[1.6] Terrain table
    [2.3] Alignment table
    [2.4] Temper table
    [3.19] Experience tablE
    [4.12] March table
    [4.32] Druid table
    [4.33]   Spy table
    [5.9] Monster table
    [6.3] Army type table
    [10.1] Imperial office table



    [6.3] ARMY TYPE TABLE

      ArmyHomeAdverse
      Army TypeStr    Spd    Pay    TerrainTerrainNemesis
      Garrison GA 3/1 1 1 None NoneNone
      Bowmen BO 2 2 2 For,Jung NoneNone
      Axemen AX 2 2 2 For,Mtns    NoneNone
      Phalanx PH 3 2 2 Plains For,Jung,SeaLegion
      Legion LE 3 2 2 None SeaHvy Cavalry
      Lt Cavalry LC 2 4 2 Plns,Des NoneChariot,Beasts
      Hvy Cavalry HC 4 3 3 Plains For,Jung,Mtns,SeaChariot,Beasts
      Chariots CH 3 3 3 Plns,Des For,Jung,Mtns,Sea    Beasts
      Elephants EL V 2 3 Jung For,Mtns,SeaNone
      Camel Corps CC 2 3 3 Desert For,Jung,SeaNone
      Warg Riders WR 3 3 3 Forest SeaEagles
      Dragon Wing DR 6 5 4 None NoneBowmen
      Eagle Wing EA 4 5 3 Mtns For,JungBowmen
      Whales WH 5 4 3 Sea All other terrainMermen
      Fleet FL 3 2 3 Sea All other terraiNone
      Mermen ME 2 3 2 Sea,Jung Desert,MtnsBowmen
      Ents EN 6 1 3 For,Jung Sea,DesertAxemen,Dragons
      Trolls TR 5 2 3 Mtns SeaAxemen
      Werebeasts WE 3 3 3 For,Mtns SeaNone

    Spd: This speed is the number of Provinces an army can move per gameturn. Speed also determines the chance of escape from a lost battle.

    Str: Garrison units have a strength of 3 when defending a province, but only 1 when attacking. Basic strength can be modified by the army's race:

    Elves: +1 when fighting as Bowmen, +1 in Forest.
    Dwarves: +1 as Axemen, +1 in Mountains.
    Orcs: +1 as Phalanx, +1 in Mountains.
    Humans: +1 as Legion (no bonus for any terrain.)

    If a unit fights in terrain which is listed as home terrain, it gets a +1 modifier to its basic strength. A unit's strength is halved in adverse terrain.

    A unit's strength is 2/3 normal when fighting against its nemesis, a troop type which the unit is especially vulnerable against. A unit is a nemesis to it's opponent if it's on the front line or it's an air unit flying against a unit behind the front line. If more than one of your units are eligible to be a nemesis due to overflight or outflanking, one of them is chosen at random.

    ARMY STRENGTH NOTES:

    The actual strength of a unit is the strength multiplied by the quality level (Depleted = 0, Green = 1, Average = 2, Veteran = 3, Crack = 4, Elite = 5). There also exists the strength levels of Sub-Depleted, and Super-Elite. Even though Depleted and Sub-Depleted have a strength multiplier of zero, units still have a small intrinsic strength. Super-Elite signifies a strength multiplier of 6+ as a unit can have several additions to quality above Elite.

    When a unit fights a battle in the starting home province of a player-King who owns the unit, it's quality is increased by 1 level.

    If a character commanding at a battle has tactical ability, his units are increased in strength by 20% per level (see Tactical and Naval abilities.)

    The strength of a defending army is multiplied by 1.25. The side with the better exploration of the contested province will also have up to a 25% advantage, if they have explored 100% of the province and the other side has not explored it.

    To explain the events in battle reports, they are basically randomly determined as the turn is processed. Each random event can as much as double the strength of the affected force (but most only multiply it by a factor of 1.5 or less). The first random event affects the whole battle, while succeeding events affect a column of units in a battle line.

    An army fighting for a Divine kingdom has a 50% chance of becoming fanatical, while an army fighting for a Good kingdom has a 40% chance of becoming fanatical, thus fighting at the next higher quality level. An army fighting for an Evil kingdom has a 25% chance of becoming fanatical. A Skeletal army fighting under an Undead character has will always be fanatical.

    Elephants are unpredictable in battle and can have a strength of anywhere between 2 and 5.

    "Beasts" are camels, elephants, werebeasts, wargs and dragons. Horses are frightened of these animals.

    Special rules: Camels: In a desert battle, one camel unit should be present (it sees double duty as as a supply train.) If not, all armies have their quality reduced by 1 level.

    Werebeasts: Werebeasts are a collection of outcast Werewolves, Werebears, Were-rats, etc. When Werebeasts defeat the unit opposing them, there is about a 40% chance that the unit will gradually turn into a Werebeast itself. The change will take place after the gameturn is over. Only the 4 humanoid races can be "bitten" and become werebeasts. Fleets are never affected by Werebeasts.

    Trolls: If they die in battle, they can regenerate: their body parts just crawl back together, although they are reduced 1 step in quality. But since they're perturbed at their commander for getting them killed, they become mercenaries.

