|As of Master of Magic v1.31, Rampaging Monster is known to be malfunctioning in at least one way. Please read the Known Bugs section below.|
Generating Rampaging Monsters Edit
The first Rampaging Monsters will always appear on turn 50. Additional Rampaging Monsters appear at fixed intervals that depend on the Difficulty of the game. This timing is not random; if you reload the game to a turn before some Rampaging Monsters appear, the game will still generate Rampaging Monsters -- but they may not be coming from the same Encounter Zone.
|Frequency||1/50 turns||1/33.3 turns||1/25 turns||1/20 turns||1/16.7 turns|
Monster Stack Contents Edit
When a unit of Rampaging Monsters is generated, the game starts by selecting a mana budget with which to buy creatures; this budget is determined by the difficulty level and turn, as follows:
|Budget||Turn x 0.4||Turn x 0.4-0.8||Turn x 0.4-1.2||Turn x 0.4-1.6||Turn x 0.4-2.0|
This budget is halved if the Rampaging Monsters are on the same continent as any Wizard's Fortress. In Insecticide patch 1.40, if the "Monsters Gone Wild" option is checked, monster budgets are never halved.
Once a budget has been generated, the game starts picking random Fantastic Creatures from the same Realm as the source Encounter Zone, one at a time, until its budget is used up. The algorithm used appears to be different from the one used for Encounter Zones, but the process is otherwise similar. Possible creatures and costs, by realm:
Rampaging Monster Behavior Edit
One turn after they spawn, Rampaging Monsters will head towards a Town they can reach; this is not always the closest (and be aware that most Sorcery stacks can cross water). If they are not destroyed before reaching the Town, they will attack, and if victorious, will do one of two things:
- Rampage through the town and vanish into the wilderness: the owner loses Gold and Fame based on the size of the Town, and the Rampaging Monsters vanish.
- Raze the Town: the owner loses Gold and Fame based on the size of the Town, and the Town is turned into a Ruins with a garrison of the Rampaging Monsters and a treasure of the Gold lost in the conquest.
Strive to obtain something positive from these encounters whenever possible. As with any battle, defeating four or more units awards the wizard 1 Fame, and defeating a Very Rare Creature does likewise. Any units participating in the victory pick up 2 for each vanquished foe.
Rampaging Monsters can be a substantial irritant throughout the game, though they are unlikely to actually kill you unless you leave your Fortress entirely undefended; while they are not enormously strong, maintaining a garrison in every Town which would be sufficient to deal with Rampaging Monsters is usually an impractical expense. Some alternate methods are available under duress, however.
Combat Spells Edit
As long as you have at least one unit in a town, you can cast combat spells; even a unit of lowly Spearmen will do the job. If you have several units, you can also have them attack one at a time, allowing you to cast your full Casting Skill worth of spells every time.
Instant Spells Edit
Unlike the guardians inside the Encounter Zone, Rampaging Monsters have left the hard-coded protection of their lair and are open to whatever overland hate your wizard can throw at them. You can even Raise Volcanoes or Change the terrain along their approach if you want to make a statement, though the following Instants may be more to-the-point:
Rampaging Monsters which sustain injuries will heal (or fail to heal) as units of their kind ordinarily do, rather than following the instant post-battle healing routine of lair guardians.
Clear Encounters Near Your Towns Edit
Only live Encounter Zones can generate Rampaging Monsters, so eliminating them eliminates their threat and makes it more likely that the Rampaging Monsters will be generated near some other wizard. It is particularly worth focusing on sources of Death creatures, as they can produce very dangerous stacks very early -- four Zombies and a Demon is the same cost as two Sprites.
Enchanted Roads Edit
Enchanted Roads can be both a benefit and a liability: while they allow you to instantly get a strong garrison in place to stop Rampaging Monsters, they serve as an equally efficient conveyor for the Rampaging Monsters themselves. The closer any live Encounter Zones are to the roads, the more frequently they should be monitored for these events. You get 1 turn to spot the enemy spawns before they begin moving toward their target city, and they will make use of roads to get there, if they can.
Leaving units on the roads in places monsters would need to pass through gives you an extra warning; again, a weak unit is sufficient, since all you might need to do is stop the Rampaging Monsters for one turn to get more forces into position.
Attacking with a weak unit will halt the monsters for 1 turn (the monsters will not move when you hit the next turn button on global screen). Additionally, you can cast combat spells to weaken the monsters in preparation of the next battle.
Put a unit on the path that the monsters are unable to attack; if the monsters move on the tile of a flying or invisible unit that the monsters can't attack or see, then the monsters will give up the battle. As a result, they will disappear from the global map (which means they are defeated without bloodshed).
Let Them Go Through Edit
Sometimes, your best option is to just move your garrison out of the way and let the Rampaging Monsters win undefended; there's a chance they'll just rampage through the town.