Horn of the Abyss (Documentation)

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Horn of the Abyss Only available when the unofficial expansion, Horn of the Abyss, is installed.

Cove[edit]

General[edit]

  • Cove is a new type of faction and town with all the necessary elements.
  • Rule of availability for a player on original game (RoE/AB/SoD) maps: if all towns (or all towns except Conflux) 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 terrain 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 zones without towns can become Cove zones if the terrain is sand or swamp.

Units[edit]

Nymph[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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: 12-18.
  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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 beginning of every round. Lasts for 3 rounds. Cannot exceed 50% of total decremented Health.

Haspid[edit]

  • 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: 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 beginning 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%

Cannon[edit]

  • General
    • Cove War Machine. 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 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.
  • 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.
      • Battle 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[edit]

Captain[edit]

  • 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[edit]

  • 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[edit]

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[edit]

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[edit]

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.
    • Offense: basic.
    • Artillery: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15-25.
    • Cannon: 1.
    • Pirates: 4-7.

Illor[edit]

Illor
  • Class: Captain.
  • Gender: Male.
  • Specialty: Stormbirds. Increases the 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[edit]

Derek
  • Unavailable on random maps with water (replaced with Elmore).
  • Class: Captain.
  • Gender: Male.
  • Specialty: Crew Mates. Increases the 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.
    • Offense: basic.
    • Leadership: basic.
  • Spell Book: none.
  • Default unit count.
    • Crew mates: 6-9.
    • Crew mates: 6-9.
    • Crew mates: 6-9.

Elmore[edit]

Elmore
  • 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[edit]

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

Anabel[edit]

Anabel
  • Class: Captain.
  • Gender: Female.
  • Specialty: Pirates. Increases the 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.
    • Offense: basic.
    • Archery: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15-25.
    • Pirates: 4-7.
    • Pirates: 4-7.

Cassiopeia[edit]

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

Miriam[edit]

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).
  • Secondary skills.
    • Logistics: basic.
    • Scouting: basic.
  • Spell Book: none.
  • Default unit count.
    • Nymphs: 15-25.
    • Crew mates: 6-9.
    • Pirates: 4-7.

Casmetra[edit]

Casmetra
  • Class: Navigator.
  • Gender: Female.
  • Specialty: Sea Witches. Increases the 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[edit]

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[edit]

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[edit]

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[edit]

Manfred
  • Class: Navigator.
  • Gender: Male.
  • Specialty: Fireball. 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: Fireball.
  • Default unit count.
    • Nymphs: 15-25.
    • Crew mates: 6-9.
    • Pirates: 4-7.

Zilare[edit]

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[edit]

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[edit]

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[edit]

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[edit]

Tark
  • Campaign hero.
  • Class: Captain.
  • Gender: Male.
  • Specialty: Nix. Increases the 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.
    • Offense: basic.
    • Armorer: basic.
  • Spell Book: none.
  • Default unit count.
    • Nix: 1.
    • Nix: 1.
    • Nix: 1.

Structures[edit]

General Structures[edit]

  • 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 Thieves' Guild, opens an additional level of information Thieves' 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[edit]

  • 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.
  • Thieves' Guild
    • Cost: 500 gold, 5 wood.
    • Requirements: Tavern.
    • Opens 2 additional levels of information in Thieves' 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[edit]

  • Nymph Waterfall
External Nymph Waterfall as seen on the adventure map.
    • 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
External Shack as seen on the adventure map.
    • 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
External Frigate as seen on the adventure map.
    • 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
External Nest as seen on the adventure map.
    • 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
External Tower of the Seas as seen on the adventure map.
    • 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
External Nix Fort as seen on the adventure map.
    • 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
External Maelstrom as seen on the adventure map.
    • 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[edit]

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[edit]

Spells[edit]

  • 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%.
      • Fireball: 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%.

General Gameplay[edit]

Adventure Map[edit]

  • 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.
  • 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.
  • If both heroes died (not retreated or surrendered) as a result of a battle, they will not turn up in taverns, unless all other ones have become unavailable.
  • 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.

