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Page 1: Majesty Gold Manual - cdn.akamai.steamstatic.com

®Manual

Majesty Gold HD

Page 2: Majesty Gold Manual - cdn.akamai.steamstatic.com

Claimed Flags . . . . . . . . . . . . . . . . . . . . . .46Using Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .46Earning Gold . . . . . . . . . . . . . . . . . . . . . . . . . .48

Tax Collection . . . . . . . . . . . . . . . . . . . . . .48Extortion . . . . . . . . . . . . . . . . . . . . . . . . .50Marketplaces . . . . . . . . . . . . . . . . . . . . . .50Trading Posts . . . . . . . . . . . . . . . . . . . . . .52Gambling Hall . . . . . . . . . . . . . . . . . . . . .50

Freestyle Scenarios . . . . . . . . . . . . . . . . . . . . . .52Multiplayer Games . . . . . . . . . . . . . . . . . . . . . .55

REFERENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82Henchmen . . . . . . . . . . . . . . . . . . . . . . . . . . . .92Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104

MAJESTY®: THE NORTHERN EXPANSION™

WELCOME BACK TO ARDANIA . . . . . . . . . . . . . . . . . . . .112USING THE NORTHERN EXPANSION FEATURES . . . . . . . . .115

Choosing an Epic Quest . . . . . . . . . . . . . . . . . .115Build Tree Editor . . . . . . . . . . . . . . . . . . . . . .116Special Events . . . . . . . . . . . . . . . . . . . . . . . .118

REFERENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . .119

Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . .124Sovereign Spells . . . . . . . . . . . . . . . . . . . . . . .126

APPENDIX: KEYBOARD SHORTCUTS . . . . . . . . . . . . . . . .127

TTABLE OABLE OF CF CONTENTSONTENTSREQUIREMENTS AND INSTALLATION . . . . . . . . . . . . . . . . .4

System Requirements . . . . . . . . . . . . . . . . . . . . .4Playing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Uninstalling . . . . . . . . . . . . . . . . . . . . . . . . . . . .6

THE README FILE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

MAJESTY®

WELCOME TO ARDANIA . . . . . . . . . . . . . . . . . . . . . . . . . .7RULING YOUR KINGDOM . . . . . . . . . . . . . . . . . . . . . . . .10

Choosing a Quest . . . . . . . . . . . . . . . . . . . . . . .14The Sovereign Interface . . . . . . . . . . . . . . . . . .15Rulership in a Nutshell . . . . . . . . . . . . . . . . . . .22Your Palace . . . . . . . . . . . . . . . . . . . . . . . . . . .24Constructing Buildings . . . . . . . . . . . . . . . . . . .27Using Buildings . . . . . . . . . . . . . . . . . . . . . . . .30

The Building Control Window . . . . . . . . . . .30Combat Damage . . . . . . . . . . . . . . . . . . . .33Repair Routes . . . . . . . . . . . . . . . . . . . . . .34Upgrading . . . . . . . . . . . . . . . . . . . . . . . .34Structures You Don’t Build . . . . . . . . . . . . .35

Your Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . .36Recruiting Heroes . . . . . . . . . . . . . . . . . . .36Hero Behavior . . . . . . . . . . . . . . . . . . . . .36The Hero Control Window . . . . . . . . . . . . .37Improving Heroes . . . . . . . . . . . . . . . . . . .39Orphaned Heroes . . . . . . . . . . . . . . . . . . .42Caring for Dead Heroes . . . . . . . . . . . . . . .42

Reward Flags . . . . . . . . . . . . . . . . . . . . . . . . . .43Placing Flags . . . . . . . . . . . . . . . . . . . . . .43Managing Flags . . . . . . . . . . . . . . . . . . . .45

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Monster Lairs . . . . . . . . . . . . . . . . . . . . . . . .123

MAJESTY ON THE WEB . . . . . . . . . . . . . . . . . . . . . . . . .131

Changing Game Resolution . . . . . . . . . . . . . . . .10

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REREQQUIREUIREMENTSMENTS AND INAND INSSTTALLALLAATITIONONYou can’t start playing until you install the game.Here’s how.

SYSTEM REQUIREMENTSBefore you can install the Majesty: Gold Edition gameand start playing, check this list to make sure that yourcomputer has everything you need:

Operating System: Windows®

Processor: Pentium® II 233 MHz or higherMemory: 32 MB RAM (64 MB RAM

recommended, 128 MB for 3-4 player games)

Hard Disk Space: 600 MB Free (minimum install)

CD-ROM Drive: 4X Speed or fasterVideo: SVGA video card with 2 MB

DirectX®: DirectX® version 7.0(8.0a included) or higher

Modem: 28.8 kps (28,800 baud) for modem/Internet play(56 kps recommended)

Internet Access: Required for Internet play

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video memorySound: Sound card

XP, Vista, and 7

Page 4: Majesty Gold Manual - cdn.akamai.steamstatic.com

THE READTHE README FILEME FILE

MAJESTY®

WELCOME TO ARDANIAMajesty offers you the throne of a fledgling kingdom in afantastic world. As ruler, you make all the decisions thatsteer your kingdom — one of many in the land ofArdania — toward rise or ruin.

with a variety of peoples, and its wilderness is ripe withstrange creatures — some curious, many deadly. Themagic that flows through this land both enrichesand complicates the lives of its inhabitants. From thedesolate Northern Reaches to the pleasant CentralPlains, Ardania is a land of shifting aspect. Many forcesare at work here, and where magic is involved, there arefew limits to what is possible. This tendency towardconstant change comes at a high price; Ardania is a landwithout unity. While some kingdoms share relations andhave established treaties, these, too, tend not to last.

PLAYINGOnce the automated installation and setup are complete,the game is ready to play. To start:

• ®

UNINSTALLINGIf you decide to remove Majesty: Gold Edition fromyour computer, follow these easy instructions.

• Click the Windows® Start button.

• Select Settings, then Control Panel.

• In the Control Panel window, double-click onAdd/Remove Programs.

• Select Majesty: Gold Edition from the list ofprograms and click the Add/Remove button.

• Follow the on-screen instructions to remove the gamefrom your hard drive.

Note that the uninstall procedure does not remove filesyou’ve created — things like saved game files. You candelete these leftover files manually, or keep them if youintend to reinstall the game later.

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The Majesty: Gold Edition Folder game has aReadMe file where you can view any updatedinformation about the game.

laa n dArdania is without a central authority, making itof danger and uncertainty.

Ardania is a land both majestic and ancient. It is filled

Click the Windows Start button, then chooseg s D o r t / r tr j y ta y M hs G j ao e H yP a d t sm a M eM l s e/ o e j

Nothern Expansion to run the game.

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His truth burned me. I could not deny his words, but in

speaking them, Juleck continued to cleave away any

pretense I’d brought with me.

His eyes locked with mine. They narrowed as his gaze

bored into my mind. He stared at me intensely for a few

seconds, and then his features relaxed. He had apparently

found what he was looking for.

“Very well, young sovereign. Let us begin.”

While still staring at me, the seer began reaching behind him

and blindly retrieving an assortment of strange items and

artifacts from the walls of the small hut. Some animal skins, a

fistful of dried sonaba nuts, and a collection of other bits and

pieces — trinkets and charms — that I could not identify.

As his hands arranged the gathered items, Juleck started

waving his arms about in reflexive ritual. A throaty chant

escaped his unmoving lips. With each repeated cycle of

sounds, it increased in speed. Faster and faster, until —just as suddenly as he had begun this bizarre exercise — he

stopped. His head snapped downward in an inhumanly pre-

cise motion. His eyes focused on the cryptically arrayed

artifacts before him. He began to speak, his words flowing

like a quick-moving spring torrent.

“A sleeping evil awakes within your realm. The dead grow

restless in the earth. I see the Lady of Death extending

her bony fingers towards your Palace. Beware your

aspirations of northern expansion. The bargain that you

have struck is no bargain at all! Nothing is gained without

risk and investment.”

This is the arena in which you must operate. Some mightconsider this land unstable and dangerous, but for a rulerwho thrives on the elements of uncertainty and expectedchange, it can be a land of unending fascination.

AA SSIINNGGLLEE TTHHRROONNEE &&

MMAANNYY PPAATTHHSS“So you think you are a worthy sovereign, eh?”

I was unsure of how to reply to the old seer’s unexpected

challenge. My vassals were commanded to wait outside

the small dark chamber as Ardania’s most famed prophet,

Juleck, performed his invaluable services. This left me

feeling somewhat vulnerable, especially when faced with

such a legendary power.

“I...,” my mind stopped spinning and landed on its feet.

“That is what I’m here to find out.”

“Humph,” Juleck muttered. He was one of the most distinc-

tive people I’d ever met. His lean, swarthy face was all

angles. It looked as if it had been carved from stone. While

his age showed clearly in his features, he moved with lithe

precision about his disheveled hut. Piles of arcane oddities

were spread on the earthen floor and across wide tree

stumps that served as tables.

Juleck’s voice was penetrating, effortlessly cutting through

the chaff of personality and ego to speak directly to the

soul.

“You came here seeking easy answers and obligatory praise.

But the future holds little of either for you.”

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screen. There are several options here. Briefly:

entirely new game, or enter a recordedname to choose a new quest to pursue asthat sovereign. You can choose this optionby clicking on either the Play Game buttonor the magical Map lying on the table.

click on either the Load Game button orthe treasure Chest.

game, click on either the Multiplayerbutton or the Window to the opencountryside.

click on either this button or the Hornhanging near the window.

worked so hard to bring you Majesty,click on either the Credits button or theopen Book on its stand.

You can choose this by clicking on eitherthe Cinematics button or the battlePainting hanging on the wall.

(measured by several differentparameters), click on either theHigh Scores button or theglittering Chalice behind thelit candles.

I was prepared for some ill predications, but this, well, how

could this be true? I asked, and Juleck replied, “It is what I

see. You stand at a crossroads, but there are no easy

paths.”

We sat in silence for minutes as I absorbed Juleck’s counsel.

Finally, I asked, “What can I do to prepare?”

“If your heart and mind are one, they will know what to do.

How to act. Whose services to call. I sense that you have

it in you to rule wisely. It’s in your blood.

“I have done all I can. Now, I am tired.” His voice trailed

with the last statement.

“Your destiny awaits, Sovereign. Go.”

Ardania offers you many challenges, in the form ofpreordained quests. Quests are detailed, single-playeradventures with manyrandom elements. Inaddition to the existingquests, you can alsocreate and play your

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for the game or change the resolution

Changing Game Resolution

own challenges bygenerating singleplayer and multi-player scenarios.

previous resolution to return.If the new resolution is not visible, wait 10 seconds for theResolution. Reco mended resolutions will show in green.m

Ruling Your Kingdom

If you want to modify the volume settingsAdjust Settings

Select Adjust Settings on the Main Menu, then select Screen

When you begin the game, you go to the Introduction

Enter an unrecorded name to begin anPlay Game

To reload a game you previously saved,Load Game

To set up and play a multiplayer MajestyMultiplayer

To see the names of the people whoCredits

This option re-plays the opening movie.Cinematics

To view the best scores on each questHigh Scores

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The coronation was a solemn occasion. My mother elected

to step down from the throne and pass the crown to the

next generation. In her wisdom, she chose to make sure

that she was present for the transition of power in order

to help shepherd the next reign toward the goals that

were so important to her. While the popularity of my

mother’s rule lent a bittersweet edge to the rite, the

revelry that followed made it clear that my subjects gave

me their full support as the caretaker of their hopes and

dreams for the future.

From the great hall, we adjourned to the courtyard, where

the mood quickly changed from solemn to celebratory. The

yard was filled to overflowing with tables full of rich foods,

skilled performers from around the realm, and joyous

visitors dressed in bright finery. The function lasted

through the remainder of day and well into the evening.

So engrossed was everyone in the festivities that few took

notice of the sudden agitation of the Palace Guards atop

the wall. Across the courtyard, I caught the Captain of

the guard taking my Royal Advisor aside for a brief few

seconds. Once they were done, the Captain quickly

returned to his men on the walls, while the Royal Advisor

made a direct course towards me.

It was then that I first heard my Advisor utter a phrase

which would become all too familiar before long.

“Forgive the intrusion, Your Majesty, but a situation has

arisen...”

The celebration was over, and the responsibilities only

beginning.

Exit Game To close Majesty and go back to real life,click on the Exit Game button or theCandles.

The most interesting choice right now is lying flat on thetable. To look over the possible quests, click the Map (orthe Play Game button). Before you can see the quests,you must enter a name for yourself. This is the nameunder which your scores and successes will be recorded,so feel free to be creative. Once you’ve entered a name,click the Accept button to move on.

AACCCCEEPPTTIINNGG TTHHEE CCRROOWWNN

The great hall of my family’s Palace was alive with the

chatter of two score nobles and nearly as many servants. I

had never seen our fair Palace more alive than on this, my

coronation day. While I understood that it was an occa-

sion of great celebration, the extent of the festivities still

surprised me.

The hall had been proudly adorned in the colors of my fami-

ly. Bright banners bearing our hawk and sunburst crest

hung from the highest beams of the lofty ceiling. The great

hall was filled with representatives from every one of our

village’s guilds, as well as dignitaries from communities all

over Ardania — from the Valmorgens of the Central Plains

to Celdorinii from the furthest tip of the Western

Provinces. Along the boundaries of the space, the Palace

Guards stood silent vigil in their red tabards, halberds pol-

ished to a mirror-like sheen and held in the formal position

of salute.

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To choose a quest, simply click on its icon. (If you decidenot to select a quest at this time and would rather returnto the Introduction screen, click the Cancel button.)Once you’ve chosen, your Royal Advisor briefs you onthe situation and the story surrounding that quest. Next,you get a boiled-down outline of your goals. Whenyou’ve read this, click the Continue button.

Majesty includes a map generator that creates a new,different map for every quest each time you play it.When you click Continue, you generate your map.

THE SOVEREIGN INTERFACEBefore we get into the day to day business of ruling yourkingdom, we must digress for a moment to explain whatyou see on the screen. The Sovereign Interface is a set ofmagical tools that help you to be everywhere and controlnearly everything in your realm. Like any tools, however,they’re of no use to you if you don’t understand whatthey’re for.

CHOOSING A QUESTHaving clicked the map on the table and entered yourname, you are now at the Quest Selection map. This is amagical map of Ardania, on which the nineteen poten-tial quests are marked with special icons. When youmove your mouse cursor over one of these icons, thename of the quest appears in the title bar at the top ofthe map. Note that the map is larger than the screen. Toreveal the portions of the map that are out of sight,move your cursor to the edge of the screen; the map willscroll to show you more terrain — and more quests.

Quests come in three difficulty levels: Beginner,Advanced, and Expert. You’re welcome to try any ofthem, regardless of your experience, but don’t say youweren’t warned. Once you have successfully completed aquest, a star is added to the map next to that quest’sicon. (If, for some reason, you wish to reset the game sothat you have no completed quests, click the EraseVictories button.) Note that you can replay a completedquest, and the random factors will make it a new chal-lenge each time.

Some of the quests are not available when you first begina new game. The corresponding locations are represent-ed by question marks. These are hidden quests —challenges that are revealed only afteryou have completed certain other quests.The prerequisites for a hidden questare listed in the title bar, and thosepre-requisites you have alreadycompleted are grayed out.

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A. TreasuryB. Mini MapC. Terrain ToggleD. Map TogglesE. Palace ButtonF. Control Window G. Spell BarH. Spell Bar Toggle

I. Tracking Window J. Tracking ButtonsK. TimeL. Title BarM. Main Map N. Message ScrollsO. ToolTip BarP. Options

A

B

C

D

E

F

G

H

I

J

K

L

M

N

O

P

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the area you clicked. Right-click in thesame way to pick the focus of yourTracking window.

Terrain Toggle Click this to switch the display of ter-rain types on the Mini Map on and off.

Palace Button This button is a handy shortcut; click itto quickly select your Palace as theactive building. Even if your Palace isout of view, its functions become avail-able in the Control window. You candouble-click here to zoom the MainMap to the Palace (and make thePalace the active building, as well).

Control Window Other than the Main Map, this featureprovides a ruler with the most variedand important functions. The informa-tion displayed in the control windowchanges depending on what building,character, or other item you haveselected. For example, if a building isselected, that is the active building, forwhich (if it is under your control) youcan give orders. The detailed descrip-tions of how to use the various contentsand functions of the Control windoware in the sections throughout thismanual, especially Using Buildings andYour Heroes.

Tracking Window This window is used to watch theactivities of specific heroes, buildings,or ocations. Like a scrying spell, itfollows and stays focused onwhatever you choose. This can behandy for keeping an eye on keyareas, monsters, and so on.

Main Map This is the window in which all of theaction and most of your royal acts takeplace. It gives you the best overall viewof your characters, buildings, and foes.

Map Toggles These buttons control the view in theMain Map. You can zoom the view in orout, and you can choose to display orhide the hit point bars and characternames.

