Horn of the Abyss

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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.

  • Has the goal of staying as true as possible to the original Heroes of Might and Magic III.
  • Allows simultaneous turns.

List of added features in HotA.[edit]

  1. A new type of faction and town with all the necessary elements.[edit]

    Rule of avaliability for player on RoE/AB/SoD map: if all towns (or all towns except Conflux) are available, Cove is also available; otherwise, Cove is unavailable. On HotA maps Cove availability for player can be set in map properties, Cove is available by default.

    1. Alignment: neutral.
    2. Native land (terrain) is swamp.
      Cove's 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.
    3. Units.
      • Level 1.
        Nymph.
        • 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).
      • Level 1, upgraded.
        Oceanids.
        • 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).
      • Level 2.
        Crew Mate.
        • Dwelling: Shack.
        • Attack: 7.
        • Defense: 4.
        • Damage: 2-4.
        • Health: 15.
        • Speed: 5.
        • Shots: 0.
        • Cost: 110 gold.
        • Population growth (+Pub): 9 (+6).
        • Amount on map: 16-30.
        • AI Value: 155.
        • Fight Value: 155.
      • Level 2, upgraded.
        Seaman.
        • Dwelling: Upg. Shack.
        • Attack: 8 .
        • Defense: 6 .
        • Damage: 3 -4.
        • Health: 15.
        • Speed: 6 .
        • Shots: 0.
        • Cost: 140 gold.
        • Population growth (+Pub): 9 (+6).
        • Amount on map: 16- 25 .
        • AI Value: 174 .
        • Fight Value: 174 .
      • Level 3.
        Pirate.
        • Dwelling: Frigate.
        • Attack: 8.
        • Defense: 6.
        • Damage: 3-7.
        • Health: 15.
        • Speed: 7.
        • 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.
      • Level 3, upgraded.
        Corsair.
        • Dwelling: Upg. Frigate.
        • Attack: 10 .
        • Defense: 8 .
        • Damage: 3-7.
        • Health: 15.
        • Speed: 7.
        • Shots: 4.
        • Cost: 250 gold.
        • Population growth: 7.
        • Amount on map: 12- 20 .
        • AI Value: 407 .
        • Fight Value: 311 .
        • Features.
          • Shooter.
        • Abilities.
          • No melee penalty.
          • No enemy retaliation .
      • Level 3, additional upgrade.
        Sea Dog.
        • Dwelling: Gunpowder Warehouse.
        • Attack: 12 .
        • Defense: 11 .
        • Damage: 3-7.
        • Health: 15.
        • Speed: 7.
        • Shots: 10 .
        • Cost: 300 gold.
        • Population growth: 7.
        • Amount on map: 12- 18 .
        • AI Value: 564 .
        • 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.
      • Level 4.
        Stormbird.
        • 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.
      • Level 4, upgraded.
        Ayssid.
        • 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.
      • Level 5.
        Sea Witch.
        • Dwelling: Tower of the Seas.
        • Attack: 12.
        • Defense: 7.
        • Damage: 10-14.
        • Health: 35.
        • Speed: 7.
        • 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).
      • Level 5, upgraded.
        Sorceress.
        • Dwelling: Upg. Tower of the Seas.
        • Attack: 12.
        • Defense: 9 .
        • Damage: 10- 16 .
        • Health: 35.
        • Speed: 8 .
        • 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).
      • Level 6.
        Nix.
        • 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.
      • Level 6, upgraded.
        Nix Warrior.
        • Dwelling: Upg. Nix Fort.
        • Attack: 15 .
        • Defense: 20 .
        • Damage: 18-22.
        • Health: 90 .
        • Speed: 7 .
        • Shots: 0.
        • Cost: 1300 gold.
        • Population growth: 2.
        • Amount on map: 5- 10 .
        • AI Value: 2233 .
        • Fight Value: 1861 .
        • Abilities.
          • Ignores 60% of enemy attack value.
            60% of the Attack parameter is ignored when a creature attacks Nix.
      • Level 7.
        Sea Serpent.
        • Dwelling: Maelstrom.
        • Attack: 22.
        • Defense: 16.
        • Damage: 30-55.
        • Health: 180.
        • Speed: 9.
        • Shots: 0.
        • Cost: 2300 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.
      • Level 7, upgraded.
        Haspid.
        • 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: 3 - 8 .
        • 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: (((Number of Haspid at the beginning of the battle + 1) * (1 Haspid Health) / (total Health now + 1 Haspid Health) - 1) ^ 0.5) * 100 %.
            Haspid eng.jpg
    4. New battle machine: Cannon
      • Is put in the Ballista slot of a hero. It cannot be put in a backpack.
      • Is bought in the blacksmith of Cove or in Cannon Yard. Cost: 5000 gold.
      • Assault battle 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.
      • Cannon parameters.
        • Level: 6.
        • Attack: 20.
        • Defense: 10.
        • Damage: (5-8)*(hero Attack + 1).
        • Health: 250.
        • Speed: 0.
        • Shots: 8.
        • Cost: 5000 gold.
        • Features.
          • Takes 2 hexes.
          • Battle machine.
        • Abilities.
          • Can fire at enemy fortifications.
      • Effect of Artillery skill.
        • None.
          All features work as basic ones.
        • 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.
    5. Heroes.
      • New 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.
          • 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.
          • Restricted secondary skills.
            • Necromancy.
      • Cove heroes.
        A common rule for the availability of new heroes in 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.
            • Logistics: 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.
            • Pathfinding: basic.
            • Estate: 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 bonus by 5% per hero level (rounded up).
          • Secondary skills.
            • Offence: 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 (n - target creature level).
          • 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.
            • Resistance: 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 (n - target creature level).
          • 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 (n - target creature level).
          • 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.
    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: 10,000.
          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' 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 5000 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.
          Price: 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, mercury 4, 4 gems, crystal, 4, 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, crystals, 6, 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, mercury 8, 8 precious stones, crystals, 8, 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 6.
        • 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, 2 mercury, 2 gems, 2 crystals, 2 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.
          Improving 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.
          Price: 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.
          Price: 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 to level 6 (Nix).
          Requirements: Fort, Nymph Waterfall, Shack, Nest.
          Allows you to recruit Nix.
        • Upg. Nix Fort.
          Price: 3000 gold, 5 wood, 5 ore, 5 sulfur.
          Upgrade to the 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.
          Upgrade to the 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.
      • Grail structure: Lodestar.
        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:
      CoveBuildings eng.png

