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This article contains most of the rules that we have figured out that were
either abscent from the rule book or incorrectly described. It is possible
some of the table entries are incorrect, but the accuracy is certainly better
than the tables given in the rule book. If you do find any mistakes in our
tables let me (bruno@csd.uwm.edu) know so that I can correct them.

The movement rules are fairly normal hexagon map movement rules. You pay a
cost to enter a hex based on the units movement type and the terrain. If you
move next to an enemy unit (normally called a zone of control) your movement
ends. If you start next to an enemy unit you still get to move.

The chance to be hit by a blow in combat depends on the movement type of the
target and the terrain it is in. The values below are the defense ratings (as
they are given in the rule book), the chance to be hit is 100 minus this
value. Attacks with a 65% chance to hit, always have a 65% chance to hit,
independent of the target and its terrain. The 65% attacks are reduced to 10%
attacks by the shield spell. Other attacks are not affected by the shield
spell.
I have tried fighting numerous battles with a particular chance to hit and
found that the percentages seem to be within 5-10% of what is displayed. The
65% attacks seem to hit more than 65% of the time. In about 200 blows the hit
rate was about 70%. This seems to be significantly different. For the other
attacks the number of blows was lower and the hit rate was closer to the
nominal value.
I have also seen a 100% chance to hit miss, so the percentages are definitely
not exact.


Code Movement type
SH High Sky
S Sky
SF Firey Sky
SL Low Sky
OB Big Ocean
OS Small Ocean
M Master
LB Big Land
LS Small Land
LF Fire Land
LD Dune
I2 Big Tundra
I1 Small Tundra

Movement Cost Table

SH S SF SL OB OS M LB LS LF LD I2 I1
Castle 1 1 1 1 1 1 1 1 1 1 1 1 1
Desert 1 1 1 1 4 4 - 3 2 3 1 3 3
Forest 1 1 1 2 4 4 - 2 2 2 1 2 2
Fortress 1 1 1 1 1 1 1 1 1 1 1 1 1
Mountain 1 1 1 2 - - - 3 3 3 2 3 3
Ocean 1 1 1 2 1 1 - - - - - - -
Plain 1 1 1 1 4 4 - 1 1 1 1 1 1
River 1 1 1 1 2 1 - - 4 3 2 - 3
Rocky Tracts 1 1 1 2 - - - 3 3 3 1 3 3
Swamp 1 1 1 2 2 1 - - 4 3 2 - 3
Tower 1 1 1 1 1 1 1 1 1 1 1 1 1
Tundra 1 1 2 1 3 3 - 2 3 3 2 1 1
Volcano 2 - 1 - - - - - - 1 - - 3

Defensive Value Table

SH S SF SL OB OS M LB LS LF LD I2 I1
Castle 30 30 30 40 30 30 60 40 60 40 60 40 40
Desert 30 30 30 30 25 25 0 30 30 30 60 30 30
Forest 30 30 30 40 30 25 0 40 60 50 60 40 50
Fortress 30 30 30 40 30 30 40 40 60 40 60 40 40
Mountain 30 30 30 40 10 10 0 60 50 40 60 60 40
Ocean 30 30 30 30 80 60 0 10 10 10 10 10 10
Plain 30 30 30 30 25 25 0 20 40 30 40 20 30
River 30 30 30 30 60 80 0 10 20 20 40 10 20
Rocky Tracts 30 30 30 40 10 10 0 60 50 40 60 60 40
Swamp 30 30 30 30 60 80 0 20 20 20 40 20 20
Tower 30 30 30 40 30 30 40 40 60 40 60 40 40
Tundra 30 30 30 40 30 30 0 20 20 20 20 60 70
Volcano 60 10 70 10 10 10 0 10 10 70 10 10 20

Elementals have 30% defense except against 65% attacks.

