Presents:
Alamaze Resurgent
Game 501 Turn 4 Results
New Website Test
This Status Update Reported Faithfully To:
King Tumek Stonedeath
Tyrant Of
The Domination of The Tyrant of Gor
As Avatar For
Acererak
LATE AUTUMN of year 1201
These results produced on 11/28/2015
Commands for turn 5 must be received by 12pm Noon (Eastern US)
Wednesday, 12/02/2015
Submit your orders online at http://fallofromegame.com/alamazeorders/
Player: Brian Knollenberg Account #: 10062
Send any questions on service level to [email protected]
Political Events and Status of the Realm:
Entity Report
Order #565 This order was added as a standing order (60 565 1TY GO)
High Council The Atlantians kingdom won election to the High Council with a bid of 3,223
gold.
Grug Heartcrusher Count Grug Heartcrusher report on the mission to rebel the Human city of
Evanon located in area IN: I knew my job would be eased by the Human minor
influence in Amberland. There seemed no active political support in support
of the local regime. There was no apparent radical body in favor of
changing the local regime. I am honored to report that my subtle,
undetected deals have prompted the people here to rebel!
Crumuk Stonewit Governor Crumuk Stonewit report on the mission to rebel the Human town of
Qualiar located in area KO: I realized my assignment would be eased by the
Human minor influence in Amberland. There seemed no active political
support in support of the local regime. There was no apparent radical body
in favor of changing the government. I am proud to report that my secretly
executed plans have prompted the people here to rebel!
Kir The Black Knight Governor Kir The Black Knight report on the mission to usurp control of the
Neutral town of Qualiar located in area KO: There seemed no organized
conservative body in support of the local regime. There was no apparent
rebellous political unrest in favor of changing the government. My
emotionally stirring speeches have have won over the people here to our
kingdom!
Influence The policies of spreading the culture of our kingdom have been widely
implemented (Influence up 1.0).
Tavern Noble Maiden Sage is now in our employ and ready for further orders. Our
influence has been reduced as a result of the new hire.
Talking Mountains The Warlock kingdom has gained control of Talking Mountains.
Torvale The Amazons kingdom has gained control of Torvale.
Activities of the Royal Court:
Title Name Base & Mission
King Tumek Stonedeath The Tyrant town at HL in Amberland.
Has improved the lot of the people: influence up.
Duke Togguk Grimhand The Tyrant town at HL in Amberland.
Awaiting further orders.
Count Grug Heartcrusher The Neutral city at IN in Amberland.
Succeeded in triggering a rebellion of the local populace.
Governor Crumuk Stonewit The Tyrant town at KO in Amberland.
Succeeded in triggering a rebellion of the local populace.
Governor Kir The Black Knight The Tyrant town at KO in Amberland.
Succeeded in catalyzing the people here to join our
kingdom.
Ambassador Dozreg Bloodbulper The Tyrant village at ZK in Runnimede.
Awaiting further orders.
Fool Rekkard Sailswift The Tyrant town at HL in Amberland.
Awaiting further orders.
Agent 7 Serpent The Tyrant town at HL in Amberland.
Attempted a covert mission.
Agent 5 Orchid The Tyrant town at HL in Amberland.
Completed his assigned training.
Agent 4 Neg Giantbrain The Tyrant town at HL in Amberland.
Attempted a covert mission.
Agent 4 Wolverine The Tyrant town at HL in Amberland.
Awaiting further orders.
Agent 2 Swordsmen The Tyrant town at SV in Synisvania.
Awaiting further orders.
Fanatic 2 Sudden Seven The Tyrant town at HL in Amberland.
Awaiting further orders.
Agent 1 Tragedy The Tyrant village at ZK in Runnimede.
Awaiting further orders.
Noble Maiden Sage The Tyrant town at HL in Amberland.
Awaiting further orders.
King Tumek Stonedeath has influence 14.80
Check your kingdom's special orders, but you may generally issue 2 commands above your Influence.
Tyrant Regional Summary:
Regional Reaction Controlling
Region Influence Level Kingdom
Oakendell (1) Unestablished Suspicious NA
Northern Mists (2) Minor Suspicious NA
Talking Mountains (3) Unestablished Suspicious Warlock
Torvale (4) Unestablished Tolerant Amazons
Amberland (5) Significant Friendly NA
Eastern Steppes (6) Unestablished Tolerant Atlantians
Runnimede (7) Minor Tolerant NA
Arcania (8) Minor Suspicious Illusionist
Synisvania (9) Minor Suspicious NA
Southern Sands (10) Unestablished Tolerant Nomad
Activities of the High Council
The Issue Decided By The High Council This Past Month Was:
The Halfling Kingdom Put This Motion Before The Esteemed High Council:
In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
Halfling Ruler Be Officially Commended (Influence Up 1) By This Body.
The High Council Vote For This Issue Shall Be By Open Ballot.
The High Council Voted As Follows:
Amazons Abstain
Atlantians Abstain
Halfling Yea
The Motion Passed.
The New Issue Before The Council:
The Halfling Kingdom Put This Motion Before The Esteemed High Council:
In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
Halfling Ruler Be Officially Commended (Influence Up 1) By This Body.