    7. A chance of rolling a spell in each slot of 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%.
      • Level 5 spells are unavailable in Cove.


  2. General gameplay innovations.[edit]

    1. Towns with Fort always have level 2 dwelling built by default.
    2. Heroes with a starting army always have all troops (and a war machine), without the possibility of absence of any of them.
    3. Fly and Dimesion 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 (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.
    4. Native terrain bonus on the underground depends on the particular terrain (originally it was always considered subterrain).
    5. 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.
    6. 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.
    7. 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.
    8. Scouting skill now add +1/+3/+5 cells to hero sight radius instead of +1/+2+/3.
    9. Slightly increased the AI Value of Monk (RMG was underestimating them when placing). Thus, Pandora Boxes and Seer Huts on random map will give 25 Monks, instead of 30.
    10. 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).
    11. Largely increased the AI Value of Fairy Dragon. Their amount on random maps is now about 1.5 times lower. Therefore, Fairy Dragons cannot be given as a reward in Seer Huts and Pandora Boxes.
    12. 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.
    13. Creature weeks, creature months and plague are disabled for random maps.
    14. Arrow Towers ignores the target's defense completely (also, fixed various bugs with incorrect damage calculation).
    15. Shackles of War effect applies only when both sides in the battle have heroes.
    16. New neutral creatures.
      • Satyr .
        • Dwelling: Wineyard.
        • Level 4.
        • 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.
      • Fangarm .
        • Dwelling: Ziggurat.
        • Level 5.
        • 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: 1052.
        • Fight Value: 1052.
        • 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).