The amount of damage per blow in combat is calculated as follows:
For law and chaos creatures at full day or full night take 25% of the base
attack value rounded down. Law creatures add this value during full day and
subtract this value at full night. Chaos creatures add this value at full
night and subtract this value during full day.
Next add 1 point for every 30 experience point the creature has earned.
Then multiply by the defense value of the target versas this attack type and
round down. Subtract this value from the value calculated so far.
You now have the damage each blow will do when it hits.

There seem to be four different types of attacks for resistance purposes. This
hasen't been fully confirmed, but no contrary evidence has shown up yet.
The creatures with 99% resistance are more likely 100% resistant and that there
is a minimum damage of 1 per blow. But doing the above calculation with 99%
gives the same result (since I haven't found any attacks doing over 100 per
attack).


Attack Damage Types

Impact 65% Heat Cold
Impact Brust F-Breath C-Breath
Short Range Deathcry Fireball Coldball
Spear Hellfire Impact (Lizard) Impact (Firbolg)
Impact (Taitan)
Marrow
Short Range (Cocoon)
Short Range (Valkyrie)
Spear (Sirene)
Spear (Valkyrie)
Storm
Thunder

Attack Resistance Table

Impact 65% Heat Cold
Air (Elemental) 0 40 0 40
Air-D 10 20 10 0
Amazon 70 30 30 30
Angel 0 50 0 0
Arch-A 10 70 20 20
Arch-D 10 50 20 30
Attacker 10 0 0 0
Big-S 0 0 20 0
Black-W 90 0 90 90
Caeser 40 40 10 10
Carthago 30 20 0 0
Chimera 30 30 30 30
Cocoon 80 80 80 80
Collosus 10 0 0 0
Crasher 30 20 20 30
Crusader 30 20 10 0
Cyclops 0 0 0 0
Daimyou 60 80 60 30
Dark-D 20 20 10 20
Dark-W 80 0 80 80
Darklord 60 30 60 60
Death-D 30 20 20 30
Demon 0 30 0 0
Dragon (Daimyou) 10 0 10 0
Dragon (Darklord) 10 0 0 0
Dragon (Sorcerer) 10 0 0 10
Dragon (Summoner) 10 0 10 10
Dragon (Wizard) 10 0 0 0
Earth (Elemental) 0 50 50 0
Fighter 20 10 0 0
Firbolg 0 0 30 50
Fire (Elemental) 0 0 80 0
Fire-D 20 20 90 0
Flame-D 10 10 50 0
Frost-D 10 10 0 50
Giant 10 0 0 0
Gold-D 30 50 60 0
Golem 20 99 20 10
Gorgon 30 0 0 0
Great-A 20 90 30 30
Great-D 20 70 30 40
Griffin 10 0 0 0
Guardian 0 0 0 0
Hippo-G 30 0 10 0
Hydra 10 0 99 0
Ice-D 20 20 0 90
Icegiant 0 0 0 0
Iron-G 80 99 80 30
King-D 30 30 30 30
Kraken 0 0 20 0
Lizard 10 0 0 0
Loc 0 0 0 0
Mage 30 80 30 30
Marmaid 0 0 20 0
Minotaur 20 0 0 0
Mono-P 30 80 0 0
Musha 20 20 20 60
Octopus 0 0 10 0
Pegasus 20 60 0 0
Phoenix 0 0 99 0
Roman 20 0 0 0
Serpent 0 0 10 0
Silver-D 30 50 0 60
Sirene 50 60 50 50
Sky-D 10 0 10 0
Sky-G 50 0 0 0
Soldier 10 0 0 0
Sorcerer 30 60 60 60
Sphinx 40 40 40 40
Stone-G 50 99 50 20
Summoner 50 50 50 50
Taitan 30 30 20 30
Tricorn 0 60 20 20
Troll 10 0 0 0
Twinhead 10 0 99 0
Unicorn 0 40 0 0
Valkyrie 30 50 30 30
Warrior 0 0 0 0
Water (Elemental) 0 0 0 80
Wizard 60 60 30 60
Wraith 70 0 70 70

