Documentation

Introduction

Horn of the Abyss (HotA) is a global add-on for Heroes of Might and Magic III that extends (and fixes if needed) classical gameplay elements and adds some of its own.

HotA adds two new towns to the game, a number of new artifacts, neutral creatures and objects, as well as new campaigns and maps. In addition, HotA fixes a large number of bugs and many balance flaws of the original game, improves the game interface and the random map generator, adds new map editor features. HotA crew is scrupulous about the quality of all elements of the project and ensures that all innovations fit the spirit of the original game.

This list contains all noticeable additions concerning gameplay.

Changelogs for different HotA versions can be found here:
https://download.h3hota.com/upd/changelogs/eng.txt

Cove

General

  • Cove is a new type of fraction and town with all the necessary elements.
  • Rule of availability for a player on original game (RoE/AB/SoD) maps: if Castle, Rampart, Inferno, Dungeon and Stronghold are available, Cove is also available; otherwise, Cove is unavailable.
  • On HotA maps Cove availability for a player can be set in map properties, otherwise Cove is available by default.
  • Alignment is neutral.
  • Native terrain is swamp. After the construction of the Lodestar, Cove creatures move on any without penalty. In addition, they gain +1 to attack, defense and speed, see and ignore the mines and see the quicksand, but the siege of Cove still occurs in swamp. Random map zone without towns can become Cove zone if its terrain is sand or swamp.

Units

Nymph

  • Level 1.
  • Dwelling: Nymph Waterfall.
  • Attack: 5.
  • Defense: 2.
  • Damage: 1–2.
  • Health: 4.
  • Speed: 6.
  • Shots: 0.
  • Cost: 35 gold.
  • Population growth: 16.
  • Amount on map: 20–50.
  • AI Value: 57.
  • Fight Value: 52.
  • Features.
    • Teleportation.
  • Abilities.
    • Immune to ice (Ice Bolt, Frost Ring).

Oceanid

  • Level 1, upgraded.
  • Dwelling: Upg. Nymph Waterfall.
  • Attack: 6.
  • Defense: 2.
  • Damage: 1–3.
  • Health: 4.
  • Speed: 8.
  • Shots: 0.
  • Cost: 45 gold.
  • Population growth: 16.
  • Amount on map: 20–30.
  • AI Value: 75.
  • Fight Value: 60.
  • Features.
    • Teleportation.
  • Abilities.
    • Immune to ice (Ice Bolt, Frost Ring).

Crew Mate

  • Level 2.
  • Dwelling: Shack.
  • Attack: 7.
  • Defense: 4.
  • Damage: 2–4.
  • Health: 15.
  • Speed: 5.
  • Shots: 0.
  • Cost: 110 gold.
  • Population growth (+Pub): 9 (+4).
  • Amount on map: 16–30.
  • AI Value: 155.
  • Fight Value: 155.

Seaman

  • Level 2, upgraded.
  • Dwelling: Upg. Shack.
  • Attack: 8.
  • Defense: 6.
  • Damage: 3–4.
  • Health: 15.
  • Speed: 6.
  • Shots: 0.
  • Cost: 140 gold.
  • Population growth (+Pub): 9 (+4).
  • Amount on map: 16–25.
  • AI Value: 174.
  • Fight Value: 174.

Pirate

  • Level 3.
  • Dwelling: Frigate.
  • Attack: 8.
  • Defense: 6.
  • Damage: 3–7.
  • Health: 15.
  • Speed: 6.
  • Shots: 4.
  • Cost: 225 gold.
  • Population growth: 7.
  • Amount on map: 12–25.
  • AI Value: 312.
  • Fight Value: 208.
  • Features.
    • Shooter.
  • Abilities.
    • No melee penalty.

Corsair

  • Level 3, upgraded.
  • Dwelling: Upg. Frigate.
  • Attack: 10.
  • Defense: 8.
  • Damage: 3–7.
  • Health: 15.
  • Speed: 7.
  • Shots: 4.
  • Cost: 275 gold.
  • Population growth: 7.
  • Amount on map: 12–20.
  • AI Value: 407.
  • Fight Value: 311.
  • Features.
    • Shooter.
  • Abilities.
    • No melee penalty.
    • No enemy retaliation.

Sea Dog

  • Level 3, additional upgrade.
  • Dwelling: Gunpowder Warehouse.
  • Attack: 12.
  • Defense: 11.
  • Damage: 3–7.
  • Health: 15.
  • Speed: 8.
  • Shots: 12.
  • Cost: 375 gold.
  • Population growth: 7.
  • Amount on map: 12–20.
  • AI Value: 602.
  • Fight Value: 376.
  • Features.
    • Shooter.
  • Abilities.
    • No melee penalty.
    • No enemy retaliation.
    • Accurate shot. The ability is triggered after a shot: each creature in an attacking stack has a X% chance of killing a creature in the attacked squad, but the total number of killed creatures cannot be more than (number of creatures in an attacking squad) * X/100 (rounded up). X = 3 multiplier for shooting without penalty and X = 2 if shooting with penalty. Ability doesn’t work if shooting at creatures behind walls.

Stormbird

  • Level 4.
  • Dwelling: Nest.
  • Attack: 10.
  • Defense: 8.
  • Damage: 6–9.
  • Health: 30.
  • Speed: 9.
  • Shots: 0.
  • Cost: 275 gold.
  • Population growth (+Roost): 4 (+3).
  • Amount on map: 10–20.
  • AI Value: 502.
  • Fight Value: 386.
  • Features.
    • Takes 2 hexes.
    • Flight.

Ayssid

  • Level 4, upgraded.
  • Dwelling: Upg. Nest.
  • Attack: 11.
  • Defense: 8.
  • Damage: 6–10.
  • Health: 30.
  • Speed: 11.
  • Shots: 0.
  • Cost: 325 gold.
  • Population growth (+Roost): 4 (+3).
  • Amount on map: 10–16.
  • AI Value: 645.
  • Fight Value: 478.
  • Features.
    • Takes 2 hexes.
    • Flight.
  • Abilities.
    • Ferocity. If at least one creature was killed by the attack, a second blow is inflicted.

Sea Witch

  • Level 5.
  • Dwelling: Tower of the Seas.
  • Attack: 12.
  • Defense: 7.
  • Damage: 10–14.
  • Health: 35.
  • Speed: 6.
  • Shots: 12.
  • Cost: 515 gold.
  • Population growth: 3.
  • Amount on map: 8–16.
  • AI Value: 790.
  • Fight Value: 608.
  • Features.
    • Shooter.
  • Abilities.
    • Casts after a shot (Basic level). Casts Weakness for 3 rounds on an attacked stack. If Weakness is already applied, casts Disrupting Ray (Basic level).

Sorceress

  • Level 5, upgraded.
  • Dwelling: Upg. Tower of the Seas.
  • Attack: 12.
  • Defense: 9.
  • Damage: 10–16.
  • Health: 35.
  • Speed: 7.
  • Shots: 12.
  • Cost: 565 gold.
  • Population growth: 3.
  • Amount on map: 8–12.
  • AI Value: 852.
  • Fight Value: 655.
  • Features.
    • Shooter.
  • Abilities.
    • Casts after the shot (Advanced level). Casts Weakness for 3 rounds on an attacked stack. If Weakness is already applied, casts Disrupting Ray (Advanced level).

Nix

  • Level 6.
  • Dwelling: Nix Fort.
  • Attack: 13.
  • Defense: 16.
  • Damage: 18–22.
  • Health: 80.
  • Speed: 6.
  • Shots: 0.
  • Cost: 1000 gold.
  • Population growth: 2.
  • Amount on map: 5–12.
  • AI Value: 1415.
  • Fight Value: 1415.
  • Abilities.
    • Ignores 30% of enemy attack value. 30% of the Attack parameter is ignored when a creature attacks Nix.

Nix Warrior

  • Level 6, upgraded.
  • Dwelling: Upg. Nix Fort.
  • Attack: 14.
  • Defense: 17.
  • Damage: 18–22.
  • Health: 90.
  • Speed: 7.
  • Shots: 0.
  • Cost: 1300 gold.
  • Population growth: 2.
  • Amount on map: 5–10.
  • AI Value: 2116.
  • Fight Value: 1763.
  • Abilities.
    • Ignores 60% of enemy attack value. 60% of the Attack parameter is ignored when a creature attacks Nix.

Sea Serpent

  • Level 7.
  • Dwelling: Maelstrom.
  • Attack: 22.
  • Defense: 16.
  • Damage: 30–55.
  • Health: 180.
  • Speed: 9.
  • Shots: 0.
  • Cost: 2200 gold + 1 sulfur.
  • Population growth: 1.
  • Amount on map: 4–10.
  • AI Value: 3953.
  • Fight Value: 3162.
  • Features.
    • Takes 2 hexes.
    • Stacks with “Slayer” (any level) on them have increased attack against Sea Serpent.
    • Turns into a Bone Dragon with Skeleton Transformer.
  • Abilities.
    • Poisonous. Has a 30% chance to poison enemy after the attack. Decrements 10% of Max Health instantly and at the begining of every round. Lasts for 3 rounds. Cannot exceed 50% of total decremented Health.

Haspid

  • Level 7, upgraded.
  • Dwelling: Upg. Maelstrom.
  • Attack: 29.
  • Defense: 20.
  • Damage: 30–55.
  • Health: 300.
  • Speed: 12.
  • Shots: 0.
  • Cost: 4000 gold + 2 sulfur.
  • Population growth: 1.
  • Amount on map: 38.
  • AI Value: 7220.
  • Fight Value: 5554.
  • Features.
    • Takes 2 hexes.
    • Stacks with “Slayer” (any level) on them have increased attack against Haspid.
    • Turns into a Bone Dragon with Skeleton Transformer.
  • Abilities.
    • Poisonous. Has a 30% chance to poison enemy after the attack. Decrements 10% of Max Health instantly and at the begining of every round. Lasts for 3 rounds. Cannot exceed 50% of total decremented Health.
    • Revenge. Has an increase to the Damage parameter before the attack by the following formula:
      (text style: (((Number of Haspid at the beginning of the battle + 1) * (1 Haspid Health) / (total Health now + 1 Haspid Health) - 1) ^ 0.5) * 100%)

Cannon

  • General

    • Cove War Mashine. Bought in the blacksmith of Cove or in Cannon Yard. Cost: 4000 gold.
    • Is put in the Ballista slot of a hero. It cannot be put in a backpack.
    • Assault war machine. Only attacks by shooting. Is not blocked by standing next to an enemy unit. Can attack enemy troops and walls. One does not need to destroy the cannon to win the battle. No experience is given for its destruction.
    • Is put in place of Ballista during battle. Does not participate in the battle on the side of the defender during the siege, as well as the battles in vaults and banks. Moves at the same time as Ballista (before the First Aid Tent). Controlled by the AI.
  • Parameters

    • Level: 6.
    • Attack: 20.
    • Defense: 10.
    • Damage: (4–7) * (hero Attack + 1).
    • Health: 250.
    • Speed: 0.
    • Shots: 8.
    • Cost: 4000 gold.
    • Features.
      • Takes 2 hexes.
      • War machine.
    • Abilities.
      • Can fire at enemy fortifications.
  • Effect of Artillery skill

    • None. All features work as described above.
    • Basic. Gives you control of the cannon. Aimed shot with increased damage on the fortifications.
    • Advanced. Gives you control of the cannon. Double damage on unit, aimed shot with increased damage on the fortifications.
    • Expert. Gives you control of the cannon. Triple damage on unit, aimed shot with increased damage on the fortifications.

Hero classes

Captain

  • Might class.
  • Town: Cove.
  • Starting primary skills.
    • Attack: 3.
    • Defense: 0.
    • Spell power: 2.
    • Knowledge: 1.
  • Chance of rolling a primary skill before level 10.
    • Attack: 45%.
    • Defense: 25%.
    • Spell power: 20%.
    • Knowledge: 10%.
  • Chance of rolling a primary skill after level 10.
    • Attack: 30%.
    • Defense: 30%.
    • Spell power: 20%.
    • Knowledge: 20%.
  • Chance of rolling a secondary skill.
    • Pathfinding: 8/112.
    • Archery: 9/112.
    • Logistics: 6/112.
    • Scouting: 4/112.
    • Diplomacy: 5/112.
    • Navigation: 6/112.
    • Leadership: 6/112.
    • Wisdom: 1/112.
    • Mysticism: 1/112.
    • Luck: 7/112.
    • Ballistics: 5/112.
    • Eagle Eye: 4/112.
    • Necromancy: 0/112.
    • Estates: 4/112.
    • Fire Magic: 2/112.
    • Air Magic: 3/112.
    • Water Magic: 2/112.
    • Earth Magic: 4/112.
    • Scholar: 1/112.
    • Tactics: 6/112.
    • Artillery: 5/112.
    • Learning: 2/112.
    • Offense: 9/112.
    • Armorer: 2/112.
    • Intelligence: 3/112.
    • Sorcery: 2/112.
    • Resistance: 3/112.
    • First Aid: 2/112.
    • Interference: 3/112.
  • Restricted secondary skills.
    • Necromancy.

Navigator

  • Magic class.
  • Town: Cove.
  • Starting primary skills.
    • Attack: 2.
    • Defense: 0.
    • Spell power: 1.
    • Knowledge: 2.
  • Chance of rolling a primary skill before level 10.
    • Attack: 15%.
    • Defense: 10%.
    • Spell power: 40%.
    • Knowledge: 35%.
  • Chance of rolling a primary skill after level 10.
    • Attack: 30%.
    • Defense: 20%.
    • Spell power: 20%.
    • Knowledge: 30%.
  • Chance of rolling a secondary skill.
    • Pathfinding: 6/112.
    • Archery: 6/112.
    • Logistics: 3/112.
    • Scouting: 2/112.
    • Diplomacy: 2/112.
    • Navigation: 6/112
    • Leadership: 2/112.
    • Wisdom: 8/112.
    • Mysticism: 3/112.
    • Luck: 4/112.
    • Ballistics: 2/112.
    • Eagle Eye: 2/112.
    • Necromancy: 0/112.
    • Estates: 2/112.
    • Fire Magic: 2/112.
    • Air Magic: 6/112.
    • Water Magic: 9/112.
    • Earth Magic: 5/112.
    • Scholar: 5/112.
    • Tactics: 4/112.
    • Artillery: 1/112.
    • Learning: 4/112.
    • Offense: 4/112.
    • Armorer: 1/112.
    • Intelligence: 8/112.
    • Sorcery: 6/112.
    • Resistance: 5/112.
    • First Aid: 4/112.
    • Interference: 1/112.
  • Restricted secondary skills.
    • Necromancy.

Heroes

A common rule for the availability of new heroes in original game (RoE, AB and SoD) maps is the following: all non-campaign heroes are always available. Campaign heroes are only available in the scenarios where all original campaign heroes are present.

Corkes

  • Class: Captain.
  • Gender: Male.
  • Specialty: Offense. Receives a 5% per level bonus to Offense skill percentage.
  • Secondary skills.
    • Offense: basic.
    • Pathfinding: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Jeremy

  • Class: Captain.
  • Gender: Male.
  • Specialty: Cannon. Increases the Attack and Defense skills of any Cannon by 5% for every 6 levels (rounded up).
  • Secondary skills.
    • Offence: basic.
    • Artillery: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15–25.
    • Cannon: 1.
    • Pirates: 4–7.

Illor

  • Class: Captain.
  • Gender: Male.
  • Specialty: Stormbirds. Increases Speed of any Stormbirds or Ayssids by 1 and their Attack and Defense skills by 5% for every 4 levels (rounded up).
  • Secondary skills.
    • Armorer: basic.
    • Tactics: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15–25.
    • Stormbirds: 3–5.
    • Pirates: 4–7.

Derek

  • Unavailable on random maps with water (replaced with Elmor).
  • Class: Captain.
  • Gender: Male.
  • Specialty: Crew Mates. Increases Speed of any Crew Mates or Seamen by 1 and their Attack and Defense skills by 5% for every 2 levels (rounded up).
  • Secondary skills.
    • Offence: basic.
    • Leadership: basic.
  • Spell Book: none.
  • Default unit count.
    • Crew mates: 6–9.
    • Crew mates: 6–9.
    • Crew mates: 6–9.

Elmor

  • Unavailable on random maps without water (replaced with Derek).
  • Class: Captain.
  • Gender: Male.
  • Specialty: Navigation. Receives a 5% per level bonus to movement points at sea.
  • Secondary skills.
    • Navigation: advanced.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Leena

  • Class: Captain.
  • Gender: Female.
  • Specialty: +350 gold. Increases kingdom’s income by 350 gold per day.
  • Secondary skills.
    • Estate: basic.
    • Pathfinding: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Anabel

  • Class: Captain.
  • Gender: Female.
  • Specialty: Pirates. Increases Speed of any Pirates, Corsairs or Sea Dogs by 1 and their Attack and Defense skills by 5% for every 3 levels (rounded up).
  • Secondary skills.
    • Offence: basic.
    • Archery: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15–25.
    • Pirates: 4–7.
    • Pirates: 4–7.

Cassiopeia

  • Class: Captain.
  • Gender: Female.
  • Specialty: Nymphs. Increases Speed of any Nymphs or Oceanids by 1 and their Attack and Defense skills by 5% for every level (rounded up).
  • Secondary skills.
    • Offence: basic.
    • Tactics: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15–25.
    • Nymphs: 15–25.
    • Nymphs: 15–25.

