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In order to minimize out-of-date versions floating around, please do not distribute this file to AUTOCOMPL

anyone else. Simply direct them either to my website, or to the Middle-earth Games website to Excel
Excel uses
uses this to
download a copy directly from there. That way they will have the most up-to-date copy. what
what you're
you're typin
typin
data
data in
in the
the same
same
Note that many cells require you to put your info in EXACTLY as indicated, so the formulas can attempt
attempt toto finish
correctly track your input. (ie; Correct abbreviations, etc.) This is shown in the title cell, or with a which
which may
may cause
cause
note near the cell. (If something's not working right, check this first.) Also, there are some cells with frustration
frustration when
when
Comments (red upper right corner). Hold the cursor over these for useful additional info. orders.
orders.

If you have any unexplained runtime errors while using one of the many automated buttons, the AUTOCORRE
first thing you should check is that you have NOT deleted or hidden any of the sheets in this file. Excel
Excel uses
uses this to
Deleting or hiding any sheets may cause the automated buttons to give you an error. words,
words, and
and ifif itit be
b
spelled
spelled somethin
somethin
While most of the sheets are "protected". There is no protection password, so you can unprotect capital
capital letters in t
them if you wish. The protection is on to prevent you from accidentally overwriting some of the may
may try
try to
to correc
correc
formulas and formatting used to make the program work. without
without asking. T
NOTE: Altering formulas in any way may cause the program to have serious problems! some
some problems
problems w w
strange
strange names
names a
And finally, if the pages aren't sized correctly, you can ZOOM each sheet to fit on your screen,
depending on your computer's video settings. (Note that the ORDERS sheet will most likely be too Both
Both of
of these
these fea
fea
big to fit entirely on the screen without making the text too small.) by
by default
default for
for ALL
ALL
Thanks, you
you wish
wish to
to DISA
DISA
Mike Mulka features,
features, simply c
simply
Urzahil@darkfortress.us button
button below.
below. You
Yo
ENABLE
ENABLE button
button
to
to re-enable
re-enable thes
Excel.
Excel.

Acknowledgements
Much thanks to Richard Farrer for his solution to the Excel 2003/XML issue.
Much thanks to Kyle Caruthers for his invaluable help in coming up with a way to automatically
calculate variable orders costs.
If I've missed someone, please don't hesitate to let me know. I've had help in the past but only recently
added this acknowledgements section.

Excel 2003 Users


The previous issue with Excel 2003 and XML files has been resolved. AutoMagic should import XML
files just fine in Excel 2003 now. Much thanks to Richard Farrer for his help with this.

GAME
This is the cover sheet, and where the Game Information will be specified.

GAME INFO: Fill in this section at the beginning of the game.

NAME: Your name, as Middle-earth Games (MeGames) knows you.


ACCOUNT: Your MeGames account number.
PATH: This is the path to your game folder. (See GAME PATH below.)
GAME #: The game number assigned by MeGames.
NATION #: The nation position number for your nation. You may use the drop-down list.
OUTLOOK: Select YES if you use Outlook (NOT Outlook Express).
COMPUTER: The Computer (Operating System) you're using. (Windows/Mac)
GAME TYPE: The Game Type MUST be selected here. You may use the drop-down list
GAME
This is the cover sheet, and where the Game Information will be specified.

GAME INFO: Fill in this section at the beginning of the game.

NAME: Your name, as Middle-earth Games (MeGames) knows you.


ACCOUNT: Your MeGames account number.
PATH: This is the path to your game folder. (See GAME PATH below.)
GAME #: The game number assigned by MeGames.
NATION #: The nation position number for your nation. You may use the drop-down list.
OUTLOOK: Select YES if you use Outlook (NOT Outlook Express).
COMPUTER: The Computer (Operating System) you're using. (Windows/Mac)
GAME TYPE: The Game Type MUST be selected here. You may use the drop-down list
provided.
- 1650/2950 - Standard Scenarios, as indicated.
- FA - Standard 4th Age Game
- NKA - No Kidnap/Assassinate orders allowed. (4th Age variant)
- B5A - Battle of Five Armies (See MeGames website)
- B5A Vet - Veteran B5A game. (4th Age Rules)
- Other - ALL orders allowed. (Not for general use)

SPECIAL NATION ABILITIES (SNAs):


SNA 3 or 22: You need to designate whether your nation has either of these SNAs here.
Doing so will allow your characters to issue these orders without having the required
skills.

GAME PATH (REQUIRED):


The Game Turn File Path is REQUIRED. It will tell Automagic where to save your outgoing orders
files (as well as where your XML files are located). It will also enable the link that will allow you to
open your Game Folder from the ORDERS sheet by simply clicking on a link.

SAVING YOUR MEPBM FILES:


Before you transfer data or setup Automagic for the first time, (after the scenario setup routine), you
MUST create a folder on your hard drive in which you will save all your .XML files. This will be the
same folder that Automagic will save your outgoing Orders files to. (ie; Your Game Files folder.)

SETTING GAME FILES FOLDER: Now that you've done the above, you can transfer data from an
old version of Automagic or, (if this is a new game), either DELETE & IMPORT from the ORDERS
sheet or manually set your Game File Folder by simply clicking the GAME PATH button on the
GAME sheet. You'll get a standard Windows File box, which you can use to navigate to your
already saved .PDF Results file. Click on this file and then click OPEN. Once this feature is
properly enabled, you will be able to correctly save your outgoing Orders files. In addition, the
GAME FOLDER button on the ORDERS sheet will open the folder where you're storing all your
game information.

NOTE: You CANNOT manually type the Game Path into this box! There are other "behind the
scenes" things that must be done which the button will do for you.

UPDATE SCENARIO INFO BUTTON:


When you first open a fresh copy of Automagic, you need to update the file with the specific
scenario starting data. If there is no Nation or Artifact data, AutoMagic will ask you if you wish to do
this right away. If you choose not to, (or if you wish to start over with a file already in use), this
button will update the scenario info for you when you are ready.
NOTE: This will update the file with STARTING scenario Artifact and Nation data. If you are in an
active game and switch to AutoMagic, you will then need to adjust the data based on current game
conditions.

DATA TRANSFER BUTTON:


When you download a new revision, (2003b or later), you can easily transfer data from your OLD
revision to the NEW revision by following the simple procedure below:

1. VERIFY that the ONLY Excel files you have open are the OLD game file, and the NEW (blank)
revision of the AutoMagic file.
2. Go to the NEW (blank) file GAME sheet and click the TRANSFER DATA button.

Once you've done this, your old file will be saved as a backup with the tag "-OLD", (in the same
folder), and your new file will be saved with the original filename of your old revision file.
(Be sure to READ and follow the control boxes that pop up during the process.)
DATA TRANSFER BUTTON:
When you download a new revision, (2003b or later), you can easily transfer data from your OLD
revision to the NEW revision by following the simple procedure below:

1. VERIFY that the ONLY Excel files you have open are the OLD game file, and the NEW (blank)
revision of the AutoMagic file.
2. Go to the NEW (blank) file GAME sheet and click the TRANSFER DATA button.

Once you've done this, your old file will be saved as a backup with the tag "-OLD", (in the same
folder), and your new file will be saved with the original filename of your old revision file.
(Be sure to READ and follow the control boxes that pop up during the process.)

NOTE: The automatic data transfer may not transfer ALL data if your old revision has a different
format than the new. Just manually fill in the few cells that don't auto-transfer.

ORDERS
This is the meat of this Excel file, and where you will input ALL of your turn and character info and
orders. Many of these fields will update automatically.

GETTING AROUND: When navigating through the ORDERS sheet, using ENTER will take you
down one cell, regardless of whether or not you can edit it. Using TAB will take you to the next cell
you can edit. This will usually move you to the right, unless there are no more editable cells to the
right, in which case it will move you down one row, and over to the furthest cell to the left. Once you
get used to it, using TAB should be much easier.

Also note that if you enter data into a REQUIRED (yellow highlight) Additional Required Info cell,
you MUST use ENTER, TAB, or an ARROW key to complete the data entry. If you type the data
in and just try to click on another cell, it will generate an error message. (Excel validates data in a
cell only after ENTER, TAB, or an ARROW key are used.)

REQUIRED TURN INFO:


Fill in the section at the top at the beginning of the game, and update the fields each turn.

Capital Hex: The 4-Digit location of your capital. (Only if it has changed since last turn.)
Turn Number: The number of the upcoming turn for which you will be sending in orders.
Security Code: The security code as shown on your results sheet.
Due Date: The due date for the upcoming turn.
Character using a Spellcasting Artifact?: Put a YES in this cell if any of your
NON-mage characters has an artifact that grants access to a certain spell, and that
character will be attempting to cast it this turn. (Note that selecting YES for this will
enable ALL characters to cast spells whether they are mages or not. The skill box will
highlight BLUE to show you it is a non-standard action, but it will allow you do it.)

CHARACTER INFO:
This is the main working section of this sheet. Note that some of the cells have automatic info or
highlighting:

ID: Your 5 letter ID is automatically taken from your character's name.


