
within Glantri's borders, they may be
chased out, killed, or captured and
subjected to ghastly experiments.
The Glantrian population is made up
of several different ethnic stocks,
including elves, Flaemish Alphatians,
Traladaran Karameikans, Thyatians,
Ethengarians, and others.
--Page 51--
--Page 52--
Ierendi
This is an island archipelago imme-
diately south of the continent of Brun.
The islands are volcanic, situated in
a warm climate, and largely covered
with tropical rain forests; they are
known for their beautiful beaches
and hospitable people.
The aboriginal inhabitants are known
as the Makai; they are a brown-skinned
people with friendly dispositions and
generous natures. Later settlers, includ-
ing Thyatians and halflings from the
Five Shires, are a minority population,
and have largely acquired the Makai
attitudes. In spite of the population's
mellow cheerfulness, the Ierendians
have a history of formidable fighting
prowess and have beaten back inva-
sions from the mighty Thyatian Empire.
The Ierendians have a great affection
for heroes. Though the islands are
actually governed by a tribunal of
officials elected from the nation's
noble families, they retain a figurehead
king and queen. The crown is not
hereditary; Ierendi hosts an annual
tournament where the new king and
queen are chosen.
Karameikos, Grand Duchy of
Karameikos is a deep, dark land, still
mostly wildemess although it has
been occupied by man throughout
recorded history.
Most of Karameikos is covered with
thick forests, hardwoods and soft-
woods, and is largely unexplored.
There are broad patches of rich soil,
especially beside the Highreach River,
so farming is good here.
There are several distinct cultures
present in Karameikos.
The Traladarans, a pale, dark-haired
people, have lived here for thousands
of years. Energetic, romantic, artistic,
and superstitious, they are descen-
dants of the heroic bronze-age people
called the Traladar.
They are ruled by a conquering class
of Thyatians brought here forty years
ago by Duke Stefan Karameikos.
After the conquest, Karameikos named the
old land of Traladara after himself.
There are also three elven clans here:
the vigorous Cailarii in the central
parts, the secretive and reclusive
Vyalia in the north and east, and
whole clans from Alfheim, taking
refuge after numerous Shadow Elf
raids on the surface.
There is much friction between the
Thyatians and the Traladarans, but
increasingly they are coming to think
of themselves as a single country.
--Page 52--
--Page 53--
Minrothad Guilds
Minrothad is an island chain whose
inhabitants form a tightly-knit nation of
traders, craftsmen, and service guilds.
The people of Minrothad belong to all
races, but elves are the most com-
mon, with humans only slightly less
numerous. No race is proscribed or
overtly discriminated against on these
islands -- though members of races
who have no history of mercantile
ability, such as orcs, had best prove
their desire to behave like guildsmen
before they will be accepted.
Regardless of their race, most citizens
of the Minrothad Guilds admire money
and trade more than anything else. To
most of them, trade is far more
important than clerical beliefs.
Rockhome
Rockhome is the homeland of the
dwarves of the Known World, the cradle
of their civilization. It is a land where as
many people live below-ground as
above-ground, and where a handful of
dwarves can hold the passes into the
country against hordes of invaders,
where the entire population can
disappear into fortified caverns should
Rockhome ever be invaded.
The dwarves are organized into a
monarchy much like the governments
of many human lands; the dwarf-king
or dwarf-queen has considerable
power but needs the support of the
dwarven clan leaders and dwarven
senators to accomplish much.
Rockhome dwarves value craftsman-
ship, family ties, personal honor, and
maturity. They hold non-craftsmen,
especially farmers (even their own!) in
low esteem.
Thar and the Broken Lands
Covering regions of rugged hills, moun-
tains, and narrow canyons near the
center of the Known World is an area
thought to be abandoned by civiliza-
tion. Few humans or demi-humans
ever venture any distance from the
treacherous merchant tracks along the
Vesubia and Streel Rivers, but the
Broken Lands are far from deserted.