Experience is awarded for battles in the following manner. If both creatures
survive the lower level one gets two Eps and the higher level one gets 1 EP.
If both are the same level or if a 1st is fighting a 3rd than each gets 1 EP.
If one of the units is killed the victor gets 16 EPs doubled or halved for each
difference in level. For battles involving 4th level units, if the lower level
unit is victorious it gets 32 EPs. If the 4th level unit is victorious it gets
8 EPs. If both are 4th then 16 EPs are awarded. Elemental battles (force)
award experience, but using the mind spell doesn't.


Experience award for both units surviving

Unit level
Target level 1 2 3 4
1 1 1 1 1
2 2 1 1 1
3 1 2 1 1
4 2 2 2 1

Experience award when target is killed

Unit level
Target level 1 2 3 4
1 16 8 4 8
2 32 16 8 8
3 64 32 16 8
4 32 32 32 16

Many of the monster names in the rule book and in the game are misspelled or
inconsistant with each other. The monsters are ordered in the book according
to how they promote. The first level monster is listed first and then the
units that promote from it.

Below is a summary of just about everything you want to know about each kind
of monster (except for some info on summoning in the campaign game).


Headings:
A Alignment
Short Short range attack base
Long Long range attack base
Attack Displayed long range attack type
MT Movement type
MA Movement Allowance
HP Hit points
L Level
EP Experience points
C Cost to summon

Starred attack bases indicate an unusual damage type for this attack.