Message Scrolls These handy notices serve manypurposes. Click on any Message Scrollto see the message it contains. InBeginner quests, these are often tips tohelp you better understand the game.Scrolls can also convey important infor-mation about the current quest and thecharacters and events behind it.

Title Bar This shows the name of your currentquest. Click on the Title Bar to see thegoals of this quest.

Treasury This number indicates how much goldyour treasury currently holds.

Time Your elapsed time in game days isdisplayed here. This indicator is partic-ularly important during timed quests.

Mini Map The entire quest map is displayed inthis little window, though not in muchdetail. Characters and buildings arerepresented by colored dots. The whiterectangle represents the area yourMain Map is currently showing, whilethe blue rectangle indicates the focus ofyour Tracking window. Click anywherein this map to refocus the Main Map on

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Options Button Takes you to the Options menu. Thehelpful features there include:

• Save Game: Lets you store your quest in progress for future play.

• Load Game: This is how you play those saved quests-in-progress.

• Restart: Scrap all your progress in the current quest and start over from scratch.

• Main Menu: Return to the Introduction screen.

• Game Info: Review the goals of the quest.

• Adjust Levels: This not only lets you control thevarious volume levels (like the Horn on theIntroduction screen), but also provides control overthe game speed and the Fast Scrolling map option.

• Quit Majesty: Exit the game completely.

• Resume Play: Go back to the quest in progress.

Last but not least, here are a few important ways youcan use the mouse:

• Right-click anywhere on the screen where right-click-ing has no function. This cancels your current action-in-progress and deselects the current selection (unit,building, or whatever).

• Double-click in an appropriate place to set a RewardFlag.

• Double-click on an existing Reward Flag to remove it.

• Double-click on a Message Scroll to dismiss the scroll.

• Double-click on a Gravestone to get rid of it.

Tracking Buttons These give you greater control overwhat’s displayed in the Trackingwindow by letting you scan through allthe things of a specific type. Theoptions include reward flags, heroes,henchmen, and buildings; plus, sincethese buttons are additive, you canselect to scan any combination of types.Click the button that corresponds tothe type of thing you want to select,then use the right and left arrows at thebottom of the Tracking window to scanthrough them. You can also click theAuto-scan button to have the Trackingwindow cycle through them for you.

Spell Bar All of the possible Sovereign spells arerepresented as icons on this bar. Thoseyou can currently cast are highlighted.Clicking an icon readies the spell andchanges your cursor. Now, clicking ona unit or location in the Main Map orTracking window casts the selectedspell. When you’re done, right-click toleave spell casting mode.

Spell Bar Toggle This controls whether the Spell Bar is displayed.

Tool Tip Bar As you run your cursor over the vari-ous parts of the interface, this area dis-plays information on what you’repointing to and context-sensitive helptext. Error messages and chat messagesare shown just above this bar.

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9 Toggles the display of unit names on and off.

0 Toggles the display of hit point bars on and off.

- Toggles the Main Map between the levels of zoom.

= Toggles the display of terrain textures in the Mini Map.

q Opens the Options menu.

There are some other dedicated keys that are availabledepending on what’s in your Control window. These hotkeys generally correspond to the highlighted letters onbuttons and other controls. For example, the letter ‘B’on the Build button tells you that B is the hot key alter-native to clicking the button. For a complete list of thekeyboard shortcuts in Majesty, please refer to theAppendix.

The customizable hot keys are those you can program toperform repetitive tasks quickly and efficiently. Thesecome in two types: the Spell keys and Focus keys.

Spell keys You can assign each of the number keys (0 through 9) to a specific Sovereign spell. Select a spell from the Spell Bar, then press the c key and the number you choose. The next time you press that number key, the spell you associated it with is instantly selected (it is not cast, of course, until you select a target).

Focus keys You can assign the function keys 2through 8 to any unit or location in your kingdom. Select a unit or center the Main Map on a location and make sure that no unit is selected. Next press c andthe function key you choose. Thenext time you press that functionkey, the associated unit (if any) becomes selected and appears in the

KEYBOARD SHORTCUTSThe mouse is a perfectly sensible way to control yourkingdom, but you can respond to challenges more quick-ly if you learn the keyboard shortcuts (also called “hotkeys”). These allow you to execute actions in one motionthat might otherwise require multiple mouse clicks.Majesty has two kinds of shortcuts: dedicated, whichyou cannot change, and customizable, which you canmodify to suit your particular needs.

All of the following are dedicated hot keys:

e In a multiplayer game, this turns on the Chatfeature. Pressing e after you’ve finished your chatmessage sends the message and exits chat.

Important Note

risk. Users are strongly encouraged not to give out personal informationthrough chat transmissions.

Kids, check with your parent or guardian before using the chat function or

if you are concerned about any chat you receive.

Arrow keys These move (“scroll”) the map view.

z While any enemy is selected, the zplaces an Attack Flag on that enemy. If thatenemy already has an Attack Flag, however,pressing the z removes the flag.

1 Makes your Palace the active building.

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Use of the chat function is at your own

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As is true of any ruler, you cannot control your subjectsdirectly. All of your kingdom’s heroes have minds of theirown, and they act according to their own priorities andgoals. You can, however, motivate them to do what youwant them to do. To guide your heroes, you rely on toolscalled Reward Flags. Reward Flags are bounties that youset on monsters, buildings, or — in some cases — heroes.These flags come in two types: Attack and Explore. Onemerely specifies that you want some hardy soul to reachthe place where the flag is set, and perhaps collect some-thing there. The other is a price on the head (or hearth)of the monster (or building) you’ve marked. You createflags using the Palace Control window. Click the Rewardsbutton to try it. You determine both what the reward isfor and the amount of the reward.

There are twenty-two spells potentially at your disposal;you gain access to them by building specific structures:Wizards Guilds, Temples, and such. With these spells,you can aid your heroes in their endeavors. As you buildand upgrade more Guilds and Temples and such, morespells become available.

Constructing buildings, recruiting heroes, placingrewards, and casting spells all cost gold. You begin eachquest with gold in your treasury. (The amount is shownat the top left of your screen.) As you do these things,this total steadily drops. Before it hits bottom, you needto gather more through your kingdom’s economy. Heroesgain money for killing monsters or fulfilling reward flags.They might also find gold in treasure chests. Eventually,your heroes return some of this money to their homeGuild or Temple. Commerce buildings like theBlacksmith and Marketplace make money in other ways,like selling improved or additional equipment to yourheroes.

Control window. If you press S and the hot key, youboth select the unit (if any) and center the Main Map onthe assigned unit or location. Pressing a and the hot keyselects the associated unit or location and centers it in the Tracking window.

RULERSHIP IN A NUTSHELLThe details are important, but for the details to makesense, it helps to have an understanding of the broadstrokes — an overview of the process of running thekingdom. That’s what this little section is, a brief look atthe big picture.

Your first action in most quests should be to constructbuildings. Guilds and Temples are the heart of yourkingdom. From these buildings, you recruit the heroesyou need to accomplish the goals of the quest. To beginbuilding, click on your Palace, the seat of your power. Itbecomes the active building, which means that theControl window shows the Palace and the controlsappropriate to it.

The Buildings button is what you use to begin construc-tion of a building. Click it, then select a building, thenclick the Build button. Now, you’re dragging an outline ofthe potential building as your mouse pointer. Click in theMain Map to place it anywhere you like — except that ifthe outline is circled in red, you’re in a bad spot. Move toa place where the circle is green, then try it. When youplace a building, a construction site appears. The buildingis gradually assembled either by Peasants (who come fromyour Palace), magical energies, or industrious heroes suchas Gnomes or Dwarves.

Once you’ve built a Guild or Temple, you can start torecruit heroes. To recruit a hero, select theappropriate building, then click the Recruitbutton. When the hero arrives, they immediatelystart adventuring.

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When the Palace is selected as the active building, theControl window includes:

Henchmen Each Palace has the potential to supportthree classes of henchmen: Tax Collectors,Peasants, and Palace Guards. The numberof henchmen supported by a Palaceincreases as the Palace is upgraded. Theseindicators tell you at a glance how many ofeach type your Palace is currently support-ing. Click on any of these to go to theHenchmen portion of the kingdom roster.

Hit Point Bar This shows the structural strength ofyour Palace in terms of “hit points”remaining. This number falls as thePalace takes damage and rises as it isrepaired or upgraded.

Statistics Click this button to see a statisticaloverview of the key events in your questso far. The report covers riches, build-ings, heroes, vice, and danger. It’s quiteuseful for giving you a sense ofwhat you’ve accomplished to date.

Any gold stored in a building is fair game for an enter-prising monarch. Your Palace employs Tax Collectors,who travel from building to building, collecting yourshare of the profits these structures have made. TheTax Collectors then return to the Palace or to a nearbyGuardhouse and add the collected funds to your treas-ury. This money allows you to continue building,

recruiting, castingspells, and settingrewards. (Be warned:monsters can kill yourTax Collectors.)

Those are the basics.If you’d like to try rul-ing with this little infor-mation, Ardania iswaiting. If you’d preferto be armed with moredetailed informationabout how to wiselyrule your kingdom,please read on.

YOUR PALACEYour Palace is the heart of your kingdom, from which youcontrol most of your kingdom’s major functions. It’s alsothe source of and home for most of your henchmen —Peasants, Tax Collectors, and their ilk. These tenaciouscharacters appear in your realm of their own accord andspend their days taking care of the mundane maintenanceof your realm; adventuring is left to the heroes. There is alimit to how much gold the Palace can generate eacheconomic cycle, and buildings without cost multipliers nolonger add to the palace’s automatic income. A final

warning: if your Palace is ever destroyed, youimmediately fail the quest. 22442244 22552255

SOVEREIGN’S TIPTo help reveal the ter-

ritory around yourkingdom quickly and

economically, choose aRangers Guild as yourfirst building. Rangerswill naturally set outto explore the unre-

vealed regions ofyour kingdom.

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Buildings Use this button to order your subjects toconstruct a new building. This is discussedin greater depth in the section ConstructingBuildings.

Repair Queue With this toggle button, you determinewhether or not your Peasants shouldrepair your Palace, should it be damaged.

Help The Palace Help feature gives you a briefoverview of its function and abilities, aswell as some insightful back groundinformation.

CONSTRUCTING BUILDINGSThe first step in trying toaccomplish your questgoals is to start buildingup your kingdom.Without Guilds andTemples you cannotrecruit the heroes neces-sary to complete yourquest. Through theconstruction of supportbuildings, you can offerthese heroes the chanceto better equip and trainthemselves for the hostileregions of Ardania.

Every quest begins with,at the very least, your

Palace on the map. The Palace is your key toconstructing all the other major structures you’llneed. Select it, then click the Buildings buttonin the Control window. The list that appearsincludes all the buildings currently available

Roster This button takes you to a screen thatlists and allows you to quickly selectfrom all your heroes, henchmen, andbuildings. Buttons at the top of this list letyou control which type is the focus. Othercontrols at the bottom let you sort the listby type, alphabetically, or by level.

Building Level This indicator displays the current level ofyour Palace.

Upgrade This is what you use to order your Palaceupgraded to the next level. (There arethree possible levels.) The Upgradebutton is a feature common to manybuildings, but the Palace has its own setof unique upgrade requirements. To raiseyour Palace to level two, you needsufficient funds and four living heroes.To upgrade it to level three requires atotal of twelve living heroes (along withsufficient gold). The amount of goldrequired to upgrade to the next level isshown on the button — in red if youcan’t yet afford it.

Tracking/Focus Click the down arrow to put your Palacein the Tracking window. The right arrowfocuses the Main Map on your Palace.

Rewards This button takes you to the controls forplacing Reward Flags. These are dis-cussed in greater detail in the sectionPlacing Flags.

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SOVEREIGN’S TIPThere are three

ways to select yourPalace and make it the

active building:• Click on it in the

Tracking window orMain Map,

• Click the Palacebutton,

• Press the keyboardshortcut 1.

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and other terrain objects(such as trees and rocks) donot obstruct the placementof your building. If thereisn’t any available space foryou to place the building,you can quit trying byright-clicking anywhere.Your heroes will need toexplore further to clearroom for the construction.

When you do find a suitablelocation, click to place thebuilding. Peasants automat-ically come to the construc-tion site and start to assem-ble your chosen structure(or magical energies carryout the process, if thebuilding is wizard-related).The more workers at thesite, the faster the construc-tion occurs. When youplace the constructionorder, the cost of the building is immediately deductedfrom your treasury. The first building of a type that youbuild is always the cheapest. Once you start buildingmultiples of any given building type, the successiveduplicates normally become more and more expensiveto construct. (There are exceptions to this rule, like theWizards Tower.)

for construction. (A toggle button lets you view all thebuildings that might become available throughout thequest.) Those you cannot yet afford to build have theircost listed in red.

To order the construction of a building, select it from thelist, then click the Build button. (You can also simplydouble-click the name of the building.) Now, your mousecursor represents the outline of the construction site.Drag it over the Main Map to the place you want to putthis building. As you’re moving the cursor around to finda location, a few things become apparent. First, yourpotential construction site has a circle around it. Thiscircle indicates the building’s construction buffer. Thisbuffer area provides extra room beyond the walls of allbuildings, allowing characters to travel between them.Also notice that any buildings already placed on your mapshow their buffers — the total area they take up on themap — as a similar circular highlight.

If the image of your new building is red, this means thatyou are over an area that is illegal for construction.Either there is an overlap between an existing buildingand the construction buffer of the building you areplacing, or there’s overlap between your new building’sbuffer and the dark, hidden map area. Also, some build-ings, like Trading Posts, cannot be placed too close toothers (like Marketplaces). Some, like Wizards Towers,must be placed within a certain range from an existingstructure (a Wizards Guild). All of these special place-ment rules are explained in the building entries in theReference section.

If you run into problems placing a building, try moving itto new locations until it’s no longer red. Note that hills

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SOVEREIGN’S TIPWhen you place yourbuildings, it’s wise to

keep in mind how theirlocations affect yourkingdom overall. For

example, if you spreadyour buildings out too

widely, they can beharder to defend, and

your Tax Collectortakes longer to com-

plete his rounds.However, some build-

ings, like Inns andTrading Posts, need tobe built on the frontierin order to best fulfill

their potential.

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Title Bar This is the name of the building. You canclick here to rename it.

Hit Point Bar This shows the structural strength ofthis building in terms of hit pointsremaining. This number falls as thestructure takes damage and rises as it isrepaired or upgraded.

Building Level This indicator displays the current levelof the building.

Upgrade This is what you use to order the build-ing upgraded to the next level. The num-ber of possible levels depends on thetype of building, but it is never morethan three. Every structure has upgraderequirements. Once those have beenmet, you can purchase the upgrade. Theamount of gold required to upgrade tothe next level is shown on the button —in red if you can’t yet afford it.

Tracking/Upgrade Click the down arrow to put this site inthe Tracking window. The right arrowfocuses the Main Map on it.

USING BUILDINGSConstructing a building provides some immediate benefits,but most buildings also have features you must choose touse. While most buildings share similar types of functions,the details differ from building to building. These differ-ences are reflected in the building’s Control window dis-play. You can see information on a specific building byclicking the building’s Help button, and greater detail isavailable in the Reference section under Buildings.

The Building Control WindowWhenever you select a structure as the active building, itshows up in the Control window. If the building is onethat you own (have control over), you get more thaninformation in this window. What functions are avail-able depends on the type of building. You might haveany (or all) of these:

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A. Title BarB. DemolishC. Number of

RecruitsD. Hero TypeE. Hit PointsF. Repair Once

G. Tax OnceH. CoffersI. HeroesJ. RecruitK. Special

AbilityL. Help

M. LevelN. UpgradeO. Repair QueueP. Tax RouteQ. Track/Focus

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Repair Queue With this toggle button, you determine whether or not your Peasants should repair this building, should it bedamaged

Repair Once This button notifies your Peasants to repair the building one time, and then toleave it alone until you give other orders.

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Heroes This button, available only for Templesand Guilds, calls up a list of all theheroes associated with the building. Itincludes their names, level, and cur-rent actions. A toggle button at the bot-tom of this list changes the entries to ashort form that shows only the heroes’names. The Visitors button shifts thelist to show the visitors in the building.

Recruit Heroes The main role of Guilds and Temples isto support the activities of your heroes.Click this button to add a new hero ofthe appropriate type (Rangers from aRangers Guild, for example) to youremploy. The recruitment cost is sub-tracted from your treasury and thebutton turns into a progress bar show-ing you when the new hero will arrive.

Special Ability Many buildings have special functions;for example, Guilds have guild skillsand Temples have spells. The relevantspecial ability buttons activate thatskill, provided that you have the fundsto pay for it. The Spells button, forinstance, takes you to a list of thatbuilding’s spells.

Combat DamageEach building and lair can take only a certain amount ofdamage before it collapses. This is represented by thestructures’ “hit points.” As a site takes damage fromattacks, these points are gradually lost. When the hitpoint total reaches zero, the building is destroyed.