Combat[edit]

  • 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.
  • Some creatures can perform alternative action. Use interface button or Alt key for switch.
    • Shooting creatures can perform melee attack instead of shot.
    • Harpies and Harpy Hags can attack without return.
    • Faerie Dragons can attack instead to spell cast.
    • Archangels and Pit Lords can move to a hex instead of resurrecting a corpse from it.
  • Added the possibility for 2 hex wide creatures to move hex back.
  • 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.

Terrains[edit]

  • 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):
  • New wasteland terrain added.
  • Native terrain bonus on the underground depends on the particular terrain (originally it was always considered subterranean).

Creatures[edit]

  • Slightly increased the AI Value of Monk (Random Map Generator was underestimating them when placing). Thus, Pandora's Boxes and Seer's Huts on random map will give 25 Monks, instead of 30.
  • Increased the AI Value of Efreet Sultans (for decreasing their count in guards on random maps). Thus, Pandora's Boxes and Seer's 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's Huts on random map will give 6 Firebirds, instead of 5).
  • Largely increased the AI Value of Faerie Dragon. Their amount on random maps is now about 1.5 times lower.
  • Arrow Towers ignore 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 affect its damage.

Artifacts[edit]

Spells[edit]

  • Advanced and Expert Slow reduces the speed by the formula (old speed x 0.5 + 1), rounding down.
  • The damage of Armageddon spell reduced from 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[edit]

  • Resistance 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
  • Scouting now adds +1/+3/+5 cells to hero sight radius instead of +1/+2+/3.
  • Necromancy raises 5%-10%-15% of 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[edit]

Castle[edit]

Beatrice
  • 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[edit]

  • Heroes’ starting armies
    • Amount of Elves decreased from 3–6 to 2–4.
Giselle
  • 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 her starting spell changed on random maps without water from Summon Boat to Bless.

Tower[edit]

Inferno[edit]

  • Building tree
    • Upg. Hell Hole no longer requires Mage Guild level 2 (still requires Mage Guild level 1).
  • Building prices
  • Creatures
    • Magogs can shoot fireball at any hex of the battlefield except for its own hex and adjacent ones (unless the Bow of the Sharpshooter is equipped). 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

Necropolis[edit]

  • Necromancy
    • The amount of skeletons raised by necromancy is halved.
      • Necromancy raises 5%-10%-15% of 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.
  • Creatures
    • Liches and Power Liches can shoot death cloud at any hex of the battlefield except for its own hex and adjacent ones (unless the Bow of the Sharpshooter bow is equipped). Targeting dialogue is called by pressing G.
Ranloo
  • 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.
        • Wights: 4-6.

Dungeon[edit]

Stronghold[edit]

Fortress[edit]

  • Heroes' starting armies
    • Amount of Gnolls increased from 10-20 to 15-25.
    • Amount of Serpent Flies increased from 2-4 to 3-4.
Kinkeria
  • Heroes
    • Bron starting skill was changed from Resistance to Interference.
    • Voy banned on maps without water. New hero - Kinkeria available instead.
      • Available on random maps only without water (replaces Voy).
      • 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[edit]

  • 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 Magic University 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 to learn 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's Huts on random map will give 6 Firebirds, instead of 5).
  • Creature prices
  • Other
    • Native terrain changed to highlands.

New Neutral Creatures[edit]

Leprechaun[edit]

Alehouse
  • 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: 208.
  • Fight Value: 208.
  • Abilities.
    • Doubles friendly unit Luck chance.
    • Casts Fortune. 3 times per battle can cast Advanced Fortune on an allied unit. The spell lasts 6 turns.

Satyr[edit]

Wineyard
  • 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[edit]

  • 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.

Fangarm[edit]

Ziggurat
  • 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 retaliate (or won't attack twice if Fangarms are counterattacking).

