


          Multiplayer Master of Magic* Shell & Editor (MMoMS)
                         Version 4.2s Unregistered

                      Copyright 1995 by Jay Barnett

                          email:  mmoms@aol.com
                WWW:  http://users.aol.com/mmoms/mmoms.html

                                 9-8-95







     *Master of Magic is copyright 1994 by Microprose.  Microprose was not
involved in the production or distribution of MMoMS, will not support
it or any changes it makes, and will not be liable for any damage it might
cause.






                               CONTENTS

I.  Quick Start

II. The MMoMS World Wide Web & FTP Sites

1.  General Information
        1.1  Copyright Notice & Disclaimer
        1.2  New to v4.0x
        1.3  Registration Information
        1.4  Support and Bug Reporting
        1.5  List of Files
        1.6  Version Numbers
        1.7  System Requirements
        1.8  Upgrading from v3.xx

2.  Getting Started
        2.1  Installing
        2.2  Running MMoMS

3.  Using the Editor
        3.1  ALT-F1:  Initialize
        3.2  ALT-F2:  Basic Terrain Editing
        3.3  ALT-F3:  Selecting a Structure
        3.4  ALT-F4:  Moving a Structure
        3.5  ALT-F5:  Editing a Structure
        3.6  ALT-F6:  Editing Wizards
        3.7  ALT-F7:  Saving a Wizard
        3.8  ALT-F8:  Saving a Map
        3.9  ALT-F9:  Unloading the Editor
        3.10 ALT-DEL: Erase the Plane

4.  Game Creation
        4.1  Creating Wizard and Map Files with the Editor
        4.2  Using the Automap Feature
        4.3  Creating the Game File
        4.4  Scenarios
                4.4.1  Using a Scenario
                4.4.2  Creating a Scenario
                4.4.3  Distributing a Scenario
                4.4.4  Distribution Standards

5.  Game Play
        5.1  The Turn Sequence
        5.2  The Turn Menu
        5.3  Losing Your Fortress
        5.4  Computer Movements
        5.5  The Time Stop Spell

6.  The Multiplayer File System

7.  Modem-to-Modem Play
        7.1  Setting Up the Modem
        7.2  Playing

8.  Ghost Cities

9.  Trouble-shooting
        9.1  Setup Problems
        9.2  General Play Problems
        9.3  Modem Problems

10. A MoM Bug & MMoMS's Fix: The "momfix.com" File

Appendix:
A.   Editor Sub-function Notes & Tables
        A.1  Lair Notes
        A.2  Spell List
        A.3  Globals List



                           I.  Quick Start

     First, copy all MMoMS files to your MoM directory & run "setup".
If you have any problems, see the installation section.

     Next, run "mm" from your MoM directory.  Select "Create Game".  On
the game creation screen, select "scene001" from the scenario list, and
hit escape when you are done reading.  Select "game name" and enter any
name you like.  Select "Create Game".  Click on the name you entered in
the "Created game" section, and this should start the game.

     Play as you normally do, but only use the mouse to select "Next Turn"--
do not use the "N" key short cut.  When you click on "Next Turn", wait
until the "Next Player" message pops up over the button before releasing
the mouse button (about 1/18 of a second on my system).  If you encounter
any problems, refer to the relevant section of this manual.



              II.  The MMoMS World Wide Web & FTP Sites

     I now maintain a WWW site at:

        http://users.aol.com/mmoms/mmoms.html

This site will contain support information, the latest shareware
version, and scenarios submitted by users.  The FTP site

        users.aol.com/mmoms/scenarios

will also contain scenarios.  Scenarios may be submitted either by attachment
to email sent to:

        mmoms@aol.com

or uploaded to

        users.aol.com/mmoms/incoming.


                       1.  General Information

     The Multiplayer Master of Magic Shell (hereafter referred to as
simply "the Shell" or "MMoMS") provides for hot-seat of Microprose's Master
of Magic game.  It makes no modifications of any of Microprose's files other
than the saved games.  This release includes an editor for MMoMS or
MoM games, which may also be used in conjunction with MMoMS to create
one-player or multiplayer scenarios.

     The editor may be used to create wizard and map  files for use in game
& scenario creation with MMoMS.  Users are encouraged to exchange
scenarios they have created: see sections II & 4.4.


                 1.1  Copyright Information and Disclaimer

     MMoMS is copyright 1995 by Jay Barnett.  It may be distributed as
long as all files are included in unmodified form.  Unregistered users are
granted a license to use the Shell for an evaluation period not to
exceed 30 days--after that time, they should either delete the files or
register them.

     The author makes no warranties expressed or implied as to the fitness
of MMoMS for any use, unless otherwise required by the laws of a state.
Nor will he be liable for any damage of any sort that it might cause.

     Master of Magic itself is copyright 1994 by Microprose.
Microprose was not involved in the production or distribution of MMoMS
will not support it or any changes it makes, and will not be liable
for any damage it might cause.  However, they are aware of its existence
and have given their permission for its distribution as shareware, as
listed in the files perm.txt and permresp.txt.  This permission should not
in any way be construed as a recommendation for the Shell's use, however.


                        1.2  New to Version 4.0x

*Pop-up terrain editor included, with the ability to edit & move terrain &
      structures (cities, units, lairs, etc.) simply by pointing & hitting
      a key in MoM.  Includes the ability to create map & wizard files for
      use in single player scenarios or multiplayer games.
*Exploration now kept separate for each player, rather than all on the same
      screen as in earlier versions.
*All spells, to the best of my knowledge, now work normally.  Earlier
      versions had problems with resurrection & spells cast directly on an
      opponent wizard (such as dispelling globals or sapping mana).
*Fully normalized diplomatic relations--no need for the "Address the Council"
      sub-turn of earlier versions, & treaties, etc., stay in place.
*Negligible turn processing time: modifications are made in memory while MoM
      runs, resulting in less than 1 second processing time on my system.
*No need for hot-keys--MMoMS detects mouse presses on the "Next Turn" button
      & kicks in automatically.
*No ghost wizard--5 total players (max 2 humans without registration).
*Single player scenarios using edited maps & saved wizards supported.
*Full modem support with registration.
*Rampagers & raiders move once per round, rather than once per human turn as
      in earlier versions.
*No need for separate sound configurations--now works just as fast with any
      sound setting.
*Options to disallow Spell of Mastery (all wizards are prevented from gaining
      or casting it by MMoMS if selected) & equalize things like mana, skill,
      money, & fame during game creation.
*The only known anomolie (difference from normal play) left is that the
      computer will still control your units in battle if you are attacked on
      someone else's turn.
*Various minor bug fixes.