A Short Long Attack MT MA HP L EP C
Air (Elemental) N - 15-2 C-Breath - - 100 1 255 40
Air-D C 9-4 8-4 Fireball SF 8 96 3 255 -
Amazon C 10-3 10-3 Impact LS 6 40 2 255 -
Angel L 2-2 6-2 Thunder SL 6 30 1 67 36
Arch-A L 4-2 12-2 Thunder SL 7 62 2 49 -
Arch-D C 10-1 8-3 Brust SL 8 44 2 57 -
Attacker C 12-2 0-0 Not LS 5 48 2 40 -
Big-S N 12-3 0-0 Not OB 8 83 2 255 -
Black-W C 8-1 16-2 Deathcry SL 5 36 3 255 -
Caeser L 11-3 18-2 Impact LS 6 62 3 255 -
Carthago L 7-3 10-2 Spear LS 6 44 2 38 -
Chimera N 7-2 0-0 Not SL 5 40 1 40 20
Cocoon N *15-2 40-1 Thunder M 0 50 1 1 -
Collosus L 33-1 38-1 Impact LB 6 110 3 255 -
Crasher C 20-2 12-1 Hellfire LS 6 63 3 250 -
Crusader N 9-4 8-3 Impact S 7 70 3 255 -
Cyclops C 15-1 0-0 Not I2 5 46 1 46 19
Daimyou L 3-3 13-3 Storm M 3 100 3 255 -
Dark-D C 15-2 5-3 C-Breath I1 6 56 2 60 -
Dark-W C 4-1 8-2 Deathcry SL 4 24 2 18 -
Darklord C 5-2 21-2 Storm M 3 100 3 255 -
Death-D C 20-2 7-4 C-Breath I1 6 90 3 255 -
Demon C 5-1 4-3 Brust SL 7 30 1 55 34
Dragon (Daimyou) L 9-2 8-1 Fireball LF 5 40 1 48 26
Dragon (Darklord) C 10-2 0-0 Not I1 5 42 1 48 22
Dragon (Sorcerer) L 9-2 8-1 Coldball I1 5 40 1 48 26
Dragon (Summoner) N 9-2 8-1 Fireball LF 5 46 1 78 24
Dragon (Wizard) C 6-3 0-0 Not LF 6 42 1 48 22
Earth (Elemental) N - 10-3 Hellfire - - 100 1 255 40
Fighter N 5-4 6-3 Impact SL 7 46 2 35 -
Firbolg C 30-1 *16-2 Impact I2 6 86 3 255 -
Fire (Elemental) N - 10-3 Fireball - - 100 1 255 40
Fire-D L 16-2 20-2 F-Breath LF 6 78 3 250 -
Flame-D L 12-2 13-2 F-Breath LF 6 51 2 60 -
Frost-D L 11-2 12-2 C-Breath I1 6 51 2 62 -
Giant L 11-2 16-1 Impact LB 5 75 2 48 -
Gold-D N 18-2 16-2 F-Breath LF 7 70 3 30 -
Golem N 16-1 0-0 Not LB 4 30 1 45 20
Gorgon C 11-2 7-3 Marrow SL 6 45 2 34 -
Great-A L 9-2 18-2 Thunder S 8 60 3 255 -
Great-D C 15-1 12-3 Storm S 8 66 3 255 -
Griffin C 8-2 0-0 Not SL 6 42 1 42 22
Guardian N 6-4 6-5 Thunder M 3 50 1 2 -
Hippo-G C 8-3 8-2 Fireball S 8 65 2 255 -
Hydra N 10-3 12-3 Fireball LD 5 60 3 255 -
Ice-D L 10-3 19-2 C-Breath I1 6 88 3 250 -
Icegiant C 23-1 16-1 Impact I2 5 68 2 48 -
Iron-G N 38-1 0-0 Not LB 5 40 3 255 -
King-D N 18-3 16-3 F-Breath LF 6 130 4 255 -
Kraken C 8-4 0-0 Not OB 7 75 2 255 -
Lizard N 4-2 *5-1 Impact LD 5 30 1 24 10
Loc L 4-3 0-0 Not SH 10 30 1 36 26
Mage C 3-2 20-2 Hellfire S 6 40 2 255 -
Marmaid L 2-1 10-2 Brust OS 5 26 1 39 13
Minotaur C 7-2 0-0 Not LS 5 38 1 32 17
Mono-P N 4-6 0-0 Not SH 9 42 2 255 -
Musha L 15-3 8-2 Impact LS 7 50 2 255 -
Octopus C 8-3 0-0 Not OB 6 65 1 86 74
Pegasus N 4-3 0-0 Not S 7 30 1 36 18
Phoenix L 4-4 8-3 Fireball SF 9 24 2 1 -
Roman L 4-3 0-0 Not LS 5 33 1 26 12
Serpent N 12-2 0-0 Not OB 7 73 1 98 81
Silver-D N 12-3 16-2 C-Breath I1 7 70 3 30 -
Sirene L 8-3 *10-3 Spear OS 6 45 2 255 -
Sky-D C 7-3 6-3 Fireball SF 7 48 2 53 -
Sky-G C 14-2 9-3 Storm S 7 55 3 255 -
Soldier N 3-4 0-0 Not LS 6 34 1 24 12
Sorcerer L 3-3 13-3 Thunder M 3 100 3 255 -
Sphinx N 11-2 6-2 Hellfire SF 6 60 2 255 -
Stone-G N 26-1 0-0 Not LB 5 35 2 25 -
Summoner N 12-1 7-5 Storm M 3 100 3 255 -
Taitan N 15-3 *10-4 Impact LS 6 70 4 255 -
Tricorn L 7-3 9-2 Marrow LS 7 48 2 255 -
Troll L 7-2 0-0 Not LB 4 40 1 46 18
Twinhead N 6-2 7-2 Fireball LD 5 48 2 48 -
Unicorn L 7-2 0-0 Not LS 6 33 1 32 20
Valkyrie C *10-1 *18-2 Spear SL 6 40 1 255 -
Warrior C 6-2 0-0 Not LS 5 34 1 30 12
Water (Elemental) N - 15-2 Coldball - - 100 1 255 40
Wizard C 5-2 21-2 Storm M 3 100 3 255 -
Wraith C 2-1 4-2 Deathcry SL 3 12 1 18 10


This table list which masters can obtain which units in the four player mode.
The recuits available in campaign mode are different.
Elementals are only summoned for a single battle.