The High Council Vote For This Issue Shall Be By Open Ballot.
Status of Kingdom Relationships
The following chart shows which kingdoms have declared allies and enemies. In addition, it
shows which kingdoms have entered into marriages of state, a binding form of non-aggression
which prevents hostile military and political actions toward the wedded kingdom. The chart
also displays the natural enemies in the campaign. Natural enemies are enemies which will
always remain enemies throughout the camppaign. A kingdom's influence will rise and fall
proportionally to the failures and successes of its natural enemy. To see the declarations a
kingdom has made, read across the row beginning with their abbreviation. To see the
declarations made for or against a certain kingdom, read down from the column underneath their
abbreviation, as follows:
'A' - Ally ' ' - Neutrality 'E' - Enemy
AM AT DU HA IL LI NE NO PI SA TY WA
AM | | | | | | | | | | | | |
AT | | | | | | | | | | | | |
DU | | | | | | | | | | | | |
HA | | | | | | | | | | | | |
IL | | | | | | | | | | | | |
LI | | | | | | | | | | | | |
NE | | | | | | | | | | | | |
NO | | | | | | | | | | | | |
PI | | | | | | | | | | | | |
SA | | | | | | | | | | | | |
TY | | | | | | | | | | | | |
WA | | | | | | | | | | | | |
AM AT DU HA IL LI NE NO PI SA TY WA
Military Encounters and Group Readiness:
Reports of our Military engagements:
Reconnaisance of unusual sighting in area JN by a patrol of the 1st Tyrant:
Wizard Grexla (Power-4) decided to stay behind in camp and will not be a factor in
assisting the patrol. Wizard Chaos (Power-1) decided to stay behind in camp and will not
be a factor in assisting the patrol. Adept Rothchild decided to stay behind in camp and
will not be a factor in assisting the patrol. A patrol consisting of Commander Elendil,
General Angor, Centurion Scarlet and a dozen hand-picked troops rode ahead to investigate
the sighting. It had been decided that there would be no plan to retreat. The patrol was
willing to take great risks to uncover what might be secreted ahead. Without a wizard
present, the force was at a disadvantage. It is now the 10th day of their quest. An
abundance of mud and gunk covers their skin and armor and is baked firmly in place, making
every movement and even speech painful and slow. The water they carry is precious and for
drinking only. Climbing the crumbling steps to the top, the group finds a solitary alcove
with many slits in the stone circling the chamber that provides a 360 degree view of the
area beyond the tower for some distance and alternately provides some light in this
otherwise unilluminated room. Suddenly out of the shadows ahead appears 12 skeletal
fighters, and a single fell warrior, standing 7' tall and clad in shadowy plate mail and
wielding a flaming sword! They launch into attack! In the first moments of battle 6
warriors were slain by this fiendish enemy. The conflict was furious. The the black
phantom warrior proved to be a very formidable opponent. The battle raged on, furiously
contested for what seemed hours. Flaming sword screaming angrily through the air as more
blood was let from the side of the patrol. The next few minutes saw 3 soldiers lose their
lives, but the enemy had been weakened. Unfortunately, the Tyrant Commander Elendil did
not survive. Sadly, the Tyrant Centurion Scarlet did not survive. The battle raged on,
furiously contested for what seemed like hours. The next few minutes saw 2 soldiers lose
their lives, but the enemy had been weakened. Finally the dark warrior had been destroyed.
The valiant patrol was victorius. With the battle over, the group finds an interesting
object nearby. The Horn of the Intrepid is an artifact which will add 2,500 to the defense
of the population center it is located in. The patrol moved on to investigate and found
7,000 gold.
Results of our Military maneuvers:
1st Tyrant We recruited Goblins (Regular) while in the plains of area JN.
1st Tyrant We recruited Goblins (Regular) while in the plains of area JN.
1st Tyrant We recruited Goblins (Regular) while in the plains of area JN.
1st Tyrant Successfully moved as ordered to area MN.
During movement we passed a Sacred Order town at MN.
2nd Tyrant Successfully moved as ordered to area QO.
During movement we passed a Neutral town at OM, Human village at QO.
4th Tyrant Successfully moved as ordered to area QO.
During movement we passed a Human village at QO.
4TY + 2TY The 4th Tyrant combined with the 2nd Tyrant so the 4th Tyrant is now
inactive.
1st Tyrant The congenial atmosphere within this friendly region has resulted in a
small increase of the group's morale.
Military Group Status:
===========================================================================================
1st TYRANT "My First Group" Decorations:
Location: MN The Sacred Order town of Britannia is here in the plains of Amberland.
Morale: 103% Attrition: 2% Terrain Modifier: 0% Defense: Average
Estimated combat value in terrain: 29,175 Estimated value vs. PC: 21,962
Force composition (Army):
Leadership Spell Casters
General Angor Power-4 Grexla (Wraith)
Power-1 Chaos
Adept Rothchild
Artifacts: Knowledge Totem, Horn of the Intrepid
Order of Battle:
Brigade Type Experience Number Morale Attrition Defense
Tyrant Regular 3 104% 3% Average
Trolls Regular 2 105% 3% Superior
Orcs Veteran 1 104% 3% Average
Orcs Regular 1 105% 3% Average
Goblins Regular 3 102% 0% Average
Battles
Leader Decorations Fought Won Sightings
General Angor 1 1 1
Encounters:
The 1st Sacred Order Army is in this area.