Coffers This readout displays the amount ofgold awaiting tax collection. This infor-mation only appears on buildings thatcan contain or produce gold.

Tax Route With this toggle button, you determinewhether or not your Tax Collectorsvisit this building each time they maketheir rounds. This button only appearson buildings that can contain or pro-duce gold.

Tax Once This button temporarily adds thebuilding to your tax route. The nexttime a Tax Collector makes his rounds,he can stop here to collect taxes (pro-vided there is gold in its coffers). Onsubsequent rounds, however, hebypasses this building unless you givehim other orders. This button onlyappears on buildings that can containor produce gold.

Demolish Click this button to destroy the build-ing. Your Peasants sell the materialsfor salvage, so you get back a smallportion of the original constructionprice.

Help The Help feature gives you a briefoverview of the building’s function andabilities, as well as some insightfulbackground information.

Support This indicator shows how many heroesthis building is currently supporting.

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building’s Help text, and you can also find them in theReference section. A missing prerequisite will be listed onthe ToolTip Bar.

Once you meet the prereq-uisites for upgrading, justclick the Upgrade button.This prompts yourPeasants to add the job totheir construction queue.Once they get to the site,they start to perform theupgrade work. The moreworkers are helping withthe task, the quicker it iscompleted.

Structures You Don’t BuildSome buildings, likeHouses, Elven Lounges,and Gambling Halls, are

generated without your involvement. They come aboutnaturally as your settlement grows and certain require-ments are met. Infrastructure, such as Sewers andGraveyards, are also created for you. These structurescannot be demolished or destroyed. In addition, in somequests your heroes might find existing buildings and addthem to your kingdom.

As your settlement grows, the building roster comes inhandy. To use it, select your Palace and then click theRoster button. Now click the Buildings button in orderto make the list display all your village’s structures.From this list, you can quickly tell what buildingsare in your tax and repair queues and if anybuilding’s current status warrants attention.

You can have a damaged building under your controlrepaired at any time before it reaches zero hit points. Ifyou need a building that has been destroyed, however,your only option is to construct a replacement. Also, notethat only fully repaired buildings can research newabilities or be upgraded; damaged sites must be broughtinto good repair first.

Repair RoutesBuildings damaged by attacks can be repaired. You canchoose to have a building repaired every time it’sdamaged (it’s in the Repair Queue), or you can have itrepaired only when you specifically order it (RepairOnce). The advantage of having buildings in the queue isthat you can focus your royal attention on other thingsand let the business of repair go on in the background.However, if you want to carefully manage your Peasants,the Repair Once option comes in handy.

You only have a limited number of Peasants, and theydivide their time between constructing new buildings andrepairing existing ones. For the most part, the Peasantsaren’t as intelligent as their ruler, and in heated moments,they might focus their efforts wrongly — for example,repairing a minor structure while a more important one isbadly damaged and under attack. The Repair Onceoption lets you manage this situation by taking less impor-tant buildings off your Peasants’ Repair Queue, thencalling for them to be repaired when the situation allows.

UpgradingMany buildings may be upgraded one or two levels.(The number of possible levels depends on the type of

building, but no building goes above levelthree.) In order to upgrade a building youmust have the amount of gold indicated on itsupgrade button. Certain buildings also haveupgrade prerequisites. These are detailed in the

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SOVEREIGN’S TIPIf possible, surroundyour Marketplace onall sides with other

buildings. This prevents Sewers fromappearing immediately

adjacent to yourMarketplace. The

frequent attacks yourmarket would sufferfrom a nearby Sewer

could put a significantcrimp in your income.

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Skeleton with their arrows are slim. However, you cansometimes tempt them to consider such intimidatingactions by offering a particularly high reward.

Likewise, don’t be surprised to see some heroes simplymill about. This is your cue to give them something todo. Are your Wizards just walking around and restingfrom time to time? Maybe you should build a Library, sothey can go learn some new spells! Are your Warriorscontent to stay at home because there are no enemies tohunt? Maybe it is time to have them explore the sur-rounding area for monsters by placing explore flags!

Some heroes are smarter than others. For instance, theintelligent Wizards almost always equip themselves withany available Healing Potions, but thick-headedWarriors of Discord almost never do. Likewise, someheroes are more loyal than others. A Rogue’s only loyal-ty is to gold and wealth. In a multiplayer game, yourown Rogues might attempt to satisfy a Reward Flag thatanother sovereign placed on your Palace. Paladins, onthe other hand, can only be tempted to disloyalty by themost excessive rewards, if at all.

These are but a few examples from a long list of behavioraldifferences between your heroes. It is one of the challengesfacing any sovereign to figure out, understand, and workwith these differences, ultimately manipulating them toyour best interests in order to accomplish your goals.

The Hero Control WindowAs is true of buildings, heroes have useful details andhandy functions that show up in the Control windowwhen one is selected.

Name This is the name of the hero. Ifa hero is level ten or higher, youcan click in this field to changethe name.

YOUR HEROESWhile it’s an important job to construct the buildingsthat make up your kingdom, the real key to your successin any quest lies with your heroes. It is only throughtheir courageous endeavors that your goals can beaccomplished.

Recruiting HeroesYou recruit heroes through Guilds and Temples. Each ofthese produces a specific type (some have two or moretypes) of hero and can support up to a maximum num-ber. For instance, a Rangers Guild creates and supportsa maximum of four Rangers, while a DwarvenSettlement creates and supports three Dwarves.

Each Guild and Temple has a Recruit button. This buttonshows you the type of hero it can recruit and displays thecost in gold for recruiting the next hero of that class. Whenyou click, the gold is subtracted from your treasury andthe button becomes a recruitment timer. This timer showshow long you have to wait before your new hero arrives.

Every hero carries a unique name and set of personalstatistics, and all of them have minds of their own. Yournew heroes spring immediately into action, pursuingtheir own priorities. Your challenge is to get them toaccomplish your goals.

Hero BehaviorHeroes are intelligent entities (with the occasional excep-tion). They have their own individual motivations andgoals — goals that might not always coincide with yourneeds. For instance, no matter how high an attack

reward you place on a Skeleton, there is verylittle chance that a Ranger will try to attack it.Rangers know that their chances of damaging a

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Armor What armor the hero is currently wear-ing and its bonus (if any) are displayedhere.

Spells This button opens a list of all the spellsthe hero can currently cast and a list ofthe enchantments in effect on thathero.

Statistics Click this to see the hero’s unique per-sonal statistics.

Items This button opens the hero’s inventorylist. Use this to find out how much goldthis hero has.

Tracking/Focus Click the down arrow to put this heroin the Tracking window. The rightarrow focuses the Main Map on thehero.

Dismiss Click this button to dismiss the hero (orcorresponding Gravestone) from yourquest. The hero walks to the Palace,enters, and then disappears from thequest into early retirement. You canthen recruit a replacement.

Help The Help feature gives you a briefoverview of the hero’s abilities, as well assome insightful background information.

Improving HeroesThe longer they are out adventuring, the more yourheroes increase in skill level. They do this by gainingexperience (measured in points). Once a heroreaches a certain threshold of experience, thathero’s level increases by one. Getting to higherlevels is more difficult, as each promotionrequires progressively more time and experience.

Type The hero’s class — Ranger or Wizard,for example — is displayed here.

Hit Points This bar displays the hero’s maximumand current hit points. The bar risesand falls as the hero takes damage andheals. Once a hero’s hit points reachzero, the hero dies and leaves aGravestone.

Level This indicator displays the current levelof the hero. As characters gain moreexperience, they move up in level.

Experience This status bar shows how much moreexperience is needed before the heroattains the next level.

Current Action Your hero’s current activity — hunting orfighting, for example — is displayed here.

Weapon The weapon your hero is currentlywielding and its bonus (if any) are dis-played here. If you move your cursorover this area and look at the ToolTipBar, you see a description of theweapon.

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magical abilities. Using this building’s research features,you are able to train your Wizards to use new spells andimprove their intelligence. You can also teach intelligentcharacters new magic (even non-spellcasters), and affordthem the opportunity to increase their magic resistance.

EEqquuiippmmeennttHeroes can improve their equipment as well as their statis-tics and skills. This happens when they visit differentbuildings throughout your kingdom. Read the Referencesection for all the details, but here are a few of the moreuseful examples.

Blacksmiths sell better weapons and armor to yourheroes, but you have to spend gold in order to researcheach new level of improvement.

Wizards Guilds enchant your heroes’ weapons andarmor, as long as they are willing to pay for the service.Enchanted weapons and armor add to damage and protection.

If you have a level two Rogues Guild, heroes can pay tohave their weapons poisoned. A poisoned combatantslowly loses hit points over a given amount of time. It isquite possible that the infected character will die beforethe poison wears off.

Marketplaces also sell helpful items to heroes, thoughyou must research each item in order for it to be avail-able. At level one, you can get Healing Potions. Leveltwo offers Rings of Protection, and the third levelMarketplace introduces Amulets of Teleportation.

Heroes might also find improved weapons and armor asthey adventure. Some lairs have hidden caches, whichbecome available when the lair is destroyed.

When heroes go up in level, they get more hit points,they might get better at a particular skill, and they alsocan gain new spells or skills. The list of actions thatheroes can undertake to gain experience is quite long,and to some degree, it is unique for each hero class. Ingeneral, if heroes are in the field adventuring, they aregaining experience. However, there are ways that youcan promote heroes and make them better at what theydo without risking them in the field.

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The Fairgrounds provide two ways in which heroes canseek self-improvement. First, heroes can purchaseupgrades to their combat skills. Second, they can takepart in tournaments.

Tournaments are events held at the Fairgrounds. Eachtype of tournament focuses on refining a different one ofyour heroes’ combat skills. The focus might be melee,archery, or magic, and there are combination tourneys,too. Heroes that use the relevant skills are attracted tothe Fairgrounds for practice. Combination tournamentsare open to heroes using all types of combat skills.

Heroes who perform admirably in a tournament stand togain experience and possibly even some bonus gold. Byselecting the tournament type, you can guide specificclasses of heroes to improvement. You can also closedown the tournaments to force your heroes into thefield.

LLiibbrraarryyLibraries have several positive effects on your heroes.For starters, just having a Library in your kingdom

boosts the intelligence of all heroes recruitedafter the Library has been built. However, theLibrary’s most valuable role is in developing44004400 44114411

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REWARD FLAGSAn important key to success in your game is in learninghow to motivate your heroes. Your main tools for doingthis are Reward Flags. These are offers of gold to beawarded to any hero who successfully fulfills the termsof the flag — explore or attack the indicated target.There are two different types of flag, as seen here.

An Attack Flag tells your heroes to defeat the markedcreature or destroy the marked building or lair. AnExplore Flag offers a reward for reaching the markedlocation. Note that Attack Flags can only be placed onvisible things, while Explore Flags can be placed any-where. Attack Flags travel with moving targets, butExplore Flags stay wherever you place them.Heroes don’t always respond to your Reward Flags. Youhave to appeal to their sense of greed — and each hero’sthirst for gold is different. Your reward must be highenough to outweigh the rigors of the distance to be trav-eled and the dangers to be faced.

Placing FlagsTo place a Reward Flag, selectyour Palace. In the Controlwindow, click the Rewardsbutton to open the RewardFlags box.

To set the amount of thereward, use the plusand minus signs nextto the type of flag youwant — Explore or

Orphaned HeroesIf a Temple or Guild is destroyed and heroes supportedby that building decide to return home, the heroes notethe lack of a home to return to and assume that theirservices are no longer needed. The heroes then walk tothe Palace, enter, and leave your kingdom.

If, however, you build an appropriate replacement Guildor Temple before the homeless heroes reach the Palace,then the new structure adopts the orphaned heroes. Thisdoes not change the maximum number of heroes that theGuild or Temple can support.

Caring for Dead HeroesWhen any hero dies, a Gravestone is left behind. Thesemarkers remain on the map for a limited time after thehero’s death. Gravestones of higher level heroes lastlonger than those of lower level heroes. If you have aResurrection or Re-animation spell available, you canbring a hero back to life by casting that spell on theGravestone. Once the Gravestone has gone, however,there is no way to bring the hero back.

You should count the Gravestone of any hero you expectto bring back toward the maximum number of heroes aGuild or Temple can support. So, for example, if youhave two Rangers and two Ranger Gravestones you planto revive on the map, that Rangers Guild (which holds amaximum of four members) should be considered full.You can immediately recruit new heroes to replace thedead ones, but if you do this, the lowest-level Gravestoneis dismissed and the newly recruited hero assumes thatmembership slot. Thus, you would lose your opportunityto revive the expired hero.

You can also manually dismiss Gravestones byselecting the stone and clicking its Dismissbutton or by double-clicking on the Gravestoneitself.

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Attack Flag Explore Flag

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Managing FlagsOnce you’ve set a Reward Flag, that can be the end of ituntil a hero claims the flag. However, you can also keepan eye on the flag and makechanges if things aren’tworking out to your royalapproval. Click on a placedReward Flag to get that flaginto the Control window.

Once a flag has been placed,you can only make changes toit in this window. Naturallythe first thing you might beinterested in is the flag’seffectiveness. To check this,look at the View Heroes button. It has a number indicat-ing how many heroes are presently responding to thebounty. If no heroes have been tempted by your reward,you might consider increasing the amount. (Keep inmind, however, that it does take a little time betweenwhen you place a flag and when heroes begin to takenote of it.)

If you click the View Heroes button, you are presentedwith a list of all the heroes who are currently trying toachieve that flag’s objective. Clicking on any entry inthis list centers the Tracking window on the chosen hero.

Once a reward flag is placed, it cannot be moved.However, you can increase the bounty. To do this, clickthe plus sign in the Control window. Each click increas-es the reward by 100 gold. The reward amount can notbe decreased after a flag has been placed.

You can also remove a flag completely from themap. Be warned! If you remove a flag, the boun-ty in gold it was carrying is lost — it does not getreturned to your treasury. To remove a flag:

Attack. Once that’s done, click the name of the type offlag, then move your cursor onto the Main Map. Noticethat you are now “carrying” a Reward Flag on yourmouse pointer. Move your cursor to the target and clickto place the flag.

Note that if you’re placing an Attack Flag, your cursormust be over a structure, character, or monster to beplaced. Otherwise, the flag has a red “Invalid Target”marker over it. You can’t place Attack Flags justanywhere; they must be placed on valid targets.

If you are trying to place a Reward Flag with a higherreward amount than you currently have in your treas-ury, your cursor shows a red “Disallowed” marker withcoins attached. This changes back to a normal cursoronce your treasury increases to cover the amount, orafter you decrease the reward amount to within reach ofyour funds. You can right-click to cancel flag placement.

Since placing flags is a vital part of success in a quest,there are two shortcuts you can take — after you haveset amounts on both types of flag — to speed this action.

• Double-click on the intended target. If the target is acreature or building, you get an Attack Flag. If it’svacant land, you get an Explore Flag instead. The flagbounty is dictated by the current reward amounts. Youcan set it manually after the fact; see Managing Flags.

• Press the z when an enemy target is selected(you see it in the Control window). This sets an AttackFlag on that target. Again, the flag bounty is dictatedby the current reward amounts, and you can set itmanually after the fact.

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Sovereign spells differ from hero spells not only in that youdecide when and where to cast them, but also in that eachSovereign spell has a cost in goldassociated with it. That is, theGuild or Temple charges you foreach use of the spell. This price isdeducted from your treasury whenyou cast. For the details on eachSovereign spell, please see theReference section.

You can prepare to cast aSovereign spell in two ways. Thefirst is to select the relevantTemple or Guild, then click theSpell button in the Control win-dow, then finally click on thedesired spell in the list. The sec-ond, quicker, method is to use theSpell Bar. Each icon on the barcorresponds to a different spell. If aspell is not yet available, the icon isgray. If you hold your cursor overan icon, the name and cost of thespell appears in the ToolTip Bar.

Once you have selected your spell,its icon becomes your mouse point-er. Move the cursor over the target— whether it be a creature, building, or location — on whichyou want to cast the spell, then click. The spell is cast, and —unlike reward flags — the spell remains on your mouse point-er until you right-click to cancel it. This way, you can easilycast a spell repeatedly.

As an aid in identifying them, Sovereign spell icons are color-coded, based on the building that supplies them:

• Purple: Wizards Guild• Aqua: Temple to Agrela• Gray: Temple to Dauros

• Select the flag, then click theRemove button in the Control window, or

• Double-click on the flag inthe Main Map.

Claimed FlagsHeroes claim a reward flag’sbounty only after they meet itsrequirements. In the case of anExplore Flag, that means thehero must get to the location of the flag. In the case of anAttack Flag, the hero must destroy the flag’s target. Once thereward is claimed, the flag disappears. If there are multipleheroes in the vicinity, it is assumed that they all took part, andso they all divide the reward. In the case of claiming an AttackFlag during a multiplayer game, this includes the nearbyheroes of any player.

USING SPELLSMagic is a potent force in the land of Ardania. The outcome ofany quest is heavily influenced by spells — those you wield aswell as those cast by your heroes and your opposition. Thereare two major categories of spells in Majesty, Hero spells andSovereign spells. While both are quite powerful, they are castin very different ways.