Text Code: The order text code is automatically entered when you input the order number.
Also, if you are not in your capital and you issue a capital order, then this cell will
highlight dark red to warn you of this. (You can still do it. It's just a warning.)
Type: The order type is also filled in automatically when you input the order number.
This cell will highlight YELLOW if you illegally duplicate order types, and highlight
LIGHT RED if a character attempts to issue an order for which they don't have the
necessary skill.
CHARACTER INFO:
This is the main working section of this sheet. Note that some of the cells have automatic info or
highlighting:

ID: Your 5 letter ID is automatically taken from your character's name.


Text Code: The order text code is automatically entered when you input the order number.
Also, if you are not in your capital and you issue a capital order, then this cell will
highlight dark red to warn you of this. (You can still do it. It's just a warning.)
Type: The order type is also filled in automatically when you input the order number.
This cell will highlight YELLOW if you illegally duplicate order types, and highlight
LIGHT RED if a character attempts to issue an order for which they don't have the
necessary skill.
Required Info: The cells will "highlight" if you need required info for the order number
you type in, if you have the incorrect info type entered, or if you have info in the cell
and don't need it. To see what info you need, scroll to the far right, and that
information will be displayed in the green section right of the table.
DELETE & IMPORT Button: The Delete & Import button will delete your orders (the order
number AND the additional info). It will then import data from the XML file included
with your PDF Turn Results. (You MUST save this XML file to your hard drive in order
to import the character data!) The data imported includes your Character names,
Locations, and Skill Levels.
NOTE: This feature REQUIRES you to save your XML file to your hard drive. If you
don't do this, then you will not be able to import updated character data into your
Automagic file. You should save this XML file to a folder that you can easily find
again, because the Delete & Import button will ask you where the file is located.
DELETE & SORT Button: The Delete & Sort button will delete your orders (the order
number AND the additional info), as well as the character locations. It will then sort
your characters and skills into the correct sequence. NOTE that this should be done
before you input orders, because all orders info will be deleted.
BEFORE you do this, make sure you add any new characters to the sheet, and
delete those characters who are either dead or held hostage. (Bascially, and
characters you can't give orders to.)
NOTE: This is basically the old way of doing this. It is better to use the Delete &
Import button above, as all character info will be automatically imported for you.
This older method is being retained in case you have trouble with the XML file format.

REQUIRED INFO DATA NOTES:


Some IMPORTANT items to note when inputting data in the Required Info sections:

ALL Required Info Needed: You MUST enter ALL required info specified for that order
into the appropriate cells. In the past, orders like MOVE ARMY would be accepted
if you didn't put in your movement mode of "no/ev" because they would default you to
"no" mode. Now you MUST input ALL required info specified for that order, or your
orders WILL NOT go through!
ONE Item per Cell: Note that there are 15 Required Info cells. You can put no more than
one item of information in each cell, regardless of what the information is. (For
example, you would put EACH direction of army movement in a separate cell.)
Abbreviations: If the rules specify an abbreviation for required info ("no" for Normal or "ev"
for Evasive), then you MUST use the abbreviation, and NOT the full word.
Lower Case: ALL required info data field entries MUST be lower case, except for names
of new characters and PCs, (these MUST start with a capital letter), or Reaction
to Encounter responses. (See below)
TARGET Character IDs: You MUST use 5 letters/spaces when specifying a target
character in the Required Info section, and they MUST all be lower case. If the target
character only has 3 letters in their name, then you MUST fill out the cell with 2 more
spaces in order to maintain 5 letters. You may NOT use any special characters
except for an apostrophe ( ' ), or dash ( - ). (Note that you can NOT use dash-space
or space-dash. The dash or apostrophe must connect two valid letters.) Also,
specially accented letters must not be used. Use the plain, lower case version of the
character instead. (For example: á,â,è,ë,ō,ŏ,ǔ,*,&,!,_ are unacceptable characters.)
Character / PC Names: When naming a NEW character or PC, you need to use AT
LEAST 5 letters/spaces , and NO MORE THAN 17 letters/spaces. You can also use
dashes ( - ) or apostrophes ( ' ), (see above), but NO OTHER special characters are
allowed. You CAN use specially accented letters, (such as â,è,ë,ō). (Note again
that you MUST capitalize the 1st letter of new names.)
Encounter RESPONSES (285): When you respond to an encounter, the first letter of
EACH word (if more than one) MUST be capitalized unless hyphenated, in which
case the second word remains lowercase. (ie; "Meek", "One Ring", "Pipe-weed".)
Numbers: When entering numbers, you MUST use WHOLE NUMBERS, (no decimal
except for an apostrophe ( ' ), or dash ( - ). (Note that you can NOT use dash-space
or space-dash. The dash or apostrophe must connect two valid letters.) Also,
specially accented letters must not be used. Use the plain, lower case version of the
character instead. (For example: á,â,è,ë,ō,ŏ,ǔ,*,&,!,_ are unacceptable characters.)
Character / PC Names: When naming a NEW character or PC, you need to use AT
LEAST 5 letters/spaces , and NO MORE THAN 17 letters/spaces. You can also use
dashes ( - ) or apostrophes ( ' ), (see above), but NO OTHER special characters are
allowed. You CAN use specially accented letters, (such as â,è,ë,ō). (Note again
that you MUST capitalize the 1st letter of new names.)
Encounter RESPONSES (285): When you respond to an encounter, the first letter of
EACH word (if more than one) MUST be capitalized unless hyphenated, in which
case the second word remains lowercase. (ie; "Meek", "One Ring", "Pipe-weed".)
Numbers: When entering numbers, you MUST use WHOLE NUMBERS, (no decimal
places), and you MUST NOT use a comma separator when the number is over 1000.
(ie; input "3200"... NOT "3,200") Also, DO NOT use any other designators in the
cell. (ie; input "65"... NOT "65%" when entering a percentage.)
TROOP Numbers: When Additional Required Info text states " # of troops, each in
a different cell.", you MUST enter ONLY the number of each troop type, in the
sequence of HC - LC - HI - LI - AR - MA. (ie; 700 0 1200 0 0 0 would indicate
700 HC and 1200 HI.) DO NOT include the troop type designator in the cells.
Order 725: When issuing this order, Name and Gender are optional, but skill levels are
REQUIRED. Also, you MUST enter ONLY the number of each skill type, in the
sequence of Comm - Agen - Emis - Mage. (ie; 0 10 0 20 would indicate a
10 Agent, 20 Mage.) DO NOT include the skill type designator in the cells. ONLY
the skill level number.
Hex Locations: When entering hex locations, ensure that you input a 4-Digit number.
If you are entering a western hex location, make sure you include the leading zero.
(ie; "0708" and NOT "708".)
Movement Directions: When entering army/navy move directions, it is VITAL that you do
NOT use "no" for anything other than NOrmal move mode. Some players have been
attempting to use this as a direction of some sort, (which is illegal anyway).

SEND:
Use this sheet when you are ready to send in your orders.

When you click the SEND ORDERS button, an auto-input Orders File will be generated and saved
to your hard drive in the folder you specified in the GAME PATH on the GAME sheet. (This folder
and filename are also shown in the bottom-left of the SEND sheet.) Note that each time you click
the button, a new version of your orders will be sent. The orders version number will reset to 1
when you Import your next turn's XML file, OR if you manually change your Turn number (on the
GAME sheet).

You will then be asked which method you want to use to send your orders file in to MeGames.

AUTO-SEND via E-MAIL:


This will create an E-Mail with the correct recipient and subject line, and attach your orders file.
This E-Mail will either be placed in your Outbox or sent directly to MeGames, depending on how
you have Outlook setup.

MANUAL-SEND via E-MAIL:


If you choose this, (or choose Auto-Send via E-Mail without Outlook selected as your E-mail
software), then the outgoing Orders file will be placed in your Game File Folder. From there, YOU
MUST MANUALLY SEND THE FILE!! To do this, perform the following:
You will then be asked which method you want to use to send your orders file in to MeGames.

AUTO-SEND via E-MAIL:


This will create an E-Mail with the correct recipient and subject line, and attach your orders file.
This E-Mail will either be placed in your Outbox or sent directly to MeGames, depending on how
you have Outlook setup.

MANUAL-SEND via E-MAIL:


If you choose this, (or choose Auto-Send via E-Mail without Outlook selected as your E-mail
software), then the outgoing Orders file will be placed in your Game File Folder. From there, YOU
MUST MANUALLY SEND THE FILE!! To do this, perform the following:

1. OPEN your E-Mail software and start a new E-Mail message.


2. In the TO box, type in me@middleearthgames.com.
3. In the SUBJECT box, type in the ORDERS FILE NAME, shown in the lower-left of the
SEND sheet in Automagic.
4. ATTACH your Orders File to the E-Mail. (This file is located in your Game Folder, which
is shown in the lower-left of the SEND sheet in Automagic.)
5. If you use multiple E-Mail accounts, ensure the one used to coorespond with Middle-earth
Games is selected to send this E-Mail. (If you have no clue what this means, then you
most likely don't use multiple E-Mail accounts, and you don't need to worry about this step.)
6. SEND your E-Mail.