New Artifacts[edit]

Diplomat's Cloak[edit]

Diplomat's Cloak as seen on the adventure map.
  • Class: Relic.
  • Combination Artifact. Componentry: Statesman's Medal, Diplomat's Ring, Ambassador's Sash.
  • Worn on shoulders (also blocks neck slot and one ring slot).
  • Cost: 15000.
  • In addition to component effects 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[edit]

Pendant of Reflection as seen on the adventure map.
  • 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.
  • In addition to component effects increases your chance to resist a hostile spell by 20%. Component effects: increase your chance to resist a hostile spell by 30%.
  • Does not appear on random maps unless it is enabled in the template settings.

Ironfist of the Ogre[edit]

Ironfist of the Ogre as seen on the adventure map.
  • 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.
  • In addition to component effects at the beginning of a combat the Fist will cast Haste, Bloodlust, Fire Shield and Counterstrike (all Expert) lasting for 50 turns on all allied troops. Component effects: increase your Attack and Defense skills by 5 and your Spell Power and Knowledge skills by 4.

Golden Goose[edit]

Golden Goose as seen on the adventure map.

Trident of Dominion[edit]

Trident of Dominion as seen on the adventure map.
  • Class: Major.
  • Carried in right hand.
  • Cost: 7000.
  • Increases your Attack skill by 7.

Shield of Naval Glory[edit]

Shield of Naval Glory as seen on the adventure map.
  • Class: Major.
  • Carried in left hand.
  • Cost: 7000.
  • Increases your Defense skill by 7.

Royal Armor of Nix[edit]

Royal Armor of Nix as seen on the adventure map.
  • Class: Major.
  • Worn on body.
  • Cost: 7000.
  • Increases your Spell Power skill by 6.

Crown of the Five Seas[edit]

Crown of the Five Seas as seen on the adventure map.
  • Class: Major.
  • Worn on head.
  • Cost: 7000.
  • Increases your Knowledge skill by 6.

Wayfarer's Boots[edit]

Wayfarer's Boots as seen on the adventure map.
  • Class: Major.
  • Worn on foot.
  • Cost: 5000.
  • Allow your hero to move over rough terrain without penalty.

Ring of Suppression[edit]

Ring of Suppression as seen on the adventure map.
  • Class: Treasure.
  • Worn on finger.
  • Cost: 4000.
  • Decreases enemy's Morale by 1.

Hideous Mask[edit]

Hideous Mask as seen on the adventure map.
  • Class: Minor.
  • Worn in "Other" slot.
  • Cost: 4000.
  • Decreases enemy's Morale by 1.

Pendant of Downfall[edit]

Pendant of Downfall as seen on the adventure map.
  • Class: Major.
  • Worn on neck.
  • Cost: 7000.
  • Decreases enemy's Morale by 2.

Runes of Imminency[edit]

Runes of Imminency as seen on the adventure map.
  • Class: Treasure.
  • Worn in "Other" slot.
  • Cost: 2000.
  • Decrease enemy's Luck by 1.

Demon's Horseshoe[edit]

Demon's Horseshoe as seen on the adventure map.
  • Class: Treasure.
  • Worn in "Other" slot.
  • Cost: 2000.
  • Decreases enemy's Luck by 1.

Shaman's Puppet[edit]

Shaman's Puppet as seen on the adventure map.
  • Class: Minor.
  • Worn in "Other" slot.
  • Cost: 4000.
  • Decreases enemy's Luck by 2.

Ring of Oblivion[edit]

Ring of Oblivion as seen on the adventure map.
  • 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 Sacrifice 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[edit]

Cape of Silence as seen on the adventure map.
  • Class: Major.
  • Worn on shoulders.
  • Cost: 7500.
  • Bans all level 1 and 2 spells in battle.

Charm of Eclipse[edit]

Charm of Eclipse as seen on the adventure map.
  • Class: Minor.
  • Worn in "Other" slot.
  • Cost: 5000.
  • Reduces the Power skill of enemy hero by 10% during combat.

Seal of Sunset[edit]

Seal of Sunset as seen on the adventure map.
  • Class: Minor.
  • Worn on finger.
  • Cost: 5000.
  • Reduces the Power skill of enemy hero by 10% during combat.

