Day of Reckoning: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
Turnam (talk | contribs)
Gallery: added a very sneaky partial look at Stronghold level 5 alt.
Line 13: Line 13:


== Features ==
== Features ==
;New towns
;[[Town]]s
* {{town|Palace}} -- good-[[alignment|aligned]], [[Vori]] elves, nisses, and vikings
* {{town|Palace}} -- good-[[alignment|aligned]], [[Vori]] elves, nisses, and vikings
* {{town|Grotto|link=User:Phasma/Grotto}} -- neutral-aligned, the dark elves and gnomes who guarded the [[World Tree]] and were exiled to [[Jadame]] before most of the events in Heroes 3. Has a town building that boosts heroes' spell power, in the same way as the [[Necropolis]] has a building that boosts [[Necromancy]].
* {{town|Grotto|link=User:Phasma/Grotto}} -- neutral-aligned, the dark elves and gnomes who guarded the [[World Tree]] and were exiled to [[Jadame]] before most of the events in Heroes 3. Has a town building that boosts heroes' spell power, in the same way as the [[Necropolis]] has a building that boosts [[Necromancy]].
* {{town|Forge|link=User:Phasma/Forge}} -- evil-aligned, the dystopian perversion of the [[Heavenly Forge]] by [[Kastore]]. The Forge is optional and can be toggled on or off before each match. It has a [[war machine]] focus, with replacements for existing war machines, a coilgun (presumably instead of ballista) from the basic blacksmith and another from a blacksmith upgrade, which is not decided yet between howitzer (catapult replacement?), ammo cart replacement, or first aid tent replacement.
* {{town|Forge|link=User:Phasma/Forge}} -- evil-aligned, the dystopian perversion of the [[Heavenly Forge]] by [[Kastore]]. The Forge is optional and can be toggled on or off before each match. It has a [[war machine]] focus, with replacements for existing war machines, a coilgun (presumably instead of ballista) from the basic blacksmith and another from a blacksmith upgrade, which is not decided yet between howitzer (catapult replacement?), ammo cart replacement, or first aid tent replacement.


;New terrain types
 
;[[Terrain]]s
* [Grotto terrain]: a dark loam-like soil.
* [Grotto terrain]: a dark loam-like soil.
* [Forge terrain]: a polluted wasteland, with a slightly greenish tint.
* [Forge terrain]: a polluted wasteland, with a slightly greenish tint.


;New creatures
 
;[[Creature]]s
* Alternatives for original factions
* Alternatives for original factions
** {{town|Castle|noname=}} {{Cnu|Templar|Paladin}}
** {{town|Castle|noname=}} {{Cnu|Templar|Paladin}}
Line 35: Line 37:
** {{town|Conflux|noname=}} {{Cnu|Metal Elemental|image=Placeholder|Magnetic Elemental|image2=Placeholder|name=Metal Elemental and Magnetic Elemental}}
** {{town|Conflux|noname=}} {{Cnu|Metal Elemental|image=Placeholder|Magnetic Elemental|image2=Placeholder|name=Metal Elemental and Magnetic Elemental}}


* Palace
* [[Palace]]
** {{Cnu|Nisse|Tomte}}
** {{Cnu|Nisse|Tomte}}
** {{Cnu|Viking|Einheri}}
** {{Cnu|Viking|Einheri}}
Line 46: Line 48:
** {{Cnu|Frost Giant|image=Placeholder|Jotun|image2=Placeholder}}
** {{Cnu|Frost Giant|image=Placeholder|Jotun|image2=Placeholder}}


* Grotto
* [[Grotto]]
** {{Cnu|Arachne|image=Placeholder|Crimson Arachne|image2=Placeholder}} <!-- definitely not the tier 1 creature, but it's the only one we know for sure right now -->
** {{Cnu|Arachne|image=Placeholder|Crimson Arachne|image2=Placeholder}} <!-- definitely not the tier 1 creature, but it's the only one we know for sure right now -->
<!--
<!--
Line 57: Line 59:
-->
-->