METURN.COM Direct:
Your Orders File Path will be copied to your clipboard and you will be taken to Meturn.com directly.
You can then paste (CTRL+V) the orders file path directly into the Your Turn File: box on the
website, or browse to your orders file as normal.

ORDERS FILE NAME: This cell shows the name of the file which will be attached to your
E-Mail. FYI, the filename format is as follows:
meNNvX.GGG
-where-
me = Standard for all Middle-earth games
NN = 2-digit Nation/Player Number
vX = Orders Version Number (sequential for each different set of orders in a turn)
GGG = 3-digit Game Number (after the "dot" for file type)

Order Info
A summary listing of the order names, numbers, and other info.

General Info
Various useful info charts for the game.

Calculators
Various simple calculators to estimate:

- Army Strengths
- PC Strengths
- Commodities sale monies

NOTE that I do NOT guarantee the accuracy of these calculators, as some of the info was
gathered through rumors online.

Nations
A table you can use to keep track of other nations info, including contact info and your relations
toward them. Color coding will change based on the info you input.
NOTE: STARTING Scenario Nation data can be automatically updated using the UPDATE
SCENARIO DATA button on the GAME sheet.
Nations
A table you can use to keep track of other nations info, including contact info and your relations
toward them. Color coding will change based on the info you input.
NOTE: STARTING Scenario Nation data can be automatically updated using the UPDATE
SCENARIO DATA button on the GAME sheet.

Artifacts
UPDATING ARTIFACT INFO: You can UPDATE this copy of AutoMagic with specific Scenario
STARTING Artifact data by using the UPDATE SCENARIO DATA button on the GAME sheet

For 4th Age games, you will need to fill in artifact numbers, and some of the actual data differs from
game to game, so it may not be exact.

You can Sort by Name or Sort by ID# using the buttons at the top. Also, by clicking the heading
arrows, you can filter the listing to focus on whatever you want, and can even set multiple column
filters to narrow your focus even more. (To list all the artifacts again, just "turn off" all the filters by
clicking on any blue filter arrows and selecting (All) from the list.)

Notes
A "scratch pad" for you to keep game notes on.
AUTOCOMPLETE:
Excel uses this to attempt to guess
what you're typing, based on other
data in the same column. It will
attempt to finish your words for you,
which may cause you some
frustration when trying to fill in your
orders.

AUTOCORRECT:
Excel uses this to spell check your
words, and if it believes you've
spelled something wrong, or put
capital letters in the wrong place, it
may try to correct this for you
without asking. This can also cause
some problems with MePBM's
strange names and abbreviations.

Both of these features are enabled


by default for ALL your Excel files. If
you wish to DISABLE both of these
features, simply click the DISABLE
DISABLE
button below. You can click the
ENABLE button
button if/when you want
to re-enable these features in
Excel.
Mike Mulka's AutoMagic Input File
in association with
Middle-earth PBM Games
www.middleearthgames.com
Revision 2010.b12 26 August 2010
GAME INFO MISSING! Fill in all boxes below!
NAME: GAME TYPE:
ACCOUNT: GAME #
PATH: NATION #
COMPUTER:

(Game Path is REQUIRED. See Instructions Sheet.)

SPECIAL NATION ABILITIES (SNAs)


If your nation possesses either of the following SNAs, please enter
that information below so that your characters can issue those orders.

SNA # 3: (Dwarves) All characters can Scout/Recon at rank 50. No


SNA #21: Hire armies for free No
SNA #22: All characters can Uncover Secrets at rank 40. No

UPDATE SCENARIO Info

To Update this copy of AutoMagic for a Scenario:

Click the UPDATE SCENARIO button below. This will update this copy of
AutoMagic with the starting Nation and Artifact info for the selected scenario.

Make sure you READ THE INSTRUCTIONS SHEET first!


Use the TABS across the bottom of the sheets to navigate to the various
features available. (Not all will be required.)
See Instructions Sheet >> Characters using Spellcasting Artifacts?

CAPITAL Hex: 3612 (Upcoming) TURN: SECURITY: DUE DATE:


This Middle-earth Aug 3612
Hex SKILLS: ORDER
NAME ID LOC. (C,A,E,M) # (No.) Text Code Type ADDITIONAL REQUIRED INFO (See R
1
1 Adunekhor (adune) 2
3
1
2 Aendwen (aendw) 2
3
1
3 Ap-Brigg (ap-br) 2
3
1
4 Ap-Coleen (ap-co) 2
3
1
5 Bashem (bashe) 2
3
1
6 Darla (darla) 2
3
1
7 Druscilla (drusc) 2
3
1
8 Earlan (earla) 2
3
1
9 Eolad (eolad) 2
3
1
10 Falodan (falod) 2
3
1
11 Harmony (harmo) 2
3
1
12 Maremil (marem) 2
3
1
13 Thump (thump) 2
3
1
14 Xander (xande) 2
3
1
15 2
3
1
16 2
3
1
17 2
3
1
18 2
3
1
19 2
3
1
20 2
3
1
21 2
3
1
22 2
3
1
23 2
3
1
24 2
3
TURN INFO IS MISSING! PLEASE
UPDATE CURRENT TURN INFO!
asting Artifacts? No

DUE DATE: Sunday, 18 July 2010

AL REQUIRED INFO (See Right)


ADDITIONAL REQUIRED INFO NECESSARY
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

0
0

0
0

0
0

0
0

0
0

0
0

0
0

0
0

0
0

0
(Send version 1 of Turn ? orders)
(MeGames will process the latest version you send!)

Orders File Name (E-mail subject)

Game File Folder Path

WARNING!
IfIf you
you get
get aa RED
RED Warning
Warning Message
Message atat the
the top
top of
of
your
your orders,
orders, you
you have
have entered
entered somesome data
data onon
your
your ORDERS or GAME GAME sheets sheets incorrectly.
incorrectly. You
You
me00v1.000
MUST
MUST go go back
back andand fix
fix itit before
before you
you can
can send
send
your
your turn
turn in!
in! (If
(If you
you suspect
suspect aa problem
problem with
with the
program,
program, please
please let
let me
me know know at
at
Urzahil@orions.net
Urzahil@orions.net .)

SEND ORDERS:
When
When you you click
click on
on the
the SEND
SEND ORDERS
ORDERS button button
above,
above, the the following
following willwill occur:
occur:
A.
A. IfIf you
you have
have any
any errors,
errors, youyou will
will be
be notifed
notifed
that
that youyou need to to fix
fix them,
them, andand the
the process
process
will
will stop.
stop. Otherwise
Otherwise itit will
will continue
continue at at B.
B.
B.
B. Your
Your orders
orders will
will be
be saved
saved to to aa file
file in
in the
the
same
same folder
folder where
where you save your XML
files,
files, (shown
(shown above).
above). IfIf you
you haven'
haven' tt
specified
specified thisthis yet,
yet, you
you will
will be
be asked
asked to to
do
do so so at
at this time.
C.
C. You
You will
will be
be asked
asked which
which method
method you you want
want
to
to use
use toto send in your Orders file to
MeGames.
MeGames.

1.
1. Auto-Send
Auto-Send E-Mail:E-Mail:
An
An E-Mail
E-Mail will
will be
be automatically
automatically generated
generated
with
with the
the correct
correct recipient
recipient andand subject
subject line,
line,
and
and your
your orders
orders filefile will
will be
be attached.
attached. ItIt will
be
be placed
placed in in your
your Out Out box
box and
and sent
sent to to
MeGames
MeGames based based on on your
your Outlook
Outlook
settings.
settings.
2.
2. Manual-Send
Manual-Send E-Mail: E-Mail:
You
You will
will need
need to to attach
attach thethe Orders
Orders file
file
(listed
(listed above)
above) to to an
an E-Mail
E-Mail with
with the
the same
same
subject
subject as as the
the filename
filename shownshown above,
above, and and
send
send itit to:
to: me@middleearthgames.com.
me@middleearthgames.com.
3.
3. Meturn.com
Meturn.com -- Direct: Direct:
The
The PATH
PATH to to your
your Orders
Orders file
file will
will be
be
copied
copied to to the
the clipboard,
clipboard, and and you
you will
will be
be
taken
taken to to Meturn.com.
Meturn.com. Either Either paste
paste
(CTRL+V)
(CTRL+V) directly
directly intointo the
the Your
Your Turn
Turn
File:
File: box
box oror browse
browse to to your
your Orders
Orders file.
file.

NOTE:
NOTE: IfIf you
you need
need toto send
send your
your orders
orders via
via
Standard
Standard E-Mail
E-Mail or
or Fax,
Fax, you
you can
can just
just copy
copy the
text
text in
in the
the white
white section
section to the right, and paste
paste
(listed
(listed above)
above) to to an
an E-Mail
E-Mail with
with the
the same
same
subject
subject as as the
the filename
filename shown
shown above,
above, and and
send
send itit to:
to: me@middleearthgames.com.
me@middleearthgames.com.
3.
3. Meturn.com
Meturn.com -- Direct:
Direct:
The
The PATH
PATH to to your
your Orders
Orders file
file will
will be
be
copied
copied to to the
the clipboard,
clipboard, andand you
you will
will be
be
taken
taken toto Meturn.com.
Meturn.com. Either
Either paste
paste
(CTRL+V)
(CTRL+V) directly
directly into
into the
the Your
Your Turn
Turn
File:
File: box
box oror browse
browse to to your
your Orders
Orders file.
file.