Recruit Table

Cost or promotes from Obtainable by
Air (Elemental) 40* Sorcerer, Summoner
Air-D Sky-D Wizard
Amazon - -
Angel 36 Sorcerer, Summoner
Arch-A Angel Sorcerer, Summoner
Arch-D Demon Darklord, Summoner, Wizard
Attacker Warrior Wizard
Big-S Serpent Daimyou, Sorcerer, Summoner
Black-W Dark-W Darklord, Wizard
Caeser Carthago Daimyou
Carthago Roman Daimyou
Chimera 20 Daimyou
Cocoon Guardian -
Collosus Giant Daimyou, Sorcerer
Crasher Attacker Wizard
Crusader Fighter Sorcerer
Cyclops 19 Darklord, Wizard
Daimyou - Daimyou
Dark-D Dragon (Darklord) Darklord
Dark-W Wraith Darklord, Wizard
Darklord - Darklord
Death-D Dark-D Darklord
Demon 34 Darklord, Summoner, Wizard
Dragon (Daimyou) 26 Daimyou
Dragon (Darklord) 22 Darklord
Dragon (Sorcerer) 26 Sorcerer
Dragon (Summoner) 24 Summoner
Dragon (Wizard) 22 Wizard
Earth (Elemental) 40* Darklord, Summoner
Fighter Soldier Sorcerer
Firbolg Icegiant Darklord, Wizard
Fire (Elemental) 40* Daimyou, Summoner
Fire-D Flame-D Daimyou
Flame-D Dragon (Daimyou) Daimyou
Frost-D Dragon (Sorcerer) Sorcerer
Giant Troll Daimyou, Sorcerer
Gold-D Silver-D Summoner
Golem 20 Summoner
Gorgon Minotaur Darklord
Great-A Arch-A Sorcerer, Summoner
Great-D Arch-D Darklord, Summoner, Wizard
Griffin 22 Wizard
Guardian Cocoon -
Hippo-G Griffon Wizard
Hydra Twinhead Darklord, Summoner
Ice-D Frost-D Sorcerer
Icegiant Cyclops Darklord, Wizard
Iron-G Stone-G Summoner
King-D Fire-D, Ice-D Daimyou, Sorcerer
Kraken Octopus Darklord, Wizard
Lizard 10 Darklord, Summoner
Loc 26 Daimyou, Sorcerer
Mage - -
Marmaid 13 Daimyou, Sorcerer
Minotaur 17 Darklord
Mono-P Pegasus Darklord, Summoner, Wizard
Musha - -
Octopus 74 Darklord, Wizard
Pegasus 18 Darklord, Summoner, Wizard
Phoenix Loc, Phoenix Daimyou, Sorcerer
Roman 12 Daimyou
Serpent 81 Daimyou, Sorcerer, Summoner
Silver-D Dragon (Summoner), Gold-D Summoner
Sirene Marmaid Daimyou, Sorcerer
Sky-D Dragon (Wizard) Wizard
Sky-G Gorgon Darklord
Soldier 12 Sorcerer
Sorcerer - Sorcerer
Sphinx Chimera Daimyou
Stone-G Golem Summoner
Summoner - Summoner
Taitan Crasher Wizard
Tricorn Unicorn Sorcerer
Troll 18 Daimyou, Sorcerer
Twinhead Lizard Darklord, Summoner
Unicorn 20 Sorcerer
Valkyrie - -
Warrior 12 Wizard
Water (Elemental) 40* Wizard, Summoner
Wizard - Wizard
Wraith 10 Darklord, Wizard