* Forge
* [[Forge]]
** {{Cnu|Grunt|Foot Soldier|image=Placeholder|image2=Placeholder}}
** {{Cnu|Grunt|Foot Soldier|image=Placeholder|image2=Placeholder}}
<!-- ** {{Cnu|Forge_2|image=Placeholder|Forge_2_U|image2=Placeholder|name=Forge_2_name}} -->
<!-- ** {{Cnu|Forge_2|image=Placeholder|Forge_2_U|image2=Placeholder|name=Forge_2_name}} -->
Line 67: Line 69:
-->
-->


* Neutral
* [[Neutral creature|Neutral]]
** {{Cn|Triton|image=Placeholder|name=Triton}}
** {{Cn|Triton|image=Placeholder|name=Triton}}
** {{Cn|Light Elemental|image=Placeholder|name=Light Elemental}}
** {{Cn|Light Elemental|image=Placeholder|name=Light Elemental}}
Line 77: Line 79:
-->
-->


;Secondary skills
* Balance changes to [[Eagle Eye]].
* New skill: Initiative, give a bonus to a selected creature's initiative at the start of a battle. Common skill of Jarls, and Oracles have a good chance of learning it.
* New skill: Vitality, gives a bonus to creatures' health. Common skill of Wardens, and Sorcerers have a good chance of learning it.
* A new "campaign skill", presumably by opposition to the faction skills above being "combat" skills.


{{campaign navigational box}}
;[[Hero]]es
; New [[campaigns]]
* [Camp_1]
* [Camp_2]
* [Camp_3]
 
;New heroes
* Palace heroes - the [Jarl] (might) and [Oracle] (magic)
* Palace heroes - the [Jarl] (might) and [Oracle] (magic)
* Grotto heroes - the [Warden] (might) and [Sorcerer] (magic)
* Grotto heroes - the [Warden] (might) and [Sorcerer] (magic)
Line 102: Line 93:
* Change_3
* Change_3
* Several [[Heroes from other games|returning heroes]], such as [[Falagar]].
* Several [[Heroes from other games|returning heroes]], such as [[Falagar]].
;[[Secondary Skill]]s
* Balance changes to [[Eagle Eye]].
* New skill: Initiative, give a bonus to a selected creature's initiative at the start of a battle. Common skill of Jarls, and Oracles have a good chance of learning it.
* New skill: Vitality, gives a bonus to creatures' health. Common skill of Wardens, and Sorcerers have a good chance of learning it.
* A new "campaign skill", presumably by opposition to the faction skills above being "combat" skills.
;[[Campaigns]]
* [Camp_1]
* [Camp_2]
* [Camp_3]


;Miscellaneous
;Miscellaneous

Revision as of 00:47, 27 October 2025

The following information is largely based on extrapolations about a work-in-progress project and largely unconfirmed. The finished project may differ greatly.

Day of Reckoning is an unofficial expansion on the same level as Armageddon's Blade, The Shadow of Death, and Horn of the Abyss.

Day of Reckoning (or DoR) is a comprehensive expansion for Heroes of Might and Magic III, designed as a continuation of the classic RoE/AB/SoD expansions and akin to HotA.

The project aims to complete the story of the Heroes III game by introducing elements tied to the Reckoning event, the cut Forge content, and fill story gaps such as, for example, what Adelaide did during her stay in Vori or what happened between Dragon's Blood and Clash of the Dragons. In the spirit of the official expansions, it adds new features that both reference other Might and Magic elements and increase the depth of the gameplay, aiming to stay true to both the canon of the universe as well as the design philosophies of the game. The Forge-related elements are designed in consultation with Heroes III lead designer Gregory Fulton to stick as close as possible to the original concept and intent of the faction; including the ability to disable it outside of campaign maps.

Just as Armageddon's Blade introduced elite units (the Enchanter and Sharpshooter) and The Shadow of Death introduced combination artifacts, Day of Reckoning introduces alternative units in the fashion of Heroes of Might and Magic IV. For example, a Palace town can produce either Nisse or Vikings, but not both. Pre-existing factions also get alternative units, such as Dryads for Rampart and Wood Elementals and Metal Elementals for Conflux. Pre-existing neutrals such as the Enchanter and Sharpshooter will be added to certain factions—not to recruit—but to fit in lore-wise and to negate the morale penalty with mixing factions.