                      1.3  Registration Information

     Registration has many benefits.  First, the modem routines
will be enabled, allowing play-by-modem, and up to 5 humans will be allowed
in the game.  Secondly, you will receive the latest version direct from me.
I will be encouraged to consider answering some of the many requests to create
multiplayer shells for other games.  Whether or not I attempt the final,
daunting task of allowing two humans to simultaneously control their units
in combat will also depend the extent of registration of v4.0x.  You won't feel
bad when you request support (I do provide support for unregistered users, but
they should feel bad about it).  You will have a higher voice in determining
the shape of future versions (most of the features added in v4.0x were the
result of pleas from registered users--I kinda liked exploring on the same
screen myself, but I went with the majority).  Finally, you will be doing the
right thing--I have put countless hours into the development & support of
MMoMS, and if you use it (past a brief evaluation period), it is only just
that you should contribute a small bit towards its existence.

     Registration fees are currently $15+$5 S&H=$20.  Those with accounts on
AOL or Compuserve who wish to receive the files through email may waive the
$5 S&H.  Residents of foreign countries who wish to receive the files by mail
should contact me.

     To register, select "Register" on MMoMS main screen.

     Registered users with AOL or Compuserve addresses will not be charged for
future upgrades.  Others will only be charged a $5 S&H fee.


                       1.4  Support and Bug Reporting

     For support or to report bugs, send email to:

     mmoms@aol.com


                          1.5  List of Files

     The following files should be included with either version of MMoMMS:

        mmoms.txt                       cdrom.bat
        hd.bat                          template.gam
        mtitle70.exe                    setup.bat
        momtsr65.com                    view40.exe
        register.txt                    mapedit7.com
        3to4.com                        setup40.com
        create30.com                    cend40.com
        end40b.com                      mm.bat
        perm.aol                        permresp.aol
        descript.txt                    momfix.com

     Registered versions should include the following additional files:

        fconfig.com                     anstsr65.com
        caltsr65.com                    fmod.cfg
        mmommod.com

     Either version may also contain various *.wz4 & *.map sample files.
Only mm.bat, setup.bat, 3to4.com, & momfix.com should be executed directly.
Perm.aol and permresp.aol are a record of the permission I received to
write MMoMS.  Descript.txt is a description of MMoMS suitable for use when
posting the shareware version to various online services, BBS's, and ftp sites.

                         1.6  Version Numbers

     Shell version numbers are given in the format, vX.YZ.  Changes in
X represents major changes to the basic structure of the Shell.  Changes
in Y represent minor changes, such as bug fixes and new features.  Changes
in Z represent changes only to the Shell's documentation, usually to address
questions I am frequently asked.

     An "s" at the end of the version number represents the shareware
version, which may be freely distributed, as long as all files are included
in unmodified form.  The lack of an "s" represents the registered version,
which may not be distributed.

                      1.7  System Requirements

     First, you must be running v1.31 of MoM.  The version number is at
the top of the readme file that comes with MoM.  Setup will also test to
see if you have the correct version number, and notify you if you have
an earlier version.  If you have an incorrect version, you can obtain
the v1.31 update on AOL using keyword "Microprose"; on Compuserve using
find "Microprose"; or on the internet at ftp site "microprose.com".

     Second, you must have an extended keyboard BIOS.  If you don't know
what this is, don't worry--you probably have it, and if not, setup will
notify you.

     Finally, you must have the following amounts of FREE, CONTIGUOUS
UPPER MEMORY to use each of the following parts of MMoMS:

     Normal multiplayer play:        8k
      Modem multiplayer play:       21k
                      Editor:       10k

     If you are using the editor & multiplayer play simultaneously, you
must have enough free upper memory for both.

     If any part of MMoMS reports it cannot load high, use "mem /d /p"
at the DOS prompt, and check the number reported as "largest free upper
memory block" against the above numbers.  To free up more upper memory,
don't load TSR's.  Running Memmaker (DOS 6.0+) may also help.

                        1.8  Upgrading from v3.xx

     MMoMS v4.0's game and wizard files are incompatible with those of
earlier versions.  However, the file 3to4 will convert all your old
wizard files to the new format.  Also, v4.0 can coexist in the same
directory as v3.xx, so you may install v4.0 and still use v3.xx to
finish your old games.


                             2.  Installing

     Before playing, you must first copy all MMoMS files to your MoM
directory, and then run the SETUP.BAT file.  This will perform some system
tests to verify that MMoMS will run properly on your system, determine
whether you have the CD-ROM version or not, and install the appropriate
version of MMoMS.

     If for some reason you wish to by-pass SETUP's choice of versions
(CD-ROM or hard drive), simply copy either the file HD.BAT or CDROM.BAT to
MM.BAT.  For instance, you would use the following line to force CDROM mode:

copy cdrom.bat mm.bat

This procedure should not normally be necessary.

     If you wish to change the installation at a latter time, simply run
SETUP.BAT again.

                         2.2  Running MMoMS

     After running SETUP.BAT, simply type "mm" at the DOS prompt from your
MoM directory.  Note this MUST be done from the BASE DOS prompt--i.e., not
from inside any other shell or batch program.


                         3.  Using the Editor

     MMoMS comes with a built-in MoM editor.  This editor is used in
creating wizards and maps for use in MMoMS games or scenarios.  It may also
be used to edit any game, single player or MoM, and is particularly geared
towards the creation of maps for multiplayer and single player games and
scenarios.

     Unlike other editors, this editor is designed to run while you play the
game, and consists of a set of "hot-keys" which may be used to invoke its
functions while playing MoM or MMoMS.

     To use the editor, first select "Load Editor" from MMoMS Game Creation
menu.  The editor will be loaded, and MMoMS exited.  At this point, you may
either run MMoMS to edit a multiplayer game, or MoM to edit a single player
game, or to create wizard and map files (see below).  Begin MoM or MMoMs.
Once you have loaded the game you wish to edit, press ALT-F1 on the main
playing screen to initialize the editor.  You may now play the game, using
any of the following hot-keys FROM THE MAIN PLAYING SCREEN at any time.

     The editor will remain in memory until it is unloaded (see below).  If
you quit one game of MoM, and start another, however, you must again press
ALT-F1 to re-initialize the editor to its new environment.

     Note that for all editor functions involving a mouse button, holding
down the mouse button for about a second will cause the function to repeat
rapidly until release.

     Every effort has been made to make the editor fairly idiot proof.  The
editor will check for valid ranges and automatically handle cross-references
in most cases.  However, there may be a few possibilities left for the user
to create lock-ups.  I have not yet tested what would happen if you gave a
wizard all the spells in the game, for instance.  In such cases, simply stick
within reasonable limits, or test them yourself to find out how outlandish
you can get without creating lock-ups.  Some common sense must be used in
some cases: for instance, you should not change the owner of a city containing
a summoning circle or fortress.

    Note that you should be careful never to press ALT-F11, ALT-F12, or
ALT-KEYPAD + while playing MMoMS, as these keys are used for its own internal
communications.

    IMPORTANT NOTE: IT IS HIGHLY RECOMMENDED THAT YOU HOLD DOWN THE <ALT> KEY
         & PRESS R, THEN V, THEN L ON MoM'S "MAGIC" SCREEN WHEN USING THE
         EDITOR.  THIS WILL HAVE THE EFFECT OF CASTING "NATURE'S AWARENESS",
         MAKING ALL MAP SQUARES & UNITS VISIBLE.