Hero spells are those cast by your heroes. Your heroes decidefor themselves when, where, and how to use them. The types ofspells each can wield depends on the hero’s level and class. As ahero gains levels, more spells become available for use. There isno limit to the number of times a hero can cast a spell. However,there is a recharge time between castings. This period varies byspell. For the details on each hero spell, please see the Referencesection.

Sovereign spells are those that you can cast. Thesespells become available to you when you control cer-tain Temples and Guilds, and higher level structurestend to give you access to more potent spells.

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SOVEREIGN’S TIPWhen your kingdom is

under heavy attack, youmight want to place Attack

Flags on the monstersor heroes posing the

greatest threat.

SOVEREIGN’S TIPIf you are trying to

cast a spell in acrowded area, youcan make sure youhave the right the

right target bywatching carefullyuntil the target youwant is highlighted

and its nameappears in the

ToolTip Bar. If youreally want to be

sure, you can alsocast the spell by

selecting the target,then clicking on its

portrait in theControl window.

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Wandering around to everybuilding is not always the mostefficient means of collectingtaxes. Especially in a large,spread out kingdom, youmight want to streamline theprocess. There are a numberof ways you can do this:

Minimum Return is a thresh-old you set in a Tax Collector’sControl window. This dictatesthe minimum amount of gold that a Tax Collector mustbe carrying before he considers dropping it off at yourPalace or aGuard House. He will ignore this and dropoff anyway only if there is no more gold left anywhere tocollect. You can adjust the value in this field by manipu-lating the plus and minus buttons next to it.

Minimum Pickup is another threshold, set and adjustedin the same way. This dictates the minimum amount ofgold that must be in the coffers of a building on the TaxRoute before the Tax Collector will consider visiting thatbuilding to collect it. This can save a lot of time thatwould otherwise be wasted on tiny sums.

The Tax Route gives you complete control over whichbuildings the Tax Collector travels to visit. This allowsyou to fine tune your collectors’ routes. If your build-ings are widely spread, collecting money from every onecould take your Tax Collector a long time. If you takethe less income-productive buildings off his route, it cansignificantly speed up tax collection. Use the Tax Routetoggle in the Control window of each building to put iton or off the route. Stay alert, because whenever a newbuilding is created, it defaults to being on the route.When a building is off the Tax Route, it mighteventually build up a nice amount of gold. Youcan have taxes collected on demand using theTax Once button.

• Red: Temple to Krypta• Green: Temple to Fervus• Yellow: Temple to Helia• Brown: Temple to Lunord

Sovereign spells cast from Temples have no maximumrange. You may cast them at any valid target you cansee. Those cast from Wizards Guilds, however, have alimited range. They may only be cast within a certaindistance from the closest Wizards Guild or WizardsTower. The actual range is shown as a highlighted areaon the Mini Map when the appropriate Wizards Guild,Wizards Tower, or spell is selected.

EARNING GOLDAs a sovereign in Ardania, you must pay in gold foreverything you do or order done. You begin each questwith some gold in your treasury, but you will need muchmore in order to achieve your goals. There are severalways you can replenish your treasury, some better thanothers. And remember, there is a limit to how much goldthe palace can generate.

Tax CollectionMost of the buildings in your realm generate some amountof gold, however small. Getting that gold from the variousstructures into your treasury is the job of the TaxCollector. This rotund fellow is the workhorse of your eco-nomic system. A Tax Collector starts his rounds fromeither the Palace or a Guard House, and he visits everybuilding on the Tax Route. Once he’s gone to each build-ing, he returns with your gold.

Note that if a Tax Collector is killed while making hisrounds, he drops whatever gold he’s carrying. If a hero

is nearby to pick up the spilled treasure, all isnot lost. However, if no heroes are near whena Tax Collector is killed, the gold vanishes!

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MarketplacesA dependable way to make sure your settlement iscreating a strong cash flow is to build one or moreMarketplaces. Unlike most buildings, a Marketplacegenerates a largeamount of gold, which isthen gathered by yourTax Collectors on theirrounds. You might wishto build multipleMarketplaces, to makesure you’re generatingsolid revenue. However,more Marketplaces alsolengthen your TaxRoute, so you shouldstrive for a balance.Note that Marketplacesmust be built a certainminimum distance fromboth each other andfrom any Trading Posts.

Upgrading yourMarketplaces is also veryimportant. The higherlevel markets bring ingreater amounts of goldfrom regular businessand from Caravans, as well as having increased hitpoints. This is important, as you don’t want such vitalrevenue generators to be easy targets for monsters.

Another handy ability of the Marketplace is Market Day.After a Marketplace has successfully researchedthis, you can get emergency cash into the cofferswhen you need it most. You simply click the

More Tax Collectors is a dependable way to speed uptax collection. You start the quest with one, and you cangain additional Tax Collectors by upgrading yourPalace. The base number of Tax Collectors you employis the same as the level of your Palace, up to three. Youcan supplement this base number by constructing cer-tain buildings; for every five Fairgrounds, Blacksmiths,Royal Gardens, and Marketplaces you build, a Fountainwill spontaneously appear in your city. Each Fountainprovides an extra Tax Collector.

Guard Houses have a passive but significant impact ontax collection. Your Tax Collectors can drop off theirgold at these outposts, rather than making the long trekback to the Palace every trip. This generally results inyour treasury getting a boost more frequently.

ExtortionWhen you have a Rogues Guild in your kingdom, youhave the option of collecting taxes in a hurry throughExtortion. Click the Extort button in the Rogues GuildControl window, and the Rogues pressure your entirepopulace into handing over their taxes immediately. Alltaxes are collected and delivered to your treasury, butthere’s a catch — the Rogues keep a sizeable percentageof the take for themselves. A higher levelRogues Guild takes out a smallerpercentage of the taxes,but the cost makes thiscollection technique per-haps better kept in reserve asan emergency measure.

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SOVEREIGN’S TIPSince your

Marketplaces are sovital to the health ofyour economy, you

should consider placing at least oneGuard House near

each market. Not onlydoes this help to

defend theMarketplace, but theGuard Houses also

present alternate tar-gets for monsters — sothat they won’t neces-sarily head straight for

your vulnerable cash cows.

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challenges to face — carefully selecting the monsters, vic-tory conditions, the forces you begin with, and the regionwhere you wish to rule.

To start creating afreestyle scenario,click on the Play Gamebutton or the Map onthe Introductionscreen. Next, click thecompass in the bottomcenter of the QuestSelection map. Thistakes you to theFreestyle Selection box. Here, you can begin a randomscenario at any of the difficulty levels, or you can chooseto set up the scenario yourself. The Manual Settings but-ton takes you to the Freestyle Settings screen. This screenhas all the options you’ll need to customize your freestylescenario.

Note that, when you’re setting up a multiplayer game,you will use this same screen to create the situation.

Player Forces This setting determines the heroicforces each sovereign player has inexistence at the beginning of the sce-nario. Select one of the force patternsfrom the pull-down list.

Enemy Forces Use this to control what forces the mon-sters start with — lairs and monstersthat are on the map at the beginning ofthe scenario. Select one of the enemyforce patterns using the pull-downmenu.

Wandering Monsters During the scenario, monsterswander onto the map from

Market Day button to instantly create a large cache ofgold in the Marketplace — but there are drawbacks. Afterthe Market Day, the Marketplace must put all its resourcesinto resting and restocking for a time. Thus, it does notsell any goods to heroes and ceases to generate new rev-enue until that time passes.

Trading PostsTrading Posts are far-flung buildings that collect gold onthe frontiers, far from any Marketplace or otherTrading Post. They occasionally send out Caravans totravel to the closest Marketplace. When the Caravanreaches the Marketplace, it drops off a load of gold. It’sprofitable to have your Trading Posts placed as remotelyas possible, as the farther a Caravan travels, the moremoney it brings in. Of course, a long Caravan routemakes a tempting target for wandering monsters.

Gambling HallWhile a Gambling Hall usually acts as little more than adistraction for your heroes, you can sometimes use it toyour advantage when you’re feeling desperate — andlucky. The hall appears on its own after you have both aRogues Guild and Elves in your kingdom.

The Gambling Hall has a simple roulette wheel for yourenjoyment. The odds are against you, but the payoff canbe big if you win. Bring up the Gambling Hall in theControl window, enter the amount you wish to bet andthe color you wish to bet on, and then click the Spin but-ton. Good luck, and try not to bankrupt your kingdom!

FREESTYLE SCENARIOSThe ability to play your own freestyle scenariosextends Majesty beyond the predefined situa-tions. You can generate and play randomscenarios or create your own customized

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• Last Palace Standing: This victorycondition is only available if you’resetting up a multiplayer game. Underthis, all player sovereigns are at warwith each other. The object is to wipeout all of the other players’ Palaces.The last player with an undemolishedPalace wins the game.

Map Number Normally, the map for every quest orscenario is generated at random, basedon the settings for that quest. However,if you create a scenario and it turns outto be really fun, make sure to writedown the Map Number from that game(it’s in the Game Info on the Optionsmenu). If you want to re-create the mapyou played that game on, you can repro-duce it by entering that number in thisfield. Note that this control governs onlythe landscape and unit placement.

When all the settings are exactly as you want them, clickStart Game to give your quest scenario a try (or beginthe multiplayer game you just set up).

MULTIPLAYER GAMESIn a multiplayer game of Majesty, up to four kingdomscan occupy a map. Each player starts with a Palace and,depending on the scenario, might have a few other struc-tures or some forces in place. The goals for every playerdepend on the victory condition the host selects. In somescenarios, the best approach is to band together tothwart the evil that roams the land. In other cases,players might find themselves warring witheach other to achieve victory.

outside the realm. This settingis how you determine exactly whichmonsters will do so. Select from thepull-down menu.

Landscape Use this to choose the terrain for thisfreestyle scenario.

Starting Gold This determines the amount of gold eachsovereign has in the royal treasury at thestart of the scenario. Select less gold tocreate a more difficult situation and moregold to make things easier.

Victory Conditions When is the scenario completed? Youdecide using this setting. There arefour possible options:

• Eliminate All Foes: To win, a sover-eign must destroy all the monsterlairs on the map. Any player whosePalace is still standing at the end ofthe scenario receives a victory.

• Gather Gold: If you select this victo-ry condition, you must enter a num-ber into the Limits box. Use the plusand minus buttons to set an amount.The first player to accumulate thespecified amount of gold immediatelywins the game.

• Survive Specified Time: For this vic-tory condition, like the previous one,you must enter a number into theLimits box. This time, you’re settinga time limit on the scenario. Everyplayer whose Palace is still standingwhen the time limit is reached and thegame ends receives a victory.

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guest to join. If you’re joining, you must also verifythe modem, then enter the telephone number of thehost. When all is ready, you move on to theMultiplayer Launch screen.

• Direct Serial if you intend to play via a serial cablelinked to another computer. You must choose whetheryou plan to host (create a game) or join, then verifythe serial port configuration. When all is ready, youmove on to the Multiplayer Launch screen.

• LAN (TCP/IP) to play over a local area network thatsupports the TCP/IP protocol. Majesty will automat-ically search the LAN for games and show them toyou on the Multiplayer Setup Screen.

• Internet to play via the Internet. Please view theReadMe file for detailed instructions.

Finally, click the Accept button to go to the MultiplayerSetup screen, where you will either join a game thatsomeone else is hosting or create your own game forothers to join.

LAN Multiplayer SetupIf you want to create and host a game, click the CreateGame button on the Multiplayer Setup screen. You areprompted to enter a session name to identify the game toothers on the network and to choose the number of play-ers you want in the game. When you have set both ofthese, click the Accept button. You are taken to theMultiplayer Launch screen.

If you want to join a game, look at the open games — all ofthose available to you are listed on the Multiplayer Setupscreen. When you’ve chosen one, simply select the gameand click the Join Game button when it appears.You go to the Multiplayer Launch screen.

A multiplayer scenario presents you with a differentexperience than a single-player quest — what wouldhappen if more than one kingdom occupied the samerealm. Since you do not control your heroes directly, do not be surprised when you see them responding toanother player’s Reward Flags or even spending moneyin other players’ buildings! Some subjects are supremelyloyal, while others follow the gold.

If you wish, you can place Attack Flags on your oppo-nent’s heroes and buildings. Be warned that if you dothis, you are declaring war on that player. When you areat war, your heroes and theirs fight whenever they comeinto contact, and the fortifications of each side (WizardsTowers, for instance) view the other’s forces as hostileenemies. The state of war exists until all the Attack Flagsbetween you are resolved — fulfilled or dismissed.

Note: If another player places a reward flag on one ofyour ally’s buildings, your heroes will make a loyaltycheck before deciding whether to go after the reward —just as though the flag was placed on one of your ownbuildings.

To create (host) or join a multiplayer game, click theMultiplayer button on the Introduction screen. Just as insingle-player, you are prompted to enter the name bywhich you want to be known.

After you’ve entered a name, you must select the type ofcommunications you want to use. This sounds moretechnical than it is. Just pick one of the options present-ed to you. They typically include:

• Direct Modem to play over a modem-to-modemconnection with another computer. You must choose

whether you plan to host (create a game) orjoin. If you’re hosting, you must verify themodem you want to use, then wait for your

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To chat during the game, press e, type your chat,then press e again. What you typed is broadcast toall players in the game. Watch your screen for chat fromother players. Messages are displayed just above theToolTip Bar.

Important Note

risk. Users are strongly encouraged not to give out personal informationthrough chat transmissions.

Kids, check with your parent or guardian before using the chat function orif you are concerned about any chat you receive.

REFERENCEREFERENCEMajesty’s built-in Help features contain everythingyou’re likely to need to know, but there’s not alwaystime during a quest to read through great stacks ofinformation. It can be helpful to have a reference youcan read in the spare moments between quests. Thus thissection, filled with introductions to all of the importantsubjects.

BUILDINGSThe buildings under your command and protection canbe divided into two broad categories: those you buildand those that appear through the natural course ofthings.

Creating a GameThe Multiplayer Launch screen shows the currentlyselected multiplayer options and the players who havealready joined the game. There is also a Chat area for communicating with other players.

If the current scenario options do not meet with yourapproval, click the Adjust Settings button to changethem. (See the Freestyle Quests section for the details.)

When you are happywith the settings youhave chosen, click theAccept button. Whenall the other playershave also signified thatthey are ready to play,you are given theoption to Start Game.

Joining a GameWhen you are satisfied with the options that the host hasselected on the Multiplayer Launch screen, click the con-firmation checkbox next to your name. This signals tothe host of the game that you are ready to play. Onceeveryone has clicked their confirmation boxes, the hostcan start the game.

ChattingThere is a Chat window on both the Multiplayer Setupand Multiplayer Launch screens. You can communicatewith other players by entering text in the Chat field,then clicking the Send Chat button. What you typed

is broadcast to all players in the game. Allchat (yours and theirs) shows up in thechat window.

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Use of the chat function is at your own

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Eavesdropping on their conversation, he found that they

were on their way to visit Chod the Blacksmith. Both felt

compelled to invest their hard-earned gold in new weapon-

ry after a recent scuffle in the forest to the north. It

seemed that more and more Trolls were showing up in that

area since the building of the Boar’s Head Inn.

The two adventurers entered the Blacksmith’s, and the

Cloaked Man proceeded on towards the heart of the

village. As a he approached the Palace, the guards did not

challenge him. The Cloaked Man walked into the Palace

courtyard and cast off his cloak. Almost immediately the

Royal Advisor was at his side.

“Was your walk beneficial?” the Advisor inquired.

“Indeed. Send out the word. I offer six hundred gold pieces

on the head of any Troll in the northern woods,” the

Cloaked Man replied with uncommon authority.

“Right away, Your Majesty!”

Buildings You ConstructBefore you can begin recruiting, you need to startassembling your kingdom. When you select your Palaceand click the Buildings button, you see what construc-tion choices are currently available. Of course, not all ofthe possible buildings are available at any given time.Many have prerequisites — they do not become avail-able until something else has been built — and othersmight be unavailable due to the restictions placed on youfor the duration of your current quest.

BBaall ll iissttaa TToowweerrThis is a defensive emplacement thatDwarves introduce to your kingdom.It’s an armored tower that firesheavy bolts at any nearbymonsters. It is very expensive

to build, but its defensivevalue is very high.

TTHHEE CCLLOOAAKKEEDD MMAANNThe newly improved Palace dominated the center of the

village and gleamed in the sunlight as the Cloaked Man

strolled down the bustling main thoroughfare. Few took

notice of him, most were too busy to lend much notice

to a stranger.

The Cloaked Man continued down the unpaved street,

strolling at a casual pace and taking in the activity around

him. As he approached the new Temple to Lunord, a pair of

Adepts ran down the steep steps of the rose-colored,

stone ziggurat. Clothed in the characteristic red and

white garb of their guild, the two split in different direc-

tions as they reached the street, beginning their vigilant

patrol of the village. Few could match Lunord’s Adepts

when it came to running with graceful speed.