NOTE:
NOTE: IfIf you you need
need toto send
send your
your orders
orders via
via
Standard
Standard E-MailE-Mail or
or Fax,
Fax, you
you can
can just
just copy
copy the
text
text in in the
the white
white section
section to the right, and paste
paste
itit into
into aa PLAIN
PLAIN TEXT
TEXT formatted
formatted E-Mail
E-Mail or
Document.
Document.
** WARNING! ORDERS SHEET ERROR! WARNING! **
GAME: ???, PLAYER: ???
TURN: ???, SECURITY: ???
DUE DATE: 18 July 2010
(Name), (Account)
AM Revision 2010.b12
Capital Hex: 3612

Adunekhor (adune) @ ()
Warning - Order Missing
Warning - Order Missing

Aendwen (aendw) @ ()
Warning - Order Missing
Warning - Order Missing

Ap-Brigg (ap-br) @ ()
Warning - Order Missing
Warning - Order Missing

Ap-Coleen (ap-co) @ ()
Warning - Order Missing
Warning - Order Missing

Bashem (bashe) @ ()
Warning - Order Missing
Warning - Order Missing

Darla (darla) @ ()
Warning - Order Missing
Warning - Order Missing

Druscilla (drusc) @ ()
Warning - Order Missing
Warning - Order Missing

Earlan (earla) @ ()
Warning - Order Missing
Warning - Order Missing
Eolad (eolad) @ ()
Warning - Order Missing
Warning - Order Missing

Falodan (falod) @ ()
Warning - Order Missing
Warning - Order Missing

Harmony (harmo) @ ()
Warning - Order Missing
Warning - Order Missing

Maremil (marem) @ ()
Warning - Order Missing
Warning - Order Missing

Thump (thump) @ ()
Warning - Order Missing
Warning - Order Missing

Xander (xande) @ ()
Warning - Order Missing
Warning - Order Missing

** END OF ORDERS **
@ ()

@ ()

@ ()

@ ()
@ ()

@ ()

@ ()

@ ()

@ ()

@ ()
Economy Calculator
Turn ? Economy Info.

+20% Buy/Sell Bonus? No


LEATHER BRONZE STEEL MITHRIL FOOD TIMBER MOUNTS
STORES: 11667 937 956 170 44510 2115 972
PRODUCTION: 3095 424 276 20 9926 607 444
LOST PRODUCT:
SELL PRICE: 4 5 8 40 1 5 23
AVAILABLE TO SELL: 14,762 1,361 1,232 190 54,436 2,722 1,416
Profit IF ALL were sold: 59,048 6,805 9,856 7,600 54,436 13,610 32,568
320 - UNITS you wish to SELL:
325 - PERCENT you wish to SELL:
AVAILABLE ON THE MARKET: 8,812 10,738 3,608 1,198 66,039 8,192 327
PURCHASE PRICE: 8 9 17 78 2 11 45
Enter UNITS you wish to BUY:
BID PRICE:
Enter UNITS you wish to BID ON:
ACTUAL COST / PROFIT: 0 0 0 0 0 0 0

Army Maintenance: 27,429 TAX Rate: 60% Orders Cost: 0


PC Maintenance: 6,500 TAX Revenue: 43,500
Character Maintenance: 14,500 Gold Production: 7,800 Starting Gold: 55,491
TOTAL: Maintenance: 48,429 Market: 0 FINAL GOLD: 58,362
PC Losses: 0 Surplus: 2,871

ENTER the number of Population


Centers you esitmate losing in combat
this turn:
CITY: Bribery Estimator WHITE cells are filled in auto-
MAJOR TOWN: magically, and are LOCKED.
TOWN: Emissary Level: COLORED cells can be editted
VILLAGE: Character Level: freely by the user.
Amount of Bribe:
ENTER the amount of Gold Produced Success Chance: 0%
in Population Centers you esitmate
losing in combat this turn: NOTE: These Calculators have NOT been certified by Middle-earth Games!
Lost GOLD: The calculations may be SIGNIFICANTLY OFF from actual results.
AutoMagic Battle Calculator
WARNING: This calculator has NOT been verified by Middle-earth Games!
(These calculations could be off significantly!)

ARMY #1 INFO IF this is a battle involving ARMY #2 INFO


2 opposing armies and a
COMMANDER Level COMMANDER Level
Pop Center, then ARMY
ARMY MORALE #1 must be the Attacker. ARMY MORALE
TERRAIN (ie; Not the PC owner) TERRAIN
Nation RELATIONS Nation RELATIONS
TACTICS TACTICS
Nation Climate Mod. 100 Nation Climate Mod. 100
Nation Terrain Mod. 100 Nation Terrain Mod. 100

TROOP INFO No. TRAIN. WEAP. ARMOR TROOP INFO No.


HEAVY CAVALRY HEAVY CAVALRY
LIGHT CAVALRY LIGHT CAVALRY
HEAVY INFANTRY HEAVY INFANTRY
LIGHT INFANTRY LIGHT INFANTRY
ARCHERS (60) ARCHERS
MEN-AT-ARMS (30) (10) MEN-AT-ARMS
Offensive Spells: (Value of all spells.) Offensive Spells:
Defensive Spells: (Value of all spells.) Defensive Spells:
Combat Artifacts: (Value of all artifacts.) Combat Artifacts:
War Machines: (No. of War Machines) War Machines:
ARMY CONSTITUTION 0 ARMY CONSTITUTION 0
ARMY STRENGTH 0 (vs. Armies) ARMY STRENGTH 0
Vs. POP CENTERS 0 (vs. Pop Centers) Vs. POP CENTERS 0

POP CENTER (#2)


POP CENTER SIZE:
FORTIFICATION:
LOYALTY:
RELATIONS:
PC DEFENSE: 0
PC STRENGTH: 0
Army Merging Tool
If you want to see what effect merging troops of the same type (HC, HI, etc) with different Weapons, Armor, or Training mig
have on the overall combined force, simply input the data below. The result should show you what you'll end up with.
1st Group 2nd Grp 3rd Grp 4th Grp RESULTS
NUMBER OF TROOPS TOTAL TROOPS: 0
TRAINING: COMBINED TRAINING: 0
WEAPONS: COMBINED WEAPONS: 0
ARMOR: COMBINED ARMOR: 0
e-earth Games!

IF this is a battle involving


2 opposing armies and a
Pop Center, then ARMY
#2 must be the Defender.
(ie; The PC owner)

TRAIN. WEAP. ARMOR

(60)
(30) (10)
(Value of all spells.)
(Value of all spells.)
(Value of all artifacts.)
(No. of War Machines)

(vs. Armies)
(vs. Pop Centers)

(Before War Machines)


eapons, Armor, or Training might
what you'll end up with.
RESULTS
Nation
Nation data
data can
can be
be automatically
automatically updated
updated for
for specific
specific scenarios
scenarios by
by using
Kin Strife Nation Info Sheet the
the UPDATE
UPDATE SCENARIO
SCENARIO DATA
DATA button
button on
on the
the GAME
GAME sheet.
sheet.
using

ALLEGIANCE Relations
# NATION Good/Neutral/Evil/OUT Liked-Hated PLAYER E-MAIL
1 #VALUE! Good
2 #VALUE! Good
3 #VALUE! Good
4 #VALUE! Good
5 #VALUE! Good
6 #VALUE! Good
7 #VALUE! None
8 #VALUE! None
9 #VALUE! None
10 #VALUE! None
11 #VALUE! Evil
12 #VALUE! Evil
13 #VALUE! Evil
14 #VALUE! Evil
15 #VALUE! Evil
16 #VALUE! Evil
17 #VALUE! None
18 #VALUE! None
19 #VALUE! None
20 #VALUE! None
21 #VALUE! Neutral
22 #VALUE! Neutral
23 #VALUE! None
24 #VALUE! None
25 #VALUE! None

NOTES
Artifacts

Kin Strife Use


Use the
the Filter
results
Filter arrows (down-arrows
results when
(down-arrows to
to the
the right
right of
of each
each column
when you want to see only certain artifact types.
column name)
name) to
to filter
filter your
your lis
lis