                       3.1  ALT-F1:  Initialize

     Use this key from the MoM main playing screen after each return from
DOS to initialize the editor.

                  3.2  ALT-F2:  Basic Terrain Editing

     This key enters the basic terrain editing mode.  You will remain in
this mode until pressing <ESC>.  You may take no other actions (moving
units, etc.) while this mode is active.  While this mode is active, pointing
the mouse at a terrain square and pressing the following mouse button (L/R) and
key combinations (ALT, CTRL, SHIFT) will have the following effects:

     L/R:  Increment/decrement terrain picture without changing its type.
             Use to make the terrain type fit in with its surroundings.
 ALT-L/R:  Increment/decrement terrain type.  It may be necessary to use the
             previous function after this to obtain an appropriate picture.
CTRL-L/R:  Copy/select terrain type.  R selects the terrain to copy, and L
             changes other terrain squares to this.  This is useful for
             quickly filling in an area of the map with ocean, etc.
 SHIFT-L:  Rotates through roads and corruption at the current square.

   IMPORTANT FEATURE: It is perfectly permissible, and encouraged,
             to place roads and enchanted roads on ocean squares.  This
             creates in effect a bridge, allowing both land and sea units
             to use the squares (though only land units will have movement
             costs reduced).  Note, however, that if land units are
             attacked on a "bridge", they will not be able to defend
             themselves--land units on bridges are thus infinitely
             vulnerable, unless escorted by flying, swimming, or sailing
             units.

 SHIFT-R:  Rotates through resources (gold, game, etc.).
     ESC:  Exits basic terrain editing mode.

     "L" & "R" above refer to the left and right mouse buttons.

   IMPORTANT HINT:  You will no doubt note that there is a very large
             number of shore squares.  If you attempt to create an
             entire shoreline using ALT-R/L and R/L, you will probably
             lose your mind.  Shore lines can, however, be created
             quickly and easily by using ALT-F3 & ALT-F4 below.  Simply
             find a shore tile somewhere line the one you need, ALT-F3
             it, the ALT-F4 where you want the copy to go.  With a
             little practice at recognizing shore types, you will soon
             be able to create them quickly.  This works well for any
             types which contain a large number of tiles.  I recommend
             ALT-F3/F4 over CTRL-R/L above because the ALT-F2 functions
             are limited to the currently displayed portion of the map,
             whereas ALT-F3/F4 may be used to copy from anywhere (even
             another plane) to anywhere.


                  3.3  ALT-F3:  Selecting a Structure

     Pressing this key will select the structure currently under the mouse
cursor for moving with ALT-F4.  The first selection of a city will select
both the city and any units contained in it.  The second consecutive
selection will select only the units.  If no structures are present in the
square, the terrain will be selected.

        DEFINITION: Structures include lairs, dungeons, etc., towers, nodes,
              cities, and stacks of units.

                    3.4  ALT-F4:  Moving a Structure

     Moves the structure selected with ALT-F3 to the location currently
under the mouse cursor.  Note that units that have been moved will not
be visible on their new square (even if they are your units) unless you could
normally see enemy units at that square.  <ALT-RVL> (see 3. above) is highly
recommended, since it will make all units in the world visible.  Moving a
city containing a summoning circle and/or fortress will move either/both with
the city.

        IMPORTANT FEATURE: It is perfectly possible to place cities, etc.,
              on ocean squares.  This will allow ships to enter or attack
              the city/lair/etc.  It is advisable, however, to also place a
              road on the ocean square so that land units may also enter the
              city (unless you wish to prevent this).  Note that land units
              will not be able to attack or defend a city on the ocean,
              although they can enter it if its on a road.  This would
              be most useful for swimming and/or flying races.


                   3.5  ALT-F5:  Editing a Structure

     Switches to an editing screen specific to the structure currently under
the mouse cursor.  Exiting a city editing screen and selecting the same city
again will edit the units in that city.

     The editing screens should be fairly self-explanatory.  Simply click
on the item you wish to edit, pressing the left mouse button to increase
it and the right mouse button to decrease it.  Hitting <ESC> will exit any
editing screens.

     See the appendix for additional notes on editing specific structures.


                     3.6  ALT-F6:  Editing Wizards

     Switches to an editing screen similar to that for structures, except
that, of course, it does not matter where the mouse is.  See 3.5 above.
See the appendix for the list of spells and globals used.


                     3.7  ALT-F7:  Saving a Wizard

     Prompts for a filename (which must be entered without extension--i.e.,
without a ".") and saves your wizard to a file which may be used in game
creation by MMoMS for multiplayer games or single player scenarios.  NO
CHECKING IS DONE FOR PREVIOUSLY EXISTING FILES, so if you enter the same
name as a previous saved wizard, he will be over-written.

     The wizard will be saved along with the city currently containing
his summoning circle, so you should use the spell "Summoning Circle" to
move it to the city you wish to take before saving the wizard.  In the new
game created by MMoMS, this city will contain your fortress, and your home
race will be changed to that of the city.  Also, any non-heroic units in this
city will be taken as well.  No heros or magic items will be taken.  All
global enchantments, as well as city and unit spells on the city and units
taken, will remain in effect.

     IMPORTANT NOTE: WIZARDS MUST MOVE AT LEAST ONE TURN BEFORE SAVING.

                      3.8  ALT-F8:  Saving a Map

     Identical to 3.7 above, except that this saves the current map for
use in future MMoMS game creation.  ALL FIVE WIZARDS MUST BE ALIVE, or
wizards starting in their slots will begin the game dead (with other
possible problems as well).  Unlike 3.7, which may be used at any stage
of a game, this function is best used on a newly created game (although it
can be used at any time).  This is because lairs, towers, etc., will still
exist and contain monsters.  The best practice is to load the editor, create
a new game, use <ALT-RVL> (see 3. above) to make the entire map visible,
use the editor to modify the map, city locations, lair guardians
and treasure, etc., then save it as a map file.

     When MMoMS uses the map file to create a game, all units except
rampagers and raiders will first be removed from the map.  Next, the cities
brought by the wizards (see 3.7 above) will be substituted for the cities
in the map file containing towers.  Player 1 will be substituted for the
current player in the map file.  Players 2-5 will be substituted for the
wizards as the appear in the mirrors on the "Magic" screen from right to
left--i.e.,  5  4  3  2.  In addition to the home city they bring with them,
the new wizards will also own any other cities owned by the old wizards they
replaced.  Node ownership, etc., will also remain identical.


                  3.9  ALT-F9:  Unloading the Editor

     You may use ALT-F9 to unload the editor from memory.  THIS MUST BE DONE
ONLY FROM THE BASE DOS PROMPT--i.e., not from within a shell or batch
program, or while using any game or application.

  IMPORTANT NOTE: NEVER LOAD THE EDITOR TWICE WITHOUT RESTARTING YOUR
     COMPUTER OR UNLOADING IT FIRST.  DOING SO WILL ALMOST CERTAINLY RESULT
     IN A LOCK-UP AT SOME POINT.  IF YOU ARE UNSURE IF IT IS LOADED, JUST
     PUSH ALT-F9 IN CASE.