Everywhere the Cloaked Man looked, something was

happening. Near the temple, a group of Peasants were hard

at work on the new Library. The Cloaked Man could

catch snippets of their conversation, as the grumbled and

groaned about “our lot in life” and how “we never get any

rest.” Still, they tended their duties with unfailing dedica-

tion. They began hoisting up a pallet of shingles for the

brick-red cupola roof as the stranger continued his walk

through the town.

The Cloaked Man paced a slow-moving Caravan, travel-

ing into the village from one of the outlying Trading Posts.

The driver looked relieved to be out of the monster-filled

wilds and back in civilization. As the Caravan veered into

the Marketplace, the stranger continued on toward the

heart of the town.

The Cloaked Man soon found himself tailing two of the

local adventuring heroes: a Ranger and Warrior.

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Main Function: Home for Dwarves.

Prerequisites: You must have a level two Palace and alevel three Blacksmith. In addition,you cannot build these if your kingdomcontains any Elves or Gnomes.

Level One: Lets you recruit up to three Dwarves.Fires defensive bolts at nearby enemies.Allows you to build Ballista Towers.

EEllvveenn BBuunnggaalloowwThe bright blue roof of an ElvenBungalow loudly proclaims the Elvenpresence. Each Bungalow lets yourecruit and support two Elves. Thedownside of hosting Elves is that theybring their Elven Lounges andGambling Halls with them.

Main Function: Home for Elves.

Prerequisites: You must already have a level twoPalace, a Marketplace, and an Inn. Inaddition, you cannot build this if yourkingdom contains any Dwarves orGnomes.

Level One: Lets you recruit up to two Elves.Increases all Marketplace income.Causes an Elven Lounge to appear.Causes a Gambling Hall to appear,when combined with a Rogues Guild.

FFaaiirrggrroouunnddssA place for festivals, jousts, and tour-naments, the Fairgrounds can help-boost your heroes’ experience.Heroes can visit the Fairgroundsto train and thus increase theircombat statistics — for a price.

Main Function: Defense

Prerequisites: Your kingdom must contain a DwarvenSettlement.

Level One: Fires bolts at nearby enemies.

BBllaacckkssmmiitthhThe existence of a local Blacksmith givesyour subjects the opportunity toupgrade their weapons and armor.Higher level Blacksmiths offer even bet-ter equipment. Another benefit of hav-ing a Blacksmith is that constructingnew buildings in your kingdom becomesless expensive, though multipleBlacksmiths do not increase the savings.

Main Function: A shop where heroes can buy betterweapons and armor.

Prerequisites: None for level one. All availableBlacksmith research must be completedbefore upgrading to level two. Thesame is true of level three.

Level One: Reduces the cost of constructing new buildings.

Can research +1 armor and +1 weapons

Level Two: Can research +2 armor and +2 weapons

Level Three: Can research +3 armor and +3 weapons

DDwwaarrvveenn SSeetttt lleemmeennttDwarves are driven to over-engineer.Their basic settlements are tinyfortresses. Each one allows you torecruit and support three Dwarvenheroes. The Dwarven Settlement hasautomated defenses that attack anymonsters thatapproach too close.

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GGuuaarrdd HHoouusseeThese small forts can be placed any-where in your domain to protect impor-tant areas of your kingdom. Once aGuard House is built, a City Guard isautomatically hired to man it. He rou-tinely leaves the tiny fort to patrol thenearby area. Guard Houses also pro-vide refuge for any Solarii who arepatrolling the area. In addition, TaxCollectors can use them as drop offpoints for their gold, and Peasants canuse them as temporary homes. Thishelps both of these types of henchmento carry out their duties without havingto walk back to the Palace.

Main Function: Provides protection at strategic pointsin your settlement.

Prerequisites: None for level one. Must researchArrows before upgrading to level two.

Level One: Supports one City Guard.Used as an auxiliary drop-off point for Tax Collectors.Used as a temporary home for Solarii.Used as a temporary shelter for Peasants.Can research auto-firing Arrows.

Level Two: Can research to promote the CityGuard to Veteran Guard.

Main Function: Provides level advancement without therisks of real combat.

Prerequisites: You must have a level three Palace.

Level One: Offers experience training to heroes inexchange for payment.

Research Tournaments in order totrain heroes in hand-to-hand combat,archery, magical warfare, or a combi-nation of all forms of battle.

GGnnoommee HHoovveellGnomes live in what others call ‘struc-tured piles of debris.’ These hovels dolittle to beautify your kingdom, but theGnomes’ contribution to your work-force makes up for their unsightlyabodes. Gnomes are prone to largefamilies — after you’ve built your firstGnome Hovel, others will begin toappear in your kingdom.

Main Function: Home for Gnomes.

Prerequisites: You cannot build this if your kingdomcontains any Elves or Dwarves.

Level One: Lets you to recruit up to three Gnomes.

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Level One: Reduces the cost of researching newtechnologies.Can research the Fire Blast spell, whichis then available to Wizards.Trains all heroes for magic resistance.Trains Wizards for improved intelligence.Improves the intelligence of all heroesrecruited after its construction.

Level Two: Further reduces the cost of researchingnew technologies.Can research the Meteor Storm spell,which is then available to Wizards.Allows high-intelligence heroes to learnthe Power Shock spell.Allows high-intelligence heroes to learnthe Flame Shield spell.

MMaarrkkeettppllaaccee::Marketplaces are your settlement’sstrongest sources of income. The amountof gold each generates increases as youupgrade its level. Adventurers can go tothe Marketplace to equip themselveswith useful magic items. If you’veresearched Market Day, it gives you theability to immediately generate a largesum of gold. However, the Marketplacewill shut down for a period of time whilea Market Day is held. Every Marketplacemust be built a certain distance fromboth other Marketplaces and TradingPosts.

Main Function: Generates additional income foryour kingdom.

IInnnnThe Inn is a place where adventurerscan rest and regain some of their health.By building Inns on the frontier, youprovide a place where weary heroes canrecuperate without traveling all the wayback to their guild or temple. Inns alsogenerate a small flow of income.

Main Function: An alternate refuge for heroes.

Prerequisites: None.

Level One: Allows heroes to rest and recover health.

LLiibbrraarryyWizards can visit a Library to improvetheir abilities. Here, they can purchasenew spells and study to boost theirintelligence. All heroes may visit toimprove their magic resistance. Havinga Library in your kingdom increasesthe intelligence of any heroes yourecruit. Another benefit of having aLibrary is that it slightly lowers thecost of researching technologies in yourkingdom, though having multiplelibraries does not increase the savings.

Main Function: Offers improvement opportunities forWizards and some improvement forother folks.

Prerequisites: Wizards Guild. All level one researchmust be completed before upgrading tolevel two.

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RRoogguueess GGuuii llddThe shabby appearance of the RoguesGuild only proves that the Rogueswould rather pocket their gold than useit for renovations. This building letsyou recruit up to four Rogues. Becauseof their deceitful and greedy nature,this guild returns a smaller percentageof its income to the Palace than others.Using the guild skill Extortion, theRogues will (at your command) instant-ly collect all of your taxes — minus astiff surcharge. A second level RoguesGuild allows characters with high arti-fice to poison their weapons. While poi-soned weapons are expensive, they arevery helpful in combat.

Main Function: Home for Rogues.

Prerequisites: None.

Level One: Lets you recruit up to four Rogues.Can research the Extortion guild skill,which allows instant tax collection,minus a fee.If there’s an Elven Bungalow in yoursettlement, having a Rogues Guildcauses a Gambling Hall to spring up.

Level Two: Your heroes can purchase poisonedweapons to improve their attacks.

RRooyyaall GGaarrddeennssYour heroes may visit theRoyal Gardens to relax andmeditate. When they leave theGarden, they gain the benefitsof a random (always beneficial)

Prerequisites: None.

Level One: Generates gold.Can research, then sell, Healing Potions.Can research the Market Day functionto create a fast source of gold.

Level Two: Generates a greater amount of gold.Can research, then sell, Rings ofProtection (to heroes). These add to thedefense factor a hero’s armor provides.

Level Three: Generates an even greater amount of gold.Can research, then sell, Amulets ofTeleportation (to heroes). See theTeleport spell for details.

RRaannggeerrss GGuuii llddRangers are always ready to set upcamp and start exploring the realm.The Rangers Guild lets you recruit andsustain up to four Rangers. Once aGuild is placed, you can use the MoveCamp guild function to instantly relo-cate the guild to a more strategic loca-tion — even while it is under attack!

Main Function: Home for Rangers.

Prerequisites: None.

Level One: Lets you recruit up to four Rangers.The Move Camp guild function allowsyou to relocate this building — for aprice.

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TTeemmppllee ttoo AAggrreellaa::The followers of Agrela, the Goddess ofLife and the Good Mother, are theHealers of the land. Agrela’s temple isa peaceful sanctuary where the Healerslearn their soothing arts.

Main Function: Home for Healers.

Prerequisites: Requires a second level Palace.Because of religious disputes, this tem-ple cannot coexist with a temple toFervus, Krypta, or Krolm.

Level One: Lets you recruit up to four Healers.Grants the Sovereign spell Healing.

Level Two: Grants the Sovereign spell Blessing.

Level Three: Grants the Sovereign spell Resurrection.

TTeemmppllee ttoo DDaauurroossThe gilded roof of the Temple toDauros, god of law, belies the stoiclifestyle of its resident Monks. Whenthis temple is in your kingdom, right-eous Paladins become available at yourWarriors’ Guild.

Main Function: Home for Monks.

Prerequisites: Requires a second level Palace.Because of religious disputes, this tem-ple cannot coexist with a temple toFervus, Krypta, or Krolm.

Level One: Lets you recruit up to four Monks.

Grants the Sovereign spell Stoneskin.

spell. The Royal Gardens also generategold for you to collect, and can helpboost the loyalty of your heroes (whichcan be useful when there are otherkingdoms vying for their allegiance).

Main Function: Provides a haven for meditation.

Prerequisites: Requires a third level Palace.

Level One: Provides a location where your heroescan gain a beneficial spell effect.

Generates gold revenue.

Increases the loyalty of your heroes inmultiplayer games, thereby decreasingthe likelihood that they will respond toyour opponent’s reward flags or useyour opponent’s buildings.

SSttaattuueessStatues allow you to customize the lookand feel of your kingdom — to beautifyit with public art.

Main Function: Adds unique scenery to your kingdom.

Prerequisites: Requires a second level Palace.

Level One: Enhances the personality of yourkingdom.

Increases the loyalty of your heroes inmulti-player games, thereby decreasingthe likelihood that they will respond toyour opponent’s reward flags or useyour opponent’s buildings.

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Level Three: Grants the Sovereign spell Vines.

TTeemmppllee ooff HHeell iiaaHelia, the sun goddess, imbues herloyal Solarii with her own fiery spirit.Mystic devices within the templegrounds convert sunlight into magicalenergy.

Main Function: Home for Solarii.

Prerequisites: Requires a third level Palace. Becauseof religious disputes, this temple cannotcoexist with a temple to Lunord orKrolm.

Level One: Lets you recruit up to four Solarii.Grants the Sovereign spell Fire Strike.

Level Two: Grants the Sovereign spell Sun Scorch.

TTeemmppllee ttoo KKrroollmmThe worship of Krolm is Ardania’s old-est religion, and the Barbarians stillcarry on the long tradition of worship-ping this god of war. Temples dedicatedto Krolm are usually made from mono-lithic stones and the bones of hugepredators. Krolm’s temple provides theRage of Krolm guild function, whichtemporarily boosts the statistics of allyour heroes.

Main Function: Home for Barbarians.

Prerequisites: Requires a second level Palace.Because of religious disputes,this temple cannot coexist withany other type of temple.

Allows you to recruit Paladins at Warriors Guilds.

Level Two: Grants the Sovereign spell Vigilance.

Level Three: Grants the Sovereign spell Petrify.

TTeemmppllee ttoo FFeerrvvuussFervus, the god of chaos and frivolity,is closely tied to natural elements.Fervus’ temples look as if they’vesprouted from the landscape. Througha ritual of transformation, this templeallows the creation of a Warrior ofDiscord — one of the brutally random“fists of Fervus.” Warriors of Discordmake their home in the WarriorsGuild, where they complete their training in the destructive arts.

Main Function: Home for Cultists.

Prerequisites: Requires a second level Palace.Because of religious disputes, this temple cannot coexist with a temple to Agrela, Dauros, or Krolm.

Level One: Lets you recruit up to four Cultists.Grants the Sovereign spell Healing.Increases the luck of all heroes recruitedafter construction.Allows the creation of Warriors ofDiscord at Warriors Guilds.

Level Two: Grants the Sovereign spell Illusionary Hero.

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Level One: Lets you recruit four Adepts.Grants the Sovereign spell Winged Feet.

Level Two: Grants the Sovereign spell Wind Storm.

TTrraaddiinngg PPoosstt

The Trading Post is a starting point forCaravans. On occasion, one of theseleaves the Trading Post and heads forthe nearest Marketplace. If the Caravanmakes it to its destination, it unloads acargo of gold. A Trading Post cannot bebuilt within a certain distance of aMarketplace or other Trading Post.

Main Function: Create added income by sendingCaravans to Marketplaces.

Prerequisites: A Marketplace must be present.

Level One: Creates Caravans.Can research Healing Potions for sale to your heroes.

WWaarrrriioorrss GGuuii lldd

Few villages feel truly safe without theprotection of a Warriors Guild. Theguild’s unique Call to Arms skillinstantly teleports all guild membershome — in order to see to your localneeds.

Main Function: Home for Warriors.

Prerequisites: None.

Level One: Recruits Warriors, Warriors ofDiscord, and Paladins — up toa total of four.

Level One: Lets you recruit up to six Barbarians.Provides the Rage of Krolm guildfunction.

TTeemmppllee ttoo KKrryyppttaa

Krypta is the oft-misunderstood goddessof death. The dark, ethereal chanting ofthe Priestesses and the odd smell ofdecay frequently signal there’s a Templeto Krypta nearby.

Main Function: Home for Priestesses.

Prerequisites: Requires a second level Palace.Because of religious disputes, this tem-ple cannot coexist with a temple toAgrela, Dauros, or Krolm.

Level One: Lets you recruit up to four Priestesses.Grants the Sovereign spell Wither.

Level Two: Grants the Sovereign spell Animate Bones.

Level Three: Grants the Sovereign spell Re-animate.

TTeemmppllee ttoo LLuunnoorrdd

Lunord is Ardania’s god of the moonand the winds. With huge ornamentalhorns that hover over the rest of thekingdom, Lunord’s temple is a less-than-subtle presence.

Main Function: Home for Adepts.

Prerequisites: Requires a third level Palace. Becauseof religious disputes, this temple cannotcoexist with a temple to Helia orKrolm.77447744 77557755

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Level Two: Grants the Sovereign spell Lightning Bolt.Grants the Sovereign spell Anti-Magic Shield.Heroes can pay to have their armorand weapons enchanted to +2.Provides the ability to EnchantWizards Towers.

Level Three: Grants the Sovereign spell Lightning Storm.Grants the Sovereign spell Supercharge.

Heroes can pay to have their armorand weapons enchanted to +3.

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By building a Wizards Tower, youextend the reach of your Sovereignspells. Enchanted towers automaticallyshoot energy bolts at nearby enemies.This enchantment only lasts a setamount of time, after which you canEnchant the tower again (and again).Like the Wizards Guild, this building ismagically constructed.

Main Function: Extends the range to which Sovereignspells can be cast (from the WizardsGuild).

Prerequisites: Requires a Wizards Guild. Must bebuilt within range of a Wizards Guildor another Wizards Tower. You musthave a second level Wizards Guild inorder to Enchant a Wizards Tower.

Level One: Extends the range of Sovereign spells.Can be temporarily Enchantedto fire defensive energy spheres.

Provides the Call to Arms guild function.Combined with a Temple to Fervus,allows you to recruit Warriors ofDiscord.Combined with a Temple to Dauros,allows you to recruit Paladins.

WWiizzaarrddss GGuuii lldd

The Wizards Guild is a forbiddingspire visited only by those skilled in themost arcane arts and those seekingtheir aid. Mere Peasants do not possessthe needed skills to assemble thishaven. Instead, the Wizards Guild isguided into being and improvementthrough carefully controlled magicalforces. With each level of improvementto the guild, you are granted two newSovereign spells. All spells are limitedin range, but by adding WizardsTowers you can expand your sphere ofmagical influence. With a level twoguild in place, you can Enchant yourWizards Towers to give them an offen-sive sting.

Main Function: Home for Wizards.

Prerequisites: Requires a second level Palace.

Level One: Lets you recruit up to four Wizards.Grants the Sovereign spell Farseeing.Grants the Sovereign spell Invisibility.Heroes can pay to have their armorand weapons enchanted to +1.Allows you to construct Wizards Towers and Libraries.

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Effects: Gives you another Tax Collector, whichhelps you gather your gold more effi-ciently.