Miriam

  • Class: Captain.
  • Gender: Female.
  • Specialty: Scouting. Increases the scouting range by 1 for every 6 levels of the hero (works only if hero has Scouting secondary skill).
    • Logistics: basic.
    • Scouting: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Casmetra

  • Class: Navigator.
  • Gender: Female.
  • Specialty: Sea Witches. Increases Speed of any Sea Witches or Sorceress by 1 and their Attack and Defense skills by 5% for every 5 levels (rounded up).
  • Secondary skills.
    • Wisdom: basic.
    • Water Magic: basic.
  • Spell Book: present.
  • Starting spell: Dispel.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Eovacius

  • Class: Navigator.
  • Gender: Male.
  • Specialty: Clone. Each battle the first cast of Clone spell summons 2 clones of target unit. If less than 2 copies can be created at a time, the available amount is created and the spell is considered a success.
  • Secondary skills.
    • Wisdom: basic.
    • Intelligence: basic.
  • Spell Book: present.
  • Starting spell: Clone.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Spint

  • Class: Navigator.
  • Gender: Male.
  • Specialty: Sorcery. Receives a 5% per level bonus to Sorcery skill percentage.
  • Secondary skills.
    • Wisdom: basic.
    • Sorcery: basic.
  • Spell Book: present.
  • Starting spell: Bless.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Andal

  • Class: Navigator.
  • Gender: Male.
  • Specialty: +1 crystal. Increases kingdom’s crystal production by 1 per day.
  • Secondary skills.
    • Wisdom: basic.
    • Pathfinding: basic.
  • Spell Book: present.
  • Starting spell: Slow.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Manfred

  • Class: Navigator.
  • Gender: Male.
  • Specialty: Fire Ball. Casts Fireball with damage increased by 3% for every n hero levels, where n is the level of the targeted creature..
  • Secondary skills.
    • Wisdom: basic.
    • Fire Magic: basic.
  • Spell Book: present.
  • Starting spell: Fire Ball.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Zilare

  • Class: Navigator.
  • Gender: Male.
  • Specialty: Forgetfulness. Casts Forgetfulness with double duration.
  • Secondary skills.
    • Wisdom: basic.
    • Interference: basic.
  • Spell Book: present.
  • Starting spell: Forgetfulness.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Astra

  • Class: Navigator.
  • Gender: Female.
  • Specialty: Cure. Casts Cure with effect increased by 3% for every n hero levels, where n is the level of the targeted creature..
  • Secondary skills.
    • Wisdom: basic.
    • Luck: basic.
  • Spell Book: present.
  • Starting spell: Cure.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Dargem

  • Class: Navigator.
  • Gender: Male.
  • Specialty: Air Shield. Casts Air Shield with effect increased by 3% for every n hero levels, where n is the level of the targeted creature..
  • Secondary skills.
    • Wisdom: basic.
    • Tactics: basic.
  • Spell Book: present.
  • Starting spell: Air Shield.
  • Default unit count.
    • Nymphs: 15–25.
    • Crew mates: 6–9.
    • Pirates: 4–7.

Bidley

  • Campaign hero.
  • Class: Captain.
  • Gender: Male.
  • Specialty: Sea Dogs. Can upgrade Pirates and Corsairs to Sea Dogs.
  • Secondary skills.
    • Offense: advanced.
  • Spell Book: none.
  • Default unit count.
    • Sea Dogs: 1–3.
    • Corsairs: 4–7.
    • Sea Dogs: 1–3.

Tark

  • Campaign hero.
  • Class: Captain.
  • Gender: Male.
  • Specialty: Nix. Increases Speed of any Nix or Nix Warriors by 1 and their Attack and Defense skills by 5% for every 6 levels (rounded up).
  • Secondary skills.
    • Offence: basic.
    • Armory: basic.
  • Spell Book: none.
  • Default unit count.
    • Nix: 1.
    • Nix: 1.
    • Nix: 1.

Structures

General Structures

  • Village Hall

    • Cost: None.
    • Initially built in every town.
    • Requirements: None.
    • Makes the construction of buildings possible, brings 500 gold per day.
  • Town Hall

    • Cost: 2500 gold.
    • Upgrade of the Village Hall.
    • Requirements: Tavern.
    • Makes the construction of buildings possible, brings 1000 gold per day.
  • City Hall

    • Cost: 5000 gold.
    • Upgrade of the Town Hall.
    • Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1.
    • Makes the construction of buildings possible, brings 2000 gold per day.
  • Capitol

    • Cost: 10000.
    • Upgrade of the City Hall. One player cannot build more than one Capitol. If the city with the capitol is captured, capitol downgrades to City Hall in that city.
    • Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1, Castle.
    • Makes the construction of buildings possible, brings 4000 gold per day.
  • Fort

    • Cost 5000 gold, 20 wood, 20 ore.
    • Can be built by default.
    • Requirements: None.
    • Allows you to view a general list of creatures available for hiring, provides city with walls during the siege.
  • Citadel

    • Cost: 2500 gold, 5 ore.
    • Upgrade of the Fort.
    • Requirements: None.
    • Allows you to view a general list of creatures available for hiring, provides city with walls, moat and a central tower during the siege. Multiplies the creatures’ gain by 1.5 (rounded down).
  • Castle

    • Cost 5000 gold, 10 wood, 10 ore.
    • Upgrade of the Citadel.
    • Requirements: None.
    • Allows you to view a general list of creatures available for hiring, provides city with walls, the moat, the central and side Shooting Towers during the siege. Multiplies the creatures’ gain by 2.
  • Tavern

    • Cost: 500 gold, 5 wood.
    • Built by default, if the city was originally owned by the player.
    • Requirements: None.
    • Allows the city to hire heroes, hear rumors and gather information in the Thief’s Guild, opens an additional level of information Thief’s Guild towns and garrisons information on enemy towns.
  • Blacksmith

    • Cost: 1000 gold, 5 wood.
    • Requirements: None.
    • Allows the guest hero to buy a war machine (cannon) for 4000 gold.
  • Marketplace

    • Cost: 500 gold, 5 wood.
    • Requirements: None.
    • Allows you to trade one resource for another, send resources to other players, and improves prices in Marketplaces of other towns by 1 level.
  • Resource Silo

    • Cost: 5000 gold, 5 ore.
    • Requirements: Marketplace.
    • Brings 1 sulfur per day.
  • Mage Guild Level 1

    • Cost: 2000 gold, 5 wood, 5 ore.
    • Requirements: None.
    • Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1.
  • Mage Guild Level 2

    • Cost: 1000 gold, 5 wood, 5 ore, 4 mercury, 4 gems, 4 crystal, 4 sulfur.
    • Upgrade of the Mage Guild Level 1.
    • Requirements: None.
    • Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1 and 4 spells of Level 2.
  • Mage Guild level 3

    • Cost: 1000 gold, 5 wood, 5 ore, 6 mercury, 6 gems, 6 crystals, 6 sulfur.
    • Upgrade of the Mage Guild Level 2.
    • Requirements: None.
    • Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2 and 3 spells of Level 3.
  • Mage Guild level 4

    • Cost: 1000 gold, 5 wood, 5 ore, 8 mercury, 8 gems, 8 crystals, 8 sulfur.
    • Upgrade of the Mage Guild level 3.
    • Requirements: None.
    • Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2, 3 spells of Level 3 and 2 spells of Level 4.

Special Structures

  • Shipyard

    • Cost: 2000 gold, 20 wood.
    • Can only be built in the city that is located next to water.
    • Requirements: None.
    • Allows you to buy a boat for 1000 gold and 10 wood, next to the city if there is an unoccupied slot.
  • Pub

    • Cost: 1000 gold.
    • Requirements: Fort, Nymph Waterfall, Shack.
    • Increases the gain of the Crew Mates and Seamen by 4.
  • Roost

    • Cost: 1000 gold.
    • Requirements: Fort, Nymph Waterfall, Shack, Nest.
    • Increases the gain of the Stormbird and Ayssid by 3.
  • Thief’s Guild

    • Cost: 500 gold, 5 wood.
    • Requirements: Tavern.
    • Opens 2 additional levels of information in Thief’s Guild, provides towns and garrisons information on enemy towns.
  • Grotto

    • Cost: 7500 gold, 15 wood, 15 ore.
    • Requirements: Marketplace.
    • Allows the guest hero to sacrifice creatures or artifacts, gaining experience. Works like Altar of Sacrifice (map object).

Creature dwellings

  • Nymph Waterfall

    • Cost: 300 gold, 5 wood, 5 ore.
    • Creature dwelling Level 1 (Nymphs). Built in a neutral city or town with a fort by default.
    • Requirements: Fort.
    • Allows you to recruit Nymphs.
  • Upg. Nymph Waterfall

    • Cost: 1000 gold.
    • Nymph Waterfall Upgrade. Residence of upgraded level 1 creatures (oceanids).
    • Requirements: Fort.
    • Allows you to recruit Nymphs and Oceanids, upgrade Nymphs into Oceanids.
  • Shack

    • Cost: 1000 gold, 10 wood.
    • Creature dwelling Level 2 (Crew Mates). Built in a neutral city or town with a fort by default.
    • Requirements: Fort, Nymph Waterfall.
    • Allows you to recruit Crew Mates.
  • Upg. Shack

    • Cost: 1000 gold, 5 wood.
    • Shack Upgrade. Residence of upgraded level 2 creatures (Seamen).
    • Requirements: Fort, Nymph Waterfall.
    • Allows you to recruit Crew Mates and Seamen, upgrade Crew Mates into Seamen.
  • Frigate

    • Cost: 1000 gold, 10 wood.
    • Creature dwelling Level 3 (Pirates).
    • Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
    • Allows you to recruit Pirates.
  • Upg. Frigate

    • Cost: 1500 Gold, 5 wood.
    • Upgraded Frigate. Residence of upgraded level 3 creatures (Corsair).
    • Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
    • Allows you to recruit Pirates and Corsairs, upgrade Pirates into Corsairs.
  • Gunpowder Warehouse

    • Cost: 3000 gold, 5 wood, 5 ore, 5 mercury, 5 gems, 5 crystals, 5 sulfur.
    • Upgrades the Upg. Frigate. Dwelling of additional upgrade of the creatures Level 3 (Sea Dogs).
    • Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
    • Allows you to recruit Pirates, Corsairs and Sea Dogs, upgrade the Pirates and Corsairs into Sea Dogs.
  • Nest

    • Cost: 2000 gold, 5 ore, 2 gems, 2 crystals.
    • Creature dwelling Level 4 (Stormbirds).
    • Requirements: Fort, Nymph Waterfall, Shack.
    • Allows you to recruit Stormbirds.
  • Upg. Nest

    • Cost: 1500 gold, 2 gems, 2 crystals.
    • Upgraded Nest. Residence of upgraded level 4 creatures (Ayssid).
    • Requirements: Fort, Nymph Waterfall, Shack.
    • Allows you to recruit Stormbirds and Ayssids, upgrade Stormbirds into Ayssids.
  • Tower of the Seas

    • Cost: 3000 gold, 5 wood, 5 ore, 5 crystals.
    • Creature dwelling Level 5 (Sea Witch).
    • Requirements: Fort, Mage Guild Level 1, Nymph Waterfall, Shack.
    • Allows you to recruit Sea Witches.
  • Upg. Tower of the Seas

    • Cost: 2000 gold, 5 crystals.
    • Upgrade to the Tower of the Seas. Residence of upgraded level 5 creatures (Sorceress).
    • Requirements: Fort, the Mage Guild level 2, Nymph Waterfall, Shack.
    • Allows you to recruit Sea Witches and the Sorceresses, upgrade Sea Witches into Sorceresses.
  • Nix Fort

    • Cost: 4000 gold 5 wood, 10 ore.
    • Creature dwelling Level 6 (Nix).
    • Requirements: Fort, Nymph Waterfall, Shack, Nest.
    • Allows you to recruit Nix.
  • Upg. Nix Fort

    • Cost: 3000 gold, 5 wood, 5 ore, 5 sulfur.
    • Upgraded Nix Fort. Residence of upgraded level 6 creatures (Nix Warriors).
    • Requirements: Fort, Nymph Waterfall, Shack, Nest.
    • Allows you to recruit Nix and Nix Warriors, upgrade Nix into Nix Warriors.
  • Maelstrom

    • Cost: 15000 gold, 15 wood, 15 ore, 10 sulfur.
    • Creature dwelling level 7 (Sea Serpents).
    • Requirements: Fort, Mage Guild Level 1, Nymph Waterfall, Shack, Nest, Tower of the Seas, Nix Fort.
    • Allows you to recruit Sea Serpents.
  • Upg. Maelstrom

    • Cost: 15000 gold, 15 wood, 15 ore, 20 sulfur.
    • Upgraded Maelstrom. Residence of upgraded level 7 creatures (Haspids).
    • Requirements: Fort, Mage Guild level 2, Nymph Waterfall, Shack, Nest, Tower of the Seas, Nix Fort.
    • Allows you to recruit Sea Serpents and Haspids, upgrade Sea Serpents into Haspids.

Lodestar

Grail structure. Is built for free if the hero possesses the Grail. Grail disappears after construction. Brings 5000 gold per day, multiplies the growth of creatures by 1.5 per week (rounded down). Makes any terrain native to Cove (Movement without penalty, +1 to attack, defense and speed, see and ignore mines and see quicksand). Cove’s siege remains on swamp.

Building tree

Spells

  • Level 1–4 spells are available in Cove.

  • A chance of rolling in the Mage Guild

    • Level 1

      • Summon Boat: 5%.
      • View Earth: 3%.
      • View Air: 3%.
      • Magic Arrow: 30%.
      • Shield: 3%.
      • Protection from Fire: 3%.
      • Protection from Water: 3%.
      • Dispel: 10%.
      • Cure: 5%.
      • Bless: 10%.
      • Curse: 0%.
      • Bloodlust: 5%.
      • Stone Skin: 5%.
      • Haste: 10%.
      • Slow: 5%.
    • Level 2

      • Scuttle Boat: 8%.
      • Visions: 2%.
      • Disguise: 2%.
      • Quicksand: 4%.
      • Fire Wall: 4%.
      • Ice Bolt: 50%.
      • Lightning Bolt: 4%.
      • Death Ripple: 0%.
      • Protection from Air: 2%.
      • Precision: 4%.
      • Weakness: 8%.
      • Disrupting Ray: 4%.
      • Fortune: 4%.
      • Blind: 0%.
      • Remove Obstacle: 4%.
    • Level 3

      • Land Mine: 4%.
      • Force Field: 4%.
      • Earthquake: 8%.
      • Frost Ring: 30%.
      • Fire Ball: 2%.
      • Destroy Undead: 2%.
      • Air Shield: 2%.
      • Protection from Earth: 4%.
      • Anti Magic: 10%.
      • Animate Dead: 0%.
      • Mirth: 8%.
      • Misfortune: 4%.
      • Hypnotize: 4%.
      • Forgetfulness: 8%.
      • Teleport: 10%.
    • Level 4

      • Water Walk: 10%.
      • Town Portal: 10%.
      • Chain Lightning: 10%.
      • Inferno: 5%.
      • Meteor Shower: 10%.
      • Armageddon: 0%.
      • Fire Shield: 5%.
      • Resurrection: 5%.
      • Prayer: 10%.
      • Sorrow: 5%.
      • Slayer: 5%.
      • Frenzy: 5%.
      • Counterstrike: 5%.
      • Berserk: 5%.
      • Clone: 10%.

Factory

General

  • Factory is a new type of fraction and town with all the necessary elements.
  • Rule of availability for a player on original game (RoE/AB/SoD) maps: if Castle, Rampart, Inferno, Dungeon and Stronghold are available, Factory is also available; otherwise, Factory is unavailable.
  • On HotA maps Factory availability for a player can be set in map properties, otherwise Factory is available by default.
  • Alignment is neutral.
  • Native terrain is wasteland. Random map zone without towns can become Factory zone if its terrain is wasteland.
  • Factory contains 8 creature types, including 2 level 7 creatures: Couatls and Dreadnoughts. They can be built together. Level 7 Factory random dwellings can generate as both Couatl and Dreadnought dwellings.

Units

Halfling

  • Level 1.
  • Dwelling: Halfling Adobe.
  • Attack: 4.
  • Defense: 2.
  • Damage: 1–3.
  • Health: 4.
  • Speed: 5.
  • Shots: 24.
  • Cost: 40 gold.
  • Population growth: 15.
  • Amount on map: 20–50.
  • AI Value: 75.
  • Fight Value: 60.
  • Features.
    • Shooter.
  • Abilities.
    • Always have positive luck.

Halfling Grenadier

  • Level 1, upgraded.
  • Dwelling: Upg. Halfling Adobe.
  • Attack: 5.
  • Defense: 2.
  • Damage: 2–3.
  • Health: 4.
  • Speed: 6.
  • Shots: 24.
  • Cost: 60 gold.
  • Population growth: 15.
  • Amount on map: 20–30.
  • AI Value: 95.
  • Fight Value: 76.
  • Features.
    • Shooter.
  • Abilities.
    • Always have positive luck.
    • Ranged attack ignores 20% of enemy’s defense skill.

Mechanic

  • Level 2.
  • Dwelling: Foundry.
  • Attack: 6.
  • Defense: 5.
  • Damage: 2–4.
  • Health: 14.
  • Speed: 6.
  • Shots: 0.
  • Cost: 140 gold.
  • Population growth: 8.
  • Amount on map: 16–30.
  • AI Value: 186.
  • Fight Value: 186.
  • Abilities.
    • Breath attack.
    • Repairs mechanical creatures (10 hit points per Mechanic). Can approach a unit or a corpse of friendly mechanical creatures and repair them once per combat. This restores (10 x Mechanic count) hit points and allows healing wounded creatures as well as raising the dead creatures.

Engineer

  • Level 2, upgraded.
  • Dwelling: Upg. Foundry.
  • Attack: 7.
  • Defense: 5.
  • Damage: 2–5.
  • Health: 16.
  • Speed: 7.
  • Shots: 0.
  • Cost: 170 gold.
  • Population growth: 8.
  • Amount on map: 16–25.
  • AI Value: 278.
  • Fight Value: 232.
  • Abilities.
    • Breath attack.
    • Repairs mechanical creatures (20 hit points per Engineer). Can approach a unit or a corpse of friendly mechanical creatures and repair them once per combat. This restores (20 x Engineer count) hit points and allows healing wounded creatures as well as raising the dead creatures.

Armadillo

  • Level 3.
  • Dwelling: Ranch.
  • Attack: 5.
  • Defense: 10.
  • Damage: 3–5.
  • Health: 25.
  • Speed: 4.
  • Shots: 0.
  • Cost: 200 gold.
  • Population growth (+Pen): 6 (+3).
  • Amount on map: 12–25.
  • AI Value: 198.
  • Fight Value: 248.
  • Features.
    • Takes 2 hexes.