Master Artifact List


ID NAME ALGMNT PRIMARY SECONDARY
Air-Cleaver Evil Combat 1000
Alambas Juice Good Command 10
Alunthiensal Evil Mage 20
Amalong Good Combat 750
Anarmacil Good Combat 1000
Andorithel Evil Command 10
Angbor Neutral Command 20
Angol Neutral Stealth 10
Armor of Khamul Evil Command 15
Ash Nazg (The One Ring) Evil Unknown
Athelas Good Mage 15
Bamboo Dagger Evil Combat 500
Banner of Rhovanion Good Command 10
Banner of the Horselords Good Command 10
Banner of the True King Good Command 10
Banner of Tirkhor Neutral Command 10
Believer’s Bane Evil Combat 1000
Belt of Traceless Passing Neutral Agent 10
Betheal’s Eket Evil Combat 500
Birch-bow of Cimoniemor Neutral Combat 500
Black Helm of Mulak Evil Combat 2250
Black Scale Evil Command 30
Black Staff Neutral Combat 750
Blade of the Ranger Neutral Combat 1750
Blue Bow Neutral Combat 750
Blue Jacket Good Emissary 15
Boots of Nightfall Evil Agent 10
Boots of Shadow’s Grace Good Stealth 10
Boots of Tracelessness Neutral Stealth 20
Bow of the North Neutral Combat 1500
Bow of the Woodland Realm Good Combat 500
Bow of Thunder and Bone Evil Combat 750
Bracers of Blyga Good Command 20
Bracers of Chennacatt Evil Mage 15
Bright Shining Good Combat 500
Brooch of Lifestealing Evil Mage 10
Burning Blade Evil Combat 1500
Calehta Good Combat 500
Caleinstha Neutral Combat 1250
Calris Light Cleaver Evil Combat 1000
Calsetha Good Combat 500
Cape of Hiding Neutral Agent 10
Cape of Iridescence Evil Mage 25
Carn Delthsa Good Combat 1750
Casfarathel Evil Combat 1000
Castamir’s Bane Good Combat 750
Celeborn’s Long Sword Good Combat 750
Cirmegil Evil Combat 500
Cloak of Feathers Good Combat 500
Cloak of Hiding Neutral Stealth 10
Cloak of Mirages Evil Combat 1250
Cloak of Winter’s Shrouding Good Command 20
Cloud Bow Evil Combat 1000
Collar of Renewal Good Command 15
Corantir Neutral Emissary 10
Craig-olf-Ti Neutral Combat 500
Crown of Celethsa Neutral Mage 10

Page 34
Artifacts

Crown of Anarion Evil Command 30


Crown of Angmar Evil Emissary 20
Crown of Arwen Good Mage 25
Cu-I-Thang Evil Combat 750
Cuivegurth Evil Combat 2500
Culok Neutral Combat 500
Dagger of Blinding Neutral Combat 1750
Dagger of Green Wisdom Neutral Combat 500
Dagger of Night Evil Combat 500
Dagger of Orc-slaying Good Combat 750
Dagger of Returning Neutral Combat 500
Dagger of Sands Evil Combat 500
Dagger of the Dancer Neutral Combat 500
Dagger of the Rebels Good Combat 500
Dagger of the Usurper Evil Combat 500
Dagger of the Viper Neutral Agent 10
Dagnirdraug Neutral Combat 750
Dalrim Evil Stealth 10
Dawn’s Breaking Evil Mage 20
Dawnsword Evil Combat 1000
Death Mace Evil Combat 750
Deeds of Perpetuity Neutral Emissary 5
Deepcrest Axe Neutral Combat 1500
Delver’s Staff Neutral Mage 10
Desert Tongue Evil Combat 500
Distant Fists Neutral Combat 750
Diviner Good Combat 500
Doom’s Falling Good Combat 750
Dragonhelm Evil Command 10
Drums of the Deep Evil Command 5
Durin’s Axe Neutral Combat 2250
Durin’s Belt Neutral Command 30
Duv Ad’el (Morgul Knife) Evil Emissary 10
Duv Ak’il (Morgul Knife) Evil Mage 25
Duv Dw’ar (Morgul Knife) Evil Agent 10
Duv Ho’ath (Morgul Knife) Evil Agent 10
Duv Ji’ur (Morgul Knife) Evil Agent 10
Duv Kh’aul (Morgul Knife) Evil Command 15
Duv Mu’or (Morgul Knife) Evil Agent 10
Duv Re’an (Morgul Knife) Evil Command 10
Duv Uv’ha (Morgul Knife) Evil Agent 10
Dwarven Axe Neutral Combat 500
Dwarven Pickaxe Neutral Command 15
Earring of Souls Neutral Mage 10
Earthroot Spike Neutral Combat 750
Easterling Banners Evil Command 10
Elenethbiel Neutral Mage 15
Elessar Good Mage 30
Elfbane Evil Combat 500
Elven Banner Good Command 10
Elven Boots Good Combat 500
Elven Cloak Neutral Stealth 10
Elven Compass Good Combat 1500
Elven Harp Good Emissary 5
Erivagil Good Combat 1000
Ethrond Neutral Mage 10
Ethudil’s Knife Evil Combat 500
Eyes of the Well Evil Mage 10
Far Cutting Neutral Combat 500
Farlsfoil Good Combat 1250
Fearsome Visage Neutral Combat 1250
Feather Bow Good Combat 750
Fell Blade Evil Combat 1000

Page 35
Artifacts

Finder Neutral Combat 500


Fire’s Edge Evil Combat 500
Flail of Nine Breezes Neutral Combat 500
Flails of Horseslaying Neutral Combat 750
Foam-cleaver Evil Combat 1250
Fonhrad Neutral Combat 750
Forest Wind Good Command 20
Friastahl Evil Command 10
Frost of Helcaraxe Neutral Mage 15
Fuinrauko Neutral Combat 750
Gersebroc Good Combat 1000
Gift of Aronwe Neutral Emissary 10
Glosovagil Good Combat 1000
Goblin Boots Evil Combat 1750
Goblin Shield Evil Combat 500
Greenwood Boots Good Stealth 20
Guardsblade Evil Combat 500
Gurthdur Good Command 20
Hair of Luthien Good Emissary 10
Harness of the Golden Foal Evil Mage 10
Helkaluine Good Combat 1250
Helm of Navigating Evil -
Helm of Night Good Combat 750
Helm of Sen Jey Evil Command 10
Horse Helm Good Command 30
Horse-tamer Evil Combat 500
Hue Changer Evil Combat 1000
Ice-piercer Good Combat 1000
Implements of Dark Design Evil Combat 500
Iron Blade Good Combat 500
Kamaranel Evil Mage 30
Kazil Durin (Dwarven RoP) Neutral Mage 40
Kazil Dwalin (Dwarven RoP) Neutral Mage 40
Kazil Thrar (Dwaven RoP) Neutral Mage 40
Knight-Captain’s Ring Evil Command 20
Kuileondo Evil Mage 10
Lance of Reaching Neutral Combat 500
Leaf-crown of Cimoniemor Neutral Mage 10
Lembas Good Command 5
Listening Helm Evil Agent 10
Lord’s Axe of Kendarca Good Combat 750
Lorglin Neutral Emissary 10
Mace of the Huntsman Good Combat 750
Macilromen (sword) Good Combat 1250
Maelurathang Good Combat 500
Mail of Delethal Neutral Command 10
Mantle of Doriath Good -
Melody’s Memory Neutral Stealth 10
Memory’s Strings Evil Emissary 10
Mesmeriser’s Glass Evil Emissary 5
Mirror of Galadriel Good Mage 30
Mithril Circlet Evil Command 10
Mithril Helm Neutral Combat 1500
Mithril Ring Good Mage 10
Moon Runes Neutral Mage 10
Morgul Plate Evil Command 30
Morgurth Evil Combat 500
Morlhach Neutral Combat 750
Mormacil Evil Combat 1000
Mothras Neutral -
Mumak-Helm Evil Command 10
Nallagurth Evil Combat 750
Narsil’s Bane Evil Command 20

Page 36
Artifacts

Narya Good Mage 50


Nenya Good Mage 50
Night’s Passing Good Agent 10
Nightfang Neutral Combat 750
Night-piercer Evil Combat 500
Nightstealer Evil Combat 1250
Numenorean Seal Good Emissary 10
Old Stave Good Mage 20
Omba Evil Combat 500
Ongrum Evil Combat 500
Orb of Song Neutral Emissary 10
Orc-helm Evil Command 5
Ornithopter Good Combat 500
Ovir Crown Evil Command 15
Palantir of Amon Sul Good Mage 25
Palantir of Annuminas Good Mage 25
Palantir of Elostirion Good Mage 25
Palantir of Minas Anor Neutral Mage 25
Palantir of Minas Ithil Neutral Mage 25
Palantir of Orthanc Neutral Mage 25
Palantir of Osgiliath Neutral Mage 30
Papers of Treaty Good Emissary 5
Pipe of Mist Neutral Agent 5
Proclamation of Renewal Neutral Emissary 5
Promise of Freedom Neutral Emissary 5
Rapier’s Dance Good Combat 750
Rebel Banner Good Command 10
Remmiraith Neutral Mage 10
Ring of Aran Evil Agent 10
Ring of Axardil Evil Command 10
Ring of Life-giving Good Mage 15
Ring of Meldain Evil Stealth 20
Ring of Soul-taking Neutral Agent 10
Ring of Wind Neutral Agent 20
Robe of Changing Good Mage 15
Robes of Aman, Blue Neutral Mage 10
Robes of Aman, Blue Neutral Mage 10
Robes of Aman, Brown Neutral Stealth 15
Robes of Aman, Grey Good Emissary 20
Robes of Aman, White Neutral Emissary 20
Rod of the Steward Evil Emissary 5
Romoquenaro Evil Combat 750
Ruby of Aneathla Good Mage 20
Rune Armor Neutral Mage 10
Runya Good Combat 1000
Sceptre of Annuminas Good Command 10
Sea-helm of Ciryatan Evil Mage 30
Seal of Approbation Neutral Emissary 5
Severed Heads Evil Command 5
Shadow Mace Evil Combat 2000
Shield of Dorlin Neutral Combat 1000
Shield of Fell Blows Neutral Combat 500
Shield of Mithril Neutral Combat 1500
Shield of the White City Neutral Command 5
Sickle of the Heavens Good Combat 750
Silent Wing Good Combat 500
Silver Harp Evil Emissary 20
Silverleaf of Lorien Good Combat 1500
Sky Horn Neutral Command 10
Small Tooth Good Combat 750
Snow Hammer Evil Combat 1000
Southron Banners Evil Command 10
Spiderweb Cloak Neutral Stealth 5