Although the rugged surface may be
baked by the sun of summer and
frozen by the winds of winter, many
are its inhabitants. These are denizens
of the depths, nomadic hordes of
darkness, and fierce caravan raiders.
They are the Hordes of Thar.
The Broken Lands are a haven for
orcs, goblins, trolls and many other
foul beings. They call their country
Thar, and the very word makes
merchants tremble and old warriors
shiver in the night. Thar is king of the
Broken Lands.
--Page 53--
--Page 54--
Thyatis
The nation of Thyatis, center of the
Thyatian Empire, is small in size but
large on influence and population. It
occupies the southeast corner of the
continent of Brun, giving it easy access
by water to the whole south coast of
Brun, to the islands and continents of
the Sea of Dawn, and even to the
southern continent, Davania.
Western Thyatis is dominated by rich
flatlands, good for tillage and
pasturage, as well as horse breeding
-- one of the favorite hobbies of the
region's nobles. Central Thyatis also
has good farmlands, more hills, and
easy access to all parts of the nation.
The Island of Hattias is part hills, part
forested lowlands; it is good land, but
notorious for the racial intolerance
and rigidity of its populations. Eastern
Thyatis has good grazing lands for
sheep and access to good fishing
waters. And the northland hills, while
not agriculturally productive, are rich
in minerals and ores.
The Thyatian people are dark-haired
and olive-complexioned. They are
noted for their sophistication -- often
called decadence by people from
other lands -- and their pragmatism,
which often leads to treachery in
negotiations.
Ylaruam, Emirates of
The Emirates are thought of as a
desert country, but the land is not
made up only of sandy wasteland. The
Emirates also contain hilly regions and
arid grasslands.
The Ylari people fall into two
categories: nomads, who live in the
arid wastelands as herdsmen (of
horses, cattle, camels, goats, and
sheep) or even raiders; and hazan, the
city dwellers and farmers. They tend to
be intensely polite in the manner of
their people, and are respectful of
scholars, admiring of storytellers and
warriors. But life is cheap in the
Emirates, whose warriors are thought
to kill too quickly and casually.
The Ylari are devout followers of the
philosophies of Al-Kalim. Some are
fanatics who oppose clerics of any
other philosophies. Even those who
are tolerant of other philosophies do
not tolerate the presence of magic-
users within the Emirates.
--Page 54--
--Page 55--
TABLES
Bonus/Penalties for Character Ability Scores
SCORE STR INT WIS DEX CON CHA
---------------------------------------------------------------------------
2-3 -3 -3 -3 -3 -3 -3
4-5 -2 -2 -2 -2 -2 -2
6-8 -1 -1 -1 -1 -1 -1
9-12 +0 +0 t0 +0 +0 +0
13-15 +1 +1 +1 +1 +1 +1
16-17 +2 +2 +2 +2 +2 +2
18 +3 +3 +3 +3 +3 +3
Strength (Str) affects the amount of damage inflicted by heroes.
Intelligence (Int) affects the effectiveness of magic-user spells cast.
Wisdom (Wis) affects the effectiveness of cleric and druid spells cast.
Dexterity (Dex) determines how fast a hero can attack on the action screen.
Constitution (Con) determines the number of extra hit points gained by
heroes per experience level.
Charisma (Cha) alters the amount of income gained from owned countries.
Spell Effects Summary
% BUILDING % TROOPS OTHER
DRAIN DAMAGED DAMAGED EFFECTS
---------------------------------------------------------------------------
Earthquake 150 20-50 5-20
True Sight 20 View enemy land
Turn Undead - 30-60 Undead Killed
Death Spell 100 20-60
Meteor Storm 200 40-80 20-40
Animate Dead 100 +30-60 Undead
Lightning 50 10-20 5-10
Tornado 100 25-55 10-25
Creeping Doom 100 40-70
--Page 55--
--Page 56--
Troop Data Table
TROOP TYPE TROOP COST (GP) TRAINING TIME (TURNS)
---------------------------------------------------------------------------
Regulars(per 20 troops)
Human 500 1
Orc 550 1
Elf 3,000 2
Dwarf 600 1
Halfling 400 1
Shadow Elf 2,500 2
Heroes
Human 500 3
Elf 750 3
Dwarf 600 3
Cleric 900 4
Magic-User 1,000 4
Siege Engines
Battering Ram 1,000 2
Ballista 750 3
Catapult 2,500 4
BuiIding Data Table
BUILDING TYPE BUILDING COST (GP)
---------------------------------------------------------------------------
Keep 7,500
Armory 15,000
Temple (Cleric) 12,000
Tower (Magic-User) 10,000
Castle, Small 20,000
Castle, Medium 30,000
Castle, Large 40,000
Castle, Extra Large 50,000
HINTS AND TIPS
It is often advantageous to send heroes on progressively more dangerous quests
as they accumulate experience.