Bellwether Armadillo

  • Level 3, upgraded.
  • Dwelling: Upg. Ranch.
  • Attack: 6.
  • Defense: 11.
  • Damage: 3–5.
  • Health: 25.
  • Speed: 6.
  • Shots: 0.
  • Cost: 230 gold.
  • Population growth (+Pen): 6 (+3).
  • Amount on map: 12–20.
  • AI Value: 256.
  • Fight Value: 256.
  • Features.
    • Takes 2 hexes.

Automaton

  • Level 4.
  • Dwelling: Manufactory.
  • Attack: 12.
  • Defense: 10.
  • Damage: 7.
  • Health: 30.
  • Speed: 8.
  • Shots: 0.
  • Cost: 350 gold.
  • Population growth: 5.
  • Amount on map: 10–20.
  • AI Value: 669.
  • Fight Value: 398.
  • Features.
    • Takes 2 hexes.
    • Mechanical creature. Unaffected by morale. Mind spell immunity. Cannot be raised with Resurrection spell. Can be repaired by Mechanics and Engineers.
  • Abilities.
    • Detonation at death. The ability can be activated without spending a turn. When Automaton with activated detonation dies, all adjacent units receive (70 + 5 x N) hit points of damage (N is remaining Automaton count before the last damage caused their death). Detonation damage is unaffected by conventional and magic damage modifiers. No Automaton corpse remains after detonation.

Sentinel Automaton

  • Level 4, upgraded.
  • Dwelling: Upg. Manufactory.
  • Attack: 12.
  • Defense: 10.
  • Damage: 9.
  • Health: 30.
  • Speed: 9.
  • Shots: 0.
  • Cost: 450 gold.
  • Population growth: 5.
  • Amount on map: 10–16.
  • AI Value: 947.
  • Fight Value: 631.
  • Features.
    • Takes 2 hexes.
    • Mechanical creature. Unaffected by morale. Mind spell immunity. Cannot be raised with Resurrection spell. Can be repaired by Mechanics and Engineers.
  • Abilities.
    • No enemy retaliation.
    • Detonation at death. The ability can be activated without spending a turn. When Sentinel Automaton with activated detonation dies, all adjacent units receive (70 + 5 x N) hit points of damage (N is remaining Sentinel Automaton count before the last damage caused their death). Detonation damage is unaffected by conventional and magic damage modifiers. No Sentinel Automaton corpse remains after detonation.

Sandworm

  • Level 5.
  • Dwelling: Catacombs.
  • Attack: 13.
  • Defense: 12.
  • Damage: 12–16.
  • Health: 50.
  • Speed: 8.
  • Shots: 0.
  • Cost: 575 gold.
  • Population growth: 3.
  • Amount on map: 8–16.
  • AI Value: 991.
  • Fight Value: 793.
  • Features.
    • Moves underground. For most of terrains this is equal to teleportation. On ship or Magic Clouds underground move in impossible and unit moves the usual walk way.
  • Abilities.
    • Immune to Blind and Stone Gaze.

Olgoi-Khorkhoi

  • Level 5, upgraded.
  • Dwelling: Upg. Catacombs.
  • Attack: 15.
  • Defense: 12.
  • Damage: 12–16.
  • Health: 60.
  • Speed: 10.
  • Shots: 0.
  • Cost: 650 gold.
  • Population growth: 3.
  • Amount on map: 8–12.
  • AI Value: 1220.
  • Fight Value: 894.
  • Features.
    • Moves underground. For most of terrains this is equal to teleportation. On ship or Magic Clouds underground move in impossible and unit moves the usual walk way.
  • Abilities.
    • Immune to Blind and Stone Gaze.
    • Devours corpses for additional strikes. Devours all corpses from head hex after moving (including moving before attack). Each devoured corpse gives +1 additional strike during the next attack. In case enemy dies before all additional strikes performed the remaining strikes are kept for the following attack. Unexpended strikes are kept until the end of the combat.

Gunslinger

  • Level 6.
  • Dwelling: Watchtower.
  • Attack: 17.
  • Defense: 12.
  • Damage: 14–24.
  • Health: 45.
  • Speed: 7.
  • Shots: 16.
  • Cost: 800 gold.
  • Population growth: 2.
  • Amount on map: 5–12.
  • AI Value: 1351.
  • Fight Value: 904.
  • Features.
    • Shooter.
  • Abilities.
    • Preemptive shot (once per round). Gunslinger performs a preemptive shot to the attacker before their shot once per round. The preemptive shot damage is similar to Gunslinger conventional shot damage. The ability doesn’t work against war machines and area shooters as well as in the cases Gunslinger cannot shoot (e.g. blocked by enemy unit).

Bounty Hunter

  • Level 6, upgraded.
  • Dwelling: Upg. Watchtower.
  • Attack: 18.
  • Defense: 14.
  • Damage: 14–24.
  • Health: 45.
  • Speed: 8.
  • Shots: 24.
  • Cost: 1100 gold.
  • Population growth: 2.
  • Amount on map: 5–10.
  • AI Value: 1454.
  • Fight Value: 932.
  • Features.
    • Shooter.
  • Abilities.
    • Preemptive shot (unlimited). Bounty Hunter performs a preemptive shot to the attacker before their shot. The preemptive shot damage is similar to Bounty Hunter conventional shot damage. The ability doesn’t work against war machines and area shooters as well as in the cases Bounty Hunter cannot shoot (e.g. blocked by enemy unit).

Couatl

  • Level 7.
  • Dwelling: Serpentarium.
  • Attack: 17.
  • Defense: 17.
  • Damage: 25–45.
  • Health: 160.
  • Speed: 11.
  • Shots: 0.
  • Cost: 2000 gold.
  • Population growth: 1.
  • Amount on map: 4–10.
  • AI Value: 3574.
  • Fight Value: 2521.
  • Features.
    • Takes 2 hexes.
    • Flight.
    • Stacks with “Slayer” (any level) on them have increased attack against Couatls.
    • Turns into a Bone Dragon with Skeleton Transformer.
  • Abilities.
    • Skips a turn to get temporary invulnerability. Can start “meditation” instead of moving once per combat. In this state Couatl doesn’t receive damage, cannot be targeted with attack, and gets hostile spell immunity. The “meditation” state ends at the beginning of Couatl next turn.

Crimson Couatl

  • Level 7, upgraded.
  • Dwelling: Upg. Serpentarium.
  • Attack: 21.
  • Defense: 21.
  • Damage: 25–45.
  • Health: 200.
  • Speed: 15.
  • Shots: 0.
  • Cost: 3500 gold, 1 crystal.
  • Population growth: 1.
  • Amount on map: 38.
  • AI Value: 5341.
  • Fight Value: 3815.
  • Features.
    • Takes 2 hexes.
    • Flight.
    • Stacks with “Slayer” (any level) on them have increased attack against Crimson Couatls.
    • Turns into a Bone Dragon with Skeleton Transformer.
  • Abilities.
    • Gets temporary invulnerability without skipping a turn. Once per combat can become invulnerable for one turn. Invulnerable Crimson Couatl doesn’t receive damage, cannot be targeted with attack, and gets hostile spell immunity. Enemies don’t retaliate against invulnerable Crimson Couatl. The invulnerability ends at the beginning of Crimson Couatl next turn (except morale additional turns).

Dreadnought

  • Level 7.
  • Dwelling: Gantry.
  • Attack: 18.
  • Defense: 20.
  • Damage: 40–50.
  • Health: 200.
  • Speed: 6.
  • Shots: 0.
  • Cost: 2500 gold, 1 crystal.
  • Population growth: 1.
  • Amount on map: 4–10.
  • AI Value: 3879.
  • Fight Value: 3879.
  • Features.
    • Takes 2 hexes.
    • Mechanical creature. Unaffected by morale. Mind spell immunity. Cannot be raised with Resurrection spell. Can be repaired by Mechanics and Engineers.
    • Stacks with expert level “Slayer” on them have increased attack against Dreadnoughts.
  • Abilities.
    • Heat Stroke attack. Can perform Heat Stroke area attack to nearby creatures instead of moving. The Heat Stroke damages both allies and enemies, and no retaliation is possible. Each affected unit gets Dreadnought conventional attack damage. One of 8 Dreadnought adjacent hexes can be selected to direct the stroke. Heat Stroke area is a cone 120 degree width and 2 hex length (total square is 7-8 hexes), see the illustration:

Juggernaut

  • Level 7, upgraded.
  • Dwelling: Upg. Gantry.
  • Attack: 23.
  • Defense: 23.
  • Damage: 40–50.
  • Health: 300.
  • Speed: 7.
  • Shots: 0.
  • Cost: 4000 gold, 2 crystal.
  • Population growth: 1.
  • Amount on map: 38.
  • AI Value: 6433.
  • Fight Value: 5361.
  • Features.
    • Takes 2 hexes.
    • Mechanical creature. Unaffected by morale. Mind spell immunity. Cannot be raised with Resurrection spell. Can be repaired by Mechanics and Engineers.
    • Stacks with expert level “Slayer” on them have increased attack against Juggernauts.
  • Abilities.
    • Heat Stroke attack. Can perform Heat Stroke area attack to nearby creatures instead of moving. The Heat Stroke damages both allies and enemies, and no retaliation is possible. Each affected unit gets Juggernaut conventional attack damage. One of 8 Juggernaut adjacent hexes can be selected to direct the stroke. Heat Stroke area is a cone 120 degree width and 2 hex length (total square is 7-8 hexes).

War machine

  • Factory war machine is Ammo Cart.

Hero classes

Mercenary

  • Might class.
  • Town: Factory.
  • Starting primary skills.
    • Attack: 3.
    • Defense: 1.
    • Spell power: 1.
    • Knowledge: 1.
  • Chance of rolling a primary skill before level 10.
    • Attack: 35%.
    • Defense: 35%.
    • Spell power: 15%.
    • Knowledge: 15%.
  • Chance of rolling a primary skill after level 10.
    • Attack: 30%.
    • Defense: 30%.
    • Spell power: 20%.
    • Knowledge: 20%.
  • Chance of rolling a secondary skill.
    • Pathfinding: 7/112.
    • Archery: 7/112.
    • Logistics: 7/112.
    • Scouting: 5/112.
    • Diplomacy: 7/112.
    • Navigation: 4/112.
    • Leadership: 5/112.
    • Wisdom: 3/112.
    • Mysticism: 1/112.
    • Luck: 5/112.
    • Ballistics: 6/112.
    • Eagle Eye: 2/112.
    • Necromancy: 0/112.
    • Estates: 3/112.
    • Fire Magic: 3/112.
    • Air Magic: 3/112.
    • Water Magic: 0/112.
    • Earth Magic: 3/112.
    • Scholar: 1/112.
    • Tactics: 8/112.
    • Artillery: 6/112.
    • Learning: 4/112.
    • Offense: 6/112.
    • Armorer: 5/112.
    • Intelligence: 2/112.
    • Sorcery: 2/112.
    • Resistance: 4/112.
    • First Aid: 3/112.
    • Interference: 4/112.
  • Restricted secondary skills.
    • Necromancy.
    • Water Magic.

Artificer

  • Magic class.
  • Town: Factory.
  • Starting primary skills.
    • Attack: 0.
    • Defense: 1.
    • Spell power: 2.
    • Knowledge: 2.
  • Chance of rolling a primary skill before level 10.
    • Attack: 20%.
    • Defense: 15%.
    • Spell power: 30%.
    • Knowledge: 35%.
  • Chance of rolling a primary skill after level 10.
    • Attack: 20%.
    • Defense: 20%.
    • Spell power: 30%.
    • Knowledge: 30%.
  • Chance of rolling a secondary skill.
    • Pathfinding: 3/112.
    • Archery: 4/112.
    • Logistics: 5/112.
    • Scouting: 4/112.
    • Diplomacy: 3/112.
    • Navigation: 4/112.
    • Leadership: 2/112.
    • Wisdom: 8/112.
    • Mysticism: 5/112.
    • Luck: 3/112.
    • Ballistics: 8/112.
    • Eagle Eye: 4/112.
    • Necromancy: 0/112.
    • Estates: 2/112.
    • Fire Magic: 4/112.
    • Air Magic: 3/112.
    • Water Magic: 3/112.
    • Earth Magic: 4/112.
    • Scholar: 5/112.
    • Tactics: 3/112.
    • Artillery: 6/112.
    • Learning: 4/112.
    • Offense: 2/112.
    • Armorer: 3/112.
    • Intelligence: 7/112.
    • Sorcery: 7/112.
    • Resistance: 0/112.
    • First Aid: 6/112.
    • Interference: 0/112.
  • Restricted secondary skills.
    • Necromancy.
    • Resistance.
    • Interference.

Heroes

A common rule for the availability of new heroes in original game (RoE, AB and SoD) maps is the following: all non-campaign heroes are always available. Campaign heroes are only available in the scenarios where all original campaign heroes are present.

Henrietta

  • Class: Mercenary.
  • Gender: Female.
  • Specialty: Halflings. Increases Speed of any Halflings or Halfling Grenadiers by 1 and their Attack and Defense skills by 5% for every level (rounded up).
  • Secondary skills.
    • Leadership: basic.
    • Luck: basic.
  • Spell Book: none.
  • Default unit count.
    • Halflings: 15–25.
    • Halflings: 15–25.
    • Halflings: 15–25.

Sam

  • Class: Mercenary.
  • Gender: Female.
  • Specialty: Mechanics. Increases Speed of any Mechanics or Engineers by 1 and their Attack and Defense skills by 5% for every 2 levels (rounded up).
  • Secondary skills.
    • Offense: basic.
    • Tactics: basic.
  • Spell Book: none.
  • Default unit count.
    • Mechanics: 6–8.
    • Mechanics: 6–8.
    • Mechanics: 6–8.

Tancred

  • Class: Mercenary.
  • Gender: Male.
  • Specialty: Gunslingers. Increases Speed of any Gunslingers or Bounty Hunters by 1 and their Attack and Defense skills by 5% for every 6 levels (rounded up).
  • Secondary skills.
    • Archery: advanced.
  • Spell Book: none.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Melchior

  • Class: Mercenary.
  • Gender: Male.
  • Specialty: Diplomacy. Receives a 5% per level bonus to Diplomacy skill percentage when surrendering.
  • Secondary skills.
    • Leadership: basic.
    • Diplomacy: basic.
  • Spell Book: none.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Floribert

  • Class: Mercenary.
  • Gender: Male.
  • Specialty: First Aid. Receives a 5% per level bonus to First Aid Tent healing efficiency.
  • Secondary skills.
    • Armorer: basic.
    • First Aid: basic.
  • Spell Book: none.
  • Default unit count.
    • Halflings: 15–25.
    • First Aid Tent: 1.
    • Armadillos: 4–6.

Wynona

  • Class: Mercenary.
  • Gender: Female.
  • Specialty: Scouting. Increases Scouting radius by 1 for every 6 levels.
  • Secondary skills.
    • Archery: basic.
    • Scouting: basic.
  • Spell Book: none.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Dury

  • Class: Mercenary.
  • Gender: Female.
  • Specialty: Armorer. Receives a 5% per level bonus to Armorer skill percentage.
  • Secondary skills.
    • Offense: basic.
    • Armorer: basic.
  • Spell Book: none.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Morton

  • Class: Mercenary.
  • Gender: Male.
  • Specialty: Ballista. Increases the Attack and Defense skills of any Ballista by 5% for every 5 levels (rounded up).
  • Secondary skills.
    • Artillery: basic.
    • Ballistics: basic.
  • Spell Book: none.
  • Default unit count.
    • Halflings: 15–25.
    • Ballista: 1.
    • Armadillos: 4–6.

Celestine

  • Class: Artificer.
  • Gender: Female.
  • Specialty: Armadillos. Increases Speed of any Armadillos or Bellwether Armadillos by 1 and their Attack and Defense skills by 5% for every 3 levels (rounded up).
  • Secondary skills.
    • Wisdom: basic.
    • Pathfinding: basic.
  • Spell Book: present.
  • Starting spell: Haste.
  • Default unit count.
    • Halflings: 15–25.
    • Armadillos: 4–6.
    • Armadillos: 4–6.

Todd

  • Class: Artificer.
  • Gender: Male.
  • Specialty: Automatons. Increases Speed of any Automatons or Sentinel Automatons by 1 and their Attack and Defense skills by 5% for every 4 levels (rounded up).
  • Secondary skills.
    • Wisdom: basic.
    • Tactics: basic.
  • Spell Book: present.
  • Starting spell: Shield.
  • Default unit count.
    • Halflings: 15–25.
    • Automatons: 3–5.
    • Armadillos: 4–6.

Agar

  • Class: Artificer.
  • Gender: Male.
  • Specialty: Sandworms. Increases Speed of any Sandworms and Olgoi-Khorkhoi by 1 and their Attack and Defense skills by 5% for every 5 levels (rounded up).
  • Secondary skills.
    • Wisdom: advanced.
  • Spell Book: present.
  • Starting spell: View Earth.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Bertram

  • Class: Artificer.
  • Gender: Male.
  • Specialty: +350 gold. Increases kingdom’s income by 350 gold per day.
  • Secondary skills.
    • Wisdom: basic.
    • Scholar: basic.
  • Spell Book: present.
  • Starting spell: Magic Arrow.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Wrathmont

  • Class: Artificer.
  • Gender: Male.
  • Specialty: Frenzy. Casts Frenzy with Attack bonus increased by 3% for every n hero levels, where n is the level of the targeted creature.
  • Secondary skills.
    • Wisdom: basic.
    • Intelligence: basic.
  • Spell Book: present.
  • Starting spell: Frenzy.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Ziph

  • Class: Artificer.
  • Gender: Female.
  • Specialty: Lightning. Casts Lightning with damage increased by 3% for every n hero levels, where n is the level of the targeted creature.
  • Secondary skills.
    • Wisdom: basic.
    • Sorcery: basic.
  • Spell Book: present.
  • Starting spell: Lightning Bolt.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Victoria

  • Class: Artificer.
  • Gender: Female.
  • Specialty: Land Mine. Casts Land Mine with damage increased by 3% for every n hero levels, where n is the level of the targeted creature.
  • Secondary skills.
    • Wisdom: basic.
    • Learning: basic.
  • Spell Book: present.
  • Starting spell: Land Mine.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Eanswythe

  • Class: Artificer.
  • Gender: Female.
  • Specialty: Weakness. Casts Weakness with effect increased by 3 for 1-2 level creatures, by 2 for 3-4 level creatures, and by 1 for 5-6 level creatures.
  • Secondary skills.
    • Wisdom: basic.
    • Estates: basic.
  • Spell Book: present.
  • Starting spell: Weakness.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Frederick

  • Campaign hero.
  • Class: Artificer.
  • Gender: Male.
  • Specialty: Automatons (detonation). Increases damage dealt by explosion of Automatons and Sentinel Automatons by 5% for every level (rounded up).
  • Secondary skills.
    • Wisdom: basic.
    • Intelligence: basic.
  • Spell Book: present.
  • Starting spell: Haste.
  • Default unit count.
    • Automatons: 3–5.
    • Automatons: 3–5.
    • Automatons: 3–5.