GGaammbbll iinngg HHaall ll

The games of chance available in thisbuilding, like the decadent thrills of theElven Lounge, can lure your heroes towaste time that should be spent onadventure and money that could gotoward buying necessary equipment.

Main Function: Diverts heroes from their missions.

Cause: Appears once you have a Rogues Guildand have invited Elves to join yourkingdom.

Effects: Attracts heroes and consumes theirtime and money.Does not pay taxes.Allows you to gamble with gold fromyour treasury if you so choose.

GGaazzeebbooThe Gazebo is just like an Inn, exceptthat your heroes can visit it for free.

Main Function: Gives heroes a free place to rest andseek refuge; beautifies your kingdom.

Cause: Appears automatically when you haveplanted Royal Gardens.

Effects: Allows heroes to rest and recover health.

Buildings That AppearIn addition to the buildings you build by choice, thereare some that, given the right circumstances, spring upon their own. Some are vital, like your Palace. Others,like the Sewer and Graveyard, are more akin to lairsthan buildings. Most of these structures are necessaryevils. They provide challenges to your settlement’sgrowth, but are in fact inescapable results of that growthas well.

EEllvveenn LLoouunnggeeAdventurers with low willpower canfind themselves wasting large amountsof gold and time at this den of decadententertainment. You gather no gold fromthis building; all the money spent thereis lost.

Main Function: Diverts heroes from their missions.

Cause: Appears once you have invited Elves tojoin your kingdom.

Effects: Attracts heroes with low willpower andconsumes their time and money.Does not pay taxes.

FFoouunnttaaiinn

Fountains represent the economic pros-perity of your kingdom.

Main Function: Gives you another Tax Collector andbeautifies your kingdom.

Cause: Appears once you have a certain num-ber of inns, blacksmiths, gardens andmarketplaces.77887788 77997799

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Effects: Spawns undead monsters.Is indestructible.

PPaallaacceeIs the center of your authority. Fromhere, you can set rewards for heroeswho successfully complete quests andalso choose which buildings you want toconstruct. Your Palace automaticallycreates Peasants, Tax Collectors, andthe Palace Guard. Without a Palace,you can no longer rule the land. If yourPalace is ever destroyed, you’ve losteverything.

Main Function: Is the central control from which yourun your kingdom; houses your vitalhenchmen.

Cause: Appears at the start of every quest.

Level One: Supports two Peasants.Supports one Tax Collector.Lets you build Gnome Hovels, RangersGuilds, Rogues Guilds, WarriorsGuilds, Blacksmiths, Guard Houses,Inns, and Marketplaces.Provided their other prerequisites aremet, lets you build Trading Posts.

Level Two: Supports four Peasants.Supports two Tax Collectors.Supports one Palace Guard.Lets you build Wizards Guilds and Statues.Provided their other prerequi-sites are met, lets you buildDwarven Settlements, Elven

HHoouusseessAlong with heroes come their families.These proud folk refuse to live as long-term guests in your Palace. Rather, asyou recruit more heroes into your king-dom, their families create their ownhousing outside the walls.

Main Function: Occupies land near your Palace —land on which you could have putuseful buildings.

Cause: Recruiting heroes causes Houses to be erected.

Effects: Creates a small amount of taxable income.

GGrraavveeyyaarrddssAs your heroes are killed, theirremains are interred in honoredgraves. When any area contains enoughof these graves, it is fenced off andcalled a Graveyard. Unless you’re verygood at keeping your heroes alive, oneor more of these will eventually appearin your settlement — and thanks toArdania’s legacy of residual necroman-tic magical energies, evil undead mightoccasionally rise from any Graveyard.

Main Function: Spawns undead creatures to menaceyour kingdom.

Cause: Appears in your settlement after a cer-tain number of heroes have died.

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TTHHEE SSPPIIRRIITT OOFF TTHHEE LLAANNDDAll began with the World Birthing.

From the vast nothing, Krolm brought everything into

being. He presided as the singular Master of Ardania’s

dawn. While he was pleased with the endless details of this

newly crafted wilderness, something was still missing. Self-

admiration for his accomplishments was not enough. He

brought humankind into the world so that they may take

joy in his creation and revere his might and skill.

Ardania’s countenance was still blanketed in darkness and

tumult. To soothe this harsh realm of storm and fury,

Krolm divided his essence. The result was Krolm’s two

children: Helia, the eternal Sun, and Lunord, the ever-

changing moon.

Helia and Lunord frolicked across the skies, and the people

of Ardania watched with admiration. The new gods deliv-

ered many gifts — the gifts of civilization. Soon, many of

Ardania’s people turned away from Krolm, in favor of the

promise of these new gods. Krolm grew jealous and

instructed his remaining faithful to forever shun the trap-

pings of civilized life.

As civilization evolved, so did the heavens. In the time of

the great King Sydrian, four more deities vied for the

spiritual allegiance of Ardania’s faithful. These children of

the new gods included Krypta, Goddess of Death; Dauros,

God of Law; Fervus, God of Chaos; and Agrela, Goddess of

Life. And thus the seven gods and goddesses of Ardania

came to be.

Hero StatisticsEvery individual hero has a set of unique statistics— numbers that define that hero’s personal

characteristics for your understanding. Thesestatistics are largely dependent on class, but

Bungalows, Ballista Towers, Libraries,and Wizards Towers.Lets you build Temples to Agrela,Dauros, Fervus, Krolm, and Krypta.

Level Three: Supports six Peasants.Supports three Tax Collectors.Supports two Palace Guards.Lets you build Temples to Helia and Lunord.Lets you build Royal Gardens and Fairgrounds.

SSeewweerr EEnnttrraanncceeAs your kingdom grows, so does its civilengineering needs. Sewers appear asthe population of your kingdombecomes larger. Unfortunately, theseurban necessities also serve as homesfor vicious creatures. These denizens ofthe underground periodically emerge tomenace your kingdom.

Main Function: Spawns dangerous vermin.

Cause: Appears as your kingdom grows in size.

Effects: Spawns monsters.Cannot be destroyed.

HEROESHeroes are the extension of your power throughout theland. These loyal recruits wander about the kingdom,exploring uncharted land and looking for things to accom-plish. They’re drawn to the Reward Flags you establish,

as well as to adventures of various types.

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Adepts (Followers of Lunord)Trained in the use of both spells and ancientmartial techniques, these followers of the godLunord are a valued combat asset in anykingdom. Only the most fleet of foot are con-sidered for training as an Adept, becausethey are required to be able to literally runlike the wind. Adepts avoid heavy armor, asit hinders their swift style of combat.

Primary Attack: MeleeUsual Activity: Patrolling the settlementBase Armor: NoneBase Weapon: Staff

Barbarians (Followers of Krolm)Barbarians live by the Law of Steel. Theyhave very high hit points and are almostalways berserk — strong, but somewhatthick in the head. Barbarians use twoweapons at once, favoring the axe and club,and have high dodge and parry skills. Thesebrutes equate armor with fear and weak-ness, and as such they avoid using it.

Primary Attack: MeleeUsual Activity: BerserkingBase Armor: NoneBase Weapon: Axe & club

Cultists (Followers of Fervus)Cultists revel in the apparent chaos of thenatural world around them. They favorusing two daggers at once whenmelee fighting, and often throwtheir knives for a short rangedattack. Cultists sow the seeds of

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even within each class, heroes’ ratings vary. TheGeneral statistics represent a hero’s decision-makingabilities; these influence the chances of success whenattempting certain actions. Combat statistics describe ahero’s defensive and offensive prowess in combat. Someof these statistics are also applied to certain henchmenand monsters.

General StatisticsSTR Strength The hero’s power; physical capacity.

INT Intelligence The hero’s brain power.

ART Artifice The hero’s stealth skill and craftiness.

VIT Vitality The hero’s overall constitution.

WIL Willpower The hero’s ability to avoidtemptation; piety.

Combat StatisticsHand-to-hand How proficient the hero is at melee

combat.

Ranged The hero’s proficiency at ranged combat.

Parry How well a hero can deflect melee attacks.

Dodge The hero’s skill at evading missiles.

Resist How likely the hero is to be able to avoid harmful magical spells.

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GnomesAs Gnomes are stunted, gnarly, weak, andsomewhat pacifistic, they make rather lack-luster adventurers, but they provide a valu-able supplement to your Peasant workforce.When Gnomes are part of your kingdom, allnewly recruited heroes are given a slightbonus to their luck. Gnomes are a bit likevermin, in that once you establish oneGnome camp in your kingdom, the numberof such camps rapidly increases on its own(to a maximum of three per kingdom). If,however, you somehow manage to burndown all their homes, the Gnomes will leaveyour kingdom.

Primary Attack: MeleeUsual Activity: ConstructionBase Armor: NoneBase Weapon: Dagger

Healers (Followers of Agrela)The Healers are compassionate and self-sacri-ficing, and therefore are terrible at fighting.They have higher than average willpower andcan cast healing and blessing spells. When athey find themselves in combat, Healers use adagger. Their faith prohibits them from don-ning any sort of armor.

Primary Attack: MeleeUsual Activity: Healing othersBase Armor: NoneBase Weapon: Dagger

poisonous plants that can later be harvestedby Rogues to provide poison for weapons.

Primary Attack: RangedUsual Activity: Sowing poisonous plantsBase Armor: NoneBase Weapon: Throwing daggers

DwarvesDwarves are stocky, strong, and a little slow offoot. They attack with their trusty hammers.Dwarves are the master engineers of Ardania,and they bring a number of mechanical ingenu-ities to your settlement. Their engineering instincts also drive them to assist in any of your construction projects. Their meleecombat skills are quite formidable.

Primary Attack: MeleeUsual Activity: ConstructionBase Armor: Chain mailBase Weapon: Hammer

ElvesThis swift and slightly built race has a weakness for the pleasure-drenched lifestyle.Elves have an excellent ranged attack with thebow and are strongly attracted to financial oppor-tunities. They also enjoy earning extra gold byperforming music for the local population.

Primary Attack: RangedUsual Activity: Performing at Inns and

MarketplacesBase Armor: LeatherBase Weapon: Long bowBase Armor: LeatherBase Weapon: Throwing daggers

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Priestesses (Followers of Krypta)Priestesses are poor at fighting, suffer fromlower than average willpower, but havefairly high intelligence. Their selection ofspells revolves around the dead (necroman-cy), which skill allows them to survive dan-gerous encounters — but oft-times in achilling fashion. For a weapon, a Priestesswill always choose a staff. At the insistenceof Krypta, they never use armor.

Primary Attack: Ranged SpellsUsual Activity: Summoning skeletal

familiarsBase Armor: NoneBase Weapon: Staff

RangersRangers generally choose exploration astheir means of increasing experience, alongwith a fair dose of fighting wandering mon-sters. Rangers move quickly and enjoy agood distance vision. After the whole realmhas been mapped, they sometimes journeyto distant lands, disappearing off the edgeof the map and appearing again later — ifthey have survived.

Primary Attack: RangedUsual Activity: ExploringBase Armor: LeatherBase Weapon: Long bow

Monks (Followers of Dauros)Monks have very high willpower and willalmost never go into Gambling Halls orElven Lounges. They are good at fighting,though they tend to be rather cautious.Their spells are generally protective innature. Monks abhor weapons and armor,preferring to use their deadly fists and men-tal spells in battle.

Primary Attack: MeleeUsual Activity: PrayingBase Armor: NoneBase Weapon: Open hand

PaladinsYou can recruit Paladins at a Warriors’Guild, but only if there is a Temple toDauros in your kingdom. Paladins areexcellent warriors, but they are very expen-sive to hire. They’re very high in willpower,use two-handed swords, and have a protec-tive spell they can cast upon themselves.

Primary Attack: MeleeUsual Activity: HuntingBase Armor: Plate mailBase Weapon: Two-handed sword

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WarriorsWarriors have high initial hit points andenjoy big hit point increases when they gainlevels, but these simple fighters often havedifficulty defeating monsters that use pow-erful magic. Warriors have mediocre arti-fice and lower intelligence than most heroes,but a higher strength — which perhapsexplains their choice of career.

Primary Attack: MeleeUsual Activity: Hunting monstersBase Armor: Plate mailBase Weapon: Sword

WizardsWizards have low initial hit points andstrength, but as they gain levels, they canlearn powerful spells that make them formi-dable in battle. Wizards tend to be cau-tious; they have high intelligence but lowstrength. They shun armor, as it interfereswith their spell casting.

Primary Attack: Ranged spellsUsual Activity: ResearchBase Armor: NoneBase Weapon: Staff

Warriors of Discord You can recruit these characters at aWarriors’ Guild, but only if there is aTemple to Fervus in your kingdom. Theyare excellent warriors but veryexpensive. Warriors of Discordgenerally are quite strong, buthave poor dodge and parry skills.

RoguesRogues generally have high luck. They areuseful for generating revenue for your king-dom, since they are obsessed with findingand stealing gold and treasure. They havethe highest artifice rating of all the classes,low willpower, and fairly high dodge andparry skills. Rogues fight with a hand-heldcrossbow. In order to keep themselves quick,quiet, and unhindered, they refuse to wear chain or plate armor.

Primary Attack: RangedUsual Activity: StealingBase Armor: LeatherBase Weapon: Crossbow

Solarii (Followers of Helia)Every Solarus fights well with a huge,crushing mace. Solarii have average speedand dodging skills, but very high strengthand damage bonuses. In addition, they wield a dangerous Fire Spell.

Primary Attack: MeleeUsual Activity: ExploringBase Armor: Chain mailBase Weapon: Mace

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“He smelled awful!” commented the prince, wrinkling his

nose in obvious displeasure.

“Be thankful your mother did not enlist Gnomes,” Doralass

replied. “Though industrious little folk, they carry a stench

unmatched in Ardania.”

“When I am sovereign,” mused the prince “I will have noth-

ing but heroes in my kingdom!” The prince knew all too well

the disappointed furrow that now crossed Doralass brow.

A lecture was sure to follow.

“And who will build this kingdom of yours? While Warriors

swing a blade with considerable skill, they are not so deft

with a carpenter’s hammer, I assure you. And even should

you manage to erect some semblance of a kingdom, remem-

ber that heroes require rewards to perform service. The

Palace and City Guards defend you and your kingdom with

steadfast loyalty.”

“But...” the prince interjected, only to be cut short again.

“And let us not forget the very life blood of your kingdom,”

the seasoned advisor continued, skipping past the interrup-

tion. “Gold is gathered for you by your Tax Collectors, so

that you may continue to influence these heroes of which

you speak so fondly.”

The prince sighed his resignation, seating himself on a

nearby stump as Doralass continued to recite the

virtues and necessities of maintaining a capable force

of henchmen subjects. The lesson ran well through the

afternoon.

CaravanTrading Posts generate income for you bysending Caravans from the moreremote sections of your settlementinto your Marketplaces. Once aCaravan reaches a Marketplace, it

In addition, they have a special attack thatcan damage multiple enemies at once orflat-out kill an enemy in one blow. Theirblade of choice is a gruesome, two-handedweapon of their own devising. Warriors ofDiscord prefer to wear a type of armor alsoof their own design, which consists ofleather straps, bits of chain, and large,razor-sharp spikes.

Primary Attack: MeleeUsual Activity: HuntingBase Armor: Leather harnessBase Weapon: Chaos blade

HENCHMENWhile your heroes wander the land doing adventurousdeeds, your humble henchmen go about the business ofkeeping the kingdom running from day to day. Withouttheir unceasing labors, your rule would soon end, as theinfrastructure would fall from under it.

HHOOWW TTHHEE WWOORRKK GGEETTSS DDOONNEEThe young prince lunged at the Royal Advisor, but the elder-

ly nobleman parried the wooden sword with ease. Doralass

the Advisor chuckled. “Worry not fair prince, for when you

are sovereign of this land, the heroes of the Warriors Guild

will do your fighting for you.”

The pair’s moment of levity was interrupted by a Peasant

reporting on the progress of upgrades to the local

Marketplace. After answering several of Doralass’ ques-

tions, the Peasant was dismissed.

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Palace GuardAs part of the process of upgrading yourPalace beyond level one, it is a matter ofcourse that you recruit a Palace Guard todefend the improved stronghold. These elitefighting men may look similar to the CityGuard, but they are much better at whatthey do.

Primary Attack: MeleeUsual Activity: Defending the PalaceArmor: Chain mailWeapon: Halberd

PeasantPeasants are the foundation on which andby which your kingdom is built. Thesehardy souls populate the less grandioseportions of your Palace, venturing forthwhen needed to construct or repair build-ings. When their work is complete, theyreturn either to the Palace or to the near-est Guard House for refuge.

Tax CollectorTax Collectors walk from building to build-ing gathering gold, stopping only at thoseyou’ve left on their routes (or assigned for aone-time collection). They start out fromyour Palace, then return there to depositthe collected gold in your treasury. TaxCollectors can also operate out of aGuard House; the taxes they deliverthere are instantly transferred toyour treasury.

drops off its load of goods, which translatesinto gold for your Tax Collectors to pick up.The further a Caravan has to travel, themore gold it generates.