Page 37
Artifacts

Spinerunner Neutral Combat 750


Staff of Gandalf Good Mage 20
Staff of Radagast Good Mage 10
Staff of Saruman Good Mage 20
Standard of Arnor Good Command 10
Standard of Elendin Evil Command 10
Standard of Morlaen Evil Command 10
Standard of the Khazad Neutral Command 10
Standard of the Usurper Evil Command 10
Standard of the Witch-king Evil Command 10
Sting Neutral Combat 1000
Stinging Tongue Evil Combat 1000
Sukhelka Neutral Combat 750
Swift-passing Neutral Mage 10
Sword of the King Good Command 10
Sword of the Light Good Combat 1000
Talembril Neutral Combat 750
Tarmellen Good Combat 1250
Tears of the Night Good Emissary 5
Tinculin Neutral Mage 40
Tomb’s Dust Evil Mage 15
Trollsdirge Good Combat 1000
Turukulon’s Claws Neutral Combat 2250
Usurper’s Sword Evil Combat 750
Valacar’s Mail Good Command 25
Valar’s Grace Good Mage 15
Vasamacil Evil Combat 1500
Vidugavia’s Needle Good Combat 1250
Vilya Good Mage 50
Viper’s Sword Neutral Combat 750
War-Dancer Evil Combat 1000
Water-Skimmer Evil Combat 1000
Weeping Flute Neutral Emissary 10
Whispering Armor Evil Agent 10
Whispering Crier Neutral Command 10
White-shining Good Combat 1250
Wild Blade Good Combat 500
Wind’s Yearning Good Combat 500
Wolor Priest’s Ring Evil Mage 15
Woodsman’s Axe Good Combat 500
Words of Beseeching Neutral Emissary 5
Words of Persuasion Neutral Emissary 5
Writ of Blood Evil Emissary 5
Writ of the Dunedain Neutral Emissary 5
Yellow Boots Neutral Stealth 15
Yellow Hammer Evil Combat 1000

ARTIFACT NOTES

Page 38
Artifacts

Page 39
Artifacts

-arrows to the right of each column name) to filter your list


e only certain artifact types.
ee

(See GAME Sheet to import artifact data.)


NOTES

Page 40
Artifacts

Page 41
Artifacts

Page 42
Artifacts

Page 43
Artifacts

Page 44
Artifacts

Page 45
Middle-earth General Info
ARMY MOVEMENT COSTS
TERRAIN INFANTRY/MIXED CAVALRY ONLY ORDER NO. GOLD TIMBER
NORMAL ROAD NORMAL ROAD Bridge (major) 490 5,000 10,000
SHORE/PLAINS 3 2 2 1 Bridge (minor) 490 2,500 5,000
ROUGH 5 3 3 1 Build Harbor 535 2,500 5,000
FOREST 5 3 5 2 Harbor to Port 530 4,000 7,500
DESERT 4 2 2 1 Hire Army 770 5,000 N/A
SWAMP 6 3 5 2 Hire Character 725 10,000 N/A
MOUNTAINS 12 6 12 3 Hire Character 728-737 5,000 N/A
BRIDGE/FORD +1 +1 +1 +1 Move Capital 950 25,000 N/A
MINOR RIVER +2 +2 +2 +2 Resrch Spell 705 1,000 N/A
Transports 456 1,000 1,500
War Machines 440 N/A 500
TACTICS Warships 452 1,000 1,500
TROOP BEST WORST PER TURN
TACTIC BEST vs WORST vs TYPE TACTIC TACTIC EXPENSES GOLD COST
Charge Hit & Run Ambush Heavy Cavalry Charge Ambush Harbor 250
Flank Ambush Surround Light Cavalry Surround Ambush Port 500
Standard Flank Charge Heavy Infantry Flank Surround Fort 500 per level
Surround Flank Hit & Run Light Infantry Hit & Run Charge Ship 50
Hit & Run Surround Flank Archers Ambush Flank Character 20 per skill pt.
Ambush Charge Flank Men-at-Arms Hit & Run Charge

POP CENTERS AND FORTIFICATIONS CHARACTERS


FORCE TO DEFENSE COST TO DEFENSIVE COST DEFENSE
POP CENTER THREATEN VALUE IMPROVE TO STRUCTURE timber/gold VALUE TURN ALLOWED
CAMP 0 200 2,000-4,000 TOWER 1K/1K 2,000 1-5 12
VILLAGE 200 500 4,000 FORT 3K/3K 6,000 6-10 15
TOWN 1,000 1,000 6,000 CASTLE 5K/5K 10,000 11-15 17
MJR TWN 2,500 2,500 8,000 KEEP 8K/8K 16,000 16-20 19
CITY 5,000 5,000 10,000 CITADEL 12K/12K 24,000 21+ 21