Tavin

  • Campaign hero.
  • Class: Mercenary.
  • Gender: Male.
  • Specialty: Offense. Receives a 5% per level bonus to Offense skill percentage.
  • Secondary skills.
    • Offense: basic.
    • Scouting: basic.
  • Spell Book: none.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Murdoch

  • Campaign hero.
  • Class: Mercenary.
  • Gender: Male.
  • Specialty: Archery. Receives a 5% per level bonus to Archery skill percentage.
  • Secondary skills.
    • Archery: basic.
    • Tactics: basic.
  • Spell Book: none.
  • Default unit count.
    • Halflings: 15–25.
    • Mechanics: 6–8.
    • Armadillos: 4–6.

Structures

General Structures

  • Village Hall

    • Cost: None.
    • Initially built in every town.
    • Requirements: None.
    • Makes the construction of buildings possible, brings 500 gold per day.
  • Town Hall

    • Cost: 2500 gold.
    • Upgrade of the Village Hall.
    • Requirements: Tavern.
    • Makes the construction of buildings possible, brings 1000 gold per day.
  • City Hall

    • Cost: 5000 gold.
    • Upgrade of the Town Hall.
    • Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1.
    • Makes the construction of buildings possible, brings 2000 gold per day.
  • Capitol

    • Cost: 10000.
    • Upgrade of the City Hall. One player cannot build more than one Capitol. If the city with the capitol is captured, capitol downgrades to City Hall in that city.
    • Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1, Castle.
    • Makes the construction of buildings possible, brings 4000 gold per day.
  • Fort

    • Cost 5000 gold, 20 wood, 20 ore.
    • Can be built by default.
    • Requirements: None.
    • Allows you to view a general list of creatures available for hiring, provides city with walls during the siege.
  • Citadel

    • Cost: 2500 gold, 5 ore.
    • Upgrade of the Fort.
    • Requirements: None.
    • Allows you to view a general list of creatures available for hiring, provides city with walls, moat and a central tower during the siege. Multiplies the creatures’ gain by 1.5 (rounded down).
  • Castle

    • Cost 5000 gold, 10 wood, 10 ore.
    • Upgrade of the Citadel.
    • Requirements: None.
    • Allows you to view a general list of creatures available for hiring, provides city with walls, the moat, the central and side Shooting Towers during the siege. Multiplies the creatures’ gain by 2.
  • Tavern

    • Cost: 500 gold, 5 wood.
    • Built by default, if the city was originally owned by the player.
    • Requirements: None.
    • Allows the city to hire heroes, hear rumors and gather information in the Thief’s Guild, opens an additional level of information Thief’s Guild towns and garrisons information on enemy towns.
  • Blacksmith

    • Cost: 1000 gold, 5 wood.
    • Requirements: None.
    • Allows the guest hero to buy a war machine (Ammo Cart) for 1000 gold.
  • Marketplace

    • Cost: 500 gold, 5 wood.
    • Requirements: None.
    • Allows you to trade one resource for another, send resources to other players, and improves prices in Marketplaces of other towns by 1 level.
  • Resource Silo

    • Cost: 5000 gold, 5 ore.
    • Requirements: Marketplace.
    • Brings 1 crystal per day.
  • Mage Guild Level 1

    • Cost: 2000 gold, 5 wood, 5 ore.
    • Requirements: None.
    • Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1.
  • Mage Guild Level 2

    • Cost: 1000 gold, 5 wood, 5 ore, 4 mercury, 4 gems, 4 crystal, 4 sulfur.
    • Upgrade of the Mage Guild Level 1.
    • Requirements: None.
    • Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1 and 4 spells of Level 2.
  • Mage Guild level 3

    • Cost: 1000 gold, 5 wood, 5 ore, 6 mercury, 6 gems, 6 crystals, 6 sulfur.
    • Upgrade of the Mage Guild Level 2.
    • Requirements: None.
    • Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2 and 3 spells of Level 3.
  • Mage Guild level 4

    • Cost: 1000 gold, 5 wood, 5 ore, 8 mercury, 8 gems, 8 crystals, 8 sulfur.
    • Upgrade of the Mage Guild level 3.
    • Requirements: None.
    • Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2, 3 spells of Level 3 and 2 spells of Level 4.
  • Mage Guild level 5

    • Cost: 1000 gold, 5 wood, 5 ore, 10 mercury, 10 gems, 10 crystals, 10 sulfur.
    • Upgrade of the Mage Guild level 4.
    • Requirements: None.
    • Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2, 3 spells of Level 3, 2 spells of Level 4 and 1 spell of Level 5.

Special Structures

  • Artifact Merchants

    • Cost: 10000 gold.
    • Requirements: Marketplace.
    • Allows you purchase or sell artifacts.
  • Pen

    • Cost: 1000 gold.
    • Requirements: Fort, Halfling Adobe, Ranch.
    • Increases the gain of the Armadillos and Bellwether Armadillos by 3.
  • Mana Generator

    • Cost: 1000 gold, 5 ore.
    • Requirements: Fort.
    • The Mana Generator gives a garrison hero 20 additional spell points during any siege defense. Unspent additional mana disappears after combat.
  • Bank

    • Cost: 500 gold, 5 ore.
    • Requirements: none.
    • Bank allows to get a loan of 2500 gold at once but decreases the gold income from the town on 5 days by 500. When the town is captures, the debt is written off.

Creature dwellings

  • Halfling Adobe

    • Cost: 400 gold, 5 wood, 5 ore.
    • Creature dwelling Level 1 (Halflings). Built in a neutral city or town with a fort by default.
    • Requirements: Fort.
    • Allows you to recruit Halflings.
  • Upg. Halfling Adobe

    • Cost: 1000 gold, 2 mercury, 2 sulfur.
    • Halfling Adobe Upgrade. Residence of upgraded level 1 creatures (Halfling Grenadiers).
    • Requirements: Fort.
    • Allows you to recruit Halflings and Halfling Grenadiers, upgrade Halflings into Halfling Grenadiers.
  • Foundry

    • Cost: 1000 gold, 5 wood, 5 ore.
    • Creature dwelling Level 2 (Mechanics). Built in a neutral city or town with a fort by default.
    • Requirements: Fort, Halfling Adobe.
    • Allows you to recruit Mechanics.
  • Upg. Foundry

    • Cost: 1000 gold, 5 wood, 5 ore.
    • Foundry Upgrade. Residence of upgraded level 2 creatures (Engineers).
    • Requirements: Fort, Blacksmith, Halfling Adobe.
    • Allows you to recruit Mechanics and Engineers, upgrade Mechanics into Engineers.
  • Ranch

    • Cost: 1000 gold, 5 wood.
    • Creature dwelling Level 3 (Armadillos).
    • Requirements: Fort, Halfling Adobe.
    • Allows you to recruit Armadillos.
  • Upg. Ranch

    • Cost: 1000 gold, 5 wood.
    • Upgraded Ranch. Residence of upgraded level 3 creatures (Bellwether Armadillos).
    • Requirements: Fort, Halfling Adobe.
    • Allows you to recruit Armadillos and Bellwether Armadillos, upgrade Armadillos into Bellwether Armadillos.
  • Manufactory

    • Cost: 2000 gold, 5 wood, 10 ore.
    • Creature dwelling Level 4 (Automatons).
    • Requirements: Fort, Blacksmith, Halfling Adobe, Foundry.
    • Allows you to recruit Automatons.
  • Upg. Manufactory

    • Cost: 2000 gold, 10 ore, 5 mercury.
    • Upgraded Manufactory. Residence of upgraded level 4 creatures (Sentinel Automatons).
    • Requirements: Fort, Blacksmith, Halfling Adobe, Foundry.
    • Allows you to recruit Automatons and Sentinel Automatons, upgrade Automatons into Sentinel Automatons.
  • Catacombs

    • Cost: 3000 gold, 5 wood, 5 ore, 2 gems, 2 crystals.
    • Creature dwelling Level 5 (Sandworms).
    • Requirements: Fort, Halfling Adobe, Ranch.
    • Allow you to recruit Sandworms.
  • Upg. Catacombs

    • Cost: 2000 gold, 5 gems.
    • Upgrade to the Catacombs. Residence of upgraded level 5 creatures (Olgoi-Khorkhoi).
    • Requirements: Fort, Mage Guild level 1, Halfling Adobe, Ranch.
    • Allows you to recruit Sandworms and Olgoi-Khorkhoi, upgrade Sandworms into Olgoi-Khorkhoi.
  • Watchtower

    • Cost: 4000 gold, 5 wood, 5 ore, 5 mercury, 5 sulfur.
    • Creature dwelling Level 6 (Gunslingers).
    • Requirements: Fort, Blacksmith, Halfling Adobe, Foundry, Manufactory.
    • Allows you to recruit Gunslingers.
  • Upg. Watchtower

    • Cost: 3000 gold, 10 wood, 5 mercury, 5 sulfur.
    • Upgraded Watchtower. Residence of upgraded level 6 creatures (Bounty Hunters).
    • Requirements: Fort, Marketplace, Blacksmith, Halfling Adobe, Foundry, Manufactory.
    • Allows you to recruit Gunslingers and Bounty Hunters, upgrade Gunslingers into Bounty Hunters.
  • Serpentarium

    • Cost: 10000 gold, 10 wood, 10 ore, 10 crystals.
    • Creature dwelling level 7 (Couatls).
    • Requirements: Fort, Mage Guild level 1, Halfling Adobe, Ranch, Catacombs.
    • Allows you to recruit Couatls.
  • Upg. Serpentarium

    • Cost: 15000 gold, 10 wood, 10 ore, 20 crystals.
    • Upgraded Serpentarium. Residence of upgraded level 7 creatures (Crimson Couatls).
    • Requirements: Fort, Mage Guild level 2, Halfling Adobe, Ranch, Catacombs.
    • Allows you to recruit Couatls and Crimson Couatls, upgrade Couatls into Crimson Couatls.
  • Gantry

    • Cost: 15000 gold, 20 ore, 20 crystals.
    • Creature dwelling level 7 (Dreadnoughts).
    • Requirements: Fort, Marketplace, Blacksmith, Halfling Adobe, Foundry, Manufactory, Watchtower.
    • Allows you to recruit Dreadnoughts.
  • Upg. Gantry

    • Cost: 15000 gold, 10 ore, 20 crystals.
    • Upgraded Gantry. Residence of upgraded level 7 creatures (Juggernauts).
    • Requirements: Fort, Marketplace, Resource Silo, Blacksmith, Halfling Adobe, Foundry, Manufactory, Watchtower.
    • Allows you to recruit Dreadnoughts and Juggernauts, upgrade Dreadnoughts into Juggernauts.

Lightning Rod

Grail structure. Is built for free if the hero possesses the Grail. Grail disappears after construction. Brings 5000 gold per day, multiplies the growth of creatures by 1.5 per week (rounded down). Strikes all enemies of your hero with the lightning at the first round of every battle. The lightning occurs before the first turn of a friendly unit and deals (7 x (4 + town building count)) to each enemy unit. Building count does not include upgrades. The damage of several Lightning Rods is summed up. The lightning damage is electrical: it is affected by creature natural immunities and Pendant of Negation, but is not affected by spell casting restrictions and magic protections. Artifact, hero specialisation and creature ability modifiers are applied to lightning damage. The Lightning Rod does not work in case there is no hero on friendly side of a combat.

Building tree

Spells

  • Level 1–5 spells are available in Factory.

  • A chance of rolling in the Mage Guild

    • Level 1

      • Summon Boat: 5%.
      • View Earth: 3%.
      • View Air: 3%.
      • Magic Arrow: 30%.
      • Shield: 5%.
      • Protection from Fire: 3%.
      • Prot. from Water: 3%.
      • Dispel: 10%.
      • Cure: 5%.
      • Bless: 3%.
      • Curse: 0%.
      • Bloodlust: 5%.
      • Stone Skin: 10%.
      • Haste: 10%.
      • Slow: 5%.
    • Level 2

      • Scuttle Boat: 4%.
      • Visions: 2%.
      • Disguise: 2%.
      • Quicksand: 4%.
      • Fire Wall: 4%.
      • Ice Bolt: 4%.
      • Lightning Bolt: 50%.
      • Death Ripple: 0%.
      • Protection from Air: 2%.
      • Precision: 6%.
      • Weakness: 4%.
      • Disrupting Ray: 4%.
      • Fortune: 2%.
      • Blind: 8%.
      • Remove Obstacle: 4%.
    • Level 3

      • Land Mine: 8%.
      • Force Field: 8%.
      • Earthquake: 8%.
      • Frost Ring: 12%.
      • Fireball: 12%.
      • Destroy Undead: 4%.
      • Air Shield: 8%.
      • Prot. from Earth: 4%.
      • Anti-Magic: 8%.
      • Animate Dead: 0%.
      • Mirth: 4%.
      • Misfortune: 6%.
      • Hypnotize: 4%.
      • Forgetfulness: 4%.
      • Teleport: 10%.
    • Level 4

      • Water Walk: 10%.
      • Town Portal: 10%.
      • Chain Lightning: 10%.
      • Inferno: 10%.
      • Meteor Shower: 10%.
      • Armageddon: 0%.
      • Fire Shield: 5%.
      • Resurrection: 10%.
      • Prayer: 5%.
      • Sorrow: 5%.
      • Slayer: 5%.
      • Frenzy: 5%.
      • Counterstrike: 5%.
      • Berserk: 5%.
      • Clone: 5%.
    • Level 5

      • Fly: 20%.
      • Dimension Door: 16%.
      • Implosion: 16%.
      • Magic Mirror: 16%.
      • Sacrifice: 0%.
      • Titan’s Lightning Bolt: 0%.
      • Fire Elemental: 0%.
      • Earth Elemental: 16%.
      • Water Elemental: 0%.
      • Air Elemental: 16%.

General gameplay

Adventure map

  • Introducing the spell research mechanic.
    • It’s now possible to carry out research in the Mage Guild screen, replacing spells in the slots.
    • The cost is (2*spell level) of mercury, sulfur, crystals, gems, and 1000 gold. Research is limited to one per day, per town (doesn’t prevent construction).
    • The research removes the old spell from the slot and offers a choice of two random new spells (one new spell at level 5, no choice). It’s possible to do further research in the same spell slot, but the heroes won’t be able to learn the spell until the research is finalized. New spells will be generated according to the base certainty value by town type. Old spells (that ones that were in town or were not chosen after research) won’t be generated again before every potential new one is cycled through.
    • You may finalize the research at any point. From that point your heroes will be able to learn the spell you selected, but the spell slot will become permanent.
    • A town’s mandatory spells can’t be replaced. Only one instance of research may be carried out in a town at any time. You’ll have to finalize the research before working on a different spell slot.
    • A special mechanics for Town Portal and Dimension Door spells.
      • If spell research is enabled in a town, Town Portal and Dimension Door spells do not appear in the Mage Guild without research. In Library slots, Town Portal and Dimension Door spells may appear with standard chances.
      • After a spell research or building a Library, a Town Portal spell will obligatorily appear if 3 level 4 spell researches were completed before, and a Town Portal spell haven’t appeared.
      • After a spell research or building a Library, a Dimension Door spell will obligatorily appear if 3 level 5 spell researches were completed before, and a Dimension Door spell haven’t appeared.
      • In any other cases (in particular, after a spell research or building a Library, and 0 to 2 spell researches were completed before or if spell research is disabled in a town), Town Portal and Dimension Door spells may appear with standard chances.
  • Towns with Fort always have level 2 dwelling built by default.
  • Heroes with a starting army always have all troops (and a war machine), without the possibility of absence of any of them.
  • Dwellings belonged to players accumulate creatures on a by-week basis. Number of creatures in dwellings without owner is set to one creature growth each week.
  • On standard random map templates monsters join hero only for money and only half of group is joined for the cost of the whole group.
  • Stables add 300 movement points instead of 400.
  • Strong heroes may only appear in tavern if no other heroes are available.
    • Every hero has a power rate which depends on their stats.
      • Each Primary Skills point: +500.
      • Each Secondary Skills level: +500.
      • Each spell: +80/160/240/1600/2000 (depending on the spell level).
      • Each artifact (except war machines): +(artifact price in gold).
    • Depending on power rate, a hero is granted with index from 0 to 6.
      • 0: power rate not exceeding 10 000. Usually heroes level 5 or lower.
      • 1: power rate not exceeding 15 000. Usually heroes level 10 or lower.
      • 2: power rate not exceeding 25 000. Usually heroes level 20 or lower.
      • 3: power rate not exceeding 35 000. Usually heroes level 30 or lower.
      • 4: power rate not exceeding 100 000. Usually a dismissed secondary hero with several valuable artifacts.
      • 5: power rate over 100 000. Usually a dismissed main hero with all artifacts.
    • In an usual game, only heroes with the lowest power index available may appear in tavern. In the majority of situations, only heroes with 0 index will appear in tavern.
    • During simultaneous turns in any game and at the beginning of a week on mirror templates, only heroes with index 0 or 1 may appear (not depending on what free heroes are left).
  • Movement points of heroes appearing in tavern are set by their current army (in particular, heroes defeated earlier no more have 2000 movement points).
  • Heroes who were defeated (without retreating or surrendering), were fired, or left the tavern (on a new week or because of freeing a slot for a fled hero) always have spell and movement points refilled and all temporary modificators reset.
  • Retreated or surrendered hero always appear in an empty slot of the player tavern if there is any.