Promote Table

Level Experience Promotes to
Air (Elemental) 1 255 -
Air-D 3 255 -
Amazon 2 255 -
Angel 1 67 Arch-A
Arch-A 2 49 Great-A
Arch-D 2 57 Great-D
Attacker 2 40 Crasher
Big-S 2 255 -
Black-W 3 255 -
Caeser 3 255 -
Carthago 2 38 Caeser
Chimera 1 40 Sphinx
Cocoon 1 1 Guardian
Collosus 3 255 -
Crasher 3 250 Taitan
Crusader 3 255 -
Cyclops 1 46 Icegiant
Daimyou 3 255 -
Dark-D 2 60 Death-D
Dark-W 2 18 Black-W
Darklord 3 255 -
Death-D 3 255 -
Demon 1 55 Arch-D
Dragon (Daimyou) 1 48 Flame-D
Dragon (Darklord) 1 48 Dark-D
Dragon (Sorcerer) 1 48 Frost-D
Dragon (Summoner) 1 78 Silver-D
Dragon (Wizard) 1 48 Sky-D
Earth (Elemental) 1 255 -
Fighter 2 35 Crusader
Firbolg 3 255 -
Fire (Elemental) 1 255 -
Fire-D 3 250 King-D
Flame-D 2 60 Fire-D
Frost-D 2 62 Ice-D
Giant 2 48 Collosus
Gold-D 3 30 Silver-D
Golem 1 45 Stone-G
Gorgon 2 34 Sky-G
Great-A 3 255 -
Great-D 3 255 -
Griffin 1 42 Hippo-G
Guardian 1 2 Cocoon
Hippo-G 2 255 -
Hydra 3 255 -
Ice-D 3 250 King-D
Icegiant 2 48 Firbolg
Iron-G 3 255 -
King-D 4 255 -
Kraken 2 255 -
Lizard 1 24 Twinhead
Loc 1 36 Phoenix
Mage 2 255 -
Marmaid 1 39 Sirene
Minotaur 1 32 Gorgon
Mono-P 2 255 -
Musha 2 255 -
Octopus 1 86 Kraken
Pegasus 1 36 Mono-P
Phoenix 2 1 Phoenix
Roman 1 26 Carthago
Serpent 1 98 Big-S
Silver-D 3 30 Gold-D
Sirene 2 255 -
Sky-D 2 53 Air-D
Sky-G 3 255 -
Soldier 1 24 Fighter
Sorcerer 3 255 -
Sphinx 2 255 -
Stone-G 2 45 Iron-G
Summoner 3 255 -
Taitan 4 255 -
Tricorn 2 255 -
Troll 1 46 Giant
Twinhead 2 48 Hydra
Unicorn 1 32 Tricorn
Valkyrie 1 255 -
Warrior 1 30 Attacker
Water (Elemental) 1 255 -
Wizard 3 255 -
Wraith 1 18 Dark-W

We checked out some of the spells and have the following comments:

Masters are immune to all spells, both good and bad. Force may not be used
against masters either.

The first (fast) spell changes the unit's movement allowance to 12.

The shield spell protects against harmfull magic until the end of your next
turn. It also changes the chance of 65% attacks hitting to 10%. It has no
other affects on combat. It does not cancel any spells already in affect.

The stone and sleep spells prevent the unit from moving or fighting until
the end of its next turn. It still exerts a zone of control. If attacked it
has 0-0 attacks at both short and long range. These two spells cancel each
other leaving only the latest spell in affect. So that if a unit is stoned and
then slept an awaken spell can be used on it.

The reverse spell affects the sequence the time of day follows. At the start
of the game the order is morning, day, evening, night. Each time reverse is
cast this order is reversed. This allows the Darklord to make every other
turn a night turn and to not have any day turns. This requires casting reverse
every other turn and this is normally not worth the spell points.