CHARACTER TITLES TROOP INFO COST


RANK COMMANDER AGENT EMISSARY MAGE TROOP OFF DEF Gld/Fd
10-19 Veteran Journeyman Envoy Apprentice Heavy CAV 16 16 6/2
20-29 Hero Footpad Kingsman Acolyte Light CAV 8 8 3/2
30-39 Commander Agent Emissary Mage Heavy INF 10 10 4/1
40-49 Captain Cutpurse Ambassador Mystic Light INF 5 5 2/1
50-59 Lord Burglar Warden Enchanter Archers 6 2 2/1
60-69 Regent Rogue Banneret Warlock Men-at-Arms 2 2 1/1
70-79 Warlord Spy Curate Conjurer
80-89 General Thief Proclamator Sorcerer ORC PICTURES: If you are a DS and name a
90-99 Marshal Assassin Legate Wizard character with the following suffixes, it will have
COMMAND [skill]
Change Allegiance 175 ChAlleg New allegiance (g,e) Average At Capital
Upgrade Relations 180 UpStNat Target Nation # (1-25) Easy At Capital
Downgrade Relations 185 DnStNat Target Nation # (1-25) Easy At Capital
Attack Enemy* 230 AttEnmy Combat Tactic (ch,fl,st,su,hr,am) Automatic Army Commander
Attack Nation 235 AttNat Target Nation # (1-25) / Combat Tactic (ch,fl,st,su,hr,am) Automatic Army Commander
Defend 240 Defend Combat Tactic (ch,fl,st,su,hr,am) Automatic Army Commander
Destroy Population Center* 250 DstPop Combat Tactic (ch,fl,st,su,hr,am) Varies Army Commander
Capture Population Center* 255 CptrPop Combat Tactic (ch,fl,st,su,hr,am) Varies Army Commander
Siege Population Center 260 SiegPop None Varies Army Commander
Change Tax Rate 300 ChTaxRt New tax rate % (1-100) Easy At Capital
Recruit Heavy Cavalry* 400 HvCvlry # Recruited / Weapon type / Armor type Automatic With Army
Recruit Light Cavalry 404 LtCvlry # Recruited / Weapon type / Armor type Automatic With Army
Recruit Heavy Infantry* 408 HvInfan # Recruited / Weapon type / Armor type Automatic With Army
Recruit Light Infantry 412 LtInfan # Recruited / Weapon type / Armor type Automatic With Army
Recruit Archers 416 Archers # Recruited Automatic With Army
Recruit Men-at-Arms 420 MenAtAr # Recruited Automatic With Army
Put TROOPS on Maneuvers 430 TrpsMan Troop type (hc,lc,hi,li,ar,ma) Automatic With Army
Put ARMY on Maneuvers* 435 ArmyMan None Automatic Army Commander
Remove Harbor 460 RmvHar None Easy
Remove Port 465 RmvPort None Easy
Destroy Pop Center Stores 470 DstStor None Average
Destroy Bridge 475 DstBrdg Direction hexside of Bridge. (ne,nw,w,se,sw,e) Average
Remove Fortifications 480 RmvFort None Hard
Build Bridge 490 BldBrdg Direction hexside of Bridge. (ne,nw,w,se,sw,e) Average
Fortify Population Center* 494 FortPop None Average
Build Road (4th Age / Kin Strife Only) 496 BldRoad Initial Hexside of road / Final Hexside of road (ne,nw,w,se,sw,e) Hard Army Comm + Emis
Threaten Population Center* 498 Threat None Hard Army Commander
Post Camp 552 PosCmp Name of Camp (5-20 letters) Average Army Commander
Name New Character 725 NamChar Name (5-17 letters) / Gender / Comm / Agent / Emiss / Mage skill points. Automatic At Capital
Name New Commander* 728 NamComm Name (5-17 letters) / Gender Automatic At Capital
Create Company 745 CreCmpy None Automatic
Disband Company 750 DsbCmpy None Automatic Company Commndr
Hire Army* 770 HrArmy # of Troops / Troop Type / Weapons / Armor / Food Automatic
Transfer Command of Army* 780 TrComm New Commander Character ID / Join Army (y/n) Automatic Army Commander
Relocate Capital 950 ReloCap New Capital Hex Location Easy At Capital
Increase Caravan Prices (4th Age / Kin Strife) 960 IncrCar Rate of Increase (1-50%) Hard At Capital + Emis skill
Reduce Caravan Prices (4th Age / Kin Strife) 965 ReduCar Rate of Reduction (1-50%) Hard At Capital + Emis skill
Command [misc.]
Destroy Ships 270 DstShp None Varies Army Commander
Scuttle Ships 275 ScttShp # of Warships / # of Transports Automatic Army Commander
Abandon Ships 280 AbanShp Hex Location / # of Warships / # of Transports Automatic At Capital
Transfer Food: PC to Army* 340 TrPo2Ar # of Food units transferred Automatic With Army
Transfer Food: Army to PC 345 TrAr2Po # of Food units transferred Automatic With Army
Transfer Food: Army to Army 347 TrFood Other Commander Char ID / # of Food units transferred Automatic With Army
Xfer War Mchns: Army to Army 349 TrWarMa Other Commander Char ID / # of War Machines transferred Automatic With Army
Xfer Weapons: Army to Army 351 TrWpns Other Commander Char ID / # of each weapon type, each on a diff. line. Automatic With Army
Xfer Armor: Army to Army 353 TrArmr Other Commander Char ID / # of each armor type, each on a different line. Automatic With Army
Xfer Troops: Army to Army 355 TrTrps Other Commander Char ID / # of each troop type, each on a different line. Automatic With Army
Xfer Ships: Navy to Navy 357 TrShp Other Commander Char ID / # of Warships / # of Transports transferred. Automatic With Army
Upgrade Troop Weapons 370 UpWpns New Weapon type / # of each Troop type upgraded, each on a different line. Automatic With Army
Upgrade Troop Armor 375 UpArmr New Armor type / # of each Troop type upgraded, each on a different line. Automatic With Army
Retire Troops 425 RtrTrps # of each Troop type retired, each on a different line. Automatic With Army
Make War Machines* 440 MakWrMa # of War Machines built Automatic With Army
Make Armor 444 MakArmr # of Armor made / Armor type Automatic With Army
Make Weapons 448 MakWpns # of Weapons made / Weapon type Automatic With Army
Make Warships 452 MakWShp # of Warships made Automatic With Army
Make Transports 456 MakTShp # of Transports made Automatic With Army
Split Army 765 SplArmy New Commander ID / # of each Troop Type, each on a different line. Automatic Army Commander
Disband Army* 775 DsbArmy None Automatic With Army
Anchor Ships 794 AnchShp # of Warships / # of Transports Automatic Army Commander
Pickup Ships 798 PickShp # of Warships / # of Transports Automatic Army Commander
Recon Area* 925 Recon None Easy On Land

AGENT [skill]
Counter Espionage 600 CntrEsp None Average
Guard Location* 605 GrdLoc None Automatic
Guard Character* 610 GrdChar Guarded Character ID Automatic
Assassinate Character* 615 Assass Target Character ID Hard
Kidnap Character 620 Kidnap Target Character ID Hard
Rescue Hostage 630 Rescue Hostage Character ID / Release? (y/n) Hard
Interrogate Hostage 635 Interr Hostage Character ID Average
Sabotage Bridge 665 SabBrdg Direction Hexside of Bridge (ne,nw,w,se,sw,e) Hard
Sabotage Fortifications* 670 SabFort None Hard
Sabotage Harbor or Port 675 SabPort None Hard
Sabotage Production Stores* 680 SabStor Stores Type (mi,st,br,le,ti,mo,fo) Hard
Steal Artifact* 685 StlArt Artifact ID # Hard
Steal Gold* 690 StlGold None Hard
Name New Agent* 731 NamAgen Name (5-17 letters) / Gender Automatic At Capital
Scout Army 905 ScoArmy Army Commander Character ID / Follow army? (y/n) Average
Scout Area 910 ScoArea None Easy
Scout for Characters* 930 ScoChar None Average
Agent [misc.]
Release Hostage 625 Release Hostage Character ID Automatic
Take Custody of Hostage 640 Custody Hostage Character ID Automatic
Imprison Hostage 645 Imprsn Hostage Character ID Automatic
Execute Hostage 650 Execute Hostage Character ID Automatic
Demand Ransom for Hostage 655 RansDmd Hostage Character ID / Amount of GOLD desired for ransom Automatic
Offer Ransom for Hostage 660 RansOff Hostage Character ID / Amount of GOLD offered / Release? (y/n) Automatic
Scout Hex 915 ScoHex None Easy
Scout Population Center* 920 ScoPop None Easy

EMISSARY [skill]
Recruit Double Agent 500 Double Target Character ID Average
Bribe/Recruit Character 505 Bribe Target Character ID / Amount of GOLD for bribe (>=500) Average
Influence Own PC Loyalty 520 InfYour None Automatic
Influence Other PC Loyalty 525 InfOthr None Average
Improve Harbor to Port 530 Har2Por None Easy
Add Harbor to Pop Center 535 AddHar None Easy
Improve Pop Center Size 550 ImprPop None Average
Create Camp 555 CreCmp Name of camp (5-20 letters) Easy
Abandon Camp 560 AbanCmp None Easy
Reduce Pop Center Size 565 ReduPop None Easy
Name New Emissary 734 NamEmis Name (5-17 letters) / Gender Automatic At Capital
Move Turn Map (FA / Kin Strife Only) 942 MvTnMap Direction of movement (ne,nw,w,se,sw,e) Average At Capital + Comm skill
Transfer Ownership of PC 949 TrOwner Other Character ID Easy
Emissary [misc.]
Spread Rumors 580 SprdRum None Automatic
Uncover Secrets 585 Uncover None Average

MAGE [skill]
Cast Heal Spell* 120 CstHlSp Spell ID # / Target Character ID Varies Improves Cast Rank
Cast Combat Spell* 225 CstCbSp Spell ID # Varies Improves Cast Rank
Cast Conjuring Spell* 330 CstCjSp Spell ID # / [See spell for requirements] Varies Improves Cast Rank
Prentice Magery 710 PrenMgy None Automatic Own Pop Center
Name New Mage 737 NamMage Name (5-17 letters) / Gender Automatic At Capital
Cast Movement Spell 825 CstMvSp Spell ID # / Destination Hex # (See spell for ranges) Varies Improves Cast Rank
Cast Lore Spell* 940 CstLoSp Spell ID # / [See spell for requirements] Varies Improves Cast Rank
Mage [misc.]
Forget Spell(s) 700 ForgtSp 1-6 Spell ID #’s to be forgotten (1 per line) Automatic
Research Spell 705 RsrchSp Spell ID # Varies Own Pop Center

MISCELLANEOUS
Use Combat Artifact 205 UsCbArt Artifact ID # Automatic
Issue Personal Challenge* 210 IssPers Target Character ID Varies MAY raise skill
Refuse all Personal Challenges* 215 RfsPers None Automatic
Reaction to Encounter 285 ReacEnc Response (<20 letters) Varies MAY raise skill
Investigate Encounter 290 InvEnc None Automatic
Bid from Caravans 310 BidCar Product / # of units to purchase / Amount bid (price per unit, not total) Automatic
Purchase from Caravans* 315 PrchCar Product / # of units to purchase Automatic
Sell to Caravans* 320 SellCar Product / # of units to sell Automatic At PC where stuff is
Nation Sell to Caravans* 325 NatSell Product / % of product to be sold (1-100) Automatic At Capital
Transfer: Artifacts to Character* 360 TrArt Other Character ID / 1-6 Artifact ID #’s (1 per line) Automatic
Transfer: Hostages to Character 363 TrHost Other Character ID / 1-3 Hostage Character ID’s (1 per line) Automatic
Retire Character 740 RtrChar None Automatic
Join Company 755 JnCmpy Company Commander ID Automatic
Leave Company 760 LvCmpy None Automatic
Join Army* 785 JnArmy Army Commander Character ID to be joined Automatic
Leave Army 790 LvArmy None Automatic
Drop Artifact 792 DropArt 1-6 Artifact ID #’s to be dropped (1 per line) Automatic
Pickup Artifact 796 PickArt 1-6 Artifact ID #’s to be picked up (1 per line) Easy
Use Movement Artifact 805 UsMvArt Artifact ID # Automatic
Find Artifact 900 FindArt Artifact ID # Hard
Use Scrying Artifact* 935 UsScArt Artifact ID # / Chosen Hex Automatic
Use Hiding Artifact 945 UsHiArt Artifact ID # Automatic
Nation Transport* 947 NatTran Destination Hex / Product / % transferred (1-100) Automatic At Capital
Transport by Caravan 948 TranCar Origin Hex / Destination Hex / Product / # of units transported Automatic At Capital or origin hex
One Ring (1650/2950 ONLY) 990 OneRing None Automatic