The 2nd Sacred Order {Masked} is in this area.
The 4th Sacred Order {Masked} is in this area.
===========================================================================================
2nd TYRANT "My Second Group" Decorations:
Location: QO The Human village of Gaza Heights is here in the plains of Arcania.
Morale: 103% Attrition: 13% Terrain Modifier: 0% Defense: Good
Estimated combat value in terrain: 9,863 Estimated value vs. PC: 7,268
Force composition (Division):
Leadership Spell Casters
General Whonix Power-1 Mahnivor
Centurion Castlerock
Centurion Niles
Artifacts: None
Order of Battle:
Brigade Type Experience Number Morale Attrition Defense
Tyrant Veteran 1 107% 20% Average
Trolls Regular 1 109% 20% Superior
Warg Riders Regular 1 93% 0% Good
Battles
Leader Decorations Fought Won Sightings
General Whonix 2 2 0
Centurion Castlerock 0 0 0
Centurion Niles 2 2 0
===========================================================================================
3rd TYRANT "My Third Group" Decorations:
Location: HL The Tyrant town of Gor is here in the plains of Amberland.
Morale: 100% Attrition: 0% Terrain Modifier: 0% Defense: Poor
Estimated combat value in terrain: 0 Estimated value vs. PC: 0
Force composition (Inactive):
Artifacts: None
===========================================================================================
4th TYRANT "My Fourth Group" Decorations:
Location: HL The Tyrant town of Gor is here in the plains of Amberland.
Morale: 100% Attrition: 0% Terrain Modifier: 0% Defense: Poor
Estimated combat value in terrain: 0 Estimated value vs. PC: 0
Force composition (Inactive):
Artifacts: None
===========================================================================================
5th TYRANT "My Fifth Group" Decorations:
Location: KR The Atlantians village of Lionhead is here in the plains of Eastern Steppes.
Morale: 100% Attrition: 0% Terrain Modifier: 0% Defense: Poor
Estimated combat value in terrain: 0 Estimated value vs. PC: 0
Force composition (Patrol):
Leadership Spell Casters
Adept Banwol
Artifacts: None
===========================================================================================
6th TYRANT "My Sixth Group" Decorations:
Location: HL The Tyrant town of Gor is here in the plains of Amberland.
Morale: 100% Attrition: 0% Terrain Modifier: 0% Defense: Poor
Estimated combat value in terrain: 0 Estimated value vs. PC: 0
Force composition (Inactive):
Artifacts: None
===========================================================================================
NAVIES:
Our Seapower Is Currently At The Following Levels:
Max. # Of Fleets Per Sea: 12
Naval Quality Ranges From 4.0 To A Maximum Rating Of 16.0
Sea Fleets Quality Description Elite Ship Last Mission
Drowning 2 10.0 Barges At port
Foreboding 0 10.0 Barges At port
Mystery 0 10.0 Barges At port
Terror 2 10.0 Barges At port
Encounters of Note:
The following describes situations involving our forces. Special considerations
regarding these encounters should be included in our immediate and future
planning.
Our groups are outside of the following population centers:
Region Area Banner Type Name Defense
Amberland MN Sacred Order Town Britannia 12,245 Capital
Arcania QO Human Village Gaza Heights 2,702
Eastern Steppes KR Atlantians Village Lionhead 2,105
Our groups are opposite the following groups:
Region Area Group I.D. Size Leader
Amberland MN 1SA Army Grand Marshal Dralix
Amberland MN 2SA {Masked} {Masked}
Amberland MN 4SA {Masked} {Masked}
Our population centers reported the presence of the following groups:
PC Name Area Size Group I.D. Leader
Sword Ground WG Patrol 1HA Marshal Lerix
Reports from the countryside produce Regional Intelligence concerning the sighting of the
following foreign military groups:
Region Group Name Group Size
Economic Report and Kingdom Status:
Economic related events in the kingdom:
Gor Gold production has been improved by 3,000 this month (Area HL).
A modest increase in population has been noted because of the improved
economy here.
Gor Defensive capability has been improved by 3,000 this month (Area HL).
Some men were drafted to man the improved defenses.
