The Landscape of Midnight/MU

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The landscape of Midnight/MU is made up of both natural terrain and structures built by the various inhabitants of the lands. We will class these as geography and structures respectively. Each of these may affect the rate and duration of movement and may also affect the outcome of battles

The Geography

The Structures

Special Locations

Brief Guide to Landscape

Citadels, Keeps and Garrisons

Citadels and keeps are strongholds guarded by a lord and their garrison — a garrison being any combination of riders and/or warriors up to a maximum of 2500 men. Cities and large castles are treated in all respects as if they were citadels and are commonly referred to as Major Strongholds. Fortresses and small castles are likewise treated as keeps and are often referred to as Minor Strongholds.

  • Any lord can transfer troops between his army and a garrison, provided they are of the same race. This includes removing the garrison. Such a transfer of troops will synchronise the hours remaining in the day to the lesser of the two lords involved (the lord and the garrison commander) as with any other transfer.
  • Depending on chosen parameter when creating a game, garrisons can disband their armies.
  • Citadels have a starting amount of money and a starting amount of stores (0-100). If garrisoned, they produce some gold pieces (depending on the size of the garrison) and 3 stores each turn. Dwarven citadels produce more money each turn.
  • Citadels produce some riders and some warriors each turn (of the same race as the lord who owns the garrison). If the lord garrisoning the citadel is dwarf, then you get only warriors, but in a number equal to the total number of warriors + riders that the citadel would generate, should the lord was of any other race.
  • Garrisons belonging to dead lords start to disperse and do not produce recruits or gold.
  • Citadels with more than 200 gold pieces are the only place to create a caravan.
  • Any garrisoned citadel has Power of Vision.
  • Keeps with a garrison of more than 250 men gain Power of Vision (ie you can select the keep and watch around you). They also produce 2 stores per turn.
  • Keeps have a starting amount of stores only when a lord or his garrison are present.
  • A lord and his armies in a citadel or a keep get a defence bonus against attacking opponents (more bonus in citadels than in keeps). Allied armies also receive this bonus.
  • Garrisons can be set to allow allies to consume stores from their supplies. An asterisk (*) will appear against the store amount in the “Also Here” list if you can consume their stores.

Terrain effects on Movement

  • No one gets a penalty for moving over plains
  • No one can move over Frozen Wastes
  • Dragons move very fast (fly) over any terrain without penalty
  • Everyone except Fey, Skulkrin and Wise have ‘normal’ penalty when moving in the forests (ie move slower than they would in plains)
  • Everyone except Dwarves have ‘normal’ penalty when moving over downs.
  • The 'normal' penalty for forests and downs is an extra 50% time used.
  • Everyone except Dwarves have a bigger than normal penalty when moving over mountains (move much slower and get much more tired than when moving over other terrains). (Dwarves have no penalty).
  • Targ have extra movement penalty in forests relative to Free, Dwarves and Foul, but the same as Free, Fey and Foul in mountains.
  • Targ move a bit faster in plains, but only when they carry an army of only riders.
  • Giant warriors move a bit faster than other races’ warriors, but slower than riders.
  • Werewolves move faster than other races (except dragons)
  • Wise move faster than other races (except dragons) and can Heal other characters (give them strength).
  • Dwarves, Marsh Fey, and Giants cannot ride horses (and thus have armies of only warriors).
  • Giants and Dwarves are better fighters than warriors of other races. Giants get slightly more bonus than dwarves, who get more than other races (except wise and dragons)
  • When starting a game, you get the option of impassable mountains. If this option is selected, then only dwarves, werewolves (there is only 1 werewolf in the LOM scenario, and no more in any other scenarios), skulkrin and dragons can cross mountains. (Note that skulkrin still suffer from the same penalty imposed on all races apart from dwarves when moving over passable mountains and that werewolves suffer a slightly less penalty).

Terrain effects on Battles

  • Fey fight well in forests
  • Dwarves fight well in mountains
  • Free, foul and giants prefer the wide open plains.
  • Skulkrin are harder to slay when fighting at Henges and Stones
  • Wise are tougher at towers

Other Locations

When moving around you will encounter various special locations (liths, ruins, henges, snowhalls, caverns, towers, lakes. Seeking these places (use the seek button) takes 2 hours and you can find various things (such as the location of lords, kings, caravans and shades). Once searched these locations remain empty until the end of the game (with the exception of Towers, which have a probability of offering guidance after each use of the seek button). Special locations are:

  • Liths, Ruins, Henges: You can find special items like Cup of Dreams (brings a new day), Blood of Courage (Boosts your Courage by a random amount), Shelter (Boosts your Strength by a random amount), Money, Claws of Night (Brings Night), Thorns of Despair (Lowers your courage). Liths offer most of the time good results, Ruins 50% good/bad, henges most of the times bad.
  • Lakes: Either refill your strength (very high chance) or, if poisoned, get you utterly exhausted.
  • Towers: Give you guidance about the position of other lords, caravans carrying stores and shades ("To find Lord X you should look in the forest of Y”) and also information on alliances. They give better guidance to Wise and to courageous lords.
  • Villages, Snowhalls: Boost your strength (=shelter)
  • Caverns: Shelter, money and other surprises

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