  3. Gameplay innovations, related to certain towns.[edit]

    1. Castle.
      • Heroes.
        • Sir Mullich is banned by default. Lord Haart available instead.
        • Sylvia is banned on maps without water. New hero - Beatrice available instead.
          Beatrice.
          • Available on random maps only without water (replaces Sylvia).
          • Class: Knight.
          • Gender: Female.
          • Specialty: Scouting.
            Receives a 5% per level bonus to Scouting skill percentage (rounded up).
          • Secondary skills.
            • Leadership: basic.
            • Scouting: basic.
          • Spell Book: none.
          • Default unit count.
            • Pikemen: 10-20.
            • Crossbowmen: 4-7.
            • Griffins: 2-3.
    2. Rampart.
      • Heroes' starting armies.
        • Amount of Elves decreased from 3-6 to 2-4.
      • Heroes.
        • Gem has the starting Spell changed on random maps without water from Summon Boat to Bless.
    3. 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.
    4. 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.
    5. Necropolis.
      • 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 detendent 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.
      • 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.
        • Galthran is banned by default. New hero - Ranloo is available instead.
          Ranloo.
          • 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.
    6. Dungeon.
      • Heroes' starting armies.
        • Amount of Troglodytes decreased from 30-40 to 20-30.
    7. Stronghold.
      • Building prices.
        • Cyclops Cave price does not include crystals. Upg. Cyclops Cave price in crystals increased from 0 to 10.
    8. 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.
        • Woy banned on maps without water. New hero - Kinkeria available instead.
          Kinkeria.
          • 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
    9. Conflux.
      • Growth of Firebirds and Phoenixes decreased to 1 (2 after the construction of Castle).
      • 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 tree.
        • Constructing Upg. Magic Lantern now requires Mage Guild level 1 and Magic University beforehand.
      • Building prices.
        • Cost of constructing the Pyre went up from 10 to 20 mercury and from 10000 to 15000 gold.
      • Buildings.
        • Aurora Borealis (Grail structure of Conflux) allows to learn spells up to according level of the Mage Guild in the city only.
      • 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.
      • Other.
        • Neutral grass zone without town can become a Conflux zone.


  4. New artifacts.[edit]

    • Diplomats Cloak.
      • Class: Relic.
      • Combination Artifact. Componentry: Stateman's Medal, Diplomat's Ring, Ambassador's Sash.
      • Worn on shoulders (also blocks neck slot and one ring slot).
      • Cost: 15000.
      • Allows your hero to retreat or surrender when battling neutral monsters or defending a town. Multiplies your hero army strength by 3 (for neutral armies and Thieves guild).
        Component effects: reduce the cost of surrendering by 30%.
    • Pendant of Reflection.
      • Class: Relic.
      • Combination artifact. Componentry: Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity.
      • Worn on the neck (also blocks slots of shoulders and legs).
      • Cost: 12000.
      • Increases your Magic Resistance additionally by 20%.
        Component effects: increase your Magic Resistance by 30%.
    • 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.
      • Carried in right hand (also blocks left hand slot, head slot and body slot).
      • Cost: 20000.
      • At the beginning of a combat the Fist will cast Bloodlust, Fire Shield and Counterstrike (all Expert) lasting for 50 turns on all allied troops.
        Component effects: increase your Attack and Defence skills by 5 and your Spell Power and Knowledge skills by 4.
    • Golden Goose.
      • Class: Relic.
      • Combination artifact. Componentry: Endless Purse of Gold, Endless Bag of Gold, Endless Sack of Gold.
      • Worn in ”Other” slot (also blocks another two ”Other” slots).
      • Cost: 22500.
      • Brings 4750 gold/day.
        Component effects: bring 2250 gold/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, Ressurection, Animate Dead and Sacriface are banned for use, vampirism 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.