Plate of Dying Light[edit]

Plate of Dying Light as seen on the adventure map.
  • Class: Relic.
  • Worn on body.
  • Cost: 10000.
  • Reduces the Power skill of enemy hero by 25% during combat.

Sleepkeeper[edit]

Sleepkeeper as seen on the adventure map.
  • Class: Relic.
  • Worn in "Other" slot.
  • Cost: 50000.
  • Provides immunity to all mind spells for your creatures.

Horn of the Abyss[edit]

Horn of the Abyss as seen on the adventure map.
  • 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.
  • Does not appear on random maps unless it is enabled in the template settings.

Objects on the Map[edit]

Changes to Original Objects[edit]

  • 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's Tents were removed from random generation.
  • Seer's 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 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 Dimension Door spells.
    • Added scroll with Town Portal, Fly, Dimension 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's 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 appearances of Original Objects[edit]

Object appearances added in Horn of the Abyss
Shadow of Death Horn of the Abyss
Garrison
Garrison
Garrison Garrison Garrison
   (water)
Corpse
Corpse
Corpse
(sand)
Corpse
(sand)
Wagon
Wagon
Wagon
Subterranean Gate
Subterranean Gate
Subterranean Gate
(snow)
Subterranean Gate
(underground layer)
Seer's HutSeer's HutSeer's Hut
Seer's Huts
Seer's Hut Seer's Hut Seer's Hut
(water)
Prison
Prison
Prison Prison
(water)
Sea Chest
Sea Chest
Sea Chest*
Fountain of Youth
Fountain of Youth
Fountain of Youth
(water)
Monolith   Monolith
Monoliths Two Way
White Two Way Sea Portal
(water)
Red Two Way Sea Portal
(water)
School of Magic
School of Magic
School of Magic
(water)
Tavern
Tavern
Tavern
(water)
Shrine of Magic Incantation Shrine of Magic Gesture Shrine of Magic Thought
Shrines
Shrine of Magic Incantation
(water)
Shrine of Magic Gesture
  (water)
Shrine of Magic Thought
   (water)

* Original Sea Chest was replaced by the new one.

New Creature Banks[edit]

Experimental Shop[edit]

Experimental Shop as seen on the adventure map.
  • In 30% of cases.
    • Guards: 25 Steel Golems.
    • Reward: 1 Giant.
  • In 30% of cases.
    • Guards: 50 Steel Golems.
    • Reward: 2 Giants.
  • In 30% of cases.
    • Guards: 75 Steel Golems.
    • Reward: 3 Giants.
  • In 10% of cases.
    • Guards: 100 Steel Golems.
    • Reward: 4 Giants.
  • For Random Map Generator:
    • Terrain: any dry land.
    • Value: 3500.
    • Density: 80.

Wolf Raider Picket[edit]

Wolf Raider Picket as seen on the adventure map.
  • 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[edit]

Red Tower as seen on the adventure map.
  • 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[edit]

Black Tower as seen on the adventure map.
  • 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[edit]

Churchyard as seen on the adventure map.
  • 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[edit]

Mansion as seen on the adventure map.
  • 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[edit]

Ruins as seen on the adventure map.
  • 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.

Beholders' Sanctuary[edit]

Beholders' Sanctuary as seen on the adventure map.
  • 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[edit]

Temple of the Sea as seen on the adventure map.
  • 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.

Pirate Cavern[edit]

Pirate Cavern as seen on the adventure map.
  • 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.
  • Does not appear on random maps unless it is enabled in the template settings.

Ivory Tower[edit]

Ivory Tower as seen on the adventure map.
  • 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.
  • Does not appear on random maps unless it is enabled in the template settings.

Spit[edit]

Spit as seen on the adventure map.
  • 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.
  • Does not appear on random maps unless it is enabled in the template settings.

Warehouses[edit]

Warehouse of Wood[edit]

Warehouse of Wood as seen on the adventure map.
  • Brings 10 wood when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2250.
  • Density: 30.