A few elements have been derived from previous works of members of the team, such as the Tides of War mod or some of the Mod Design Team towns. Any such element, however, has been reworked to fit better with the concept of the expansion.

Unlike In the Wake of Gods-based mods, Day of Reckoning's new towns are added to the game without replacing any existing towns. The mod requires Shadow of Death or Heroes of Might and Magic III Complete to run.

Features

Towns
  • Palace -- good-aligned, Vori elves, nisses, and vikings
  • Grotto -- neutral-aligned, the dark elves and gnomes who guarded the World Tree and were exiled to Jadame before most of the events in Heroes 3. Has a town building that boosts heroes' spell power, in the same way as the Necropolis has a building that boosts Necromancy.
  • Forge -- evil-aligned, the dystopian perversion of the Heavenly Forge by Kastore. The Forge is optional and can be toggled on or off before each match. It has a war machine focus, with replacements for existing war machines, a coilgun (presumably instead of ballista) from the basic blacksmith and another from a blacksmith upgrade, which is not decided yet between howitzer (catapult replacement?), ammo cart replacement, or first aid tent replacement.


Terrains
  • [Grotto terrain]: a dark loam-like soil.
  • [Forge terrain]: a polluted wasteland, with a slightly greenish tint.


Creatures


Heroes
  • Palace heroes - the [Jarl] (might) and [Oracle] (magic)
  • Grotto heroes - the [Warden] (might) and [Sorcerer] (magic)
  • Forge heroes - the [Cyborg] (might) and [Technician] (magic)
    • Codgur
  • {h|Hero_1|Class}
  • {h|Hero_2|Class}
  • {h|Hero_3|Class}
  • {h|Hero_4|Class}
  • Change_1
  • Change_2
  • Change_3
  • Several returning heroes, such as Falagar.


Secondary Skills
  • Balance changes to Eagle Eye.
  • New skill: Initiative, give a bonus to a selected creature's initiative at the start of a battle. Common skill of Jarls, and Oracles have a good chance of learning it.
  • New skill: Vitality, gives a bonus to creatures' health. Common skill of Wardens, and Sorcerers have a good chance of learning it.
  • A new "campaign skill", presumably by opposition to the faction skills above being "combat" skills.


Campaigns
  • [Camp_1]
  • [Camp_2]
  • [Camp_3]


Miscellaneous
  • Dozens of new map objects, including:
    • More terrain-specific variants of existing map objects, such as snow-covered versions of the Sanctuary, Witch Hut, Imp Cache, new Seer's Hut variants, etc.
    • Fortified walls and garrisons themed after each town faction.
    • Flaggable buildings that increase a secondary skill (e.g. Offense or Resistance) of all allied heroes, in the same way as lighthouses increase movement points at sea for all allied heroes.
    • New banks, including with new types of reward, such as increasing mana.
    • New spell shrines, including for specific spell schools or spell types instead of spell levels.
    • New types of Treasure Chests.
  • Several new artifacts, including the Sword of Frost. New sets of artifacts, or even combination artifacts, themed after each faction, old and new.
  • Full compatibility with Heroes 3 HD.
  • A search function for spells and artifacts.
  • Keyboard shortcuts for spells.
  • A zoomable map.
  • New water shader for the water terrain.
  • New spells for each school. The new Water and Fire spells will be overall more powerful than the new Air and Earth spell, to balance out Air and Earth being overall more powerful in base Heroes III.
  • Potentially new road types, based on a hint that "asphalt and concrete and all that stuff" can have "other applications than a terrain".

Gallery

Pictures for Campaigns without campaign maps

Maps

Total Players / Human Players Size Underground Scenario Name Source Victory Condition Loss Condition


Wiki pages

  • Palace
  • Grotto
  • Forge
  • [List of heroes (DoR)]
  • [List of creatures (DoR)]
  • [List of artifacts (DoR)]
  • [List of maps (DoR)]
  • [Day of Reckoning (Changelog)]
  • [Day of Reckoning (Documentation)]
  • Pre-release images

External links

English links

See also