MOVEMENT
Move Character* 810 MovChar Destination Hex (within 12 hexes) Automatic Not to water
Move Company 820 MovCmpy Destination Hex (within 12 hexes) Automatic Company Commndr
Move Navy 830 MovNavy Directions for each hex sailed (1 per cell) / Travel mode (no,ev) Automatic Navy Commander
Stand and Defend* 840 Stand Direction hexside Automatic Army Commander
Move Army 850 MovArmy Directions for each hex moved (1 per cell) / Travel mode (no,ev) Automatic Army Commander
Force March Army* 860 ForcMar Directions for each hex moved (1 per cell) / Travel mode (no,ev) Automatic Army Commander
Move Character & Join Army* 870 MovJoin Destination Hex (within 12 hexes) / Army Commander Character ID Automatic
BOLD NUMBERS mean these orders will increase skill level.
A / in the Required Info section means to start a new line, (or enter data in new cell).
A * means that these are the ONLY orders allowed in a Battle of Five Armies game.
I take NO responsibility for any mistakes on these pages. Use at your own risk.

ABBREVIATIONS ADDITIONAL ORDER REQUIRED INFO


Wood wo Allegiance - g,e
Leather le Armor - mi,st,br,le,no
Bronze br Army Movement Directions - ne,nw,w,se,sw,e,h
Steel st Directions - ne,nw,w,se,sw,e
Mithril mi Gender - m,f
Food fo Product - mi,st,br,le,ti,mo,fo
Timber ti Tactics - ch,fl,st,su,hr,am
Mounts mo Troop Types - hc,lc,hi,li,ar,ma
Gold go Weapons - mi,st,br,wo
None no Yes/No - y,n
Home h
Northwest nw
Northeast ne
Southwest sw
Southeast se
West w
East e
Normal no
Evasive ev
Heavy Cavalry hc
Light Cavalry lc
Heavy Infantry hi
Light Infantry li
Archers ar
Men-at-Arms ma
Neutral n
Evil e
Good g
Spell Lists
SPELL (- Difficulty) Order Spell Req Info Reqiremnt DESCRIPTION
HEALING SPELLS
Healing Mastery
Minor Heal - E 120 2 Character ID Same Hex +20 Health
Heal True - H 120 8 Character ID Same Hex 100 Health
Wind Mastery
Major Heal - E 120 4 Character ID Same Hex +35 Health
Greater Heal - A 120 6 Character ID Same Hex +50 Health
DEFENSE SPELLS
Barrier Mastery
Barriers - E 225 102 With Army 500 Defensive Points
Deflections - A 225 106 With Army 1000 Defensive Points
Shields - H 225 112 With Army 1750 Defensive Points
Barrier Walls - H 225 114 With Army 1500-2000 Defensive Points
Resistance Mastery
Resistances - E 225 104 With Army 750 Defensive Points
Blessings - A 225 108 With Army 1250 Defensive Points
Protections - H 225 110 With Army 1500 Defensive Points
Force Walls - H 225 116 With Army 1000-2000 Defensive Points
OFFENSE SPELLS
Fire Mastery
Call Fire - E 225 202 With Army 150 Offensive Points
Wild Flames - E 225 204 With Army 50-250 Offensive Points
Wall of Fire - E 225 206 With Army 100-200 Offensive Points
Fire Bolts - A 225 232 With Army 1000 Offensive Points
Fire Balls - A 225 234 With Army 500-1500 Offensive Points
Fire Storms - A 225 236 With Army 800-1200 Offensive Points
Summon Fire Spirits - H 225 240 With Army 1000-2000 Offensive Points

Word Mastery
Words of Pain - E 225 208 With Army 250 Offensive Points
Words of Calm - E 225 210 With Army 100-400 Offensive Points
Words of Paralysis - E 225 212 With Army 200-300 Offensive Points
Words of Agony - A 225 220 With Army 600 Offensive Points
Words of Stun - A 225 222 With Army 300-900 Offensive Points
Words of Command -A 225 224 With Army 450-750 Offensive Points
Words of Death - H 225 242 With Army 1250-2250 Offensive Points
Wind Mastery
Call Winds - E 225 214 With Army 400 Offensive Points
Wild Winds - E 225 216 With Army 200-600 Offensive Points
Wall of Wind - E 225 218 With Army 300-500 Offensive Points
Chill Bolts - A 225 226 With Army 800 Offensive Points
Frost Balls - A 225 228 With Army 400-1200 Offensive Points
Wind Storms - A 225 230 With Army 600-1000 Offensive Points
Summon Wind Spirits-H 225 238 With Army 750-1750 Offensive Points

Dark Summons - Lost List (Dark Servants Only)


Fearful Hearts - A 225 244 With Army Subtract 10-20 Enemy morale
Summon Storms - A 225 246 With Army Enemy tactics = Standard
Fanaticism - A 225 248 With Army Caster’s Army morale +5-15
CONJURING SPELLS
Spirit Mastery - Lost List
Weakness - E 330 502 Character ID Same Hex Lose 1/3 Mage rank in health
Sickness - A 330 504 Character ID Same Hex Lose 1/2 Mage rank in health
Curses - H 330 506 Character ID Adjacent Hex Lose 1/2 Mage rank in health
Conjuring Ways - Lost List
Conjure Mounts - E 330 508 # Mounts Same Nat PC Conjures 5 Mounts / Mage rank
Conjure Food - A 330 510 # Food PC or Army 25 Food / Mage rank (Same Nat PC)
Conjure Hordes - A 330 512 # Troops With Army 5 Troops / Mage rank (Evil Only)
MOVEMENT SPELLS
Movement Mastery (Not TO or FROM water hexes)
Long Stride - E 825 302 Destination w/in 14 hexes Moves Character 14 hexes.
Fast Stride - A 825 304 Destination w/in 16 hexes Moves Character 16 hexes.
Path Mastery - H 825 306 Destination w/in 19 hexes Moves Character 19 hexes.
Return Mastery (Not FROM a water hex)
Capital Return - E 825 308 Destination Capital only Moves Character to his Capital
Major Return - A 825 310 Destination Same Nat PC Moves Character to Major Town
Return True - H 825 312 Destination Same Nat PC Moves Character to any Same Nat PC
Teleport Mastery - Lost List (Not TO or FROM water hexes)
Teleport - A 825 314 Destination Land Moves Character to any land hex.
LORE SPELLS
Perceptions
Perceive Allegiance - E 940 402 Allegiance Shows all nations of that allegiance.
Perceive Relations - E 940 404 Nation ID # Shows that nations relations to you.
Perceive Nationality - E 940 408 Character ID Shows which nation’s character it is.
Perceive Power - A 940 422 Character ID Shows skill ranks of character.
Perceive Mission - A 940 424 Character ID Shows current orders of character.
Perceive Secrets - H 940 432 Nation ID # Shows VC’s, Capital, and/or status.
Divinations
Divine Army - E 940 406 Commndr ID Shows location of army (1 hex radius)
Divine Algnce Forces -E 940 410 Allegiance Shows all Algnce forces w/in 6 hexes

Divine Char w/Forces-A 940 417 Commndr ID w/in 12 hexes Shows Characters with army.

Divine Nat Forces - A 940 419 Nation ID # Shows all Nat forces w/in 6 hexes.
Divine Army True - H 940 426 Commndr ID Shows exact location of army.
Artifact Lore
Research Artifact - E 940 412 Artifact ID # Shows artifact information (not loc).
Locate Artifact - A 940 418 Artifact ID # Shows artifact location (1 hex radius)
Locate Artifact True - H 940 428 Artifact ID # Shows exact artifact location.

Scrying
Scry Pop Center - E 940 413 PC Hex w/in 12 hexes Shows PC info (Like Scout PC order)
Scry Hex - E 940 414 Hex w/in 12 hexes Shows Hex info (Like Scout Hex)
Scry Area - A 940 415 Hex w/in 12 hexes Shows Area info (Like Scout Area)
Scry Character - H 940 436 Character ID Shows Skill ranks, Artifacts & Spells
Hidden Visions
Reveal Production - E 940 416 Material Shows 5 locations w/in 3 hexes.
Reveal Character - A 940 420 Character ID Shows Char. location (1 hex radius)
Reveal Character True-H 940 430 Character ID Shows exact Character location.

Reveal Pop Center - H 940 434 Hex Un-hides PC if in same hex.


TURN NOTES NOTES

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