Try to recruit elves as soon as possible. Elven archers can often be a deciding
factor in any battle. If you have them, keep them back from the main battle
and try not to let enemy troops get near them. Elves don't have any staying
power in a hand-to-hand fight.
If you have a lot of lower-level heroes participating in a battle, keep them
away from the action. Inexperienced heroes are easy targets and won't last
very long.
Chaotic troop types (Shadow Elves, Orcs, and Undead) are suited to fighting in
places like the Broken Lands and the Lands of the Black Sands and receive
bonuses for doing so.
--Page 56--
--Page 57--
DESIGNER NOTES
Silicon Knights
Silicon Knights is a new group of software developers situated in Ontario,
Canada. Silicon Knights intends to set new standards in the game development
industry through strong educational backgrounds, professionalism, and
commitment to quality of product.
Rick Goertz (programmer/designer) has a degree in Computer Science and
Education. Rick has extensive knowledge of many computer languages and
databases. Denis Dyack (programmer/designer) holds degrees in Physical
Education and Computer Science. In addition, Denis is currenfiy in the final
stages of finishing a Masters thesis in Computer Science focusing on User
Interface and Artificial Intelligence. Denis also has an extensive knowledge
of many computer languages as well as Artificial Neural Networks, Parallel
Systems, and User Interfaces. As consumers you can be assured that we know our
field very well.
However, more than programming ability is needed to design good games. At
Silicon Knights, we design games that we like to play. We are very creative
and do not hesitate to research our product designs. Scott Collie (head artist)
who has worked on major animated film productions as well as various animated
television series and commercials, has put a great deal of work into making
the Dungeon Master and other graphics the best they can be. We believe that
he has succeeded in bringing the Dungeon Master to life. Ken McCulloch
(supporting artist) is responsible for suppotting art, the manual, and the
voice of the Dungeon Master. Again, you can be assured of the quality of the
art and animation. We believe that we have put together a winning team and we
let this product speak for itself.
--Page 57--
--Page 58--
The Dungeon Master and "FANTASY EMPIRES" Game:
In the realms of Human-Computer Interaction (HCI), interfaces get a great deal
of attention. Currently, one of the hottest topics in the field is Agents. The
Dungeon Master is an agent. The Dungeon Master was developed in the hope of
designing an interface different from all others. He was designed to act as a
Dungeon Master would act in an actual game of D&D. He is both referee and
consultant.
A common pitfall in designing agents is to try to make the computer agent
"truly intelligent". Instead our goal was to make the agent seem intelligent
as an actor plays a role in a movie. If users can distinguish the Dungeon
Master as a separate entity from the rest of the game then we have succeeded
in our task. The actions of the Dungeon Master are dictated by something
called a reaction matrix. This reaction matrix is a neural network that
dictates how the Dungeon Master will act. This feature allows the Dungeon
Master to be consistent yet unpredictable.
"FANTASY EMPIRES" is the second release from Silicon Knights, the first being
Cyber Empires. In "FANTASY EMPIRES" we want to simulate large-scale battles in
realtime. We believe that we are the first to truly do this. In "FANTASY EMPIRES"
it is possible to have 1,000 characters in a battle at once, and more as
reinforcements come in. We hope you enjoy this game.