    Whales: When fighting in any terrain other than Sea, they have zero strength. However, if they lose a battle in such terrain, they can retreat into a Sea hex automatically without fear of being destroyed.

    Summary of factors affecting army strength:

    Strength of army type, modified by terrain:
      +1 if home terrain for race
      +1 if home terrain for army type
      Halve for adverse terrain
      Illusory Terrain spell: effects of illusory and real terrain are averaged.
    Multiply strength by modified unit quality:
      -1 if in desert without camels
      -? if led by leader with insufficient Druidic ability (see Druid Table)
      +1 if in home province
      +1 for fanatical units
      +1 for Oratory spell
      +? for magic items
    Multiply result by special factors:
      Defense: +25%
      Exploration: +25% (maximum)
      Tactical Ability +20% per level (or Naval ability in Sea provinces)
      Phantasmal Armies: +15% per level of caster
      Nemesis encounter: -33%
      Random Event: +/-%
    The special factors are multiplied, not added together. (eg. If you have both the Defense and Exploration bonuses, your strength is multiplied by 1.25 x 1.25 = 1.625.)

    [1.6] TERRAIN TABLE

      Terrain  Average  Basic  Length of
      battle line  
      Random
      Encounter  
      Type  Taxation  Exploration  (in #armies)  Chance  
      Plain  6  50%  5-10  10%  
      Desert  2  25%  5-10  15%  
      Jungle  4  10%  3-6  25%  
      Forest  5  15%  3-6  20%  
      Mountain  5  15%  1-3  15%  
      Sea  1  25%*  5-10  5%  

    *There is only a small chance of finding a feature in a Sea province.

    The chance of encountering monsters applies to Move, Pursue, Trail, Explore and Search actions. It does not apply when a character Moves or Pursues with an army, and is halved when the character is within the boundaries of the Kingdom.


    [3.19] EXPERIENCE TABLE

      ActionChance to Improve Ability
      Move (on land, with armies)10% Forced March
      Move (by sea, with fleets)10% Naval
      Explore10% Explorer
      Recruit or Hire5% Druid
      Pick Up or Leave Army5% Forced March
      Pick Up or Leave Naval units5% Naval
      Cast Action Spell10% in related Magical Ability.
      Spy/Trail/Pursue10% Spy
      Supreme Commander at battle     15% Tactical or Naval
      Lead some units at battle10% Tactical or Naval
      Search/Encounter, Attempted Tactic:
        TA-lk to opponent10% Druid
        FI-re arrows10% Archery
        ME-lee10% Melee
        CA-st combat spell10% in related Magical Ability
        ST-eal15% Thief


    [2.3] ALIGNMENT TABLE

      AlignmentReduction/
      Alignment
      Difference
      Magic
      Aptitude
      Special
      Aptitude
      Special
      Abilities
      Divine 20%NoneNone50% Fanaticism;
      +1 White Magic Resurrection to Good Alignment
      Pay heroes as if Divine=Good
      Good 12%WhiteSage40% Fanaticism
      Druidic15%PsychicDruidAutomatic Treat
      Neutral20%IllusorySpyOrder of Duelists
      Pagan 15%ElementalExplorerOrder of Magicians
      Evil 12%NecromancyThief25% Fanaticism; Automatic Break
      Undead 20%NoneNone100% Skeletal Fanaticism
      Automatic Break Treaty
      Necromantic Charm Spell
      +1 Necromancy

    Note: At first glance, the Reduction/Alignment Difference column seems to favor Good and Evil characters, but counteracting this is the fact that Neutral characters are, on the average, closer to the other alignments and can hire characters of any alignment.

    Note 2: Under "Magic Aptitude" and "Special Aptitude" are listed abilities which characters of the given alignment are especially good at. Their starting aptitude is doubled for these abilities, up to level 5.


    [2.4] TEMPER TABLE

      TemperSpecial EffectsFlight from CombatRefusal
      BerserkRage
      Intimidation
      NeverNever
      BraveElanWhen odds seem unfavorable and the risk of receiving a death blow seems large     Never
      CautiousParrying
      Fleeing
      When the risk of receiving a death blow seems significant1-50%
      CowardlyBegging for mercy    
      Bluffing
      When death possible;
      may also flee after any harmful blow
      50-100%



      Rage: The Berserker does not really notice a damaging blow, and this psychological fortitude gives him 1-4 extra hit points.
      Intimidation: Opponents are cowed and have less chance to hit in melee (Brave -5%, Cautious -10%, Cowardly -15%.)
      Elan: The man with Elan is bold in combat and never hesitates to instantly take advantage of an opening in melee. He gets a +10% chance to hit.
      Parrying: The Cautious man is expert at parrying, and his opponents have a -10% chance to hit.
      Fleeing: 10% is added to the chance of success when attempting to Flee.
      Begging for mercy: In addition to fleeing, a Coward may plead for mercy in order to escape death. Begging works best against Good characters and characters of similar alignment. On the average, it has a 50-50 chance of working.
      Bluffing: In battle duels, the Coward makes excuses 2/3 of the time ("warhorse is sick", etc.), thus avoiding the 25% demoralization. The coward's "Bluff" ability is only used when the character actually enters the duel (in other words, when an "FL" is not at the start of his encounter plan.) It is used only when the coward has "refused to enter combat" according to the temper table.