Production collected this month:
Reg Area Name Type Defense Census Food Gold Other
5 HL Gor Town 20,030 44,489 5,663 19,997 Capital
Possesses: Temple
9 SV Ancient Hold Town 9,238 35,377 4,134 8,916 NA
7 WG Sword Ground Town 8,231 30,841 4,474 10,104 NA
5 IP Weedy Village 3,020 14,146 7,673 3,542 NA
8 QM Python Pass Village 2,874 15,787 9,398 2,936 NA
9 UU Arrisia Village 2,751 20,637 11,095 2,938 NA
2 GN Warg Way Village 2,525 17,151 9,590 2,773 NA
7 ZK Sad Melody Village 2,488 20,448 12,456 2,652 NA
8 UR Shade Of Nephron Village 2,456 16,906 12,273 2,624 NA
------- ------- -------
215,782 76,756 56,482
======= ======= =======
Our forecast for next month:
Reg Area Name Type Defense Census Food Gold Other
5 HL Gor Town 23,330 44,489 1,416 11,649 Capital
Possesses: Temple
5 KO Qualiar Town 11,400 30,073 860 5,837 NA
9 SV Ancient Hold Town 9,238 35,377 4,134 8,916 NA
7 WG Sword Ground Town 8,231 30,841 4,474 10,104 NA
5 IP Weedy Village 3,020 14,146 1,918 1,771 NA
8 QM Python Pass Village 2,874 15,787 9,398 2,936 NA
9 UU Arrisia Village 2,751 20,637 11,095 2,938 NA
2 GN Warg Way Village 2,525 17,151 2,398 1,387 NA
7 ZK Sad Melody Village 2,488 20,448 12,456 2,652 NA
8 UR Shade Of Nephron Village 2,456 16,906 12,273 2,624 NA
------- ------- -------
245,855 60,422 50,814
======= ======= =======
Our kingdom's capitol is established in the town of Gor.
Production and Consumption Ledger for this month:
Description Food Gold
Beginning Amount 10,344 41,739
Add This Period's Production 76,756 56,482
Results Of Trade And Other Sources 0 15,000
----------- -----------
Amounts Available After Trading 87,100 113,221
----------- -----------
Less Military Group Consumption -18,800 -17,100
----------- -----------
Available After Group Consumption 68,300 96,121
Amounts Used Executing Orders -18,000 -62,500
Amounts From Late Sources 0 -4,458
Food Spoilage -10,060 0
=========== ===========
Ending Amounts 40,240 29,163
=========== ===========
Estimated group consumption next month: 25,100 23,400
Estimated food and gold consumption next turn includes reinforcements.
Matters Covert, Esoteric and General:
Entity Result
Agents Our current maximum agent training level is 11.
The current cost of training an agent is 4,000 gold.
Agents may be promoted 3 additional levels with successful missions.
Research Our magical research cost is 12,000 gold per level.
1st Tyrant The Power-4 wizard Grexla cast the create gold spell, changing lead into
gold equal to 8,000 units.
Theft An attempt was made to steal gold from the Tyrant town of Ancient Hold
(Area SV): The target was protected by an agent team on guard in addition
to regular security. 4,458 gold was stolen from the town of Ancient Hold!
Guards pursued the agents and nearly caught them, but somehow they escaped
in the dark.
Neg Giantbrain The agent detected the following encounters:
My extensive examination of the area PP revealed no unusual sighting.
Bone weary from his exhaustive searching Neg Giantbrain faithfully sent
word of his discovery in PQ, there is indeed something there that bears
further investigation.
There is no indication of an unusual sighting in area OQ.
All my efforts and skills yielded no unusual sighting in area NQ.
Serpent The agent detected the following population centers:
There is no population center in area NP to report.
The intensive reconnaissance of area OO yielded no population center.
My exploration for a population center in area ON determined there was
none.
My search for a population center in area PO revealed nothing.
The agent detected the following groups:
There is no group in area NP to report.
The intensive reconnaissance of area OO yielded no groups.
My search for a group in area ON revealed nothing.
My exploration for a group in area PO determined there was none.
The agent detected the following encounters:
While diligent in my efforts, I was unable to discover an unusual sighting
in area NP.
There is no indication of an unusual sighting in area OO.
All my efforts and skills yielded no unusual sighting in area ON.
My extensive examination of the area PO revealed no unusual sighting.
We possess the following artifacts:
Short Status Points
Full Name Name Possessor Type Interim/Final
Horn of the Intrepid 50068 1st Tyrant Benevolent 50 / 200
The Horn of the Intrepid is an artifact which will add 2,500 to the defense of the
population center it is located in.
Knowledge Totem 82981 1st Tyrant Special 0 / 0
Provides L4 recon when in possession of a character or group (not pop center)
Spies on reconnaissance discovered the following information:
*** Groups: ***
Group
I.D. Brigs Reg Area Leaders Wizards
1SA 7 5 MN Grand Marshal Dralix Stewart (Power-1)
Major General Jasmic NA
Captain Major Olivetown NA
2SA 0 5 MN Major General Garsh Noura (Power-1)
Captain Bloodgard NA
Centurion Lotfian NA
4SA 0 5 MN NA Annatar (Adept)
NA NA
NA NA
1TY 10 5 MN General Angor Grexla (Power-4 Wraith)
NA Chaos (Power-1)
NA Rothchild (Adept)
*** Population Centers: ***
Reg Area Banner Name Type Defense Census Food Gold Other
5 MN Sacred Ord Britannia Town 12,245 48,884 4,566 9,810 Capital Temple
*** Emissaries: ***
Kng Rank Name Area Pop-Name Other
SA King Asgoran Manslayer MN Britannia Awaiting further orders.
SA Ambassador Komonian Dex MN Britannia Awaiting further orders.
SA Fool Sigateous MN Britannia Awaiting further orders.
SA Agent 4 Mother's Finest MN Britannia Attempted a covert mission.
SA Agent 4 Stormbringer MN Britannia Attempted a covert mission.
SA High Priestess llama MN Britannia The Noble Maiden underwent an intense ceremony. She is in Good health.