The confuse spell takes over an enemy monster. Once this monster is grabbed it
counts against your tower limit. So you might want to build before casting
confuse. It will change back before tower healing occurs (so it doesn't get
healing during your turn). If the confused unit is killed odd things happen.
If you build any units after getting a confused monster killed the first such
unit will change ownership to the player who had their unit confused at the
end of your turn. If you do not build any units after getting the confused
monster killed then it will return with 0 hit points at the end of the turn,
even on top of another unit. Only the top unit of a stack of units may be
used. Both units in a stack assert zones of control.
A unit with 0 hit points still needs to be hit to be killed. The unit also
comes back with 0 experience points.
You can use confuse if it will cause you to exceed some unit count limits. Your
unit count (as displayed) is not changed by confuse or at the end of your turn
when the monster changes back. If you do anything to change your unit count
while you have a confused monster, your unit count will be wrong at the end
of your turn. It will be corrected as soon as anyone's unit count is changed.
This can prevent you from summoning on your next turn.

The again spell allows you to move a unit that has already moved or fought
this turn. This unit may leave a zone of control it entered on its first
move this turn.

The mind spell does not give experience. This is useful for killing phoenix.

The storm spell can actually storm a unit more than once if it is stormed
back into the area of affect. I am not sure if a hex will be examined for
a stormable unit more than once during a storm. I suspect not. Normally storm
proceeds by starting with the center hex, then the top right hex, then
clockwise around the center hex.

Forces are like normal combats fought at long range. Elementals are first
level monsters that don't promote. If an elemental is killed in the campaign
games it will come back on the next board without any experience. Elementals
may not be used against masters.

Other oddball things we have found out:

There is a limit of 30 monsters per position.

There is a limit of 56 total monsters in all of the positions.

An attack with a 100% chance to hit is displayed as having a 00% chance to hit.

Tower ownership does not change when you are stormed into a tower, move to
a tower and cancel out of a fight, and when a monster in a tower is confused.
Moving the cursor off the tower and back on to it will force the tower
ownership to change.

Occasionally the cursor will disappear. It can be fixed by using the table
command to move to a unit. This seems to happen pretty often when scrolling
over the battle field with the B key depressed (fast scroll) and running into
an edge of the map.

Occasionally the cursor is mispositioned. This is usually noticeable when
casting spells and the wrong spell list is displayed. This will be caused by
cancelling out of the fight command. There may be other ways to do this as
well. Moving the cursor around seems to fix this.

If you move and fight, you can only cancel out of the fight not the move.
If you try to fight the wrong target and still haven't picked the attack type,
it is only possible to cancel the whole fight. If this was part of a move,
you will lose your chance to fight when you cancel.

You can warp into to the tower you started in. So be carefull about bouncing
the C button when casting warp.

The players have access to two 4th level units, the king dragon and the taitan.
The king dragon comes from the two law dragons and the taitan comes from the
warrior.

It is possible to summon or call units next to any master of the same type in a
fortress, castle or tower that you own. This is useful when playing team
gains, but can be a problem playing free for alls. Note that fortresses can be
used by anyone to recruit, but you cannot recruit in other player's castles or
towers that are not your color.

Every time the game is started up the random number generator is reset. The
next three blows by the moving player after restarting will hit at 40% or
better. So you can cheat by saving a game and reseting before fighting a key
(or not so key) battle.

There are many units accessible only to the computer in campaign mode. These
include amazons, cocoons, guardians, mages, mushas and valkeries. I haven't
got data on which masters in which campaign boards are able to recruit these
monsters. Nor have I figured out what their summoning cost is. The information
on these units is provided to help you make combat decisions.

Master's do not keep experience in the campaign game.

If anyone wants to forward this information to renovation feel free. Maybe they
could print a new rule book and fix some of the bugs in the game. If they make
a Master of Monsters II I hope they do some more serious playtesting.
Besides the bugs in the game, in the multiplayer mode there is a serious
play balance problem with the daimyou. Also it seems from our experience that
there are some monster types that are never used. And that only a handfull
of the higher level monsters are ever in play.