    Do not appear on random maps:

    • 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.


  5. Objects on the map.[edit]

    1. New creature banks.
      • Experimental Shop.
        • In 30% of cases.
          Guards: 50 Iron Golems.
          Reward: 1 Giant.
        • In 30% of cases.
          Guards: 100 Iron Golems.
          Reward: 2 Giants.
        • In 30% of cases.
          Guards: 150 Iron Golems.
          Reward: 3 Giants.
        • In 10% of cases.
          Guards: 200 Iron 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: 80.
      • 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: 120 Walking Deads.
          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.


      Do not appear on random maps without water:

      • 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, 1 treasure artifact, 1 minor artifact, 1 major artifact.
        • In 30% of cases.
          Guards: 8 Hydras, 7 Sea Serpents, 4 Chaos Hydras, 3 Haspids.
          Reward: 15000 gold, 1 treasure artifact, 2 minor artifacts, 1 major artifact.
        • 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.
      • Pirate Cavern (do not appears on random maps).
        • The guards are divided into 4 stacks.
        • In 30% of cases.
          Guards: 20 Pirates, 20 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 1 Sea Serpent.
        • In 30% of cases.
          Guards: 40 Pirates, 40 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 2 Sea Serpents.
        • In 30% of cases.
          Guards: 60 Pirates, 60 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 3 Sea Serpents.
        • In 10% of cases.
          Guards: 80 Pirates, 80 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 4 Sea Serpents.
      • Ivory Tower (do not appears on random maps).
        • 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 (do not appears on random maps).
        • Garrison is split in 4 squads dislocated on the sides of the battlefield.
        • In 30% of cases.
          Guards: 20 Basilisks.
          Reward: 3000 gold.
        • In 30% of cases.
          Guards: 30 Basilisks.
          Reward: 4500 gold.
        • In 30% of cases.
          Guards: 40 Basilisks.
          Reward: 6000 gold.
        • In 10% of cases.
          Guards: 60 Basilisks.
          Reward: 9000 gold.
    2. A new type of objects: Warehouse.
      Analogue of Windmills, Water Wheels and the Mystical Gardens. Brings a certain amount of resources upon a visit once a week (10 wood and ore, 6 mercury, sulfur, crystals and gems, 2000 gold).
      • Warehouse of Wood.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2250.
        Density: 30.
      • Warehouse of Mercury.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2500.
        Density: 25.
      • Warehouse of Ore.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2250.
        Density: 30.
      • Warehouse of Sulfur.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2500.
        Density: 25.
      • Warehouse of Crystals.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2500.
        Density: 25.
      • Warehouse of Gems.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2500.
        Density: 25.
      • Warehouse of Gold.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 6000.
        Density: 15.
    3. Changes to original objects.
      • If a creature has multiple external 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.
      • 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 3 Taverns now allowed per zone.
      • 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 15000, 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 (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 40, generated both in Neutral zones and in Tower zones.
        • Elemental Conflux . Allows to recruit Air, Water, Fire and Earth Elementals. Value around 6000, density 13 (proportionally lowers the density of all elemental dwellings).
        • 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.
      • 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)
    4. New Hill Fort.
      Allows you to upgrade present creatures of only 1-5 levels.
      Terrain: any dry land.
      Value: 7000.
      Frequency of occurrence: 20.
    5. Shrine of Magic Mystery.
      Allows you to learn a level 4 spell.
      Limit per zone: 1.
      Terrain: any dry land.
      Value: 7000.
      Frequency of occurrence: 100.
    6. Cannon Yard.
      Allows to buy a cannon for 5000 gold.
      Limit per zone: 1 (together with the War Machine Factory).
      Terrain: any dry land.
      Value: 3000.
      Frequency of occurrence: 25.
    7. 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 occurence: 20
    8. Skeleton Transformer.
      A visiting hero will be allowed to turn any creatures into Skeletons.
      Limit per zone: 1
      Terrain: subterranean.
      Value: 500
      Frequency of occurence: 20
    9. Ancient Lamp.
      Allows you to recruit 4-7 Master Genie once.
      Limit per zone: 1.
      Terrain: any dry land.
      Value: 5000.
      Frequency of occurrence: 2.
    10. 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.
    11. 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.
    12. 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.
    13. 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).