    Note: A cowardly or cautious King will never refuse combat, although they may well flee from combat after they take damage.


    [4.33] SPY TABLE

      Spy Level  Chance of
      Escaping Notice  
      Margin of Error  
      of Spy Reports
      Chance to Pursue
      or Trail
      00%70%50%
      150%55%100%
      275%40%150%
      388%28%200%
      495%15%250%

    Note: The chance to Pursue or Trail is multiplied by two if the target leads an army. The chance to pursue is then divided by the distance (in number of provinces) between the two characters. If the pursued character is of the same Kingdom as the pursuer, then the chance of success is 100%.


    [4.12] MARCH TABLE

       
      Contingents Unify %
      Distance to 2nd force:
      012
      805020
      906030
      1007040
      1008050
      1009060
      AbilityExtra movesfor...
      LevelSpeed 1-2Speed 3+
      000
      101
      211
      312
      422

    Eagles and Dragons are not affected by March ability.

    Contingent Unity shows the chance that two leaders invading a province will join together for the battle, depending on whether they invade from the same province, adjacent provinces or non-adjacent provinces.


    [4.32] DRUID TABLE

      DruidGains ability to
      Levellead armies of...Can talk to...
      1Humans, Elves, Dwarves,
      Orcs, Mermen, Werebeasts      
      Avians, mammals
      2Whales, TrollsReptilians, sea creatures
      3Eagles, EntsInsectoid monsters
      4DragonsAll monsters

    [5.9] MONSTER TABLE

    The following table is a partial listing of monsters that you may encounter:

      AverageMeleeMissile
      MonsterHit PointsSkillDamageSkillDamageSpeed
      Gryphon2521-60-Fast
      Giant2511-711-7Medium
      Gargoyle1511-60-Medium
      Demon3031-80-Fast
      Troll2511-60-Medium
      Spectre2011-60-Medium
      Elasmosaurus2521-70-Fast


    [10.1] IMPERIAL OFFICE TABLE

      The standing of a player is decided by the Imperial Offices he controls.

      TitlePrize %Merit Points Awarded
      World Emperor20Largest tax base at end of game
      Esteemed High Chancellor
      of the Imperium (who art
      the wisest man in the
      Imperium, and thus First
      Advisor to the Emperor)
      10For each level in Explorer,
      Spy and Sage abilities:
      For each feature character
          was first to discover:
      For each invention character
          was first to discover:
      For each invention character
          obtained by espionage:

      +1

      +2

      +2

      +1
      Imperial Treasurer
      (who fondleth the
      Emperor's gold)
      10Richest treasury at end of game
      Imperial Grand Marshal
      (who commandeth the
      Imperial Grand Army)
      10For each land battle commanded:
      If won battle, then for each
          unit in enemy force:
      If lost battle, then for each
          unit in friendly force:


      +1

      -1
      Imperial Grand Admiral
      (who commandeth the
      Imperial Grand Navy)
      10For each sea battle commanded:
      If won battle, then for each
          unit in enemy force:
      If lost battle, then for each
          unit in friendly force:
      For each sea province with tax
          base of 2 or higher:
      For each Naval skill level:


      +1

      -1

      +1
      +1
      Lord High Defender
      of the Imperium
      (who guardeth the Imperium
      against dangerous monsters)
      10For each hostile monster slain
          Total hit points of monster
          (Half points for neutralization
          by negotiations)
      High Priest Palatine
      of the Empire
      (who communeth with the
      Great Spirit and
      administereth to the
      souls of the people)
      10For each Resurrection or Bless
          spell successfully cast:
        For each level in Druid and
          White Magic abilities:

      +1

      +2
      Arch-Mage Palatine
      of the Empire
      (who weaveth great
      spells of magic for
      the benefit of the
      Empire)
      10For each level in any magical
          ability (including White):
        For each spell-casting magic
          item possessed:

      +1

      +1

    The 10 remaining Merit Points are awarded for the owners of the following magic artifacts: Excalibur, Bow of the Elven Kings, Axe of the Dwarven Lords, Scimitar of Orc Mastery, Crown of Dragon Command, Feather of the Great Eagle, Horn of Neptune, Holy Sword, Invisible Sword, Shadow Sword. These points are not modified by an alignment difference with the Emperor.

    Note: The points awarded for Admirals for control of rich sea provinces are given to each character in the Kingdom.

    Note 2: No points are awarded for the Imperial Defender office for Fulfilling an agreement. Often a character's efforts to negotiate with or damage a monster will persuade it to stop raiding your Kingdom, in which case half points are awarded.

    Note 3: If you are tied with someone in the lead for an Office, the report will show you as being ranked #2 if you're losing the tiebreaker (the first tiebreaker for Offices is gold in treasury, next is size of tax base.)