Combat

  • On most of random map templates works the combat round limit: 100 rounds. Any battle involving a player and lasting more than 100 rounds will be forcibly terminated. The attacking player will be invited to retreat, surrender, or end with quick combat. The availability of retreat and surrender depends on whether they were available in the first place (except Shackles of War are now ignored). Quick combat is only available in a battle against AI. During finishing with the quick combat a hero of the human player does not cast spells.
  • An attacking hero can’t flee or surrender in the first round of battle of two heroes if they cast a spell. The Diplomat’s Cloak allows to surrender in such a situation.
  • Some creatures can perform alternative action. Use interface button or Alt key for switch.
    • Shooting creatures can perform melee attack instead of shot.
    • Cyclopes and Cyclops Kings can move to the opened castle bridge instead of shooting it during a siege.
    • Harpies and Harpy Hags can attack without return.
    • Faerie Dragons can attack instead to spell cast.
    • Archangels, Pit Lords, Mechanics and Engineers can move to a hex instead of resurrecting corpse from it.
    • Olgoi-Khorkhois can move to a hex without devouring corpses on it.
  • Added the possibility for 2 hex wide creatures to move hex back. Cyclopes and Cyclops Kings also can shoot the castle bridge with a friendly unit on it.
  • Negative luck was introduced. While under effects of negative luck the stack has a chance (-1: 1/12 -2: 1/6, -3: 1/4) to cause half the damage. Hourglass of the Evil Hour neutralizes luck only if it is positive.
  • The creatures in battle without a hero can now be subjected to the effect of good and bad luck. Originally luck never worked for creatures with no hero, even if it was positive (or negative) for them.

Artificial intelligence

  • AI now takes less time to complete its turns, as it doesn’t calculate magic usage for battles where it’s not needed for the win.
  • AI allies don’t use Mana Vortex in player’s town.
  • Bugfix: AI didn’t know that getting into a boat doesn’t trigger a combat with nearby monster.
  • Fixed a bug of AI determining Grail position with puzzle map incorrectly.
  • Patrol mechanic for AI heroes is reworked.
    • AI hero can no more leave their patrol area even if the intended target is inside the patrol area.
    • Hero might accidentally (e.g. when visiting multi-sided monolith) exit the patrol area. In this case they cannot step on cells outside the patrol area anyway, but can visit the monolith again trying to return to the area.
    • Patrol starting cell now cannot change when hero accidentally appears on another map level.
    • AI no more ignores the desire to step from object trigger to the neighboring cell when patrol mechanic is active.
  • Fire Wall / Danger area AI bug is fixed.
    • Two hex wide AI unit no more considers target inappropriate in case the attack requires going to a position where head is placed on more dangerous hex than tail.
    • E.g. two hex wide units no more ignore targets behind a close single Fire Wall.
    • AI units also won’t move close to enemy without an attack in case of some specific player troop arrangements.
  • AI now can use Berserk spell in combat.
  • Fixed a bug: now the AI takes the effect of the Sharpshooter Bow into account when trying to block shooters.
  • AI no more tries blocking shooters by hypnotised units (such units cannot prevent enemy shooting).
  • Fixed a bug: a coefficient of damage reduction (from the Armorer skill, Shield, Air Shield or Stone Gaze) could reduce combat unit value for AI down to 0. Now this coefficient can reduce unit value at most twice.
  • AI continues defending a castle after a wall is broken if there when a moat. During a town siege, if it has a moat, a defending AI no more considers a broken wall a reason to stop staying inside the walls (except the case when any enemy’s not flying creatures may enter the castle from a moat).
  • AI doesn’t retreat when its Catapult is broken while castle walls still stay if it can continue fighting using magic.
  • AI avoids opening gate during the siege when attacking enemy creatures inside its castle.
  • Fixed AI bug that made it keeping its unit inside its castle near the enemy unit outside the castle and not attacking that enemy.

Terrains

  • New highlands terrain added.
    • No movement penalty.
    • Highlands is native terrain for Conflux creatures.
    • Objects that appear on highlands on random maps (besides all-terrain ones):
      • Trading Post
      • Garden of Revelation
      • Medusa Stores
      • Faerie Ring
      • Mineral Spring
      • Ruins
      • Hermit’s Shack
      • Gazebo
      • Junkman
  • New wasteland terrain added.
    • Movement penalty 125%.
    • Objects that appear on wasteland on random maps (besides all-terrain ones):
      • Medusa Stores
      • Derrick
      • Warlock’s Lab
      • Prospector
      • Trailblazer
      • Grave
  • Native terrain bonus on the underground depends on the particular terrain (originally it was always considered subterranean).

Creatures

  • Increased the AI Value of Monk (Random Map Generator was underestimating them when placing). Thus, Pandora Boxes and Seer Huts on random map will give 25 Monks, instead of 30.
  • Increased the AI Value of Lizardman (Random Map Generator was underestimating them when placing). Thus, Pandora Boxes and Seer Huts on random map will give 45 Lizardmen, instead of 60.
  • Increased the AI Value of Lizard Warrior (Random Map Generator was underestimating them when placing). Thus, Pandora Boxes and Seer Huts on random map will give 35 Lizard Warriors, instead of 45.
  • Increased the AI Value of Efreet Sultans (for decreasing their count in guards on random maps). Thus, Pandora Boxes and Seer Huts on random map will give 8 Efreet Sultans, instead of 12.
  • Fire immunity of Firebirds replaced with 50% Fire Resist. Thus, slightly decreased their AI Value (Pandora Boxes and Seer Huts on random map will give 6 Firebirds, instead of 5).
  • Largely increased the AI Value of Fairy Dragon. Their amount on random maps is now about 1.5 times lower.
  • First Aid Tent healing power is increased from 1–25 / 1–50 / 1–75 / 1–100 to 20–25 / 40–50 / 60–75 / 80–100 (depending on the First Aid skill presence and level).
  • Arrow Towers ignores the target’s defense completely (also, fixed various bugs with incorrect damage calculation). Attention: the Arrow Tower attack is 10 and defending hero attack and archery skill work for Arrow Tower. That is why the result damage of Arrow Tower is significantly greater than in original game, is which the Arrow Tower attack was counted as 0 and hero skills did not affected its damage.

Artifacts

  • Orb of Inhibition and Recanter’s Cloak are banned by default.
  • Garniture of Interference, Surcoat of Counterpoise, and Boots of Polarity are disabled by default.
  • Shackles of War effect applies only when both sides in the battle have heroes.
  • Movement points given by Equestrian’s Gloves, are reduced from 300 to 200.
  • Movement points given by Boots of Speed, are reduced from 600 to 400.

Spells

  • Advanced and Expert Slow reduces the speed by the formula (old speed x 0.5 + 1), rounding down.
  • The number of elementals summoned with Earth Elemental and Fire Elemental spells reduced from (2/2/3/4)*(spell power) to (2/2/2.5/3)*(spell power).
  • The restriction on summoning different elemental types in a single combat is removed.
  • The damage of Fire Wall spell increased form 10*(spell power) + 10/10/20/50 to 15*(spell power) + 10/10/20/50.
  • The damage of Armageddon spell reduced form 50*(spell power) + 30/30/60/120 to 40*(spell power) + 30/30/60/120.
  • The effect of Protection from Air, Protection from Fire, Protection from Water, and Protection from Earth spells increased from 30%–30%–50%–50% to 50%–50–%75–%75%.
  • Fly, Water Walk and Dimension Door spell changes which make it impossible to trigger objects without alerting the guard even while using these spells (if take into account fix of object guard tilting bug).
    • To trigger a guarded object while flying or water walking (if the object in question is not a freely passable one, like a friendly Garrison), you will now have to first land on an adjacent tile and fight the guardians.
    • If a hero moves to a guarded tile after casting the Dimension Door, combat will start. Casting cursor will change its appearance if that’s the case.
    • Fixed bugs with interruption the flight on forbidden cells. Interrupting the flight above a guarded tile will now trigger combat.
  • Fly cast works when hero wears Angel Wings or has lower level Fly effect.

Secondary skills

  • Resistance skill is disabled by default.
  • Added Interference skill: reduces enemy hero spell power during combat by 10%–20%–30%. Enemy spell power is rounded down, but cannot become less than 1. Chances to gain for hero classes:
    • Knight: 5/112
    • Cleric: 0/112
    • Ranger: 9/112
    • Druid: 0/112
    • Alchemist: 5/112
    • Wizard: 0/112
    • Demoniac: 6/112
    • Heretic: 0/112
    • Death Knight: 5/112
    • Necromancer: 0/112
    • Overlord: 6/112
    • Warlock: 0/112
    • Barbarian: 6/112
    • Battle Mage: 1/112
    • Beastmaster: 5/112
    • Witch: 0/112
    • Planeswalker: 2/112
    • Elementalist: 0/112
    • Captain: 3/112
    • Navigator: 1/112
    • Mercenary: 4/112
    • Artificer: 0/112
  • Scouting skill now adds +1/+3/+5 cells to hero sight radius instead of +1/+2+/3.
  • Necromancy raises 5%–10%–15% enemy’s dead as Skeletons instead of 10%–20%–30%.
  • Logistics increases hero movement points by 5%–10%–20% instead of 10%–20%–30%.
  • Intelligence increases hero spell points by 20%–35%–50% instead of 25%–50%–100%.
  • Mysticism refills 5–10–15 mana every day instead of 2–3–4.
  • Estates gives 250–500–1000 gold every day instead of 125–250–500.

Town gameplay

Castle

  • Heroes
    • Sir Mullich is banned by default. Lord Haart available instead.
    • Sylvia is banned on maps without water. New hero — Beatrice available instead.
      • Available on random maps only without water (replaces Sylvia).
      • Class: Knight.
      • Gender: Female.
      • Specialty: Scouting. Increases the scouting range by 1 for every 6 levels of the hero (works only if hero has Scouting secondary skill).
      • Secondary skills.
        • Leadership: basic.
        • Scouting: basic.
      • Spell Book: none.
      • Default unit count.
        • Pikemen: 10–20.
        • Crossbowmen: 4–7.
        • Griffins: 2–3.

Rampart

  • Heroes’ starting armies

    • Amount of Elves decreased from 3–6 to 2–4.
  • Heroes

    • Ufretin starting skill was changed from Resistance to Interference.
    • Clancy starting skill was changed from Resistance to Interference.
    • Thorgrim is banned by default. New hero — Giselle available instead.
      • Available by default (replaces Thorgrim).
      • Class: Ranger.
      • Gender: Female.
      • Specialty: Interference. Receives a 5% per level bonus to Interference skill.
      • Secondary skills.
        • Interference: advanced.
      • Spell Book: none.
      • Default unit count.
        • Centaurs: 12–24.
        • Dwarves: 3–5.
        • Wood Elves: 2–4.
    • Gem has the starting Spell changed on random maps without water from Summon Boat to Bless.

Tower

  • Building tree

    • Altar of Wishes, Golden Pavilion, Upg. Golden Pavilion, Cloud Temple and Upg. Cloud Temple no longer require Mage Guild level 1 and Mage Tower.
    • Golden Pavilion and Upg. Golden Pavilion now require Altar of Wishes.
    • Upg. Altar of Wishes no longer requires Mage Tower (Mage Guild level one is still required).
  • Building prices

    • Golem Factory price in gold is decreased from 2000 to 1500.
    • Upg. Golem Factory price in gold is decreased from 2000 to 1500.
    • Mage Tower price in gold is decreased from 2500 to 2000.
    • Altar of Wishes price in gold is decreased from 3000 to 2500.
    • Upg. Cloud Temple price in gold is decreased from 25000 to 20000.
  • Heroes’ starting armies

    • Amount of Stone Gargoyles increased from 3–5 to 5–7.
    • Amount of Stone Golems increased from 2–3 (or 2 in Josephine’s second slot) to 4–5.
  • Heroes

    • Fafner starting skill was changed from Resistance to Interference.

Inferno

  • Building tree

    • Upg. Hell Hole no longer requires Mage Guild level 2 (still requires Mage Guild level 1).
  • Building prices

    • Brimstone Stormclouds price in sulfur decreased from 5 to 4.
    • Upg. Hall of Sins price in mercury decreased from 5 to 4.
    • Upg. Kennels price in sulfur decreased from 5 to 4.
  • Creatures

    • Magogs can shoot fireball at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G. However, creatures immune to fire can be damaged only by a central hex.
    • Arch Devil decreases Luck by 2 (instead of 1 from the original).
  • Heroes’ starting armies

    • Amount of Imps increased from 15–25 to 20–30.
  • Heroes

    • Ignatius starting skill was changed from Resistance to Interference.

Necropolis

  • Necromancy

    • The amount of skeletons raised by necromancy is halved.
      • Necromancy raise 5%–10%–15% enemy’s dead as Skeletons instead of 10%–20%–30%.
      • Amulet of the Undertaker increases Necromancy skill by 2.5% instead of 5%, Vampire’s Cowl — 5% instead of 10%, Dead Man’s Boots — 7.5% instead of 15%. Cloak of the Undead King raise 15% enemy’s dead as Skeletons instead of 30%.
      • Necromancy Amplifier increases Necromancy skill by 5% instead of 10%.
      • Number of Skeletons raised by the Necromancy skill is now dependent on total number of slain creatures in an enemy army, rather than on numbers of each individual slain stack.
  • Building prices

    • Upg. Tomb of Souls price in mercury decreased from 5 to 4.
    • Mausoleum price in ore decreased from 10 to 5, and in sulfur from 10 to 4.
    • Upg. Mausoleum price in sulfur decreased from 5 to 4.
  • Building properties

    • Skeleton Transformer transforms Bone Dragons and Ghost Dragons into Bone Dragons (instead of Skeletons).
  • Creatures

    • Liches and Power Liches can shoot death cloud at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G.
  • Heroes

    • Straker starting skill was changed from Resistance to Interference.
    • Galthran is banned by default. New hero — Ranloo is available instead.
      • Available by default (replaces Galthran).
      • Class: Death Knight.
      • Gender: Male.
      • Specialty: Ballista. Increases the Attack and Defense skills of any Ballista by 5% for every 5 levels (rounded up).
      • Secondary skills.
        • Necromancy: basic.
        • Artillery: basic.
      • Spell Book: present.
      • Starting spell: Haste.
      • Default unit count.
        • Skeletons: 20–30.
        • Ballista: 1.
        • Wraiths: 4–6.

Dungeon

  • Heroes’ starting armies

    • Amount of Troglodytes decreased from 30–40 to 20–30.
    • Amount of Harpies increased from 4–6 to 6–8.
  • Heroes

    • Ajit starting skill was changed from Resistance to Interference.

Stronghold

  • Building prices

    • Cyclops Cave price does not include crystals. Upg. Cyclops Cave price in crystals increased from 0 to 10.
  • Heroes

    • Krellion starting skill was changed from Resistance to Interference.
    • Saurug starting skill was changed from Resistance to Interference.

Fortress

  • Heroes’ starting armies

    • Amount of Gnolls increased from 10–20 to 15–25.
    • Amount of Serpent Flies increased from 2–4 to 3–4.
  • Heroes

    • Bron starting skill was changed from Resistance to Interference.
    • Woy banned on maps without water. New hero — Kinkeria available instead.
      • Available on random maps only without water (replaces Woy).
      • Class: Witch.
      • Sex: Female.
      • Specialty: Learning. Learning skill percentage is doubled.
      • Secondary skills.
        • Wisdom: basic.
        • Learning: basic.
      • Spell Book: present.
      • Starting spell: Slow.
      • Default unit count.
        • Gnolls: 15–25.
        • Lizardmen: 4–7.
        • Serpent Flies: 3–4

Conflux

  • Growth of Firebirds and Phoenixes decreased to 1 (2 after the construction of Castle).

  • Building tree

    • Constructing Upg. Magic Lantern now requires Mage Guild level 1 and Garden of Life beforehand.
    • New structure Vault of Ashes
      • Cost: 5000 gold, 5 mercury.
      • Requirements: Fort, Mage Guild Level 1, Magic Lantern, Altar of Air, Altar of Water, Altar of Fire, Altar of Earth, Altar of Thought, Pyre.
      • Increases the growth of the Firebird and Phoenix by 1.
  • Building prices

    • Cost of constructing the Pyre went up from 10 to 20 mercury and from 10000 to 15000 gold.
  • Building properties

    • Aurora Borealis (Grail structure of Conflux) allows learning spells up to according level of the Mage Guild in the city only and doesn’t allow learning spells not available for this town.
  • Creatures

    • Fire immunity of Firebirds replaced with 50% Fire Resist. Slightly decreased AI Value (thus, Pandora Boxes and Seer Huts on random map will give 6 Firebirds, instead of 5).
  • Creature prices

    • Cost of Psychic Elementals increased from 750 to 950 gold.
    • Cost of Magic Elementals increased from 800 to 1200 gold.
    • Cost of Firebirds increased from 1500 to 2000.
    • Cost of Phoenixes increased from 2000 gold + 1 mercury to 3000 gold + 1 mercury.
  • Heroes

    • Luna specialisation effect (Fire Wall damage increase) was reduced from +100% to +25% (while spell power factor of the Fire Wall spell itself is increased from 10 to 15). AI bug of two hex wide units ignoring targets behind a close single Fire Wall is also fixed.
  • Other

    • Native terrain changed to highlands.

New neutral creatures

Leprechaun

  • Level 2.
  • Dwelling: Alehouse.
  • Attack: 8.
  • Defense: 5.
  • Damage: 3–5.
  • Health: 15.
  • Speed: 5.
  • Shots: 0.
  • Cost: 100 gold.
  • Population growth: 9.
  • Amount on map: 16–25.
  • AI Value: 190.
  • Fight Value: 190.
  • Abilities.
    • Doubles friendly unit Luck chance.
    • Casts Fortune. 3 times per battle can cast Advanced Fortune on allied unit. Spell lasts 6 turns.