--Page 58--
--Credits--
RULE BOOK CREDITS
"FANTASY EMPIRES" Developed by Silicon Knights
Silicon Knights
Original Concept Denis Dyack and Rick Goertz
Game Design Denis Dyack, Rick Goertz, Scott Come
Programmers Denis Dyack and Rick Goertz
Lead Artist Scott Collie
Supporting Artist Ken McCulloch
Manual Author Ken McCuHoch
Dungeon Master's Voice Ken McCulloch
Music and Sound Effects Denis Dyack
Support Andrew Summerfield, Dave Dunn,
Andy Brownbill
Testers Dave Dunn, Dave Collie, Brian Kilroy,
John Trafananko
Special Thanks to Robert DePetris, Joanne Dyack,
Tracy Goertz
Strategic Simulations, Inc.
Rule Book Editors Al Brown, Andre Vrignaud,
Eileen Matsumi
Producers Chuck Kroegel and Nicholas BeHaeff
Associate Producers David A. Lucca and Rick White
Digital Sound Effects Cooksey
FM Sound Design The Fatman
Music Composition
and Performance Eric Heberling
Lead Product Tester Joshua Cloud
Product Testers Steven Okano, Brian Lowe,
ForTeSt Elam, Jeff Shotwell,
Tom MacDevitt, John Kirk
Test Support Kym Goyer, Annette Grove,
Rene Steiner
Compatibility Testing Top Star Computing Services, Inc.
Graphic Design and DTP Louis Saekow Design:
David Boudreau, Leedara Sears
Printing A&a Printers and Lithographers, Inc.
Real Printing Paul A. Weier, power EMACS formatter
John Barton, high-speed scanner
--Credits--
--Warranty--
STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the
enclosed program is recorded will be free from defects in materials and
workmanship for a period of 30 days from the date of purchase. If within 30
days of purchase the diskette(s) prove defective in any way, you may return
the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201,
Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge.
In addition, if the diskette(s) prove defective at any time after the first 30
days, return the diskette(s) to SSI and SSI will replace the diskette(s) for a
charge of $10.00 (each disk) plus $4.00 for shipping and handling. California
residents, add applicable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT
TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETTE OR THE GAME
DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE,
MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE
PROGRAM AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR
QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI
BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN
IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME
STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED
WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL
DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
The enclosed software program and this rule book are copyrighted. All rights
are reserved. This rule book may not be copied, photographed, reproduced, or
translated or reduced to any electrical medium or machine-readable form, in
whole or in part, without prior written consent from SSI. The program
accompanying this rule book may be copied, by the original purchaser only, as
necessary for use on the computer for which it was purchased. Any persons
reproducing any portion of this book for any reason, in any media, shall be
guilty of copyright violation and subject to the appropriate civil or criminal
action at the discretion of the copyright holder(s).
ADVANCED DUNGEONS & DRAGONS, AD&D and the TSR logo are trademarks owned by and
used under license from TSR, Inc., Lake Geneva WI, USA. All TSR characters,
character names, and the distinctive likenesses thereof are trademarks owned
by and used under license from TSR, Inc.
Copyright 1993 TSR, Inc. Copyright 1993 Strategic Simulations, Inc. All Rights
Reserved.
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release.
Through this process we hope to uncover and correct any errors in programming.
However, due to the complex nature of our simulations, some program errors may
go undetected until after publication. In addition to errors in the program,
there are occasionally problems with the disk itself. We experience the
industry standard of approximately a 3 to 5% failure rate of duplicated disks.
Before assuming that a disk is defective, make sure to check your disk drive.
Up to 95% of the disks returned to us as defective will run fine on our
computer systems. Often the problem is with a disk drive that needs servicing
for alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other
parts of the game) to our Customer Support Department, along with a note
describing the problem you have encountered. A replacement disk will be
provided upon our receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any
"save game" disks to our Customer Support Department. Please enclose a
description of what was taking place in the game when the error occurred. Upon
correction of the program error, we will return an updated disk to you.
--Warranty--