    Do not appear on random maps without water:

    • 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.



  6. Map editor supports all additions.[edit]



  7. Innovations to interface.[edit]

    1. In-battle interface.
      • The choice of battle speed is widened up to 5 options.
      • Fixed interface for selecting spell target.
      • 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.
      • Information about possible number of killed creatures added to possible damage.
    2. New 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).
    3. 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.
    4. 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.
    5. 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.
    6. The chat font is changed to bigfont.fnt.
    7. Added numeric descriptions of armies' approximate size.
    8. Added the hero exchange button on a city screen.
    9. 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.
    10. Added support of new map sizes: H (180x180), XH (216x216), G (252x252).



  8. SoD bug fixing (version 3.2).[edit]

    1. Fixes already introduced in HD/HD+ (but working independently in HotA).
      • Naga Bank gives gems instead of sulfur as a reward (as it was originally planned by NWC).
      • Fixed incorrect spell probabilities of Fairy Dragon.[/b]
        The incorrect chances were following:
        • Ice Bolt: 16/153
        • Lightning Bolt: 17/153
        • Fireball: 21/153
        • Magic Arrow: 15/153
        • Ice Ring: 20/153
        • Chain Lightning: 19/153
        • Meteor Shower: 23/153
        • Inferno: 22/153


        Now the Fairy Dragon uses these chances:

        • Ice Bolt: 22%
        • Lightning Bolt: 22%
        • Fireball: 21%
        • Magic Arrow: 10%
        • Ice Ring: 10%
        • Chain Lightning: 5%
        • Meteor Shower: 5%
        • Inferno: 5%
      • 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.
      • 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, Conflux.
          • Snow: Tower.
          • Swamp: Fortress, Necropolis, Cove.
          • Rough: Stronghold, Conflux.
          • Dungeon: Inferno, Necropolis, Dungeon.
          • Lava: Inferno.
    2. Zone size now matches the settings defined by template more accurately.
    3. RMG object guard tilting bug fixed. It's now impossible to trigger said objects without alerting the guard.
    4. 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
    5. 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.
    6. 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.
    7. Fixed an incorrect calculation of bonus damage for Arrow Towers.
      Now the additional damage of Towers is correctly calculated with all the modifiers.
    8. 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.
    9. Fixed a bug when battle machines were included in the cost of buyout.
    10. 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.
    11. Fixed an AI bug in Tactics phase that moved a two-hex creature 1 hex closer to the enemy than the skill permitted.
    12. Badge of Courage no more gives mind spell immunity.
    13. Fixed a bug with Harpy return after the Dendroid attack.
    14. Fixed a bug with Forgetfulness being mass effective already at an advanced water magic.
    15. 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).
    16. Starting skills: Uland's Wisdom and Deemer's Scouting - downgraded from Adv. to Basic (each of them has 2 starting skills).
    17. University does not offer necromancy anymore.
    18. Removed the possibility for a road to go through a bugged way or to be blocked by a Prison on random map. Cities within a single zone are always connected with a road net within that zone if its main town has fort.
    19. Fixed an incorrect the multi-path connections (too many paths were generated).
    20. Fixed a bug where the RMG would create a portion of a zone as a narrow plot of land hugging the map edge.
    21. Fixed a bug where the RMG would create faulty zone transfers after creating objects along the zone borders (except towns).
    22. 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).
    23. When Artillery skill guarantees increased Ballista and Cannon damage, it will now be displayed when checking potential damage.
    24. Fixed a bug when a player could once again visit the Sirens after a combat.
    25. 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.