Warehouse of Mercury[edit]

Warehouse of Mercury as seen on the adventure map.
  • Brings 6 mercury when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2500.
  • Density: 25.

Warehouse of Ore[edit]

Warehouse of Ore as seen on the adventure map.
  • Brings 10 ore when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2250.
  • Density: 30.

Warehouse of Sulfur[edit]

Warehouse of Sulfur as seen on the adventure map.
  • Brings 6 sulfur when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2500.
  • Density: 25.

Warehouse of Crystal[edit]

Warehouse of Crystal as seen on the adventure map.
  • Brings 6 crystals when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2500.
  • Density: 25.

Warehouse of Gem[edit]

Warehouse of Gem as seen on the adventure map.
  • Brings 6 gems when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 2500.
  • Density: 25.

Warehouse of Gold[edit]

Warehouse of Gold as seen on the adventure map.
  • Brings 2000 gold when visited once a week.
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 6000.
  • Density: 15.

New Hill Fort[edit]

New Hill Fort as seen on the adventure map.
  • Allows you to upgrade present creatures of only 1-5 levels. (By default, the old Hill Fort is not generated on random maps anymore).
  • Limit per zone: 1.
  • Terrain: any dry land.
  • Value: 7000.
  • Frequency of occurrence: 20.

Shrine of Magic Mystery[edit]

Shrine of Magic Mystery as seen on the adventure map.
  • Allows you to learn a level 4 spell.
  • Limit per zone: 1.
  • Terrain: any.
  • Value: 7000.
  • Frequency of occurrence: 100.
Cannon Yard as seen on the adventure map.

Cannon Yard[edit]

  • 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[edit]

Temple of Loyalty as seen on the adventure map.
  • 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[edit]

Skeleton Transformer as seen on the adventure map.
  • 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[edit]

Colosseum of the Magi as seen on the adventure map.
  • 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[edit]

Watering Place as seen on the adventure map.
  • 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[edit]

Town Gate as seen on the adventure map.
  • 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[edit]

Mineral Spring as seen on the adventure map.
  • 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[edit]

Hermit's Shack as seen on the adventure map.
  • 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[edit]

Gazebo as seen on the adventure map.
  • Hero receives 2000 experience points for 1000 gold.
  • Limit per map: 32.
  • Terrain: highlands.
  • Value: 1500.
  • Frequency of occurrence: 50.

Junkman[edit]

Junkman as seen on the adventure map.
  • 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[edit]

Derrick as seen on the adventure map.
  • Yields 500 gold in the first week and 1000 gold in any other.
  • Terrain: wasteland.
  • Value: 750.
  • Frequency of occurrence: 30.

Warlock's Lab[edit]

Warlock's Lab as seen on the adventure map.
  • 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[edit]

Prospector as seen on the adventure map.
  • Yields 500 gold or 5 sulfur once a week.
  • Terrain: wasteland.
  • Value: 500.
  • Frequency of occurrence: 30.

Trailblazer[edit]

Trailblazer as seen on the adventure map.
  • 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[edit]

Grave as seen on the adventure map.
  • When dug up, it yields 500-5000 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.

Monoliths[edit]

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[edit]

Sea Barrel[edit]

Sea Barrel as seen on the adventure map.
  • 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[edit]

Jetsam as seen on the adventure map.
  • 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[edit]

Vial of Mana as seen on the adventure map.
  • 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[edit]

Seafaring Academy as seen on the adventure map.
  • 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[edit]

Altar of Mana as seen on the adventure map.
  • 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.

Observation Tower[edit]

Observation Tower as seen on the adventure map.
  • Shroud is removed from all tiles within 20 tiles of the Observation Tower.
  • Limit per zone: 1.
  • Terrain: water.
  • Value: 750.
  • Frequency of occurrence: 100.
  • The number on the map is unlimited.

Observatory[edit]

Observatory as seen on the adventure map.
  • 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.

Ancient Lamp[edit]

Ancient Lamp as seen on the adventure map.
  • Allows you to recruit 4-7 Master Genie once.
  • Enabled in starting zones of Jebus Cross template. Terrain: sand, snow; value 5000; Frequency 200.
  • Does not appear on random maps unless it is enabled in the template settings.