SA High Priestess priestie MN Britannia The Noble Maiden underwent an intense ceremony. She is in Good health.
SA Noble Maiden Ppriest MN Britannia The Noble Maiden underwent an intense ceremony.
*** Artifacts: ***
Area Possessor Full Name Short Name
MN 1st Sacred Order Champion Stallions 48545
MN 1st Tyrant Horn of the Intrepid 50068
MN 1st Tyrant Knowledge Totem 82981
MN 2nd Sacred Order Ring of Protection 87361
MN 1st Sacred Order Valyrian Steel 20793
Our Early Strategic Objectives for this Contest:
Substantial in a region worth 1 point.
Own 2 or more artifacts worth 1 point.
Have at least 2 Agents that are level 7 or higher worth 1 point.
We are pursuing a MINOR ESO!
On turns 10 through 15, if our kingdom has achieved the above requirements to
total 3 achievement points, we may claim awards worth 3 points!
This campaign has NORMAL victory conditions.
Therefore a kingdom can win via Rex (control 4 or more regions), completing
their Secret Victory conditions, or by Lion's Share (most status points on turn
40).
Our Secret Victory conditions for this Contest:
Control 3 regions.
Field at least 3 Warlords.
Have an influence of 22+.
We issued the following commands for the turn just completed:
Order A B C D E F G H I J Gold
------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
60 565 1TY GO 0
140 1TY 3 0
209 1TY GR 0
320 CR 2,000
320 GR 4,000
330 KI 2,000
480 TU 15,000
510 E Sage HL 6,000
565 1TY GO 4,000
565 1TY GO 4,000
720 1TY KN LN MN 0
720 2TY OM PN QO 0
720 4TY RO QO 0
740 4TY 2TY 0
978 NE PP PQ OQ NQ 2,000
979 SE NP OO ON PO 3,500
We also executed the following Standing Orders:
Order A B C D E F G H I J Gold
------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
500 OR 4,000
565 1TY GO 4,000
600 HL D 3 6,000
600 HL G 3 6,000
Power-0 Spells for the Tyrant
Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
king's influence order limitation. Each spell requires the spell # to be placed in the
Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
the specific spell description. Spells not properly completed are miscast and have no
effect. We suggest that you use either power levels, or the first two letters of the
wizard�s name, but not both in any given turn in order to avoid any confusion around which
wizard may or may not be used.
Name: Self Invisible Spell #: 91
This spell allows the spellcaster to become invisible, thereby protecting himself
from the hazards of battle. The protection lasts throughout the turn for all battles
against groups and/or popcenters.
Name: Wizard Assist Encounter Spell #: 139
Specify this order for a wizard only when your group has issued the Investigate
Encounter order (#140) and you desire a wizard to add his full effectiveness to
impact on the outcome. Any wizard thus instructed is fully exposed to the hazards of
battle and risks death.
Name: Rite Of The Magi Spell #: 800
This is the only spell by which an adept may become a power-1 wizard. Unlike magical
research (#799), an adept does not have to be at a kingdom controlled population
center to utilize this order. The cost to the controlling king is shown on the setup
sheet data (eg: if cost shown is 10,000 gold per level, it would cost 10,000 gold to
advance from adept to power-1). Specify group ID in Column "A". If more than one
adept exists in the group, one will be randomly chosen for this spell.
Power-1 Spells for the Tyrant
Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
king's influence order limitation. Each spell requires the spell # to be placed in the
Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
the specific spell description. Spells not properly completed are miscast and have no
effect. We suggest that you use either power levels, or the first two letters of the
wizard�s name, but not both in any given turn in order to avoid any confusion around which
wizard may or may not be used.
Name: Protect Heroes and Wizards Spell #: 94
By casting this spell, the wizard seeks to protect all heroes and wizards of his
group from the black magics of a particular opposing group's spellcasters. This spell
is always successful, but is only effective against one group and may only be cast
upon the group in which the wizard is located. It protects all the group's leaders
and wizards, even against multiple attacks unless dispelled. Put group ID of target
group in Column "C".
Name: Stun Leader Spell #: 95
The wizard casting this spell seeks to render the opposing commander ineffective for
the duration of a battle. Your group must engage the target group in combat for this
spell to be effective. Base chance of success is 100% * difference in level of
ability (general considered equal to power-2 wizard for this purpose). eg: A power-1
wizard has a 33% {100%*(1/3)} of stunning a marshal. Put group ID of target group in
Column "C".
Name: Light Of The Evening Star Spell #: 132
Overcoming darkness that torches cannot defeat, the caster creates a magical light to
allow a patrol investigating an encounter to proceed. Needed to overcome obstacles in
Excellent Class unusual sightings for kingdoms without the Adventurer trait. This
spell becomes an intrinsic ability of the caster at a higher power level (no need to
cast the spell, triggers automatically.)
Name: Create Food Spell #: 208
Wizards in Alamaze can create bountiful quantities of food out of almost any organic
substance. In game terms, a wizard can create food equal to 2000 units * his power
level (eg: a power-3 wizard creates 6000 food) by casting this spell. Food created
is added to available quantities on hand. No Columns beyond Column "B" need be
completed.