               3.10  ALT-DELETE: Erase the Current Plane

     Changes all terrain to ocean, and removes all roads, corruption,
resources, etc., on the current.  Does not affect structures or units.



                         4.  Game Creation

     The game creation functions of MMoMS involve a powerful set of tools
and options.  It is necessary that you read the following sections and their
references carefully to get the most out of them.

   IMPORTANT FEATURE: The Shell may be used to create normal, single player
      games using map and wizard files, as well as multiplayer games.  This
      is useful for creating single-player scenarios using old wizards and
      maps created by others.  To use this function, simply only set player
      one to human, and the other 4 to computer.  MMoMS will create the
      game and exit.  You may then play the game by running "magic" and
      selecting "Continue".


           4.1  Creating Wizard and Map Files with the Editor

     One of the most powerful features of the game creation system is its
ability to use wizards and maps from other games, created by the user with
the editor or obtained from others.  See section 3 above for details on
this.


                  4.2  Using the Automap Feature

     You will often wish to just play a game with a new, unedited map.  This
is the purpose of the automap feature.  Simply select "Create Automap" from
MMoMS's main screen.  MoM will be run, a map will be created, and control
will return to MMoMS main screen.  You may now select "AUTOMAP" on the game
creation screen as the map to be used.

     NOTE:  When creating an automap, you must not move the mouse.
        Doing so may leave the process stopped on one of MoM's screens.
        If this happens, simply exit MoM manually and try again.


                   4.3  Creating the Game File

     First, enter the game creation screen by selecting "Create Game" on
MMoMS's main screen.  Perform all the actions below, in any convenient
order.


                   4.3.1  Selecting a Wizard

     Select wizard files to use for all players (human AND computer).
These are the wizards that will be used in the game.  The double arrow
to the left of the players indicates which player you are currently
picking for.  Clicking on a player moves the arrow to his slot.  Clicking
on a wizard file (on the left side of the screen) places the wizard in that
slot.  A selection of "RANDOM" means MMoMS will choose a random wizard file
from among all available for that player.

     Note that it is perfectly permissible to select the same wizard for one
or more players, and that this may happen if "RANDOM" is chosen.

                    4.3.2  Selecting Humans

     Click on the computer/human slots at the slot you wish to be the last
human.  All previous slots will change to human, and all slots below will
change to computer.  See the note at 4.3 above for selecting only one human.

                     4.3.3  Selecting a Map

     Click on a map on the right side of the screen.  If you previously
used automap, select the "AUTOMAP" map to use it.

                     4.3.4  Naming the Game

     Click on the "Game Name".  You will be prompted to enter one.  This
will do nothing for one-human games--it must be done for all others.  This
is the name the game will appear under from now on in the "Created Games"
section of MMoMS's main screen.

                   4.3.5  Equalize the Wizards

    Click here to toggle yes/no.  If yes, you will be prompted whether you
would like to set all wizards mana, gold, fame, and/or skill to a certain
level after you hit "Continue".

                  4.3.6  Allow Spell of Mastery

    Click here to toggle yes/no.  If no, players will not be allowed to
have, research, or gain the Spell of Mastery throughout the game.  This
function is very useful in high level games where wizards start the game
with or on the verge of acquiring the Spell of Mastery, since if they could
cast, it would be a very short game.  It is also useful if one simply does
not wish to allow winning by this means (I don't).

    This option has no effect in one-human games.

                        4.3.7  Create Game

    After you have set all the above options, select "continue" to create
the game.  You will be return to MMoMS's main screen, and the game should
now appear in the "Created Games" section (you may need to scroll to find
it), EXCEPT IN THE CASE OF ONE-HUMAN GAMES--SEE 4.3 ABOVE.  You may now
begin the game simply by clicking on it.


                        4.4  Scenarios

     One of the best features of MMoMS 4.0 is the ability to create and
scenarios.  A scenario will include one or more wizard/and or map files,
default settings for game creation, and an optional text file to be
displayed when the scenario is selected.  Scenarios may be single player
or multiplayer by default (the user will always have the option to
modify this, along with any other of the scenario setting).  They are an
excellent way of distributing maps, wizards, & games you have created
with the editor.

     User scenarios may now be submitted to my email address
(mmoms@aol.com) or ftp site (user.aol.com/mmoms/incoming); they may be
downloaded from ftp site (user.aol.com/mmoms/scenarios) or the WWW site
(http://user.aol.com/mmoms/mmoms.html).

                    4.4.1  Using a Scenario

     The scenario should always include a file with the extension
".sce", and may also include files with the extensions ".wz4", ".map",
and ".txt".  Copy all the scenarios files to your MoM directory, then
select the scenario from among the scenario list.  If there is a text
file (".txt") with the scenario, it will be displayed.  All the options
on the game creation screen will be set to those chosen by the author.
If you wish to modify any of them, you may.  Then, simply name the game
by clicking on "Game name:", and select "Create Game".  The game will
now appear in the "Created game" section of MMoMS main screen, and you
may simply click on it to begin.

                   4.4.2  Creating a Scenario

     Creating a scenario is as simple as creating a game.  Simply set
all the settings on the "Game Creation" screen as though you were going
to play a game, and click on "Create Scenario" to create the scenario.
All the options on the "Game Creation" screen will be saved to a file
with the extension ".sce".  If you then create a text file (such as is
created by the MS-DOS editor) with the same name as the scenario and the
extension ".txt", it will be displayed anytime that scenario is
selected.

     Scenarios are primarily was for you to distribute situations you
create using the MMoMS editor.  They may be single player or
multiplayer, and may include wizards to be used in the scenario.  They
should usually include at least a map file.

     If you do not include wizards to be used in every player slot, you
set any players you have not included a wizard for to "RANDOM", so the
user will know to substitute his own wizards.

                  4.4.3  Distributing a Scenario

     To distribute a scenario file, you must include the ".sce" file,
the ".map" file, any ".wz4" files used, and the ".txt" file if you have
made one.  For instance, say I have made a scenario called "myscene",
using the mapfile "mymap", and including wizards for three slots called
"mywiz1", "mywiz2", and "mywiz3".  I have also written a text file,
"myscene", to be viewed when the scenario is used.  I would zip up all
the following files: "myscene.sce", "mymap.map", "mywiz1.wz4",
"mywiz2.wz4", "mywiz3.wz4", and "myscene.txt".