Satyr

  • Level 4.
  • Dwelling: Wineyard.
  • Attack: 10.
  • Defense: 11.
  • Damage: 6–10.
  • Health: 35.
  • Speed: 7.
  • Shots: 0.
  • Cost: 300 gold.
  • Population growth: 4.
  • Amount on map: 10–20.
  • AI Value: 518.
  • Fight Value: 471.
  • Abilities.
    • Casts Mirth. 3 times per battle can cast Advanced Mirth on allied unit. Spell lasts 6 turns.

Steel Golem

  • Level: 4.
  • Dwelling: none.
  • Attack: 10.
  • Defense: 11.
  • Damage: 6–8.
  • Health: 45.
  • Speed: 6.
  • Shots: 0.
  • Cost: 400 gold.
  • Population growth: 4.
  • Amount on map: 10–16.
  • AI Value: 597.
  • Fight Value: 597.
  • Abilities.
    • Golem. Damage from spells reduced by 80%.

Fangarm

  • Level 5.
  • Dwelling: Ziggurat.
  • Attack: 12.
  • Defense: 12.
  • Damage: 8–12.
  • Health: 50.
  • Speed: 6.
  • Shots: 0.
  • Cost: 600 gold.
  • Population growth: 3.
  • Amount on map: 8–16.
  • AI Value: 929.
  • Fight Value: 929.
  • Features.
    • Flight.
  • Abilities.
    • Mind spell immunity.
    • Unlimited retaliations.
    • Hypnotize. Casts Advanced Hypnotize for 3 rounds on an attacked stack. Spell Power is equal to number of creatures in Fangarm squad while checking possibility of applying Hypnotize (this means it affects a squad with total health (counting damage of current attack) not greater than 20 + 25*(Fangarm count)). In case of successful cast of Hypnotize attacked stack won’t relatiate (or won’t attack twice if Fangarms are counterattacking).

New artifacts

Diplomats Cloak

  • Class: Relic.
  • Combination Artifact. Componentry: Stateman’s Medal, Diplomat’s Ring, Ambassador’s Sash. Component effects: reduce the cost of surrendering by 30%.
  • Worn on shoulders (also blocks neck slot and one ring slot).
  • Cost: 15000.
  • Counting component effects this cloak reduces the cost of surrendering by 30% and allows your hero to retreat or surrender when defending a town as well as surrender when battling enemy without a hero or attacking and casting a spell in the first round of a combat. Multiplies your hero army strength by 3 for neutral armies (when determining their desire to join hero or run away) and Thieves Guild.

Ironfist of the Ogre

  • Class: Relic.
  • Combination Artifact. Componentry: Ogre’s Club of Havoc, Targ of the Rampaging Ogre, Tunic of the Cyclops King, Crown of the Supreme Magi. Component effects: increase your Attack and Defence skills by 5 and your Spell Power and Knowledge skills by 4.
  • Carried in right hand (also blocks left hand slot, head slot and body slot).
  • Cost: 20000.
  • Counting component effects the Ironfist of the Ogre gives hero +5 Attack, +5 Defence, +4 Power, and +4 Knowledge. Casts these spells on expert level at the beginning of combat on all of your creatures for 50 rounds: Haste, Bloodlust, Fire Shield, and Counterstrike.

Golden Goose

  • Class: Relic.
  • Combination artifact. Componentry: Endless Purse of Gold, Endless Bag of Gold, Endless Sack of Gold. Component effects: bring 2250 gold/day.
  • Worn in “Other” slot (also blocks another two “Other” slots).
  • Cost: 22500.
  • Counting component effects the Golden Goose increases your income by 7000 gold per day.

Trident of Dominion

  • Class: Major.
  • Carried in right hand.
  • Cost: 7000.
  • Increases your Attack skill by 7.

Shield of Naval Glory

  • Class: Major.
  • Carried in left hand.
  • Cost: 7000.
  • Increases your Defence skill by 7.

Royal Armor of Nix

  • Class: Major.
  • Worn on body.
  • Cost: 7000.
  • Increases your Spellpower skill by 6.

Crown of the Five Seas

  • Class: Major.
  • Worn on head.
  • Cost: 7000.
  • Increases your Knowledge skill by 6.

Wayfarer’s Boots

  • Class: Major.
  • Worn on foot.
  • Cost: 5000.
  • Allow your hero to move over rough terrain without penalty.

Ring of Supression

  • Class: Treasure.
  • Worn on finger.
  • Cost: 4000.
  • Decreases enemy’s Morale by 1.

Hideous Mask

  • Class: Minor.
  • Worn in “Other” slot.
  • Cost: 4000.
  • Decreases enemy’s Morale by 1.

Pendant of Downfall

  • Class: Major.
  • Worn on neck.
  • Cost: 7000.
  • Decreases enemy’s Morale by 2.

Runes of Imminency

  • Class: Treasure.
  • Worn in “Other” slot.
  • Cost: 2000.
  • Decrease enemy’s Luck by 1.

Demon’s Horseshoe

  • Class: Treasure.
  • Worn in “Other” slot.
  • Cost: 2000.
  • Decreases enemy’s Luck by 1.

Shaman’s Puppet

  • Class: Minor.
  • Worn in “Other” slot.
  • Cost: 4000.
  • Decreases enemy’s Luck by 2.

Ring of Oblivion

  • Class: Major.
  • Worn on finger.
  • Cost: 7500.
  • When worn, makes all losses in the battle irrevocable: corpses disappear right after unit’s death; Resurrection, Animate Dead and Sacriface are banned for use; repair and vampirism abilities only restores health, but does not bring back dead units; undead cannot be raised using necromancy after battle.

Cape of Silence

  • Class: Major.
  • Worn on shoulders.
  • Cost: 7500.
  • Bans all level 1 and 2 spells in battle.

Charm of Eclipse

  • Class: Minor.
  • Worn in “Other” slot.
  • Cost: 5000.
  • Reduces the Power skill of enemy hero by 10% during combat.

Seal of Sunset

  • Class: Minor.
  • Worn on finger.
  • Cost: 5000.
  • Reduces the Power skill of enemy hero by 10% during combat.

Plate of Dying Light

  • Class: Relic.
  • Worn on body.
  • Cost: 10000.
  • Reduces the Power skill of enemy hero by 25% during combat.

Not for random maps

These artifacts do not appear on random maps until they are enabled in the template settings.

Sleepkeeper

  • Class: Relic.
  • Worn in “Other” slot.
  • Cost: 10000.
  • Gives hero units mind spell immunity. The effect can be negated with the Orb of Vulnerability.

Pendant of Reflection

  • Class: Relic.
  • Combination artifact. Componentry: Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity. Component effects: increase your chance to resist a hostile spell by 30%.
  • Worn on the neck (also blocks slots of shoulders and legs).
  • Cost: 12000.
  • Counting component effects this item increases your chance to resist a hostile spell by 50%.

Horn of the Abyss

  • Class: Relic.
  • Worn in “Other” slot.
  • Cost: 50000.
  • After a stack of living creatures is slain, a stack of Fangarms will rise in their stead and will stay loyal to the hero after the battle concludes. Total Hit Points of this stack will be equal to half of the slain stack’s total Hit Points, but quantity of the Fangarms summoned thus should not exceed half of quantity of creatures in the slain stack. Slaying Fangarms will not trigger the Horn effect.*

Objects on the map

Changes to original objects

  • Player can refuse to learn Witch Hut or Scholar secondary skill.
  • If a creature has multiple external dwellings (not counting multi-dwellings), each of the succeeding ones will be generated less frequently.
  • Cartographer Maps cost 10000 instead of the former 1000. Cartographers are not generated on random maps.
  • Keymaster Tents were removed from random generation.
  • Seer Huts cannot require artifacts that are part of a combination artifact.
  • Sanctuary now will not be spawning on randomly generated maps.
  • Imp Cache value is reduced from 5000 to 1500.
  • Trading Post value is increased from 100 to 3000.
  • The value of the Obelisk is reduced from 3500 to 350. Added a restriction of no more than 1 Obelisk in the zone.
  • Only 1 Den of Thieves and only 1 Tavern now allowed per zone.
  • Density of Shrine of Magic Incantation and Shrine of Magic Thought is reduced from 100 to 50.
  • Changes to Spell Scrolls.
    • The value of the scroll level 4 increased from 4000 to 8000. Removed Town Portal and Waterwalk spells.
    • The value of the scroll level 5 increased from 5000 to 10000. Removed Fly and Dimesion Door spells.
    • Added srcoll with Town Portal, Fly, Dimesion Door and (in case of water map) Waterwalk. Value 20000, frequency of occurrence 30, maximum 1 in the zone.
    • Added restrictions on the maximum number of scrolls in the zone.
      • Scroll Level 1: 6.
      • Scroll Level 2: 5.
      • Scroll Level 3: 4.
      • Scroll Level 4: 3.
      • Scroll Level 5: 2.
    • The mechanism of a uniform distribution of spells in the scrolls: Map will always have about the same number of scrolls with all the spells of the same level, and scrolls with the same spells are less likely to be near each other.
  • Elemental Conflux (multi-dwelling on map) gives +1 to the increase in air, water, fire and earth elementals in all towns, not just the air elementals.
  • Following objects from original game are now generated on random maps:
    • Golem Factory. Allows to recruit Stone, Iron, Gold and Diamond Golems. Value around 4500, density 20, generated both in Neutral zones and in Tower zones.
    • Elemental Conflux. Allows to recruit Air, Water, Fire and Earth Elementals. Value around 6000, density 20.
    • Freelancer’s Guild. Allows to trade units for resources. Value 100, density 50, all dry land terrains, limit of 1 per zone.
  • The Crypt, Derelict Ship and Shipwreck shows the approximate number of foes after the visit. When you visit any of these objects, morale is reduced immediately if it was previously looted, without a window.
  • The number of Peasants in Pandora Boxes and Seer Huts decreased to 150 (the value is unchanged).
  • Value of Estate (Vampires outer dwell) multiplied by 3 (from around 3000 to around 9000).
  • Value of Hovel (Peasant outer dwell) multiplied by 3, so they will not appear more often than another level 1 Dwellings.
  • The image of every town depends on its Fort level (no Fort — Fort — Citadel — Castle — Castle+Capitol).

New creature banks

Experimental Shop

  • In 30% of cases.
    • Guards: 20 Steel Golems.
    • Reward: 1 Giant.
  • In 30% of cases.
    • Guards: 40 Steel Golems.
    • Reward: 2 Giants.
  • In 30% of cases.
    • Guards: 60 Steel Golems.
    • Reward: 3 Giants.
  • In 10% of cases.
    • Guards: 80 Steel Golems.
    • Reward: 4 Giants.
  • For Random Map Generator:
    • Terrain: any dry land.
    • Value: 3500.
    • Density: 80.

Wolf Raider Picket

  • In 30% of cases.
    • Guards: 50 Wolf Raiders.
    • Reward: 4 Cyclopes.
  • In 30% of cases.
    • Guards: 75 Wolf Raiders.
    • Reward: 6 Cyclopes.
  • In 30% of cases.
    • Guards: 100 Wolf Raiders.
    • Reward: 8 Cyclopes.
  • In 10% of cases.
    • Guards: 150 Wolf Raiders.
    • Reward: 12 Cyclopes.
  • For Random Map Generator:
    • Terrain: any dry land.
    • Value: 9500.
    • Density: 70.

Red Tower

  • In 30% of cases.
    • Guards: 35 Fire Elementals, 50% chance of having an upgraded stack.
    • Reward: 1 Firebird.
  • In 30% of cases.
    • Guards: 70 Fire Elementals, 50% chance of having an upgraded stack.
    • Reward: 2 Firebirds.
  • In 30% of cases.
    • Guards: 105 Fire Elementals, 50% chance of having an upgraded stack.
    • Reward: 3 Firebirds.
  • In 10% of cases.
    • Guards: 140 Fire Elementals, 50% chance of having an upgraded stack.
    • Reward: 4 Firebirds.
  • For Random Map Generator:
    • Limit per zone: 1.
    • Terrain: any dry land.
    • Value: 4000.
    • Density: 20.

Black Tower

  • The alignment of the armies is standard, on the opposite sides of the battlefield.
  • In 30% of cases.
    • Guards: 1 Green Dragon.
    • Reward: 2000 gold, 1 minor artifact.
  • In 30% of cases.
    • Guards: 1 Red Dragon.
    • Reward: 2250 gold, 1 minor artifact.
  • In 30% of cases.
    • Guards: 1 Gold Dragon.
    • Reward: 3500 gold, 1 minor artifact.
  • In 10% of cases.
    • Guards: 1 Black Dragon.
    • Reward: 3750 gold, 1 minor artifact.
  • For Random Map Generator:
    • Terrain: any dry land.
    • Value: 1500.
    • Density: 100.

Churchyard

  • Guards are divided into 6 groups.
  • In 100% of cases.
    • Guards: 90 Zombies.
    • Reward: 2500 gold, 1 minor artifact. Visiting a previously plundered Churchyard inflicts a -1 penalty to Morale.
  • For Random Map Generator:
    • Terrain: any dry land.
    • Value: 1500.
    • Density: 100.

Mansion

  • In 30% of cases.
    • Guards: 40 Vampire Lords.
    • Reward: 2500 gold, 2 mercury, 2 sulfur, 2 crystals, 2 gems, 1 major artifact.
  • In 30% of cases.
    • Guards: 60 Vampire Lords.
    • Reward: 5000 gold, 3 mercury, 3 sulfur, 3 crystals, 3 gems, 1 major artifact.
  • In 30% of cases.
    • Guards: 80 Vampire Lords.
    • Reward: 7500 gold, 4 mercury, 4 sulfur, 4 crystals, 4 gems, 1 major artifact.
  • In 10% of cases.
    • Guards: 100 Vampire Lords.
    • Reward: 10000 gold, 5 mercury, 5 sulfur, 5 crystals, 5 gems, 1 major artifact.
  • For Random Map Generator:
    • Terrain: any dry land.
    • Value: 5000.
    • Density: 50.
Ruins
  • In 30% of cases.
    • Guards: 20 Skeletons, 3 Wights, 3 Wraiths, 10 Skeleton Warriors, 1 Power Lich.
    • Reward: 1000 gold, shroud is removed from all tiles within 12 tiles from Ruins. If Ruins are already visited, shroud is removed anyway.
  • In 30% of cases.
    • Guards: 30 Skeletons, 5 Wights, 5 Wraiths, 10 Skeleton Warriors, 1 Power Lich.
    • Reward: 2000 gold, shroud is removed from all tiles within 12 tiles from Ruins. If Ruins are already visited, shroud is removed anyway.
  • In 30% of cases.
    • Guards: 40 Skeletons, 7 Wights, 7 Wraiths, 20 Skeleton Warriors, 2 Power Liches.
    • Reward: 3000 gold, shroud is removed from all tiles within 12 tiles from Ruins. If Ruins are already visited, shroud is removed anyway.
  • In 10% of cases.
    • Guards: 50 Skeletons, 9 Wights, 9 Wraiths, 20 Skeleton Warriors, 3 Power Liches.
    • Reward: 4000 gold, shroud is removed from all tiles within 12 tiles from Ruins. If Ruins are already visited, shroud is removed anyway.
  • For Random Map Generator:
    • Terrain: highlands.
    • Value: 1000.
    • Density: 100.

Sea objects

Beholders’ Sanctuary
  • In 30% of cases.
    • Guards: 50 Beholders, 50% chance of having an upgraded stack.
    • Reward: 3000 gold, 1 minor artifact.
  • In 30% of cases.
    • Guards: 75 Beholders, 50% chance of having an upgraded stack.
    • Reward: 5000 gold, 1 minor artifact.
  • In 30% of cases.
    • Guards: 100 Beholders, 50% chance of having an upgraded stack.
    • Reward: 6000 gold, 1 major artifact.
  • In 10% of cases.
    • Guards: 150 Beholders, 50% chance of having an upgraded stack.
    • Reward: 9000 gold, 1 major artifact.
  • For Random Map Generator:
    • Terrain: water.
    • Value: 2500.
    • Density: 100.
Temple of the Sea
  • In 30% of cases.
    • Guards: 8 Hydras, 6 Sea Serpents, 3 Chaos Hydras, 2 Haspids.
    • Reward: 10000 gold, 2 treasure artifacts, 1 minor artifact, 1 relic.
  • In 30% of cases.
    • Guards: 8 Hydras, 7 Sea Serpents, 4 Chaos Hydras, 3 Haspids.
    • Reward: 15000 gold, 1 treasure artifact, 1 minor artifact, 1 major artifact, 1 relic.
  • In 30% of cases.
    • Guards: 8 Hydras, 7 Sea Serpents, 5 Chaos Hydras, 4 Haspids.
    • Reward: 20000 gold, 1 minor artifact, 2 major artifacts, 1 relic.
  • In 10% of cases.
    • Guards: 10 Hydras, 9 Sea Serpents, 6 Chaos Hydras, 5 Haspids.
    • Reward: 30000 gold, 2 major artifacts, 2 relic.
  • For Random Map Generator:
    • Terrain: water.
    • Value: 10000.
    • Density: 100.

Not for random maps

These objects do not appear on random maps until they are enabled in the template settings.

Pirate Cavern
  • The guards are divided into 4 stacks.
  • In 30% of cases.
    • Guards: 20 Pirates, 20 Corsairs, 50% chance of having an upgraded stack (Pirates into Corsairs).
    • Reward: 1 Sea Serpent.
  • In 30% of cases.
    • Guards: 40 Pirates, 40 Corsairs, 50% chance of having an upgraded stack (Pirates into Corsairs).
    • Reward: 2 Sea Serpents.
  • In 30% of cases.
    • Guards: 60 Pirates, 60 Corsairs, 50% chance of having an upgraded stack (Pirates into Corsairs).
    • Reward: 3 Sea Serpents.
  • In 10% of cases.
    • Guards: 80 Pirates, 80 Corsairs, 50% chance of having an upgraded stack (Pirates into Corsairs).
    • Reward: 4 Sea Serpents.
Ivory Tower
  • In 30% of cases.
    • Guards: 35 Archmages.
    • Reward: 3 Enchanters.
  • In 30% of cases.
    • Guards: 50 Archmages.
    • Reward: 6 Enchanters.
  • In 30% of cases.
    • Guards: 65 Archmages.
    • Reward: 9 Enchanters.
  • In 10% of cases.
    • Guards: 80 Archmages.
    • Reward: 12 Enchanters.
Spit
  • Garrison is split in 4 squads dislocated on the sides of the battlefield.
  • In 30% of cases.
    • Guards: 16 Basilisks.
    • Reward: 3000 gold.
  • In 30% of cases.
    • Guards: 24 Basilisks.
    • Reward: 4500 gold.
  • In 30% of cases.
    • Guards: 32 Basilisks.
    • Reward: 6000 gold.
  • In 10% of cases.
    • Guards: 48 Basilisks.
    • Reward: 9000 gold.