Name: Magic Research Spell #: 799
This is the means by which a spellcaster advances his power. The wizard must be
located in a kingdom controlled population center in order to perform his research.
The cost to the controlling king is shown on the setup sheet data (eg: if cost shown
is 10,000 gold per level, it would cost 20,000 gold to advance from power-1 to
power-2). No Columns beyond Column "B" need be completed.
Name: Raven Familiar Spell #: 888
By using this spell a wizard may order his raven familiar to perform a reconnaisance
of an area exactly as a first level agent would. The target area must be within a ten
area range of the spellcaster's group. The results will be reported in the "agents on
reconnaisance" section of the status update. Put target area in Column "C".
Power-2 Spells for the Tyrant
Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
king's influence order limitation. Each spell requires the spell # to be placed in the
Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
the specific spell description. Spells not properly completed are miscast and have no
effect. We suggest that you use either power levels, or the first two letters of the
wizard�s name, but not both in any given turn in order to avoid any confusion around which
wizard may or may not be used.
Name: Shield Spell #: 100
This spell causes a glimmering shield of magic to protect the force, and increases
the defensive values of the wizard's group, effectively reducing the casualties it
will suffer from battle with a specific opposing group or a population center. The
amount of benefit received increases with the power level of the spellcaster. Put the
group ID of the opposing target group in Column "C", or if cast against a population
center, leave Column "C" blank.
Name: Lightning Attack Spell #: 102
The lightning attack is the most commonly known offensive battle spell. The spell
sends dozens of lightning bolts screaming through enemy formations. The base power of
the attack is dependent upon spellcaster power: 500 points per level. Against
divisions, the damage is 150%, damage is 200% vs. armies, and 250% vs. army groups.
Against towns, damage is 125%, against cities, damage is 150%. Your group must battle
the target group for the spell to be effective. Put group ID of target group in
Column "C", or if cast against a population center, leave Column "C" blank.
Name: Valor Spell #: 108
The wizard casts this spell as battle is about to begin. Invigorating aromas spread
through the ranks, filling the minds of the troops with thoughts of heroism, courage
and determination. Morale is increased by 10% for the duration of the combat. Your
group must battle the target group for the spell to be effective. Put group ID of
target group in Column "C", or if cast against a population center, leave Column "C"
blank.
Name: Bridge Of Mist Spell #: 133
A patrol investigating a superior sighting will be stymied without a wizard able to
cast Bridge of Mist to overcome chasms and other obstacles in the sighting. Needed to
overcome obstacles in Superior Class unusual sightings for kingdoms without the
Adventurer trait. This spell becomes an intrinsic ability of the caster at a higher
power level (no need to cast the spell, triggers automatically.)
Name: Create Gold Spell #: 209
Wizards can create gold from lesser metals in sizeable quantities, although the
procedure can take several weeks. In game terms, a wizard can create gold equal to
2000 units * his power level (eg: a power-3 wizard creates 6000 gold) by casting
this spell. Gold created is added to available quantities on hand. No Columns beyond
Column "B" need be completed.
Name: Ward Spell #: 301
This spell protects a specific emissary of any kingdom from the black magic of an
opposing spellcaster, and helps guard against foul play of the more earthly variety.
Spells directed against the warded emissary will be ineffective, and other attacks
against him will have a 20% diminished chance of working. A ward spell effectively
hids an emissary from a locate spell. Place the kingdom abbreviation to which the
emissary belongs in Column "C", and the emissary abbreviation in Column "D". Maximum
range of this spell is 10 areas.
Name: Speed Spell #: 718
The wizard creates an invigorating aroma which greatly aids the groups movement
capabilities. Movement allowance is increased 2.5 pts. per level of the spellcaster.
(power-2 caster's group could move 25 points.) Use in place of normal movement order.
Limit of 8 areas maximum movement. This spell will not increase sea movement and can
not be used with a forced march. Complete Columns "C" on to indicate intended
movement area by area.
Power-3 Spells for the Tyrant
Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
king's influence order limitation. Each spell requires the spell # to be placed in the
Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
the specific spell description. Spells not properly completed are miscast and have no
effect. We suggest that you use either power levels, or the first two letters of the
wizard�s name, but not both in any given turn in order to avoid any confusion around which
wizard may or may not be used.
Name: Presence (Intrinsic) Spell #: 0
This is not a spell, but rather a bonus which accrues to all third level spellcasters
and above, significantly increasing their combat abilities. This bonus increases in
proportion to the wizard's power. Wizards of this power and beyond can cast any of
their available spells which may aid their group's offensive and defensive
capabilities or assist their kingdom in other ways. {A power-4 presence is roughly
equal to a power-2 Lightning Strike and Shield.}
Name: Wind Storm Spell #: 89
The conjurer calls to the heavens and a gale force wind sweeps across the
battlefield, disrupting missile phases in that enemy long range archery is reduced
50%, friendly 25%, short range missile is reduced 25% for enemy, and 10% for
friendly.
Name: Dispel Magic Spell #: 92
This spell is directed against a group containing spellcasters in the same area as
the casting wizard's group. This spell has a 100% chance of dispelling a battle spell
of an equal or lessor level wizard, less 25% per level disparity when attempting to
dispel incantations of a higher level spellcaster. You may optionally list in Column
D the lowest spell # you wish to dispel (eg- "98"). Your group need not engage in
combat to use this spell. Put group ID of target group in Column "C".