                  4.4.4  Distribution Standards

     If you plan to make your scenario available to the public on a BBS,
the internet, an online service, etc., you should follow these
standards:

(1)  Make sure you have included all files.  See 4.4.3 above.
(2)  Give the files unusual names that are not likely to conflict with
        wizard, map, and scenario names already in users' directories.
(3)  Create the optional text file to be displayed when the scenario is
        used, with the following information (See 4.4.2 above):

        (a)  The range of the number of human players the scenario
                should work well with (like "single player only", or
                "2-4 humans").
        (b)  What approximate level wizards should be that the user might
                substitute for wizards you have included, or slots you
                have left "RANDOM".  Also, any other specifics about
                what kinds of wizards should be used.  For instance, "Works
                best with a low-level life wizard as player 1, a
                mid-level chaos wizard as player 2, etc."
        (c)  A brief description of the scenario, along with any other
                information you deem important to the playing of the
                scenario.
        (d)  The fact that this is a scenario for MMoMS v4.0.

     I will enforce these standards for scenarios submitted to the ftp or
WWW sites mentioned in section II & 4.4.



                             5.  Game Play

     Each multiplayer game is given a name when created.  To play a
multiplayer game, simply select it from among the "Created Games" on the
Shell's main screen.  If you have already played the game, it will start
where you left off.


                     5.1  The Turn Sequence

    The turn sequence may seem counter-intuitive at first, but it is both
necessary from a programming standpoint, and logical.  In past versions,
your turn begin with the movement of units, etc., and ended after all
events that normally occur after hitting "Next Turn" had occurred.  In this
version, however, it has been necessary to redefine a turn.  A turn is
now defined as the duration between two presses of the "Next Turn"
button.  This means that a turn begins with the events which normally
occur immediately after you press "Next Turn", and ends the instant you
press "Next Turn" again.  City production, etc., will thus now occur at
the beginning, rather than the end, of a turn.

     Your turn will begin with the portrait of your wizard, surrounded by
identical menus on each side.  To begin your turn, simply click the mouse
on your wizard's portrait.  Any city production, etc., will then occur,
after which you can move your units, etc.

     Once you are done with you turn, and the next turn button appears,
give it about a half second to settle in good, and then click the mouse on it.
Hold the mouse button down until the "Next Player" message appears
(about 1/18 of a second on my system).  Once you release the mouse, the
portrait of the next player will appear, and you should relinquish the
mouse to him.

****************************************************************************
*                     VERY, VERY IMPORTANT NOTES!!!!!                      *
****************************************************************************
(1)  YOU MUST END YOUR TURN WITH THE MOUSE, NOT WITH THE "N" KEY
       SHORTCUT, OR THE COMPUTER WILL MOVE FOR ALL OTHER PLAYERS,
       AND YOU WILL HAVE TO SHUT OFF YOUR COMPUTER (DON'T USE "QUIT",
       OR IT WILL SAVE THE MESS & YOU'LL HAVE NO WAY OUT) AND RESTART
       FROM THE LAST SAVED POSITION.  THE ONLY EXCEPTION TO THIS IS IF
       YOU HAVE "TIME STOP" CAST (SEE 5.5).

(2)  YOU MUST WAIT ABOUT 1/2 SECOND BEFORE HITTING THE NEXT TURN BUTTON,
       AND HOLD IT FOR ABOUT 1/18 SECOND BEFORE RELEASING.  THE "NEXT
       PLAYER" MESSAGE WILL APPEAR WHEN IT IS SAFE TO RELEASE--USE THIS
       IF YOU ARE HAVING PROBLEMS.  HITTING OR RELEASING TOO QUICKLY WILL
       HAVE THE SAME EFFECT AS (1) ABOVE.  IF YOU ARE HAVING PROBLEMS WITH
       THIS, CLICK THE MOUSE IN THE LOWER RIGHT CORNER OF THE SCREEN,
       INSTEAD OF ACTUALLY ON THE NEXT TURN BUTTON, OR USE THE
       *KEYPAD* + KEY INSTEAD.

(3)  IF THE NEXT TURN BUTTON IS FULLY VISIBLE, YOU MUST ONLY CLICK THE
       MOUSE ON IT WHEN YOU COULD ACTUALLY GO TO THE NEXT TURN--I.E.,
       YOU DON'T HAVE ANY INFORMATION SCREENS, ETC. OPEN.

(4)  YOU MUST HAVE THE "WAIT FOR NEXT TURN" OPTION SELECTED ON MOM'S
       OPTION SCREEN SO THAT THE NEXT TURN BUTTON APPEARS.

(5)  YOU MAY NOT BE PROMPTED FOR STARVING UNITS--THEY WILL JUST STARVE,
       SO BE CAREFUL YOUR FOOD IS NOT IN THE NEGATIVES BEFORE YOU HIT
       NEXT TURN.  IF BY SOME CHANCE YOU ARE PROMPTED, AND SELECTED THAT
       YOU DO NOT WISH TO CONTINUE, BUT WANT TO CHANGE YOUR FOOD PRODUCTION,
       YOU MUST HIT THE "N" KEY IMMEDIATELY AFTER CHANGING YOUR FOOD
       PRODUCTION, RATHER THAN USING THE MOUSE TO HIT NEXT TURN.

THESE RULES ARE FAIRLY SIMPLE TO APPLY, AND SHOULD NOT NORMALLY CAUSE A
   PROBLEM.  FAILURE TO ABIDE BY THEM, HOWEVER, WILL MOST CERTAINLY CAUSE
   PROBLEMS.

                          5.2  The Turn Menu

     At the beginning of each players turn, identical menus will appear on
each side of his portrait.  Use RESIGN to allow the computer to take over
your wizard.  Note that the numbers of all players after you will decrease
by one to fill in your slot, so you should notify them what you have done.
You will be forced to resign if you have lost your tower and have no cities.
SAVE and QUIT should be self-explanatory, but note that "quit" saves first,
so if something has gotten screwed up, just turn your computer off instead
to avoid saving.

     NOTE:  When quitting, you must not move the mouse.  If you do, you
        may be left on one of MoM's screens.  The only ill effect of
        this is that you will then have to finish exiting MoM manually.


                       5.3  Losing Your Fortress

     If you lose your fortress on another player's turn, you will
automatically begin casting "Spell of Return", whether you had any cities
left or not.  If you have no cities on the following turn, you will be
notified that MMoMS has resigned you.  If you lose your tower on your turn,
things will happen as normal.  However:

IMPORTANT NOTE: If you lose your tower on your turn, ALWAYS select Spell of
   Return--do not use MoM's resign option.  You may use MMoMS resign option
   at the beginning of your next turn if you wish (and are given a choice).


                       5.4  Computer Movements

     Computer wizards and rampaging monsters and raiders will move the same
number times as human players, but they will not follow a fixed turn order
like human players.  Who they will move before & after is determined
randomly at the beginning of each round.  All computer wizards will,
however, move as a block, as will all raiders & rampagers.

     For instance, on the first round, the computer wizards might move
after player 1 but before player 2 (i.e., in player 2's "Next Turn"
sequence), and rampaging monsters & raiders might move after player 2
and before player 3.  On the next round, raiders & rampagers might move
before player 1, and computer wizards before player 3.  When in a round
they move is random--you can be sure they will only move once per round,
however.

     The decision to use the random procedure is based on fairness.  If
computers or raiders move during your "Next Turn" sequence & attack you,
you get to control your units in the battle.  Otherwise, the computer
will control your units in battle.  The random procedure insures no one
player (i.e., the one moving immediately afterwards) always gets to
control defense against computer units while others never get to.