City GuardEvery time you build a Guard House, part of the construction cost goes toward recruitinga City Guard to be stationed in the structure.These untiring sentinels patrol the area nearthe Guard House and attack any monstersthat approach. (Note that killed City Guards are replaced automatically.)

Primary Attack: MeleeUsual Activity: PatrollingArmor: Chain mailWeapon: Halberd

Veteran GuardWhen you upgrade a Guard House, part of the gold is spent on either training the City Guard to veteran status or replacing himwith a Veteran Guard hired from elsewhere.The veteran — like a City Guard, buttougher — garrisons the upgraded GuardHouse.

Primary Attack: MeleeUsual Activity: PatrollingArmor: Chain mailWeapon: Halberd

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some encounter between the Minotaur and humans.

Garbash was filled with unease and superstition, believing

some dark curse had been cast over him, marking him for

suffering. Now the humans built great stone piles within

his territory! Rage began to well within his bestial heart

as Garbash considered the human incursions and followed

the scent to its origin.

With a thunderous bellow, the Minotaur broke into a

determined charge toward the human building. “Garbash

will destroy humans and all their piles of stone!” he

thought, visions of battle and destruction playing out in

his primitive mind.

Moment’s later, Sir Daran Swiftblade pulled his sword

from the lifeless Minotaur who had come charging at the

Dancing Unicorn Inn from the wood line.

“It appears that my hunt for this beast will not take as

long as I imagined,” he commented to the Peasant who was

busily repairing the damaged Inn. “The bounty on this one

will be enough to purchase that set of plate armor I’ve been

eyeing over at Ogerd’s Smithy.”

With a chuckle at his good fortune, Sir Daran begin his

journey to see the famed Blacksmith.

MONSTER LAIRSMost of the monsters of Ardania breed inlairs scattered throughout the wilderness.These lairs range in quality from primitiveanimal dens and warrens to elaborate, darkcastles. If you want to get to the root ofyour monster problems, your best bet is to destroy any lairs you can find.The less lairs there are, the lessmonsters you’ll encounter.

MONSTERSAs your heroes and henchmen wander the land ofArdania, they cannot help but encounter the dangerouscreatures that lurk all about the countryside. Thoughmany of these beasts are of natural origin, we use thebroad term ‘monsters’ as a category to describe them all.

TTHHEE AAXXEE OOFF GGAARRBBAASSHHGarbash brayed uneasily at the scent on the chill autumn

wind. Fire — and...humans! They were close now, moving

into territory clearly marked by the Minotaur as his own.

All through the past summer, more and more humans had

plagued Garbash. Humans had settled in this region earlier

in the spring. At first, only the weak ones with stinging

arrows had ventured into the wilds claimed by Garbash as

his own. Those had fallen quickly to the Minotaur’s pow-

erful axe.

Lately, things were different. Humans appeared bearing all

manners of weapons and magic. A day did not pass without

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Evil OculusCreatures of unknown origin, Oculi are arelatively new menace to Ardania. Somescholars believe they are somehow related toDragons. Oculi cast the Paralytic Gaze andElectrical Fury spells in combat.

Flowering StrangleweedThis vine is a twisted strain of plant liferesulting from the misguided magic of atwisted Wizard. It is rumored that multipleStrangleweeds in a small vicinity share acollective, almost animal intelligence.

GoblinsBe careful not to underestimate the threat posed by Goblins,for while they are not very powerful as individuals, in num-bers they quickly form an overwhelming war-band.

Goblins, though rather weak, are viciouswarriors that will fight to the death usingtheir short swords.

Goblin Archers are hunters; they wieldpoorly crafted bows that launch crude —but dangerously heavy — arrows.

Goblin Priests worship Grum-Gog, the lordof pestilence. They seek the destruction ofArdania through a plague of insects, usingtheir Insect Swarm spell.

Goblin Champions are veteran war-riors who wield two weapons at onceas they wade into their opponents.

Some righteous (some might say crazed) heroes willattempt to search out and destroy these lairs on theirown. However, you can also offer rewards to tempt themore timid populace into attacking and eventually rid-ding the land of these monster spawning grounds.

It is worth noting that there are some monsters that donot spring from lairs. Instead, these adversaries crossinto your realm from neighboring lands. Since you can-not attack the source of these creatures, your onlyrecourse is to slay as many as you can in hopes of dis-couraging future monster immigration.

DaemonwoodThese ancient tree spirits hark back to thetime of the World Birthing, beforeHumanity walked the land now calledArdania. They despise Humans, probablybecause humans use wood for building andburning.

DragonDragons seldom stir from their under-ground nests. When they do, they take tothe air in a fury of fire and death.

DryadThese woodland spirits pass over from therealm of Fey to pursue their unknown agen-das. They prey on Humans, though noneknow why.

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MedusaThese hideous creatures formed the core ofthe serpent queen Scrylia’s dreaded legions.The Medusae joined the Harpies in theirrebellion, helping to end Scrylia’s reign ofterror. They are now seeking to bring theirown reign of terror to Ardania.

MinotaurMinotaurs are twisted creatures, but fear-some warriors. Legend has it that an ancientzealot created the first of them to serve inhis army as shock troops. Minotaurs nowroam throughout the land in raiding parties,and woe betide their victims.

RatmenRatmen are greedy thieves that leap forthfrom sewers to waylay Tax Collectors andraid unsuspecting settlements. These giantvermin might be the result of magical discharges seeping into the sewers of thekingdom, mutating the rats that dwell there-in. Rumor holds that these creatures alltrace their lineage back to a gigantic centralwarren with a population rivaling that ofthe greatest kingdoms of Ardania.

Rock GolemThese are nature spirits similar in essenceto the Daemonwood. When aroused, thestone titans relentlessly battle againstHuman settlements, which greatlyfear them-for good reason.

Giant RatGiant Rats are present in all the kingdomsof Ardania. The common wisdom is thatthey are spies for their larger bipedalcousins, the Ratmen.

Giant SpiderA secretive tribe of Goblins once selectivelybred these deadly arachnids. Though theywere brought into being for use as guardianbeasts, the spiders swiftly devoured theirwould-be masters and are now loose in theforests of Ardania.

HarpyThese foul abominations are the spawn ofScrylia, the serpent queen. Ultimately, theharpies rebelled against their dark mis-tress, destroying her vast empire from with-in. Now they seek perverse joy by spread-ing suffering and pain in the world.

Hell BearFoul tempered and malicious, Hell Bearssavagely attack any heroes who stray tooclose to the bears’ lairs. The remnants oftheir many victims are strewn about theirdens.

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VampireVampires are the most feared of all theundead. According to legend, Krypta createdthese horrible monsters when she was firstborn-in the flush of her powers, but beforeshe had the experience or maturity to controltheir effects. In combat, Vampires employ thespells Life Leech and Magic Mirror.

VargVargs are cunning and evil relatives of thecommon wolf. They attack with viciouslysharp claws and fangs.

WerewolfA Werewolf is the misshapen creature thatresults when a Human is infected with arare lycanthropic disease. The unceasingpain and rage of the condition drives eventhe gentlest person into a permanent state ofhomicidal mania.

ZombieZombies are corpses animated by evil magicwhile still in an early state of decay. Theyare slow, but attack with surprising force.

RocThese large, malicious birds are magicallytwisted, evil parodies of the noble Ardanianeagle. They tend to prey on the weak andinfirm.

Rust SpitterIn a process similar to that used by someinsects, Rust Spitters dissolve their foodexternally with projected acid before con-suming it. They are extremely territorialand rarely encountered in groupings of lessthan three.

SkeletonThese are animated bones raised throughnecromantic spells of dark origin. WhileSkeletons are not particularly strong, theyare resistant to magic and missiles.

TrollTrolls are tough; they slowly regenerate anydamage they have sustained. Trolls enjoytreasure as much as the average Rogue, andare often found waylaying Caravans orattacking Marketplaces.

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Extending his hands above his head, Theonus began to

manipulate the sphere through his great powers. Invisible

to the naked eye, the runes of alignment began shifting to

their charged positions. The great orb crackled audibly as

it drew energy from the ether winds. The stuff of magic

was visible in rainbow hues bending away from the arcane

sphere.

In his mind’s eye, Theonus could see all of the land through

the many Wizard Towers still standing. He centered his

focus on the pack of Minotaurs now rampaging through

the newly built Marketplace. In that moment, Theonus

became a living conduit for the tremendous magical storm

growing around the Bellanus Orb.

The furor of a hundred lightning bolts coursed through

Theonus’ mind. Miles away, a destructive lightning storm

sprang into being above the nearly destroyed Marketplace.

A fury of piercing white bolts shot down from the heavens.

Each bolt was guided to strike only Minotaur flesh.

A chorus of inhuman howls boomed from the attacking

herd. The air was filled with the smoke and smell of burn-

ing fur. A few herd members dropped to the ground, dead.

The remaining members were critically wounded and would

be easy targets for the City Guards already dispatched to

the site.

Theonus recoiled from the tremendous effort of the cast-

ing. Exhausted, he slumped into a nearby chair. The

apprentice could do little more than quietly leave the room

and ponder the day when his skills would finally qualify him

to join the ranks of Ardania’s Guild Wizards.

SPELLSMagic is a powerful force in Ardania. Not only do manyof your heroes have the ability to cast spells, both offen-sive and defensive, but you as the sovereign hold thepower of a set of spells reserved for your use alone —the Sovereign Spells.

PPOOWWEERR FFOORR AA PPRRIICCEEA portly apprentice ran breathlessly into the great circular

chamber of the Wizards Guild. “Minotaurs have sacked the

outer Tower and are heading for the Marketplace!”

“Yes, we are aware of this,” replied Theonus, the guild’s

unflappable High Wizard. “The Sovereign has asked for us

to activate the Bellanus Orb — and of course sent along the

appropriate payment.” He then closed his eyes, began to

concentrate, and lifted his face towards the ceiling.

High above their heads hung the foreboding Bellanus Orb, a

magical instrument that worked with the distant Wizards

Towers. The Orb’s surface was an ever-shifting hue of gray

and blue. Electricity arced to nearby supports, and a haze of

blue smoke drifted in a tight orbit around the sphere.

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Aura of Peace 7 Makes the caster temporarilyimpervious to all attacks.

MMoonnkk

Hands of Steel 1 Adds to the damage doneby the caster and makes aninstant kill possible.

Stone Skin 4 Boosts the caster’s defenses(armor rating).

Iron Will 7 Boosts the caster’s resist-ance to poison, magic, anddiseases.

PPaallaaddiinn

Shield of Light 4 All evil creatures have amore difficult time hittingthe caster.

PPrriieesstteessss

Drain Life 1 This ranged spell transfershit points from the target tothe caster’s party.

Animate Skeleton 1 Summons a Skeleton to aid the caster.

Control Undead 7 Causes undead monsters to aid the caster.

Hero SpellsCertain classes of heroes use magic in the defense of yourkingdom. Each class studies magic from a different view-point, however, and so your heroes are each versed invery different spells. The listings herein include a briefdescription of what spells every able class of hero can use,the effects of each spell, and the level of experience a heromust reach before being able to cast the spell.

AAddeepptt

Teleport 4 Instantly transports the caster a short distance.

CCuulltt iisstt

Charm Monster 1 Causes one animal monsterto become friendly and aidthe caster.

Camouflage 4 The caster blends into thebackground and remainshidden unless he attacks

Change Shape 7 The caster takes the formof an animal monster.

HHeeaalleerr

Healing 1 Heals the target.

Meditation 4 Temporarily increases thecaster’s sight, rate of heal-ing, dodge and parry skills.

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AAll ll CCllaasssseess ((LLiibbrraarryy SSppeell ll ss))

Power Shock 1 Similar to Energy Blast,but available to all magicusing heroes.

Flame Shield 1 Similar to Fire Shield, butavailable to all magic usingheroes.

Sovereign SpellsUnlike hero spells, the Sovereign Spells are under yourdirect control. Once you have completed the requisitebuilding and done the required research in that build-ing, the spells listed here become available. Each listingincludes a brief description of the spell’s effects, the iconthat represents the spell, and the level at which the par-ticular building makes that spell available.

TTeemmppllee TToo AAggrreellaa

Healing 1 Restores hit points to the target.

Blessing 2 Gives combat bonuses to the target.

Resurrection 3 Cast on the grave of arecently dead hero, bringsthat hero back to his homeguild.

SSoollaarruuss

Sun Scorch 4 All enemies within a radiusaround the caster are dam-aged by fire.

WWiizzaarrdd

Energy Blast 1 A simple blast of energy(ranged spell) causes minordamage.

Fire Shield 2 Partially protects the cast-er from both physical andmagical attacks.

Fire Blast 3 This ranged spell is a quickburst of flame that can dam-age multiple opponents.

Teleport 4 Teleports the caster to alocation within the exploredpart of your kingdom.

Fire Ball 5 A powerful fire attack thatcan harm many targets in alarge area.

Resist Magic 6 Temporarily boosts thecaster’s resistance to magic.

Meteor Storm 7 A tremendously powerfulspell that damages every-thing in a wide area.

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TTeemmppllee TToo LLuunnoorrdd

Winged Feet 1 Increases the target’s speed.

Wind Storm 2 A gale moves and damageseverything in the targetarea.

TTeemmppllee TToo KKrryyppttaa

Wither 1 Lowers the target’s strengthand poison and diseaseattack skills.

Animate Bones 2 Summons a Skeleton thatfollows and aids the target.

Re-Animate 3 Cast on the grave of arecently dead hero, bringsthat hero back with some ofhis hit points healed.

WWiizzaarrddss GGuuii lldd

Farseeing 1 Illuminates hidden sections of the land.

Invisibility 1 The target becomes unde-tectable by its enemies for ashort time.

Lightning Bolt 2 Damages the target.

TTeemmppllee TToo DDaauurrooss

Stone Skin 1 Increases the target’sdefenses (armor value).

Vigilance 2 Briefly boosts the target’swillpower, speed, andattack skills.

Petrify 3 Immobilizes the target for a short time.

TTeemmppllee TToo FFeerrvvuuss

Healing 1 Restores hit points to the target.

Illusionary Hero 2 Confuses enemies with anillusory replica of the target.

Vines 3 Entangles the target.

TTeemmppllee TToo HHeell iiaa

Fire Strike 1 Fire does damage to thetarget; does not damagebuildings.

Sun Scorch 2 Causes burn damage toevery creature in the target area.

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“No, Sire.” Old Venn was looking quite shaken. “It is the

prophet Juleck. He is dying.”

Juleck lay shriveled in a bed, his only remaining fire shining

dimly from his eyes. His words shook out with great

effort, “Sovereign, come here.”

I knelt by his side and gently took his hand. Juleck had

warned me of so many dangers; counseled me during times

of such duress. He was the seer to generations of Sydrian

rulers — his death was never even considered.

“You have done well. . . for such a young ruler.” His eyes

locked with mine and for a moment I saw the same old

Juleck. “Stop resting on your laurels, for your enemies do

not. They grow stronger with each passing of the sun.

Gorgons are coming back. . . towers fire arrows at your

heroes. . . a monster approaches, far more powerful than

anything you have fought before!” He paused to catch his

shallow breath. “You must melt the northern ice with the

warmth of your heart and the strength of your resolve.”

Juleck closed his eyes and I was a little child again, destined

for great things but feeling very alone. “Tell me... tell me

what to do,” I stammered.

“Wear a winter coat,” he said. “Sovereign. It will be cold

where you are going.” These were the great seer’s last

words; an era was slipping away before my eyes. I would

now rule without benefit of a seer.

After some time in silence my Royal Advisor hesitantly

spoke, “Sire, what should I do?”

“Call the tailor. Apparently I need a warmer coat.”

Anti-Magic Shield 2 Temporarily protects thetarget from magic byremoving most negativespell effects and protectingagainst them.

Super Charge 3 Temporarily doubles therange of Wizards Towersand Guilds.

Lightning Storm 3 Causes lightning damage toall enemies in the targetarea.

MAJESTY®: THE NORTHERNEXPANSION™

WWEELLCCOOMMEE BBAACCKK TTOO AARRDDAANNIIAA“Your. . . Majesty,” called out Venn Fairweather, my

rather winded Royal Advisor. He slumped against the wall

at the top of the steps, “Bad news. . . come quickly!”

“What is it? A band of marauding Minotaurs? A lost

artifact to retrieve? A terrible sickness washing over the

land again?” My heart soared at the prospect of con-

fronting new dangers.

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UUSING THE NOSING THE NORRTHERNTHERNEEXPXPANANSISION FEAON FEATURETURE SSCChhoooossiinngg aann EEppiicc QQuueessttAll of Ardania’s known landsare now shown on the questmap. In Majesty, the north-ern border of the map endedat Hellfire Mountains. Nowyou have access to realmsfarther to the north, with thenew epic quest icons avail-able there. The new specialevents feature also workswith the original Majestyquests — giving further reason to tackle them again!