Name: Kill Leader/Wizard Spell #: 96
The wizard casting this spell seeks to slay a particular opposing hero or
spellcaster. Your group must engage the target group in combat. The base chance of
success is 50% * difference in level of ability (general considered equal to a
power-2 wizard for this purpose). eg: A power-1 wizard has a 16.3% {50%*(1/3)} of
slaying a marshal and a power-6 has a 75% chance of killing a power-4, and a power-3
has a 30% chance of killing a power-5. Put the group ID of the target group in Column
"C", place "W" or "L" (for wizard or leader) in Column "D", place "H" or "L" (high or
low) in Column "E". Your group need not have combat for this spell; but must be in
the same location as the group containing the figure you desire to slay. Group
casting this spell must contain at least one brigade of troops.
Name: Guarded Attack Spell #: 101
This is a sophisticated spell in which the spellcaster becomes invisible, thereby
protecting himself from the hazards of battle, and sends forth powerful sonic blasts
into the enemy lines, inflicting casualties in proportion to the spellcasters power:
300 points per level. Your group must battle the target group for the spell to be
effective. Put group ID of target group in Column "C", or if cast against a
population center or in an unusual sighting, leave Column "C" blank. When used in an
unusual sighting it reduces the wizard's effectiveness by 50%.
Name: Firestrike Spell #: 103
The firestrike is a powerful offensive battle spell. The spell sends rolling waves of
magically hot flames sizzling into enemy lines. The base power of the attack is
dependent upon spellcaster power: 700 points per level. Against divisions, the damage
is 150%, damage is 200% vs. armies, and 250% vs. army groups. Against towns, damage
is 125%, against cities, damage is 150%. Your group must battle the target group for
the spell to be effective. Put group ID of target group in Column "C", or if cast
against a population center, leave Column "C" blank.
Name: Fear Spell #: 107
5% reduction per wizard level up to 25%. PC defense reduced by the same percentage.
Ineffective against kingdoms with Stalwart and potentially other traits as well as
against undead.
Name: Light Of The Evening Star (Intrinsic) Spell #: 132
Overcoming darkness that torches cannot defeat, the caster creates a magical light to
allow a patrol investigating an encounter to proceed. Needed to overcome obstacles in
Excellent Class unusual sightings for kingdoms without the Adventurer trait. This
spell becomes an intrinsic ability of the caster at a higher power level (no need to
cast the spell, triggers automatically.)
Name: Bridge Of Mist (Intrinsic) Spell #: 133
A patrol investigating a superior sighting will be stymied without a wizard able to
cast Bridge of Mist to overcome chasms and other obstacles in the sighting. Needed to
overcome obstacles in Superior Class unusual sightings for kingdoms without the
Adventurer trait. This spell becomes an intrinsic ability of the caster at a higher
power level (no need to cast the spell, triggers automatically.)
Name: Diplomacy Spell #: 171
A wizard may cast this spell when his group intends to parley with a population
center. The group's effectiveness will be increased in proportion to his power level.
Use this spell instead of order #170 (not in addition to it). By using this spell the
groups leaders appear more charismatic to the center's leaders than they otherwise
would. No Columns beyond Column "B" need be completed. This spell has no effect if
the population center is a capital. Regional reaction, enemy status, previous month's
status quo, and the population center's defenses impact upon the chance of success.
In Second Cycle, this spell, when used in an effort to gain a city must overcome the
same percentage negitive modifier as political actions.
Name: Sleep Spell #: 305
This spell places the target emissary in a magically deep sleep, similar to a coma.
The emissary remains in such a state for one month (the game turn) during which time
he obviously can perform no activity. A slept emissary is more susceptible to
kidnapping and assassination attempts. There are various types of magic that can
effect the success of this spell. This spell requires the caster to know the
target's name (and so emissary abb.), his kingdom, and his location. Place the
kingdom abbreviation to which the emissary belongs in "C", the emissary abbreviation
in "D", and the location in "E". Maximum range of this spell is 10 areas.
Name: Reveal King's Influence Spell #: 370
By using this spell the wizard will learn the influence of any king/queen/regent.
Place the desired kingdom's initials in Column "C" and the king's initials in Column
"D". This spell has an effect similar to that of order #365 (Learn King's Influence).
Name: Strengthen Walls Spell #: 601
This incantation allows a mage to increase the existing defenses of the population
center in the same area as his group by 2,000, permanently. The population center
need not be controlled by the spellcaster's kingdom. No Columns beyond Column "B"
need be completed. Note: As this spell is after production the results be be
reflected on the next result.
Name: Fertile Fields Spell #: 602
By casting this spell a mage increases the food production of the population center
his group is in by 2,500, permanently. The population center need not be controlled
by the spellcaster's kingdom. No Columns beyond Column "B" need be completed. Note:
As this spell is after production the increase will be reflected on the next result.
Name: Hidden Ore Spell #: 603
When located in the same area as a population center, by casting this spell a mage
can uncover hidden ore reserves in that area. Gold production of the population
center will increase by 2500 gold permanently. No Columns beyond Column "B" need be
completed. Note: As this spell is after production, the increase will be reflected on
the next result.