     A side effect of this is that it is possible for computer units to
move twice before you get to move, or you to get to move twice before
they get to move.  This would occur, for instance, if you were player 2,
and they moved between players 2 & 3 on the first round, and between
players 1 & 2 on the second.

                     5.5  The Time Stop Spell

     The Time Stop spell is the only spell for which special
instructions apply.  The nature of the spell requires that while you
have it cast, and ONLY WHILE YOU HAVE IT CAST, you should use the key
"N" for next turn instead of the mouse or keypad + key.  Using "N"
executes a Next Turn sequence without invoking MMoMS's normal
overrides--it should ONLY be used when you have a Time Stop spell in
effect.  USING IT AT OTHER TIMES WILL RESULT IN THE COMPUTER MOVING FOR
ALL OTHER HUMAN PLAYERS.

     You should insure that the Time Stop spell is no longer in effect
before you continue to the next player with either the mouse on the
"Next Turn" button or the keypad + key.  Failure to do so will result in
the other players getting the benefits & costs of the spell.



                 6.  The Multiplayer File System

     Each multiplayer game is given a name when it is created.  It is
saved with this name, followed by the an extension of 3 numbers.  This
file is updated at the end of the last player's turn during play.  There
will also be a <name>.MPx file for each human player, where x is the
player's number.  Map files are saved with the extension ".map", and
wizard files with the extension ".wz4".  Scenario files are saved with
the extension ".sce".

     When transferring a multiplayer game to another computer, you must
copy the file <gamename>.<xyz> and all <gamename>.MP<x> files.  For
instance, for a newly created three player game called "mygame", you
would need to copy the files "mygame.113", "mygame.mp1", "mygame.mp2",
and "mygame.mp3".

     When transferring a scenario to another computer, you must copy the
file <scenarioname>.SCE, along with and .MAP and .WZ4 files it uses.
You must also copy the scenarios text file (.TXT) if one exists and you
wish to view the scenario's description on the second computer.  See the
section on distributing scenario files for more details and an example.

     To use wizard files created on versions of MMoMS prior to 4.0x, you
must run the file "3to4" to convert them to 4.0x format.  The setup utility
will offer to do this for you when you run it.  The old files are not
deleted or changed in anyway.



                          7.  Modem Play

     Modem play is available in the registered version only.  It features
interrupt driven routines with a 5k buffer, support for non-standard
addresses and IRQ's, and internal compression.  Your modem MUST BE HAYES
COMPATIBLE to use the modem routines, at least so far as to accept the
"+++", "ATH", "ATD", and "ATZ" commands.

     Up to 4 humans may play on the calling side, and 1 on the receiving
side.

                    7.1  Configuring the Modem

     Before you can use modem play, you must first configure your modem.
To do this, select "Modem" on MMoMS main screen, then "Configure".
You will be presented the following six items which may be changed:

                       7.1.1  Port Address

     Select "1" to change the port address.  If you have a non-standard
address, enter it in hexadecimal (which is how most documentation will
present it) at the prompt, hit enter, and verify that the screen now
reports the correct address.  If you do not have a non-standard address,
select the standard address listed on the screen for your COM port.

     Note that when you enter the hexadecimal numbers, you should not type
the ending "h".  For instance, for the address 2F8h, you would simply enter
"2F8" and hit enter.

                         7.1.2  IRQ Number

     Select "2" to change the IRQ Number.  You should set this to the
standard for your COM address as listed on the screen, unless you know
it to be non-standard.  Many set-ups use IRQ's 2 or 5 for COM 3 & 4, for
instance.  Note that MMoMS will not share this IRQ with other devices, so
your modem should be the only device using the IRQ (this is true of most
modem programs).

                      7.1.3  Baud Rate Divisor

     Select the baud rate divisor for your modem's speed here from among
those listed, or enter one which is unlisted.  The actual formula is
baud rate divisor=115200/baud rate, so you can compute the divisor if you
need one that is not listed.

     Note that this will be the modem-to-computer transfer rate,
not the modem-to-modem rate.  Your modem will work out this second rate on
its own.  This means that if you have, for instance, a 14.4k modem, you
should select 19200 bps or above (consult your modem documentation or just
try numbers until you find the highest that works).  You may leave this
setting regardless of the speed of the modem you are calling (assuming
you have CTS/RTS handshaking turned on--see below).

                     7.1.4  Use CTS/RTS Handshaking

     Select "4" to turn on or off CTS/RTS (Hardware) handshaking.  This
should normally only be necessary for settings above 2400 bps.  Note that
if you turn this option on, you should add a command to the command string
to enable hardware handshaking on your modem if it is not the default (it
usually is on by default now-a-days for modems above 2400 bps).

                      7.1.5  Use Carrier Detection

     Turning this option on will allow the modem routines to detect whether
or not you are still connected to the other modem, and to abort if you are
not.  If it is turned off, it will be up to you to decide if you have lost
the connection (you hear nothing from the other side for too long, for
instance).

     Note that many modems do not support this function correctly.  If
your sessions are being aborted for no apparent reason, try turning this
off.

                       7.1.6  The Command String

     This is the most difficult part of the setup, because so many modems
require so many different strings.  Try the suggested strings first.  If
they do not work, consult your modem documentation, or find a command string
in another modem program that works there.  The following considerations
apply to the command string:

     (1)  It MUST turn off command echoing.  This is not normally the
              default, and will probably have to be added to command strings
              you find elsewhere.  The normal command for this is "e0".

     (2)  It MUST turn on word responses (like OK, CONNECT, etc.)  This
              is usually the default, and is likely to be contained in
              command strings you find elsewhere.  The normal command for
              this is "v1".

     (3)  It should begin with a command to reset the modem, though this
              may not be necessary.  The normal commands for this are
              "&f" or "z".

     (4)  It should turn on hardware handshaking if this is not the default
              (it usually will be in 14.4+ modems) if you have hardware
              (CTS/RTS) handshaking turned on.

     (5)  It should set the modem to automatically answer the next call.
               The normal command for this is "S0=1".

     Remember to precede the string with "at" to tell the command to
accept commands.  A carriage return will be added to the string
automatically.


                           7.2  Modem Play

     The procedures for modem play differ slightly depending on whether you
dial or answer.  The first decision to make is which side will do which.
The side that dials will create or select the game and play all human
players except player 1.  The side that answers will only play player 1.

     Once this decision has been made, both sides should enter MMoMS, select
modem, and "D" or "A" for dial and answer respectively.  Once the connection
is made, both sides will enter the chat/file transfer screen.

     If you enter the chat/file transfer screen, and "Waiting for Chat ACK"
appears on the middle of the screen, stays there, then exits the program,
something was wrong with the connection.  Retry or review the configuration
information above.