Warehouses

Warehouse of Wood

  • Brings 10 wood when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2250.
  • Density: 30.

Warehouse of Mercury

  • Brings 6 mercury when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2500.
  • Density: 25.

Warehouse of Ore

  • Brings 10 ore when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2250.
  • Density: 30.

Warehouse of Sulfur

  • Brings 6 sulfur when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2500.
  • Density: 25.

Warehouse of Crystals

  • Brings 6 crystals when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2500.
  • Density: 25.

Warehouse of Gems

  • Brings 6 gems when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2500.
  • Density: 25.

Warehouse of Gold

  • Brings 2000 gold when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 6000.
  • Density: 15.

New Hill Fort

  • Allows you to upgrade present creatures of only 1–5 levels (old Hill Fort does not persist on random maps anymore).
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 7000.
  • Frequency of occurrence: 20.

Cannon Yard

  • Allows to buy a cannon for 4000 gold.
  • Limit per zone: 1 (together with the War Machine Factory).
  • Terrain: any dry land.
  • Value: 3000.
  • Frequency of occurrence: 25.

Temple of Loyalty

  • A visiting hero will have all Morale penalties for having creatures of varied alignment in his army removed until the next turn.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 100.
  • Frequency of occurrence: 20.

Skeleton Transformer

  • A visiting hero will be allowed to turn any creatures into Skeletons.
  • Limit per zone: 1.
  • Terrain: subterranean.
    Value: 500.
  • Frequency of occurrence: 15.

Colosseum of the Magi

  • Player’s choice to add +2 to the visiting hero’s Spell Power or Knowledge (once per hero).
  • Limit per map: 32.
  • Terrain: any dry land.
  • Value: 3000.
  • Frequency of occurrence: 50.

Watering Place

  • Allows hero to lose all current movement and get +1000 Movement next day.
  • Limit per zone: 1.
  • Terrain: rough.
  • Value: 500.
  • Frequency of occurrence: 50.

Town Gate

  • Allows visiting hero to teleport to any allied town. This does not cost any additional movement points.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 10000.
  • Frequency of occurrence: 20.

Mineral Spring

  • Hero receives +1 Luck until next battle and +600 movement points until the end of the day.
  • Limit per zone: 1.
  • Terrain: highlands.
  • Value: 500.
  • Frequency of occurrence: 50.

Hermit’s Shack

  • Improves a random secondary skill of the visiting hero.
  • Limit per map: 32.
  • Limit per zone: 1.
  • Terrain: highlands.
  • Value: 1500.
  • Frequency of occurrence: 80.

Gazebo

  • Hero receives 2000 experience points for 1000 gold.
  • Limit per map: 32.
  • Terrain: highlands.
  • Value: 1500.
  • Frequency of occurrence: 50.

Junkman

  • Allows selling artifacts at the efficiency of 7 markets (for the half of base cost). Does not accept Spell Scrolls.
  • Limit per zone: 1.
  • Terrain: highlands.
  • Value: 200.
  • Frequency of occurrence: 40.

Derrick

  • Yields 500 gold in the first week and 1000 gold in any other.
  • Terrain: wasteland.
  • Value: 750.
  • Frequency of occurrence: 30.

Warlock’s Lab

  • Allows players to transmute mercury, sulfur, crystals and gems into each other at the ratio of 1 to 1.
  • Limit per zone: 1.
  • Terrain: snow, wasteland.
  • Value: 10000.
  • Frequency of occurrence: 100.

Prospector

  • Yields 500 gold or 5 sulfur once a week.
  • Terrain: wasteland.
  • Value: 500.
  • Frequency of occurrence: 30.

Trailblazer

  • Reduces the movement penalty for wasteland by 50% until the end of the week (the resulting movement cost is 75%).
  • Limit per zone: 1.
  • Terrain: wasteland.
  • Value: 200.
  • Frequency of occurrence: 40.

Grave

  • When dug up, it yields 1500-4000 gold, or a random treasure/minor class artifact, and gives -3 to morale until the next battle.
  • Terrain: wasteland.
  • Value: 500.
  • Frequency of occurrence: 30.

Shrine of Magic Mystery

  • Allows you to learn a level 4 spell.
  • This object is banned on the most of built-in multiplayer RMG templates.
  • Limit per zone: 1.
  • Terrain: any.
  • Value: 7000.
  • Frequency of occurrence: 100.

Monoliths

Added 12 new Two Way Monoliths. There are now total of 20 Two Way Monoliths. Therefore, generation of One Way Monoliths is almost excluded (for all generations where there was not more than 4 of Monoliths with 4 copies).

Sea objects

Sea Barrel

  • 20% chance of getting nothing. 80% chance of getting 3–6 Mercury, Sulfur, Crystal, or Gems once.
  • Terrain: water.
  • Value: 500.
  • Frequency of occurrence: 400.

Jetsam

  • 25% chance of getting nothing. 75% chance of getting 5 Ore, 5 Ore and 200 Gold, or 10 Ore and 500 Gold once (equiprobably).
  • Terrain: water.
  • Value: 500.
  • Frequency of occurrence: 600.

Vial of Mana

  • Grants 30, 40, 50 or 60 spell points. If resulting amount of mana points is to exceed normal cap for the hero, only half the extra points will be granted.
  • Terrain: water.
  • Value: 3000.
  • Frequency of occurrence: 50.

Seafaring Academy

  • Allows to pay 2000 Gold for studying or improving Secondary Skill of three taught. Navigation is always one of these three.
  • Limit per zone: 1.
  • Terrain: water.
  • Value: 8000.
  • Frequency of occurrence: 20.

Altar of Mana

  • Heroes may sacrifice creatures for spell points, up to 4x the normal cap. Each sacrificed creature gives (AI Value)/80 mana points.
  • Limit per zone: 1.
  • Terrain: water.
  • Value: 100.
  • Frequency of occurrence: 20.

Observatory

  • Gives each visiting hero +2 scouting radius until the end of the week.
  • Limit per zone: 1.
  • Terrain: water.
  • Value: 500.
  • Frequency of occurrence: 20.

Not for random maps

These objects do not appear on random maps until they are enabled in the template settings.

Airship

  • Airship is a transport to move by air.
    • A hero in an airship can fly over any obstacles, stop on free tiles of land and water and also stop near monsters without fight.
    • A hero in an airship cannot enter objects, attack monsters or other heroes, exchange with other heroes. Other heroes can attack a hero in an airship or exchange with him.
    • A hero in an airship has 2000 movements. No modificators increasing the speed of moving either by land or water influence this quantity.
    • Embarkment on airship or disembarkment from airship requires all movement points. Admiral’s Hat doesn’t influence either embarkment on airship or disembarkment from airship. Disembarkment from airship can be done at any moment to any free tile of land, even if no movement points are left.
    • Airship can be situated either on land or water. A hero can embark on an airship situated on a near water tile and can disembark from airship situated on a water tile to a land tile.
    • Summon Boat and Scuttle Boat don’t affect airships.
  • Airship Yard allows building airships.
    • The price of an airship is 20 wood and 5000 gold.
    • Airship Yard can be captured. A player can build airships in a captured Airship Yard without visiting it by a hero.
    • Airship Yard has a value of 12000 when using it on random maps.
    • Airship Yard is used in some zones of huge (H, XH, G) random maps (8XM8 Huge, 8XM12 Huge, Doubled 8MM6) from the default pack (Original template pack).

Ancient Lamp

  • Allows you to recruit 4–7 Master Genie once.
  • Enabled in starting zones of Jebus Cross template. Terrain: sand, snow; value 5000; Frequency 200.

Ancient Altar

  • Battle against 25 Haspids. In case of victory, a hero obtains the Horn of the Abyss, and the Ancient Altar becomes deactivated.
  • The troops positioning is standard, by different sides of the battlefield. Haspids are divided to stacks like any monsters on a map.
  • In case of hero’s defeat, the number of Haspids returns to 25.

Hero Camp

  • A hero from the camp joins player for free.
  • The object mechanic is identical to the Prison, only decoration is different.

Interface

In-battle interface

  • The choice of battle speed is widened up to 5 options.
  • Fixed interface for selecting spell target for hero and creatures.
  • Cast activation button changed for Fairy Dragons from F to G.
  • Information about current spell duration is added into view creature window and creature mouse-over statistics.
  • Additional hints has been introduced to be displayed when targeting a stack.
    • Information about possible number of killed creatures added to possible damage.
    • The effect of damage spells, healing and resurrection spells (both for hero and caster creatures) is shown.
    • The effect of First Aid Tent healing is shown.
    • The number of remaining shots for caster creatures is shown.
    • The number of attacks is shown for the creatures that can perform multiple attacks.
  • Surrender cost and player gold amount are added to surrender button tip. The tip is shown even for disabled surrender button.
  • Hero sprites now depend on their class and gender.
  • Clones and summoned elementals now do not count to casualties in the Battle Results window.

Map interface

  • In online play, it is now possible to plan your heroes’ movement during your enemy’s turn (like during your turn).
  • Hold Alt and hover over an adventure map square to see a hint stating how long it will take your selected hero to arrive there.
  • Hold Shift and click a hero on the map to select him, even if another hero has already been selected.
  • Various fixes of path length and hero maximum movement point calculation.
  • Added a button for visiting current object (works like clicking Space bar). This button is also used for airship disembarking.
  • The Shipyard and Airship Yard dialog now opens despite not having enough resources, now you can always see Boat and Airship prices.
  • When visiting creature banks, information about the guards was added, if it can be seen by clicking the right mouse or via dragging the mouse over the information window.
  • Added display of creatures available for hire in the window by clicking the right mouse button, the hint by pointing mouse and an external window when visiting the dwelling, owned by yourself or an ally.
  • Last player to visit the Black Market can review its inventory.
  • The player can review the creatures of the Refugee Camp the week it was last visited.

Hero route

Added a new route color (dark-red) that shows where the player would not arrive even with full movement pool (Meaning that if the hero ends the move on the cell of his current position, he will be able to reach any cell that has a green or light-red arrow above it. He will not be able to reach cells with dark-red arrows above them).

Other

  • Added dynamically calculated effect summary in many spell descriptions.
    • Visions show their effect radius.
    • Fire Wall and Land Mine show their damage.
    • Cure shows the amount of healed points.
    • Resurrection and Animate Dead now shows the maximum amount of restored hitpoints.
    • Sacrifice shows how much extra HP will be added for every sacrificed creature.
    • Hypnotize shows the maximum health of the controlled stack.
    • Summon Air/Water/Earth/Fire Elemental shows the amount of summoned elementals.
  • Added numeric descriptions of armies’ approximate size.
  • Heroes can be dismissed in towns and in Kingdom Overview screen.
  • Added the hero exchange button on a city screen (hotkey E).
  • Added a hint with the creature upgrade cost for the upgrade button in creature window, even if the button is inactive.
  • Added a possibility of opening war machine creature window and dismissing a war machine in hero window and Kingdom Overview.
  • Mana Vortex is now activated manually with mouse click on the building. Only a guest hero can use Mana Vortex.
  • The dialog to buy a Spellbook is now displayed on the Mage Guild screen.
  • Added the option to disable background sounds in the adventure map (System Options Menu): the sounds of a new day, week and month, the sound of the battle, the background sounds and the sounds of site visits.
  • Text in scroll-able messages is now center aligned.
  • Added support of new map sizes: H (180x180), XH (216x216), G (252x252).
  • Various fixes of map select dialogue, Dockyard maintaining, view world, opponent turn replaying and on-line synchronization.
  • Completed campaign checkmarks are no longer dismissed while traveling in the main menu. The checkmarks are reset only when you exit the game. When loading any campaign save, the checkmarks are restored to the state of that save.
  • The way of map winning score calculation was changed. Now it is harder to get higher ranks.

Random map generator

  • Water elements were excluded from random maps without water.
    • When generating a random map with the “none” water level, The following items are not generated in the sites and are prohibited in the map settings (i.e., completely removed from the game).
      • Artifacts: Sea Captain’s Hat, Necklace of Ocean Guidance, Boots of Levitation.
      • Spells: Summon Boat, Scuttle Boat, Water Walk.
      • Navigation secondary skill.
    • On random maps without water available (including the starting ones) heroes Beatrice, Kinkeria and Derek, but the following heroes are not available: Sylvia, Woy and Elmore.
    • Sylvia, Woy and Elmore are available on random maps with water (including as starters), but Beatrice, Kinkeria and Derek are unavailable.
    • On random maps without water Gem has the starting Spell changed from “Summon Boat” to “Bless”.
    • When you click on a random water level in the random map settings, selection will be made immediately because available starting heroes depend on it.
  • Fixed a bug where sunk areas and water tiles could still be spawned on waterless maps and where a rectangular area of the map could be isolated and filled with water.
  • Fixed a bug where the Random Map Generator would create a portion of a zone as a narrow plot of land hugging the map edge.
  • Zone size now matches the settings defined by template more accurately.
  • Vast zone plots cannot now be completely filled with obstacles or left empty.
  • Random Map Generator object and passage guard tilting bug fixed. It’s now impossible to trigger said objects or go through passage without alerting the guard. Faulty passages are also fixed.
  • Doubled and multiple land connection guard fixed.
  • Fixed an incorrect the multi-path connections (too many paths were generated).
  • Blocked objects and passages are fixed in the couple of situations.
  • Removed the possibility for a road to be blocked by a Prison on random map. Roads in one zone are interconnected by default. Roads are shorter now.
  • Strength of treasure object guards that can block the road now is limited to one third of zone maximum treasure value.
  • Unpickable objects now can’t be spawned on roads.
  • Changed the list of possible factions to set the one for dwellings, Pandora’s boxes and Seer’s huts for the zone without town, depending on the type of area.
    • How it was.
      • Every mention of fractions has 25 % chance have the territory in the area to be its type.
      • Dirt: Castle, Rampart, Necropolis, neutrals
      • Sand: Stronhold, neutrals, Castle, Castle.
      • Grass: Castle, Rampart, neutral, Castle.
      • Snow: Tower, neutral, Castle, Castle.
      • Swamp: Fortress, Necropolis, neutrals, Castle.
      • Rough: Stronghold, Conflux, neutral, Castle.
      • Subterrain: Inferno, Necropolis, Dungeon, neutral.
      • Lava: Inferno, neutral, Castle, Castle.
    • How it is now.
      • 25% chance that neutrals will be picked for any terrain, otherwise fraction is randomly selected from the list corresponding to the type area with equal chances.
      • Dirt: Castle, Rampart, Necropolis.
      • Sand: Stronghold, Cove.
      • Grass: Castle, Rampart.
      • Snow: Tower.
      • Swamp: Fortress, Necropolis, Cove.
      • Rough: Stronghold.
      • Dungeon: Inferno, Necropolis, Dungeon.
      • Lava: Inferno.
      • Highlands: Conflux.
      • Wasteland: Factory.
  • Various obstacle and decoration placing improvements.

Orignal game bug fixing

Fixes introduced in HD/HD+

  • Naga Bank gives gems instead of sulfur as a reward (as it was originally planned by NWC, original game developer team).
  • Fixed bug of starting with hero above 1st level
  • Fixed various quick combat bugs
  • Fixed bug of selling artifacts by higher prices.
  • Fixed some “not me” bugs.
    • Fixed the object reading tips for another player.
    • Fixed the “next hero” button during the enemy turn.
    • Fixed the ability to view the enemy city and a related crash.
    • Fixed viewing window built on behalf of another player.
    • Fixed a miscalculation bug that allowed to buy a maximum unit count according to another player’s resources.*
  • Fixed some bugs of army slit dialogue. Including the possibility to leave a hero without army
  • Fixed the false appearing of Pikemen in the Refugee Camp.
  • Fixed creature bugs while under the “Berserk” spell.
    • The shooting squad shoots at the closest hex of the closest squad possible (if there are several equidistant squads, one is chosen randomly).
    • In melee combat, a squad always chooses the closest enemy and hex that is easiest to reach. If there are several equidistant squads, one is chosen randomly. The squad does not pass a turn if it is possible to reach the target.
  • Fixed a bug of hero remaining with no army after winning a combat with basic Resurrection. Now hero keeps at least one creature in at least one unit anyway.
  • Fixed random number generator bugs that caused creature week and month looping and allowed manipulating heroes appearance in player’s tavern.
  • Fixed a Russian localization bug that prevented AI from attacking monsters or players with Clerics, Druids, Beastmasters, or Planeswalkers.