Interface[edit]

Combat Interface[edit]

  • 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.
  • Hero sprites now depend on their class and gender.

Map Interface[edit]

  • 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.
  • 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[edit]

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[edit]

  • 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.
  • The dialog to buy a Spell Book 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.
  • 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.
  • 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.
  • The way of map winning score calculation was changed. Now it is harder to get higher ranks.
    • The map difficulty (which is set by the map creator) now gives additional points: from 0 (easy) to 40 (impossible). Building the grail and defeating all enemies give only 5 points each (instead of 25 in SoD).
    • All random maps have normal difficulty, so the maximum possible score on them is 440 (430 without the grail) (counting x2 on 200% difficulty).
    • The day count penalty was changed. The minimum day count is now calculated depending on map size and the number of capturable towns. Victory within this number of days is considered perfect and gets no penalty. Each day after this adds 2 points to the penalty up to 50 points (x2 on 200%). Original game penalty is also used (but its effect is much less).
    • The number of towns only influences the maximum game length without penalty. For example, if you've captured only 50% of the towns by the end of the game, then the map size is considered to be 2 times less. So the penalty starts earlier. On small map sizes the penalty may start from the first day. In this case, a score of 500 is impossible (but it's impossible on all maps except ones with "impossible" difficulty anyway).
    • 500 is now Azure Dragon rank. Archangel now requires a lower score.
    • In general, to get a higher score you should do the same things as before: win as soon as possible, and capture as many towns as possible. The grail also gives a bonus. But now it is much harder to get the highest ranks.

Random Map Generator[edit]

  • 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, Voy and Elmore.
    • Sylvia, Voy 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 her 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 factions has 25% chance have the territory in the area to be its type. (Italics are native to this terrain.)
      • Dirt: Castle, Rampart, Necropolis, Neutral
      • Sand: Stronghold, Neutral, Castle, Castle.
      • Grass: Castle, Rampart, Neutral, Castle.
      • Snow: Tower, Neutral, Castle, Castle.
      • Swamp: Fortress, Necropolis, Neutral, Castle.
      • Rough: Stronghold, Conflux, Neutral, Castle.
      • Subterranean: Inferno, Necropolis, Dungeon, Neutral.
      • Lava: Inferno, Neutral, Castle, Castle.
    • How it is now:
      • 25% chance that Neutral will be picked for any terrain, otherwise faction 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.
      • Subterranean: Inferno, Necropolis, Dungeon.
      • Lava: Inferno.
      • Highlands: Conflux.
      • Wasteland: Stronghold.
  • Various obstacle and decoration placing improvements.

Original Game Bug Fixing[edit]

HD/HD+ Fixes Built into HotA[edit]

  • 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 split 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.

HotA Fixes Not Included in HD/HD+[edit]

  • 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 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 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.
  • 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.
  • 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 and (partially) stack numbers. Maximum possible hero level is now 74.
  • 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 where an upgraded unit of monsters vanished after a battle.
  • Lighthouse in Castle now adds bonus only to its owner heroes.
  • 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 battle machines were included in the cost of buyout.
  • 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.
  • AI now can use Berserk spell.
  • 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).
  • 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 non-centered images of monsters on map:

Map Editor[edit]

  • 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 customize creature banks: bank level, reward artifacts, and the presence or absence of an upgraded monster stack.
  • Extra settings for monsters:
    • 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.
  • Local Events can be independently configured for triggering by human and AI-controlled players.
  • 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's 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's Hut: a sequence of one-off quests or a recurring quest sequence.

Arena mode[edit]

General[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

Choosing the fighting heroes[edit]

  • 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[edit]

  • 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 shown. The result does not count towards the players’ records.

Other details[edit]

  • 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.
  • The Cover of Darkness in the Necropolis, the Mana Vortex in the Dungeon and the Thieves’ Guild in the Cove are always banned.
  • Battles do not give experience.
  • AI never flees or surrenders.