     On the chat/file transfer screen, you may type messages to each other
to verify the connection has been made.  Incoming messages will appear in
the upper portion, and outgoing in the lower portion.  The bottom line will
always contain brief directions, and the middle section contains information
on file transfers.  Packet number and total packets allow you to see how
far a file transfer has progressed, status tells you the current state of
the transfer, and CPS or BPS give the transfer rate in Characters/Bits
Per Second respectively.  This speed will vary greatly depending on line
conditions & the efficiency of MMoMS's compression routines, which may
result in speeds many times normal for your modem.

     While on the chat/file transfer screen, you should transfer any files
you need to.  For instance, if the answerer is going to being using his
own wizard file, he will need to transfer it to the dialer here.  To
transfer a file, the person who is sending the file should simply hit the
<Page Up> key, and enter the filename at the prompt.  The filename must
include the extension, without wildcards ("?" & "*").  For instance, to
send a wizard file named "Bob", you would send "bob.wz4", since ".wz4" is
the extension of MMoMS's wizard files.  Note that any files sent must be in
the current directory--you MAY NOT specify a different directory.  Note also
that the side receiving the file need do nothing--file receipt should be
initialized automatically on his side.  Finally, note that if you are sent
a file, and there is already a file of that same name in the directory, the
old file will be over-written WITH NO WARNING!!!  So make sure no one sends
you a wizard of the same name as one of your own.

     Once you are done chatting and transferring any files, both sides should
hit <ESC>.  The dialer will be sent back to MMoMS main screen.  If it is a
new game, he should create the game file, then initiate the game as normal,
or just initiate the game as normal if it is not a new game.  The answerer,
on the other hand, will enter MoM and go to another chat/transfer screen,
were he will await his turn.

     Once the dialer initiates the game, his side will play all human
wizards until player 1's turn (unless it is already player 1's turn, of
course).  Then, when player 1's portrait shows up and he clicks on it,
he will go to the chat/file transfer screen, and the transfer of a file
"MMoMS PACKAGE" will automatically begin.  The answerer will see this file
transfer begin as well--it will be the first indication that his turn is
coming.  If the transfer is aborted because of an unrecoverable error,
and you return to chat mode, the dialer should simply hit <Page Up> to
resend.  The <Page Up> is hot-wired here to always send the "MMoMS PACKAGE".

     Once the package has been transferred, both sides can chat as normal.
When you are done chatting, the answerer should hit <ESC> to begin his
turn.  The dialer will remain on the chat screen, until the answerer has
completed his turn, at which time his side will initialize the file transfer.
Once it has been transferred, the dialer should hit <ESC> to go player his
turn(s), and so on.

     Note that in order for player 1 to resign, you must quit the game and
restart it in non-modem mode, then resign him.  If MMoMS forces his
resignation as a result of having lost all this cities, you should quit
immediately and resume in non-modem mode.

     When you are done playing, the dialer should select "quit" on one of
his sides turns, and the answerer should simply exit MoM normally.

     The modem procedures are summed up here:

              DIALER            BOTH              ANSWERER

   Select Modem, then Dial.              Select Modem, then answer.

   Enter the number to dial              Wait for the dialer to call.

     Send/receive files if necessary on the chat/file send screen.

                             Hit <ESC>.

   Create and/or init the game.          Wait for your turn on the
                                            internal chat/file screen.
   Play until player 1's turn.

   (File transfer starts up              (File receipt starts up
     automatically.)                       automatically.)
   Use <Page Up> to resend if
     aborted.

                                Chat.
   Wait for your turn on the              Hit <ESC> to begin your turn
     internal file/chat screen.
                                          Play your turn.

   (File receipt starts up                (File transfer starts
      automatically.)                       automatically.)
                                           Use <Page Up> to resend if
                                             aborted.

   Hit <ESC> to begin Player 2's           Wait for your turn on the
       turn.                                  internal chat/file screen.

                             And so on....


                          8.  Ghost Cities

     The function formally provided by the ghost wizard has been taken
over by five "ghost cities".  These cities are located at the North Pole
on Arcanus.  If they are visible during a next turn sequence, you will
notice them change colors.  They are purely for internal use, and should
not affect game play in any way.  They should not produce units, cost or
provide resources, accept summoning circles, or prevent anyone from losing
all their cities.  So just don't worry about them.  If looking at them
bugs you, just think of them as the homes of the gods watching events unfold
or something mythical like that.


                         9. Trouble-shooting

     Listed below are common problems and their solutions.  This is not
intended to be a substitute for the rest of the documentation: you should
read the sections germaine to your problem carefully.

                         9.1  Setup Problems

P.  Setup reports I have a version of MoM other than v1.31.
S.  Get the patch to v1.31 from Microprose, or contact me to find out
    where you can get it.

P.  Setup reports I do not have an extended keyboard.
S.  Contact your BIOS manufacturer for an update.

                     9.2  General Play Problems

P.  Part of MMoMS exits with the message "Cannot load high...".
S.  See section 1.7, System Requirements.

P.  Any anomolie in normal play:
S.  Make sure you have 4 opponents selected in MoM when creating games
     for extracting wizards, maps, or automapping.

P.  Some wizards start the game dead.
S.  If a wizard is dead when you create a map file, he will be dead when
     you create the game.

P.  When I hit next turn, the next turn executes, instead of going to the
     wizard portrait screen.  The computer then moves for the other players.
S.  Give the "Next Turn" button a half second to settle on the screen before
     hitting it.  Wait until the "Next Player" message appears before
     releasing the mouse button.  If the problem persists, use the KEYPAD +
     key instead of hitting Next Turn with the mouse, or click in the
     lower right corner of the screen instead of actually on the "Next
     Turn" button.

P.  The computer is moving for players.
S.  Are you hitting "N" for next turn instead of using the mouse?  If so,
     stop.  Also, do you have "Stop for next turn" set in your MoM settings?
     If not, set it.  Otherwise, see immediately above.

P.  Weird things happen after I choose to not let units starve.
S.  If you select not to let units starve, you must continue by hitting
     "N" instead of using the mouse on Next Turn or the KEYPAD + key.

P.  The computer locks up after playing MMoMS.
S.  You must load MMoMS from the base DOS prompt, not from any sort of
     shell.

P.  When either creating an automap or quitting, I get dumped onto one
     of MoM's screens.
S.  During these two processes, MMoMS is manipulating MoM via the mouse.
     It is therefore important that you not move the mouse yourself
     during them.  Try releasing the mouse as soon as you select either
     process, just letting it sit on its pad--the slightest vibration
     from your hand could throw things off.

P.  Player(s) 2+ never get to research a spell.
S.  Wizards must move at least once before saving.

                          9.3  Modem Problems

P.  Any modem problem.
S.  Review section 7.1 on modem configuration.


           10.  A MoM Bug & MMoMS's Fix: The momfix.com File

     There is a repeatable bug in MoM v1.31 which I first encountered using
MMoMS's editor, but have repeated in a MoM game untouched by the editor.
I mention it because it is likely to occur when using the editor to
enlarge cities above 21 population in terrain that cannot support the
population.  When a city over 21 endures starvation & reduces in size,
it becomes a "Summoning Circle of X" instead of a "Capitol of X", with
some letters of the "Summoning Circle" flashing.  I am not aware of any
other problems caused by this, but it seems plausible there could be
some.