Name: Ship of Mist Spell #: 708
By casting this spell, the wizard creates a fleet of mist-made ships, enough to
transport one brigade per power-level magically over any sea. movement is at the
normal rate for the kingdom. In addition, the group is not subject to interdiction by
sea patrol or the spell Storm at Sea (but still may encounter a Kraken). However, the
group may not end its movement in a sea area. Movement can not be increased by any
method. Use in place of a normal movement order, not in addition to. Complete Columns
"C" on to indicate intended movement area by area.
Name: Teleport Self Spell #: 830
By using this spell the wizard can teleport himself in to another group of his
kingdom, regardless of distance from his present location. The receiving group must
be of his own kingdom, and cannot already contain three wizards. Place the receiving
group's ID in Column "C". There are no distance or area restrictions with this spell.
Name: Locate Character or Group Spell #: 855
This spell allows the spellcaster to learn, through deep trance-induced meditations,
the location of a specific group or emissary of any kingdom. certain magic may
interfere with this process (such as a Ward spell) but normally it is quite
effective. Place "G" or"E" (group or emissary) in Column "C", the group ID or
emissary abb. in Column "D", and the kingdom abb.of the group or emissary in Column
"E".
Power-4 Spells for the Tyrant
Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
king's influence order limitation. Each spell requires the spell # to be placed in the
Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
the specific spell description. Spells not properly completed are miscast and have no
effect. We suggest that you use either power levels, or the first two letters of the
wizard�s name, but not both in any given turn in order to avoid any confusion around which
wizard may or may not be used.
Name: Create Time Spell #: 15
This exotic spell warps the time dimension locally, making time pass slower
temporarily, allowing the ruler to issue more commands in the current turn than
normal. The effect is to allow +2 orders +1 additional per wizard power level over
P3. So a power 5 wizard casting Create Time would provide an additional 4 orders for
the current turn, or if casting the spell is considered, a net +3 orders. The spell
caster must be no more than 3 areas distant from the capital.
Name: Flash Flood Spell #: 90
The wizard glowers intently at the nearby river and suddenly a flash flood consumes
the battlefield. Reduces the Charge phase for both sides by 75%. Not possible in
mountains or desert.
Name: Chaos Spell #: 106
The wizard casts a spell which creates distracting, hypnotic patterns, illusions and
confusing sounds which cause enemy troops to ignore many commands of their leaders.
The effect is that the enemy will be unable to effectively withdraw at their defined
retreat level. If the opposing group contains a warlord, this spell will be
ineffective. If the opposing group contains a marshal, the spell's effect will be
reduced. Your group must battle the target group for the spell to be effective and
lasts for the duration of this single battle. It is possible that the spell caster's
group might retreat should it suffer enough damage to reach it's retreat factor. Put
group ID of target group in Column "C".
Name: Mirror Image Spell #: 138
In an unusual sighting, the caster creates two mirror images of himself, confounding
the guardian and providing him good protection. This is a spell available for Unusual
Encounters that provides the full wizard power as in Spell 139, but at 1/3 the normal
chance of death for using 139.
Name: Dire Wolf Familiar Spell #: 211
The wizard, attuned with nature, makes a call into the wild. Soon a huge dire wolf
appears and moves to his side. The wolf provides counter espionage to the group as an
L4 agent, and provides recon on the group location as an L4 agent.
Name: Conceal Emissary Spell #: 349
The caster creates a sorcery that so disguises the emissary of his kingdom that on
relocating, he will not be detected except by an agent or other magic equivalent to
level 7. Emissary is not detected by PC on relocation or by Agent Recon below L7. Can
be identified by Eagle Familiar, True Seeing and other magic. The emissary's starting
location must be no more than 3 areas from the casting wizard.
Name: Raise Population Center Census Spell #: 610
When located in the same area as a population center, by casting this spell a mage
increases the census by 2,500 permanently. The population center need not be
controlled by the spellcaster's kingdom. No Columns beyond Column "B" need be
completed.
Name: Dispel Storm at Sea Spell #: 661
This spell is very similar to the dispel magic spell, however instead of dispelling
battle spells, it works against the Storm at Sea spell. The same chance of success as
exists in Dispel Magic apply here (100% chance of dispelling versus equal or lesser
level wizard, less 25% per level disparity when attempting to dispel incantation of a
higher level spellcaster). The spellcaster must be within 3 areas of any area
comprising that sea. Specify the first letter of the sea to be effected in Column
"C", and an area of the sea within 3 areas of the wizard in Column "D". If multiple
storms are present on the sea, one will be randomly dispelled.
Name: Lesser Masking Spell #: 821
By using this spell the wizard through use of mist, smoke, and illusion obscures the
size of his smaller sized (up to 5 brigades) group. Foreign groups (and possibly
agents) will be unable to determine the group size or strength. If used in a group
larger than division sized there will be no effect. A successful casting will result
in the group size will be reported as "masked". No Columns beyond Column "B" need be
completed.
Name: Eagle Familiar Spell #: 887
Calling upon his knowledge of Eagles, the nature-centric caster summons an Eagle that
performs Advanced Recon (4 contiguous areas) as L7 at up to range 10.