DDoowwnnllooaaddiinngg aann EEppiicc QQuueessttCyberlore is creating quests for you to download overthe Internet. Periodically check the web sitewww.majestyquest.com for updates. When one is avail-able, follow the instructions on the site for downloadingand installing it. After the quest is installed, it can beaccessed in one of two ways, which will be indicated onthe site:

• It will have an icon on the Ardania map similar to the other quests.

• A button will appear in the northwest of the questmap. Click on it to access a list of the additionalquests.

Majesty: The Northern Expansion enhances Majestyin many ways. This is a quick list of the improvedfeatures for you toexplore and enjoy.

• The map of Ardaniahas been expanded toinclude many new epicquests as well as theoriginal ones. In addi-tion, quests are avail-able for downloadingfrom www.majestyquest.com.

• There are new kingdom buildings for you to build,new Sovereign spells for you to use, and new magicitems for your heroes to purchase.

• There is a collection of new monsters assaulting yourkingdom, many of whom work together to cause greatermayhem. From casting spells on each other to using anasty siege weapon, you’ll be pushed to develop newstrategies ]efense and new paths to victory.

• As requested by fans in the official Majesty forum, mul-tiplayer has also had some major additions. The BuildTree Editor is used to allow, disallow, or limit-by-typethe number of specific buildings that players may con-struct. In addition, the Embassy building gives you ashared field of view with your allies. Also, the freestylesetup screen lets you choose special events to occur dur-ing your game, such as waves of monster attacks.Lastly, there are tons of new freestyle patterns for youto enjoy — some of them on huge maps!

The Northlands are a dangerous place, Sovereign.Prepare well!

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• Wizards Guilds cannot upgrade past level two and youcan only have one of them.

• Only two Trading Posts are available to each player.

• Only six Wizards Towers are available to each player.

After making your selection, you can name your buildsetand save it.

When you are playing a freestyle or multiplayer game, yourbuildsets are shown under the Building Limitations drop-down selection in the Freestyle Menu. There are some setsincluded with the game, and you can submit yours to theMajesty web page and download them from other players aswell.

During play, if you have reached the limit of a certaintype of building, it appears in red in the build list andthe tool tip window explains the reason.

The Freestyle Menu has also been enhanced to let yousave and load freestyle options so that you can easilyaccess your favorite play combinations. In addition, ifyou find a certain terrain layout that you like, enter itsunique terrain code in the Map Number field and makethe identical choices in the freestyle dropdownsto use it again. The code number can be foundduring play by clicking the title bar.

BBuuiilldd TTrreeee EEddiittoorr

The Build Tree Editor is a powerful tool that greatlyenhances multiplayer play. People like to play multiplayerMajesty in many different ways. We have created thistool to allow you to modify the game to fit your own playstyle.

From the Freestyle Menu, choose Building Edit Menu.This tool lets you allow, disallow, and limit the numberand level of the buildings that each player can create dur-ing a game.

For buildings with multiple levels, you select how many ofthat building type are allowed using the level one field.The level two and level three fields can then be turned onor off to allow or disallow the building to increase to thatlevel.

For example, you could provide the following rules foryour own multiplayer game:

• No Gnome Hovels, Elven Bungalows or DwarvenSettlements are available.

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Buildset Name

Use these buttons

to increase or

decrease the number

of buildings allowed

Return to the

previous menu and

discard changes

made to this screen

Mark here to allow building

Building List

Click here to deleteyour buildset

Click here to saveyour buildset under

the current name

Terrain Code

Save and LoadFreestyleSettings

Special Events

Build TreeEditor

Buildsets

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REFERENCEREFERENCEBBuuiillddiinnggssEEmmbbaassssyy

The Embassy recruits veteran heroes at ran-dom intervals from distant lands into anyopen guild spots in your kingdom. The inter-val is displayed with a timer bar in theEmbassy’s Control Window. If an Outpost ispresent, the Embassy has a chance of recruit-ing any type of hero to fill its slots.

The Embassy has a simple on/off button. If the Embassyis on, it generates heroes and deducts the indicatedamount of gold from your treasury every time it does so.If it is off, then the building does not recruit heroes orcharge any gold.

Up to two heroes in your kingdom who are without guilds(either being summoned by the Embassy or having theirguild destroyed) can use the Embassy as their home.

Additionally, in multiplayer play, the Embassy gives youa shared vision of the map with all of your allies. If anally becomes an enemy during play, the shared vision islost and you cannot see any new areas that they discover.Main Function: Automatic Hero Recruitment.Prerequisites: You must have a level two Palace or

an Outpost.Level One: Recruits new heroes automatically.

Heroes that are recruited at theEmbassy typically start out higherthan first level.Provides shared vision with allies in multiplayer play.Two heroes of any type can use the Embassy as their home.

SSppeecciiaall EEvveennttssWhile playing quests many events take place, such ascoordinated waves of monster attacks or a hero arrivingfrom distant lands to help in your struggle. A selection ofthese events is now available in freestyle and multiplayerplay.

In the Freestyle Menu, use the drop-down selections andchoose the events that you’d like to have running duringyour quest. Some of these will really keep you on yourtoes!

In addition, when you have achieved victory in an epicquest, you are always given a choice to continue playing.If you do, special events are automatically enabled forthat epic quest. This applies to all of the originalMajesty epic quests as well.

Special scripts that continue the spawning of monstersautomatically run after you have won an epic quest.Also, you can enter commands that spawn monsterattacks by doing the following: Hit e while playing,type in the command (just like a chat message), and hite again. The commands are: “NIGHT OF THELIVING DEAD,” “PREPARE TO DIE,” “PUMP UPTHE VOLUME,” “GOBLIN RUSH” and “GIVE MEACTION.”

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MMaaggiicc BBaazzaaaarrThe Magic Bazaar is a collection of small shopsthat sell magical items. It features a total of sixnew magic items that your heroes can purchase.It is useful for giving your heroes a wider rangeof powers to use against the greater dangersfound in the Northlands.

Main Function: Market for magic items.

Prerequisites: You must have a level two Palace or anOutpost.

Level One: Can research Tonic of Speed and Fire Balm.

Level Two: Can research Potion of Dirgo Strength and Elixir of Regeneration.

Level Three: Can research Invisibility Brew and Shapeshift Tincture.

MMaauussoolleeuummThe Mausoleum is a graveyard for yourheroes. It can only hold a certain number ofdead heroes, but unlike Graveyards, theMausoleum does not spawn undead. Heroesburied here can be brought back to life usingthe Mausoleum. Be careful, though, for ifthere is not space for them at their guild, or aroom at an Outpost or Embassy, they will sim-ply leave your kingdom. If the Mausoleum isdestroyed, it releases a horde of undead.Heroes affiliated with Agrela or Dauros do notgo to the Mausoleum.

HHaall ll ooff CChhaammppiioonnssThe Hall keeps track of all creature types slainby your heroes. You can select any one type ofcreature from this list and place a bounty on allof its kind for a one-time cost. This makes all ofyour heroes regard that creature type as a moreattractive target. A timer in the Hall ofChampions’ Control Window displays how longthe bounty lasts. While in effect, all creatures ofthat type are marked with a small medallion. Inaddition, visiting heroes gain a temporary healthbonus.

Main Function: Gives the ability to designate one crea-ture type that you would like yourheroes to focus their attacks upon.

Prerequisites: You must have a level three Palace orOutpost, and you can only have oneHall of Champions in your kingdom.

Level One: Select one monster type from the listfor your heroes to give preference to intheir attacks.

Visiting heroes gain a temporary boostto their maximum hit points and totheir healing rate.

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Provided the other prerequisites are met, letsyou build Sorcerers Abode and Trading Posts.

SSoorrcceerreerrss AAbbooddeeThe Sorcerers Abode provides you with up tosix new Player Cast Spells — for a price. Thespells can be cast any distance, but after anyspell is cast, the sorcerer must rest before cast-ing any other. Upon casting of a spell, a timerbegins to advance in the Sorcerers AbodeControl Window. This timer needs to completebefore any other spell can be cast from thebuilding.

Main Function: Provides powerful spells for you to cast.

Prerequisites: You must have a Magic Bazaar and youcan only have one Sorcerers Abode inyour kingdom.

Level One: Grants the Sovereign Spell Change of Heart.Grants the Sovereign Spell Frost Field.

Level Two: Grants the Sovereign Spell Dismiss.Grants the Sovereign Spell Chain Lightning.

Level Three: Grants the Sovereign Spell Gate.Grants the Sovereign Spell Earthquake.

MMoonnsstteerr LLaaiirrssThere are many new Monster Lairs to be foundin the Northlands. Some are seen frequently,others only in particular epic quests. Thefollowing two require a special note:

Main Function: Storage for slain heroes.

Prerequisites: You must have a level two Palace or anOutpost.

Level One: Resurrect a hero from this buildinglong after they are slain. The higher thelevel hero, the more it costs to do so.

OOuuttppoossttThe Outpost is an alternate command center tothe Palace. It works like the Palace, but issmaller and more vulnerable. If your Palace isdestroyed, you automatically escape to a nearbyOutpost and continue ruling from there. Insome quests you start with an Outpost instead ofa Palace.

Main Function: Alternate center of operations to the Palace.

Prerequisites: You must have a level two Palace.

Level One: Supports two Peasants.

Supports one Tax Collector.

Supports two Palace Guards.

Serves as a gold drop off point for Tax Collectors.

Serves as a home for up to six heroes.

Allows construction of Blacksmiths,Embassy, Guard Houses, Hall ofChampions, Inns, Marketplaces, MagicBazaars, Mausoleums, Rangers Guilds,Rogues Guilds, Temples to Agrela,Temples to Dauros, Temples to Fervus,Temples to Krolm, Temples to Krypta,and Warriors Guilds.

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GGrreeaatteerr GGoorrggoonnssGreater Gorgons are strong, half-human,serpentine creatures that often travel withMedusae. It is rumored that they can petrifyhumans with their terrible magic.

IIccee DDrraaggoonnssThese northern serpents dwell in glacial cavesof ice and rock. Although related to theArdanian Dragon, they breathe a freezingblast instead of fire.

RRaattaappuullttssThe Ratmen have built rickety siege enginesdown in the sewers and wheel them to the sur-face to aid in their conquest. The Ratapult iscontrolled by a small driver and launchesBalefire, an explosive magical projectile.

RRaattmmaann CChhaammppiioonnssThese are rumored to be the elite soldiers ofthe Ratman King and are usually seen leadingRatmen raiding parties. Big and tough, theyhave lethal weapons and impressive armor.

RRaattmmaann SShhaammaannssRatmen bands that feature female Shamans asone of their participants are especially danger-ous. Ratman Shamans cast enchantments ontheir compatriots and disease-inflicting spellson their adversaries.

SShhaaddooww BBeeaassttssThese nearly undetectable, undead creatures run swiftly and can claw through thestrongest armor. It is rumored that theyare pets — though of whom no one knows(or wants to find out).

112255112255

The Ancient Graveyard is a wilderness lairthat spawns undead. Unlike the Graveyardthat automatically appears in your kingdom,the Ancient Graveyard can be destroyed.

The Broken Sewer Main automatically appearsin your kingdom in a similar manner to theSewers. However, the Broken Sewer Main canbe destroyed — and should be quickly!

MMoonnsstteerrssThis is a listing of the known monsters that inhabitthe Northlands. As you have found in southernArdania, it is likely that there are even more powerfulcreatures to be found guiding the actions of the onesdetailed below.

In addition, some monsters from Majesty have learnednew tricks from monsters in the Northlands. Keep youreyes open for a couple of surprises.

GGoobbll iinn OOvveerrlloorrddssGoblin Overlords are big (for Goblins), highlyintelligent (for Goblins) and aid in concentrat-ed attacks on your kingdom. They also protectspecific Goblin lairs.

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APPENDAPPEND IX:IX:KEKEYBYBOOARDARDSHSHOORRTTCUTSCUTSGENERALq Open Options

menu

1 Select Palace

9 Toggle unit names on/off

0 Toggle hit point bars on/off

- Toggle Main Map Zoom Level

= Mini-map Terrain Toggle

z Toggle Attack Flag on/off in Main Map

B Center Main Map on the Hero who Spoke Last

` Dismiss Selected Message Scroll

t Back to Previous Screen or Page

d Cancel current action

, Decrease game speed

. Increase game speed

OPTIONS MENUE Quest InfoS Save GameL Load GameA Adjust LevelsR Restart QuestM Return to

Main MenuQ Quit Majesty

Options Sub-menus

Y YesN No

PALACE

Control Window

S StatisticsB BuildingsO RosterR Rewards

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YYeettiiOne of the deadliest creatures of the Northlands,the massive Yeti is a formidable match for even asmall group of competent heroes. Its icy fists cancrush plate armor like paper.

SSoovveerreeiiggnn SSppeell llssSSoorrcceerreerrss AAbbooddee LLeevveell nneeeeddeedd ttoo ccaasstt

Change of Heart 1 Makes a fleeing hero goberserk and a non-fleeinghero run away.

Frost Field 1 Provides a temporary frostfield around the target unit.The field damages enemiesthat come within range.

Dismiss 2 Teleports the target unit faraway from its current position,or near another kingdom’sPalace in multiplayer play.

Chain Lightning 2 Damages the target unit, thensprings from it to the next clos-est enemies, doing less damagewith each successive strike.

Gate 3 Heroes near your SorcerersAbode are teleported, one byone, to a visible location thatyou specify. The teleportingdoes not begin until you clickon the destination.

Earthquake 3 This powerful spell damagesall buildings in a large radius.

112266112266 (where applicable)

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Temple to Krolm

K Rage of Krolm

Wizards Tower

E Enchant Tower

? Help

Marketplace

R ResearchX Destroy

Building? Help

Fairgrounds

H Hand to Hand

A ArcheryM MagicC ComboN No ContestV VisitorsR ResearchX Destroy

Building? Help

Gambling Hall

B BlueR RedG GoldS Spin

M Make New Bet

+ Increase Bet- Decrease Bet? Help

SPELLS LISTS

Wizards Guild

F FarseeingI InvisibilityL Lightning

BoltA Anti-Magic

ShieldS Lightning

StormC Supercharge

Temple to Agrela

H HealingB BlessingR Resurrection

Temple to Dauros

S Stone SkinV VigilanceP Petrify

112299112299

Building Selection

I Toggle Icons on/off

U ToggleUnavailableBuildingson/off

? HelpB Choose

SelectedBuilding

Roster

H Heroes ListB Buildings

ListE Henchmen

ListD Detailed ListA Sort

AlphabeticallyL Sort by Level

T Sort by Type

S SelectHero/Building/Henchman

Rewards

A Attack Flag

E Explore Flag

BUILDINGS

Control Windows

R RecruitHero or Research

U UpgradeH HeroS SpellsX Destroy

Building? Help

Heroes and Visitors

M MembersV VisitorsD Detailed

Hero InfoZ Zoom to

HeroS Select Hero

Warriors Guild

C Call to Arms

Rogues Guild

E Extort

Rangers Guild

M Move Camp

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113311

Temple to Fervus

H HealingI Illusionary

HeroV Vines

Temple to Krypta

W WitherA Animate

BonesR Reanimate

Temple to Helia

F Fire StrikeS Sun Scorch

Temple to Lunord

W Winged FeetS Wind Storm

RESEARCH

Fairgrounds

T Tournaments

Library

F Fire BlastM Magic

ResistanceT Train

Intelligence

S Meteor Storm

P Power ShockL Flame Shield

Marketplace

M Market DayH Healing

PotionsP Protecion

RingsT Teleport

Amulet

Guardhouse

A ArrowsV Veteran

Guard

Blacksmith

W Weapons

A Armor

HERO CONTROL WINDOWE Spells

I Items

T Statistics

X Dismiss Hero

? Help

113300 113311113300

MAJESTY ON THE WEBCyberlore Studios Inc., the developer of Majesty andMajesty: The Northern Expansion, has its own site ded-icated to the Majesty world:

http://www.majestyquest.com

This site includes:

• New quests for you to download and play• Space for sharing your buildsets with other players• The Majesty Sound Editor, which you can download

to put your own voice lines and sound effects into thegame, and then share these sound files with other players

• Majesty merchandise• Ardania world information• And much more

For more information on Cyberlore, please visit its website at:

http://www.cyberlore.com

Majesty , the game Majesty, and the game Majesty : The Northern Expansion© 2002 Cyberlore Studios, Inc. “Majesty”, the Majesty logo, “Majesty: The Northern

Expansion”, the Majesty: The Northern Expansion logo, “Cyberlore”, and the Cyberlorelogo are trademarks and/or registered trademarks of Cyberlore Studios, Inc. All Rights

Reserved.

Windows and DirectX are either registered trademarks or trademarks ofMicrosoft Corporation in the United States and/or other countries.

Pentium is a trademark or registered trademark of Intel Corporationor its subsidiaries in the United States and other countries.

Uses Bink Video Technology. Copyright ©1997-2002 by RAD Game Tools, Inc.