     MMoMS will trap this bug when playing a multi-player game, once
per turn recalculating all city types.  In single player games, however,
the MMoMS's TSR's are not loaded, so the bug cannot be trapped.  The
file "momfix.com" provided may be used to fix the bug in single player
saved games.  Simply type "momfix" at the DOS prompt, and all saved
games will be repaired.  This (and the rest of MMoMS) should only be used
on MoM v1.31.

     NOTE: If you have changed the populations of cities with another
editor, but did not change the city type to the correct setting, momfix
will set the types right & report them as problems fixed.


                             Appendix A.

                             A.1  Lairs

     Note that while you can place any units in lairs, normal units will be
undead.

                          A.2  Spell Lists

     The following is a list of the spell numbers for use in wizard editing.
If a spell is listed as "unchangeable", that means it is currently in
the wizard's research book.


     NATURE                     SORCERY                    CHAOS

000.  Earth to Mud         040.  Resist Magic         080.  Warp Wood
001.  Resist Elements      041.  Dispel Magic True    081.  Disrupt
002.  Wall of Stone        042.  Floating Island      082.  Fire Bolt
003.  Giant Strength       043.  Guardian Wind        083.  Hell Hounds
004.  Web                  044.  Phantom Warriors     084.  Corruption
005.  War Bears            045.  Confusion            085.  Eldritch Weapon
006.  Stone Skin           046.  Word of Recall       086.  Wall of Fire
007.  Water Walking        047.  Counter Magic        087.  Shatter
008.  Sprites              048.  Nagas                088.  Warp Creature
009.  Earth Lore           049.  Psionic Blast        089.  Fire Elemental
010.  Cracks Call          050.  Blur                 090.  Lightning Bolt
011.  Nature's Eye         051.  Disenchant True      091.  Fire Giant
012.  Ice Bolt             052.  Vertigo              092.  Chaos Channels
013.  Giant Spiders        053.  Spell Lock           093.  Flame Blade
014.  Change Terrain       054.  Enchant Road         094.  Gargoyles
015.  Path Finding         055.  Flight               095.  Fireball
016.  Cockatrices          056.  Wind Mastery         096.  Doom Bat
017.  Transmute            057.  Spell Blast          097.  Raise Volcano
018.  Nature's Cures       058.  Aura of Mastery      098.  Immolation
019.  Basilisk             059.  Phantom Beast        099.  Chimeras
020.  Elemental Armor      060.  Disjunction True     100.  Warp Lightning
021.  Petrify              061.  Invisibility         101.  Metal Fires
022.  Stone Giant          062.  Wind Walking         102.  Chaos Spawn
023.  Iron Skin            063.  Banish               103.  Doom Bolt
024.  Ice Storm            064.  Storm Giant          104.  Magic Vortex
025.  Earthquake           065.  Air Elemental        105.  Efreet
026.  Gorgons              066.  Mind Storm           106.  Fire Storm
027.  Move Fortress        067.  Stasis               107.  Warp Reality
028.  Gaia's Blessing      068.  Magic Immunity       108.  Flame Strike
029.  Earth Elemental      069.  Haste                109.  Chaos Rift
030.  Regeneration         070.  Djinn                110.  Hydra
031.  Behemoth             071.  Spell Ward           111.  Disintegrate
032.  Entangle             072.  Creature Binding     112.  Meteor Storm
033.  Nature Awareness     073.  Mass Invisibility    113.  Great Wasting
034.  Call Lightning       074.  Great Unsummoning    114.  Call Chaos
035.  Colossus             075.  Spell Binding        115.  Chaos Surge
036.  Earth Gate           076.  Flying Fortress      116.  Doom Master
037.  Herb Mastery         077.  Sky Drake            117.  Great Drake
038.  Great Wyrm           078.  Suppress Magic       118.  Call the Void
039.  Nature's Wrath       079.  Time Stop            119.  Armageddon


     LIFE                       DEATH                      ARCANE

120.  Bless                160.  Skeletons            200.  Magic Spirit
121.  Star Fires           161.  Weakness             201.  Dispel Magic
122.  Endurance            162.  Dark Rituals         202.  Summoning Circle
123.  Holy Weapon          163.  Cloak of Fear        203.  Disenchant Area
124.  Healing              164.  Black Sleep          204.  Recall Hero
125.  Holy Armor           165.  Ghouls               205.  Detect Magic
126.  Just Cause           166.  Life Drain           206.  Enchant Item
127.  True Light           167.  Terror               207.  Summon Hero
128.  Guardian Spirit      168.  Darkness             208.  Awareness
129.  Heroism              169.  Mana Leak            209.  Disjunction
130.  True Sight           170.  Drain Power          210.  Create Artifact
131.  Plane Shift          171.  Possession           211.  Summon Champion
132.  Resurrection         172.  Lycanthropy          212.  Spell of Mastery
133.  Dispel Evil          173.  Black Prayer         213.  Spell of Return
134.  Planar Seal          174.  Black Channels
135.  Unicorns             175.  Night Stalker
136.  Raise Dead           176.  Subversion
137.  Planar Travel        177.  Wall of Darkness
138.  Heavenly Light       178.  Berserk
139.  Prayer               179.  Shadow Demons
140.  Lionheart            180.  Wraith Form
141.  Incarnation          181.  Wrack
142.  Invulnerability      182.  Evil Presence
143.  Righteousness        183.  Wraiths
144.  Prosperity           184.  Cloud of Shadow
145.  Altar of Battle      185.  Warp Node
146.  Angel                186.  Black Wind
147.  Stream of Life       187.  Zombie Mastery
148.  Mass Healing         188.  Famine
149.  Holy Word            189.  Cursed Lands
150.  High Prayer          190.  Cruel Unminding
151.  Inspirations         191.  Word of Death
152.  Astral Gate          192.  Death Knights
153.  Holy Arms            193.  Death Spell
154.  Consecration         194.  Animate Dead
155.  Life Force           195.  Pestilence
156.  Tranquility          196.  Eternal Night
157.  Crusade              197.  Evil Omens
158.  Arch Angel           198.  Death Wish
159.  Charm of Life        199.  Demon Lord


                            A.3  Globals List

 0.  Eternal Night                        12.  Great Wasting
 1.  Evil Omens                           13.  Meteor Storm
 2.  Zombie Mastery                       14.  Armageddon
 3.  Aura of Mastery                      15.  Tranquility
 4.  Wind Mastery                         16.  Life Force
 5.  Suppress Magic                       17.  Crusade
 6.  Time Stop                            18.  Just Cause
 7.  Nature Awareness                     19.  Holy Arms
 8.  Nature's Wrath                       20.  Planar Seal
 9.  Herb Mastery                         21.  Charm of Life
10.  Chaos Surge                          22.  Detect Magic
11.  Doom Mastery                         23.  Awareness