Fixes not persist in HD/HD+

  • When flying over a guarded tile when said tile is the final destination of the flight, the combat will now not be triggered before the tile in question is in fact reached. Thus, incorrect positioning of a hero performing the flight is fixed.
  • Fixed the “neutrals carrying” bug.
    • Now if there are neutrals in the army, even if in first slots, the hero cannot ignore the terrain penalty due to the fact that this terrain is home terrain for some creature. The hero moves across any terrain without penalty if it he has no creatures.
  • Fly moving penalty for water is removed in case Water Walk of better skill is active.
  • Fixed a bug that allowed hero dig after moving (using manipulations with max movement points).
  • Fixed limited ammo incorrect behavior.
    • War Machines cannot shoot with a zero or negative ammunition. If the war machine cannot shoot it skips a turn in the same manner as First Aid Tent when it has nobody to heal. Arrow Towers have unlimited ammo.
    • Added a shot cost for shooting at the wall.
    • Fixed a bug with double shooting with a single remaining shot.
  • Fixed gate bugs in the siege.
    • Clone can no more appear above closed gate.
    • Now, when castle defender unit teleports to the gate, it opens.
    • Force Field on gate hex no more becomes passable.
  • Fixed an incorrect calculation of bonus damage for Arrow Towers.
    • Now the additional damage of Towers is correctly calculated with all the modifiers. Attention: the Arrow Tower attack is 10 and defending hero attack and archery skill work for Arrow Tower. That is why the result damage of Arrow Tower is significantly greater than in original game, is which the Arrow Tower attack was counted as 0 and hero skills did not affected its damage.
  • Now Mirth, Sorrow, Fortune and Misfortune spells give their effect right after they are cast, not during the turn of the next stack.
  • The resurrecting part of the Sacrifice spell is now correctly considered a 5 level spell. For example, Gold Dragons may be resurrected with Sacrifice spell.
  • Magic Clouds, Lucid Pools, Fiery Fields and Rocklands now affect the creatures’ spells.
  • The bug that diminished the bonus of Frenzy spell during the hit on the creatures ignoring defence (like Behemoths and Ancient Behemoths) is corrected.
  • Now the most effective of protections from magic cast on a stack diminishes the damage of Magic Arrow spell.
  • Magic Mirror spell bugs corrected.
    • Now the AI heroes’ spells can be reflected by Magic Mirror spell.
    • Now AI correctly considers Magic Mirror for Faerie Dragons and while casting Chain Lightning spell.
  • Fixed incorrect intervals between offers to take Wisdom and Air/Water/Fire/Earth Magic for Elementalist.
    • Earlier Elementalist was offered Wisdom no later than 6 levels after the previous offer, and the all types of Magic were offered every 4 as for all Might heroes. Now Wisdom and all types of Magic are offered no later than level 3, as for all Magic Heroes.
  • Fixed the overflow of hero primary skills, experience, spell points, movement points, resources, damage in combat and (partially) hero army unit numbers. Maximum possible hero level is now 74 (in the Map Editor it is possible to setup larger hero level, up to 30000, but such hero cannot gain experience).
  • Fixed a bug where AI could fly using the Water Walk spell.
  • Water events now can be trigger only by hero on boat.
  • Fixed a bug where creatures could be granted multiple times from a one-time local event.
  • Fixed a bug of local event triggered for hero defeated by nearby monsters after stepping to the cell of this local event.
  • Fixed a bug where an upgraded unit of monsters vanished after a battle.
  • Lighthouse in Castle now adds bonus only to its owner heroes.
  • An unsuccessful attempt to move with the Dimension Door from land to water and vice versa no longer cost spell points.
  • Fixed a bug where stacks could be slain using the Earthquake spell.
  • Fixed a bug where a stack start turn initialization in battle was incorrect in case at this round it gets turn for the first time only in wait phase. This bug could cause AI freeze.
  • Fixed a bug bug where a hero’s last stack could be disbanded in the Kingdom Overview screen.
  • Fixed a bug when war machines were included in the cost of surrender.
  • Fixed a bug when buying a hero out, improving the Scouting skill, or using an artifact regarding the view radius. Previously, the view radius was updating after the move.
  • Fixed an AI bug in Tactics phase that moved a two-hex creature 1 hex closer to the enemy than the skill permitted.
  • Badge of Courage no more gives mind spell immunity.
  • Fixed a bug with Harpy return after the Dendroid attack.
  • Fixed a bug with Forgetfulness being mass effective already at an advanced water magic.
  • Fixed a bug when summoned and sacrificed creatures could be raised using necromancy. It also worked on raised demons (not counting the original demon creature).
  • Fixed a bug with the negative morale triggering for Demons raised by the Pit Lords and having a positive morale.
  • Fixed a bug with the inability to summon creatures after reaching the limit of 20 units, even when destroying part of that units.
  • Fixed a bug with the passive abilities of creature clones (Devils, Azure Dragons) continued working after their death from the expiration of time.
  • Vampire Lords no longer drain health from clones.
  • The fire shield damage of the Efreeti Sultans no longer affected by hero and artifact bonuses.
  • Starting skills: Uland’s Wisdom and Deemer’s Scouting — downgraded from Adv. to Basic (each of them has 2 starting skills).
  • Roland’s specialty now affects Swordsmen and not only Crusaders.
  • University does not offer necromancy anymore.
  • The damage for spell shown in the spell description now accounts for the hero specialization if the damage is not dependant on the target parameters (as for Luna and Ciele).
  • When Artillery skill guarantees increased Ballista and Cannon damage, it will now be displayed when checking potential damage.
  • Fixed a bug when a player could once again visit the Sirens after a combat.
  • Fixed a bug where a player could abuse the Admiral’s Hat for endless movement points. Absence of recalculation of movement points after hero fled in naval battle is also fixed.
  • Fixed a bug that allowed listening object sounds in undiscovered area after closing the puzzle map.
  • Fixed non-centered images of monsters on map.

Map Editor

  • Some map object count limits removed or relaxed:
    • Map object maximum count is increased from 32767 to 65534.
    • Limit removed: max 144 creature generators on map.
    • Limit removed: max 144 Mines on map.
    • Limit removed: max 48 Seer Huts on map.
    • Limit removed: max 32 Black Markets on map.
    • Limit removed: max 256 Monsters with message and prize on map.
    • Map Sign / Ocean Bottle maximum count is increased from 127 to 128.
  • Most of objects can be placed on any terrain. Exceptions: it is forbidden to place any triggers on Rock, to place Town, Subterranean Gate, and dry land Monolith triggers on water, to place Ship and water Monolith triggers on land.
  • Users can enable or disable monster weeks and months (except in the case of an existing Deity of Fire) and plague months. They’re on by default.
  • Users can set a restriction on the combat duration. If this option is enabled, any combat involving a player that lasts longer than the specified number of rounds will be forcibly terminated. The attacking player will be required to flee, surrender or initiate quick combat. The availability of retreat and surrender is subject to the usual rules (but the Shackles of War are ignored). Quick combat can only be initiated against AI. This option is disabled by default.
  • Users can set up available Player Difficulty levels, from which a player is allowed to choose at game start.
  • Users can forbid hiring heroes in player specifications.
  • Scrolls with user-specified spells can be set as artifacts of heroes, Pandora’s Boxes, Events, Seer Hut rewards and as a requirements for a quest in Seer Huts and other objects.
  • Users can customize many objects of random content.
    • Creature bank: bank level, reward artifacts, and the presence or absence of an upgraded monster stack.
    • Pyramid: 5-th level spell in the reward.
    • Warrior’s Tomb: contained artifact.
    • Treasure Chest: content type or treasure artifact.
    • Campfire: gold amount, resource type and amount.
    • Ancient Lamp: number of Master Genies.
    • Wagon: resource type and amount, treasure or minor artifact.
    • Lean To: resource type and amount.
    • Sea Chest: content type and treasure artifact.
    • Flotsam: content type.
    • Jetsam: content type.
    • Sea Barrel: rare resource type and amount.
    • Shipwreck Survivor: contained artifact.
    • Vial of Mana: content type.
    • Tree of Knowledge: type of level gaining condition.
    • University: available skills.
    • Seafaring Academy: available skills.
    • Abandoned Mine: guard monster type, possible monster count range.
  • Extra settings for monsters:
    • User can set up guard value instead of monster count.
      • Monster count matches the average monster count for the connection guard of the specified value on a random map with ‘strong monsters’ setting (protection index is 4: avg + strong).
      • Unlike the random maps the lower limit of monster count is 1 and the upper one is 4000.
      • When placing the specific monster or a random monster of the specific level a monster can appear too strong for the specified guard value. In this case its count is be set to 1.
      • For a completely random monster a monster type is selected among the monsters which are weak enough to be available for the specified guard value (i.e. among the monsters, for which one creature strength doesn’t exceed this value).
        • Fine tuning of the mood in addition to the standard settings; a range of randomly selected moods can be specified.
        • Specifying whether monsters join for money only or can join for free.
        • Specifying the percentage of monsters joining: users can set what percentage of the monster group will be added to the player’s army if they join. The remaining monsters will disband. If monsters join for money, the full price for the group will be paid anyway.
        • Specifying the number of stacks into which monsters are divided in combat.
        • Specifying the presence or absence of an upgraded monster stack in combat.
  • Extra settings for heroes:
    • An arbitrary level and experience (up to max 74-th level) can be set up for a hero.
    • Additional primary and secondary skills given from hero starting level can be disabled.
    • It is possible to disable getting experience for a hero. In this case an arbitrary level up to 30000 can be set up for this hero, but this level won’t grow in the game (the level influences hero specialisation strength).
    • An arbitrary patrol radius up to 99 can be set up for a hero.
  • Users can setup special pick up conditions for an artifact from RoE version.
    • When random requirement option is used the artifact works like artifacts in RoE version. One of the requirements below is selected for every artifact.
      • No requirements. Chance: 48%.
      • Combat with monsters. Chance: 20%.
        A combat against some amount of random monsters of a single type with summary AI Value roughly equal to artifact cost in gold). In case of hero defeat the artifact guards are restored.
      • Payment requirement. Chance: 20%.
        • Treasure artifact: 2000 gold.
        • Minor artifact: 2500 gold and 3 random resource.
        • Major or Relic artifact: 3000 gold and 5 random resource.
      • The requirement of Leadership. Chance: 6%.
      • The requirement of Wisdom. Chance: 6%.
    • Users can set up available requirements for the artifact. In this case the three listed types of payment are present as individual requirements (with 7%, 7%, and 6% chances) and don’t depend on artifact class.
  • Local Events can be independently configured for triggering by human and AI-controlled players.
  • A new type of Event and Pandora’s Box content: movement points. They can be given, taken, set to a specific value, or replenished (i.e. increased not above hero common max movement points value).
  • Users can set up Player Difficulty levels for local Event or Pandora’s Box. In this case the object only appears when the player selects one of the specified difficulty levels.
  • A new object, the Quest Gate, that requires completing a quest to pass and does not disappear after the quest is completed.
    • The quests “Bring Resources”, “Bring Creatures” and “Bring Artifacts” must be completed for each pass through the gate (each time, the corresponding objects will be taken away).
    • The quests “Defeat Hero” and “Defeat Monster”: after completing the quest, the gate will stay open for the player who completed the quest and stay closed for all other players. The player does not need to complete the quest again after the first pass.
    • The remaining quests open the gate to any eligible heroes without requiring a separate fee for each pass.
  • New quests for the Seer Hut, Quest Guard and Quest Gate:
    • Belong to a class: the quest can be completed by a hero belonging to any of the specified classes.
    • Return no earlier than the date: the quest can be completed by any hero who has visited the object no earlier than the specified date (the Quest Gate becomes open to everyone starting from the specified date).
  • Users can set multiple quests for one Seer Hut: a sequence of one-off quests or a recurring quest sequence.
  • Users can setup special buildings of all town types in a random town. Special building settings of a specific town type become active when this town type replaces the random town in the game.
  • Users can setup starting artifacts and creatures for Hero Placeholders (i.e. for crossover heroes in the campaign).
  • Interface innovations.
    • Object panel count increased. Miscellaneous decorations, creature generators, teleporters, garrisons / border guards / keymaster tents, magic terrains are moved to the new panels.
    • Number of object panel columns is increased to 4. This number (as well as the column width) can be changed in Tools > Options… window.
    • New hotkeys added:
      • Terrain selection: 1234567890-=.
      • Terrain object panel selection: qwertyuiop[.
      • Miscellaneous decoration panel selection: ].
      • Miscellaneous object, town, monster, hero, artifact, treasure, creature generator, teleporter, border guard, magic terrain panel selection: asdfghjkl;.
      • River selection: Alt+12345.
      • Road selection: Shift+1234.
      • Tile brush size: zxcv.
      • Eraser: Shift+zxcv.
      • Obstacle brush: Shift+qwer.
      • Fuzzy obstacle brush: Shift+Alt+qwer.
      • Obstacle brush eraser: Shift+asdf.
      • Fuzzy obstacle brush eraser: Shift+Alt+asdf.
    • Decorations are removed from search list, but it is possible to search Monoliths, Border Guards, Keymaster Tents, and Border Gates of any specific color.
    • Disabled buildings are colored gray in town options. Buttons “Allow all” and “Forbid all” are added.

Campaign Editor

  • Two types of campaigns can be created: campaigns with a map (like in the original game) and campaigns without a map.
    • If a campaign has a map, each scenario is related to a region on the map. The regions of the scenarios already completed by players are marked in a special way. Each region has a description which a player can trigger by a right click of mouse. It is possible to create the campaigns where a player can choose the order of completing the scenarios. The overall quantity of scenarios is limited by the size of a map.
    • If a campaign is designed without a map, a background chosen by the author of the campaign is shown instead of a map. All the scenarios can only be played consequently but their quantity is unlimited.
    • A campaign of any type can be converted to another type (with a map or without a map).
    • New maps are added: one for each HotA campaign, and also the map of Antagarich divided into 32 regions.
  • Improvements of work with campaign maps.
    • The ability to change a campaign map of an existing campaign is added.
    • In the window of campaign properties, a campaign map chosen by an author is now reflected.
    • The default color of regions is changed to tan.
  • Improvements of work with scenarios.
    • The scenario list is now reflected in the window of scenario properties so that the needed one can be chosen faster.
    • The ability of fast moving the scenarios between regions is added.
    • In campaigns without map, the scenarios in the list of scenarios can be added, deleted and changed in order fast.
  • Different prologues and epilogues can be set depending on the starting option or bonus chosen by player.
  • New possibilities of the starting option starting hero option.
    • In the original game, this option defines what color will be the player controlled by a human, and also lets him choose the hero which will be generated as a starting one in a town. This hero can’t be already on a map. If there is no starting hero generated in a town, in the original game this option is unavailable.
    • In HotA, the possibility to choose a hero already situated on a map is added. In this case, a human will control a player to which this hero belongs, and a random hero will be generated instead of a starting hero in a town (if such a hero is generated). A starting hero in a town is not necessary if a hero already situated on a map is chosen.
  • Grail and war machines can be chosen as crossover artifacts.
  • The music chosen for a campaign, prologues and epilogues can now be listened through the campaign editor.

Arena mode

General

  • The new Arena mode has been introduced in HotA, where eash game is essentially a single combat between heroes. The composition of the heroes’ armies, their skills and spells and other combat parameters are set in the map. The map may also provide for the players to choose certain settings for their heroes.

Gameplay

  • The first day on an arena map is a preparation day. On this day, players visit objects on the map, get or hire an army and prepare their heroes for battle.
  • Heroes have unlimited movement points, and players can construct any number of buildings in any town. For certain objects, information about their contents is displayed in the arena mode.
  • A correct arena map must be designed so that players cannot meet on the first day. If HoMM3 HD-Mod is installed, it is recommended to use simultaneous turns until the first day. At the beginning of the second day, the combat starts automatically.
  • One or more combat places must be set up on an arena map. A combat place is made up of the main square (on which a hero can stand) and an attack square (from which the attack will be launched). During the first day, the attack square is blocked by an obstacle.
  • It is assumed that one of the players can order a hero to stand on the main square (and thus select the combat place), and then the other player’s hero will be teleported to the attack square (the obstacle will be removed from it beforehand) and will attack. If a player’s hero does not enter any combat place, he/she will be teleported to a random place. There may also be other ways to use combat places.
  • After the combat, the winning player automatically wins the game.

Map creation

  • To enable arena mode, the “Arena” checkbox in the “General” tab of the map specifications is used.
    *Winning and losing conditions cannot be set when the arena mode is used, and when the arena mode is enabled, these settings will be deleted.
  • In most cases, the same tools as those used to create regular maps work for arena maps as well.
  • At least one combat place must be set per arena map (displayed as a special object in the list of objects for all terrains), otherwise it will be considered faulty. When arena mode is disabled, all combat places are removed.

Mode details

Choosing the fighting heroes

  • Players are selected first: if no one is standing in a combat place, the attacker will be the first player by the turn order and the defender is the next one (excluding the first player’s allies). That considered, if there are heroes in some combat places, the defending player is chosen among the owners of these heroes.
  • If it is not possible to select players in this way (all combat places are occupied by the allies of the first player in the turn order), the defender will be the first player in the turn order, and the attacker, the next player. If there is only one player on the map, he wins immediately.
  • For the battle, the strongest hero for the attacking player is chosen (by the army value, taking into account the hero’s attack and defence stats). If a player has no heroes on the map, the strongest one among those in towns will be chosen.
  • Fot the defending player, the strongest hero among those standing in combat places will be chosen. If there are no heroes in combat places, then the hero will be chosen the same way as for the attacker.
  • If a player has no heroes, he automatically loses (mutual loss is possible if no one has heroes).

Combat

  • The combat place will be the one where the selected hero of the defending player stands. If the defending player’s hero does not stand in a combat place, the combat place will be selected randomly from all available ones.
  • Before the battle, the obstacle is removed from the attack square of the combat place, the defending hero is teleported to the main square (if not already there) and the attacker, to the attack square. If teleportation is not possible because the hero is in a boat and the square is on land, or vice versa, both players lose.
  • Combat takes place. If there is no winner, it counts as a mutual loss.
  • After the arena game ends, main menu is immediately immediately. The result does not count towards the players’ records.

Other details

  • Heroes have nearly unlimited movement points.
  • Unlimited number of buildings can be constructed in towns in a day.
  • The enemy’s heroes are always displayed as being under the effect of Expert Disguise.
  • If a town event is set to be available for both human and AI-controlled players, the event is triggered at the beginning of the corresponding day even for neutral towns, and no player will get resources from it, but buildings will be constructed and creatures added to the town. In the regular mode, town events do not work for neutral towns.
  • Global and town event messages are not displayed.
  • Quest Guards, Quest Gates and Seer Huts are considered visited from the moment the game starts (their quests are displayed and first visit messages are skipped).
  • Spell in Scrolls, skills at Universities and the contents of Pandora Boxes can be seen.
  • Battles do not give experience.
  • AI never flees or surrenders.