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== About Objects and Guards == To effectively control how objects appear on a map, one must understand the general principles of object generation. They are described in this section. === Object Options === ==== General ==== Each object has the following set of parameters: * Value: it defines both the protection of the object and the treasure range required for a zone to be able to host the object. In essence, it usually represents how valuable the object is to the player. * Frequency: determines the probability of an object to be selected over other objects of similar value. * Maximum number on the map. * Maximum number in the zone. * Allowed terrain types: determines what type of terrain the object can appear on. Object settings can be defined either at template level (whole map) or at zone level (zone only). Rules defined at zone level prevail over rules defined at template level. Value and frequency can be customized for most objects. Maximum number per zone/map can be customized, but some objects have hard-coded count limitations that cannot be exceeded. Allowed terrains cannot be customized. Object-specific restrictions are listed below. Some objects are disabled by default: they will never appear on the map unless you explicitly enable them. The default object settings are listed below. <span id="object_default_settings"></span> ==== Object Types ==== '''Ordinary objects'''. * [[Altar of Sacrifice]] ** Value: 100. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Arena]] ** Value: 3000. ** Frequency: 50. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Black Market]] ** Value: 8000. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Buoy]] ** Value: 100. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Campfire]] ** Value: 2000. ** Frequency: 500. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Swan Pond]] ** Value: 100. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: dirt, grass, swamp. * [[Cover of Darkness]] (disabled by default) ** Value: 500. ** Frequency: 25. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Corpse]] ** Value: 500. ** Frequency: 100. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: sand, rough. * [[Derrick]] ** Value: 750. ** Frequency: 30. ** Maximum on the map: unlimited*. ** Maximum per zone: unlimited. ** Terrain types: wasteland. * [[Marletto Tower]] ** Value: 1500. ** Frequency: 100. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Eye of the Magi]] (disabled by default) ** Value: 100. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Faerie Ring]] ** Value: 100. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: dirt, grass, swamp, highlands. * [[Flotsam]] ** Value: 500. ** Frequency: 1000. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Fountain of Fortune (adventure map)|Fountain of Fortune]] ** Value: 100. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: dirt, grass, swamp. * [[Fountain of Youth]] ** Value: 100. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: dirt, grass, swamp, water. * [[Garden of Revelation]] ** Value: 1500. ** Frequency: 100. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: dirt, grass, swamp, subterranean, highlands. * [[Grave]] ** Value: 500. ** Frequency: 30. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: wasteland. * [[Hut of the Magi]] (disabled by default) ** Value: 100. ** Frequency: 25. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: any except water. * [[Idol of Fortune]] ** Value: 100. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Lean To]] ** Value: 500. ** Frequency: 100. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: snow. * [[Library of Enlightenment]] ** Value: 12000. ** Frequency: 20. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[School of Magic]] ** Value: 1000. ** Frequency: 50. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any (including water). * [[Magic Spring]] (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group) ** Value: 500. ** Frequency: 50. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: 1 (cannot be increased). ** Terrain types: rough. * [[Magic Well]] ** Value: 250. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Mercenary Camp]] ** Value: 1500. ** Frequency: 100. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Mermaids]] ** Value: 100. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Mystical Garden]] ** Value: 500. ** Frequency: 30. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: dirt, grass, swamp. * [[Oasis]] (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group) ** Value: 100. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: sand. * [[Obelisk]] ** Value: 350. ** Frequency: 200. ** Maximum on the map: 48 (cannot be increased). ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Star Axis]] ** Value: 1500. ** Frequency: 100. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Prospector]] ** Value: 500. ** Frequency: 30. ** Maximum on the map: unlimited*. ** Maximum per zone: unlimited. ** Terrain types: wasteland. * [[Pyramid]] ** Value: 5000. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: sand. * [[Rally Flag]] ** Value: 100. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * Random treasure artifact ** Value: 2000. ** Frequency: 150. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * Random minor artifact ** Value: 5000. ** Frequency: 150. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * Random major artifact ** Value: 10000. ** Frequency: 150. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * Random relic artifact ** Value: 20000. ** Frequency: 150. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * Random resource (at the start of the game, this object is randomly replaced by any specific resource, among wood, ore, mercury, crystal, sulfur, gem and gold. Objects for specific resources also exist, with other generation parameters) ** Value: 1500. ** Frequency: 2000. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Refugee Camp]] ** Value: 5000. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Sanctuary]] (disabled by default) ** Value: 100. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Scholar (Adventure Map)|Scholar]] ** Value: 1500. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Sea Chest]] ** Value: 1500. ** Frequency: 500. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Shipwreck Survivor]] ** Value: 1500. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Shrine of Magic Incantation]] ** Value: 500. ** Frequency: 50. ** Maximum on the map: 32. ** Maximum per zone: unlimited. ** Terrain types: any (including water). * [[Shrine of Magic Gesture]] ** Value: 2000. ** Frequency: 100. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any (including water). * [[Shrine of Magic Thought]] ** Value: 3000. ** Frequency: 50. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any (including water). * [[Shrine of Magic Mystery]] ** Value: 7000. ** Frequency: 100. ** Maximum on the map: 32. ** Maximum per zone: 1. ** Terrain types: any except water. * [[Sirens]] ** Value: 100. ** Frequency: 20. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: water. * [[Stables]] ** Value: 200. ** Frequency: 40. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: dirt, grass, rough. * [[Tavern]] ** Value: 100. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: any (including water). * [[Temple]] ** Value: 100. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Den of Thieves]] ** Value: 100. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Trading Post]] ** Value: 3000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: dirt, grass, rough, highlands. * [[Trailblazer]] ** Value: 200. ** Frequency: 40. ** Maximum on the map: unlimited*. ** Maximum per zone: 1. ** Terrain types: wasteland. * [[Learning Stone]] ** Value: 1500. ** Frequency: 200. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Treasure Chest]] ** Value: 1500. ** Frequency: 1000. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Tree of Knowledge]] ** Value: 2500. ** Frequency: 50. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: dirt, grass, snow. * [[University]] ** Value: 2500. ** Frequency: 20. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Wagon]] ** Value: 500. ** Frequency: 50. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: rough. * [[School of War]] ** Value: 1000. ** Frequency: 50. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Warlock's Lab]] ** Value: 10000. ** Frequency: 100. ** Maximum on the map: unlimited*. ** Maximum per zone: 1. ** Terrain types: wasteland, snow. * [[Warrior's Tomb]] ** Value: 6000. ** Frequency: 20. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Water Wheel]] ** Value: 750. ** Frequency: 30. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: dirt, grass, snow, swamp. * [[Watering Hole]] (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group) ** Value: 500. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: rough. * [[Windmill]] ** Value: 2500. ** Frequency: 90. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Witch Hut]] ** Value: 1500. ** Frequency: 80. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: 3 (cannot be increased). ** Terrain types: any except water. * [[Freelancer's Guild]] ** Value: 100. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: 1 (cannot be increased). ** Terrain types: any except water. * [[Temple of Loyalty]] ** Value: 100. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: any except water. * [[Skeleton Transformer]] ** Value: 500. ** Frequency: 15. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: subterranean. * [[Colosseum of the Magi]] ** Value: 3000. ** Frequency: 50. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Watering Place]] ** Value: 500. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: rough. * [[Mineral Spring]] ** Value: 500. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: highlands. * [[Hermit's Shack]] ** Value: 1500. ** Frequency: 80. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: 1. ** Terrain types: highlands. * [[Gazebo]] ** Value: 1500. ** Frequency: 50. ** Maximum on the map: 32 (cannot be increased). ** Maximum per zone: unlimited. ** Terrain types: highlands. * [[Junkman]] ** Value: 200. ** Frequency: 40. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: highlands. * [[Ancient Lamp]] (disabled by default) ** Value: 5000. ** Frequency: 200. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Sea Barrel]] ** Value: 500. ** Frequency: 400. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Jetsam]] ** Value: 500. ** Frequency: 600. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Vial of Mana]] ** Value: 3000. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Seafaring Academy]] ** Value: 8000. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: none (this object is temporarily not available: it will never be generated). * [[Observatory]] ** Value: 500. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: water. * [[Altar of Mana]] (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group) ** Value: 100. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: water. * [[Town Gate]] ** Value: 10000. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: any except water. <span id="pandoras_box"></span> '''[[Pandora's Box]]'''. * Maximum on the map: 200 (common count for all kinds of content, can not be increased). * Maximum per zone: unlimited. * Terrain types: any except water. [[Pandora's Box]] with creatures. There is one kind of [[Pandora's Box]] object per creature type. The amount of creatures inside the box depends on the creature level and the creature AI Value. It is adjusted in such way that the stack of creatures has roughly the same total AI Value that depends on the creature level. [[Pandora's Box]] with creatures can only be generated in zones where [[#zone_faction|zone faction]] is the same as creatures' faction. It is recommended to enable/disable entire levels of creatures, rather than individual creatures for this object. * Value cannot be changed, calculated as: (AI Value of the creature)*(Number of creatures)*(1 + n/N), where: ** N is the number of zones with at least one town or castle; ** n is the number of zones with the main town faction the same as dwelling's faction. * Frequency: 3. [[Pandora's Box]] with experience. * 5000 experience ** Value: 6000. ** Frequency: 20. * 10000 experience ** Value: 12000. ** Frequency: 20. * 15000 experience ** Value: 18000. ** Frequency: 20. * 20000 experience ** Value: 24000. ** Frequency: 20. * You can also add [[Pandora's Box]] with custom experience amount, from 0 to 99999999, but there are no default settings for such object. [[Pandora's Box]] with gold. * 5000 gold ** Value: 5000. ** Frequency: 5. * 10000 gold ** Value: 10000. ** Frequency: 5. * 15000 gold ** Value: 15000. ** Frequency: 5. * 20000 gold ** Value: 20000. ** Frequency: 5. * You can also add [[Pandora's Box]] with custom amount of gold, from 0 to 99999, but there are no default settings for such object. [[Pandora's Box]] with spells. * All 1st level spells ** Value: 5000. ** Frequency: 2. * All 2nd level spells ** Value: 7500. ** Frequency: 2. * All 3rd level spells ** Value: 10000. ** Frequency: 2. * All 4th level spells ** Value: 12500. ** Frequency: 2. * All 5th level spells ** Value: 15000. ** Frequency: 2. * All Air spells ** Value: 15000. ** Frequency: 2. * All Water spells ** Value: 15000. ** Frequency: 2. * All Fire spells ** Value: 15000. ** Frequency: 2. * All Earth spells ** Value: 15000. ** Frequency: 2. * All spells ** Value: 30000. ** Frequency: 2. * You can also add a [[Pandora's Box]] with a custom level range and a custom set of [[magic school]]s, but there are no default settings for such object. If all spells of some [[Pandora's Box]] are banned at template level, then that [[Pandora's Box]] is automatically banned too. <span id="keymasters_tent_the_object"></span> '''[[Keymaster's Tent]]''' (disabled by default). When generating a [[Keymaster's Tent]] in a zone, a reward is created in another zone, behind a Border Guard that matches the color of the tent. The reward is a group of objects, with a value equal to 1.5 times the value of the [[Keymaster's Tent]] itself. Objects are generated according to the rules of the zone where the [[Keymaster's Tent]] is, without consideration for the terrain type, object rules, and treasure value ranges of the zone that hosts the objects. There can be only one tent of each color per map. There are no restrictions on the amount of tents per zone. Tents can be generated on any terrain except water. The frequency is 10 (all colors together). Default values of [[Keymaster's Tent]]s are: * 5000 * 7500 * 10000 * 15000 * 20000 * You can also use a custom value, but there are no default settings for such object. Using this object is not recommended. '''[[Cartographer]]''' (disabled by default). The maximum amount per map is not limited. The maximum number per zone is 1 (cannot be increased). * Ground [[Cartographer]] ** Value: 10000. ** Frequency: 20. ** Terrain types: any except subterranean and water. * Underground [[Cartographer]] ** Value: 7500. ** Frequency: 20. ** Terrain types: subterranean. * Water [[Cartographer]] ** Value: 5000. ** Frequency: 20. ** Terrain types: water. '''Creature Banks'''. * [[Derelict Ship]] ** Value: 4000. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Dragon Utopia]] ** Value: 10000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Crypt]] ** Value: 1000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: dirt, sand, grass, snow, swamp. * [[Shipwreck]] ** Value: 2000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Cyclops Stockpile]] ** Value: 3000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Dwarven Treasury]] ** Value: 2000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Griffin Conservatory]] ** Value: 2000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Imp Cache]] ** Value: 5000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Medusa Stores]] ** Value: 1500. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except subterranean and water. * [[Naga Bank]] ** Value: 3000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Dragon Fly Hive]] ** Value: 9000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Beholders' Sanctuary]] ** Value: 2500. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Temple of the Sea]] ** Value: 10000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: water. * [[Pirate Cavern]] (disabled by default) ** Value: 3500. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: rough. * [[Mansion]] ** Value: 5000. ** Frequency: 50. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Spit]] (disabled by default) ** Value: 1500. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: swamp. * [[Red Tower]] ** Value: 4000. ** Frequency: 20. ** Maximum on the map: unlimited. ** Maximum per zone: 1. ** Terrain types: any except water. * [[Black Tower]] ** Value: 1500. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Ivory Tower]] (disabled by default) ** Value: 7000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: sand, snow. * [[Churchyard]] ** Value: 1500. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Experimental Shop]] ** Value: 3500. ** Frequency: 80. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Wolf Raider Picket]] ** Value: 9500. ** Frequency: 70. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: any except water. * [[Ruins]] ** Value: 1000. ** Frequency: 100. ** Maximum on the map: unlimited. ** Maximum per zone: unlimited. ** Terrain types: highlands. <span id="creature_dwellings"></span> '''Creature Dwellings''' (each dwelling is a separate object). The amount per map and per zone is not limited. Dwellings can be generated on any type of terrain (except water), but each zone can only host dwellings from a single faction, in accordance with its [[#zone_faction|zone faction]]. It is recommended to enable or disable entire levels of creatures, rather than individual dwellings. * Value cannot be changed, calculated as: (AI Value of the creature)*((Creature growth)*(1 + n/N) + n/2), where: ** N is the number of zones with at least one town or castle; ** n is the number of zones with the main town faction the same as dwelling's faction; ** total value is tripled for the [[Estate]] (Vampires' dwelling) and the [[Hovel]] (Peasants' dwelling). * Frequency: 40. '''Composite Creature Dwellings''' ([[Golem Factory]] and [[Elemental Conflux]]). The amount per map and per zone is not limited. Can be generated on any land except water. Can be generated only in zones that have the same [[#zone_faction|zone faction]] as (at least one of the) creatures. * Value: half-sum of the values of the dwelling creatures, each calculated same as [[#creature_dwellings|regular dwellings]]. It cannot be changed. * Frequency: 20. '''Hill Fort'''. The maximal map count is not limited, the maximum count per zone is 1 and cannot be increased (there can be only one version of Hill Fort per zone). * [[Hill Fort|Old Hill Fort]] for 1-7 level creatures, with reduced cost for 1-4 level creatures (this object is disabled by default) ** Value: 7000. ** Frequency: 20. ** Terrain types: dirt, grass, snow. * [[New Hill Fort]] for 1-5 level creatures, with double cost ** Value: 7000. ** Frequency: 20. ** Terrain types: any except water. '''Observation towers'''. Value is 750. Frequency is 100. The amount on the map is not limited. Maximum per zone is 1 (cannot be increased). * [[Redwood Observatory]] ** Terrain types: any except subterranean and water. * [[Pillar of Fire]] ** Terrain types: subterranean. * [[Observation Tower]] ** Terrain types: water. '''[[Prison]]'''. The amount per map is limited in such way that remaining free heroes count is at least 10*(number of players) + 48. The amount per zone is not limited. It can be generated on any terrain except water. * Hero of level 1 (0 experience) ** Value: 2500. ** Frequency: 30. * Hero of level 5 (5000 experience) ** Value: 5000. ** Frequency: 30. * Hero of level 10 (15000 experience) ** Value: 10000. ** Frequency: 30. * Hero of level 20 (90000 experience) ** Value: 20000. ** Frequency: 30. * Hero level 30 (500000 experience) ** Value: 30000. ** Frequency: 30. * You can also add a [[Prison]] with a hero with any other amount of experience (0-99999999), but for this object there are no default settings. '''Resource'''. The amount on map and per zone is not limited. It can be generated on any terrain except water. * Wood ** Value: 1400. ** Frequency: 300. * Mercury ** Value: 2000. ** Frequency: 300. * Ore ** Value: 1400. ** Frequency: 300. * Sulfur ** Value: 2000. ** Frequency: 300. * Crystal ** Value: 2000. ** Frequency: 300. * Gems ** Value: 2000. ** Frequency: 300. * Gold ** Value: 750. ** Frequency: 300. There is also a Random Resource object, with its own settings, which is replaced by a specific resource at the start of the game. <span id="quest_artifact_for_seers_hut"></span> '''[[Seer's Hut]] quest artifact'''. This object is a random artifact of level 1 (treasure artifact), which is not part of any compound artifact. This artifact is unique on the map. When this object is generated, an unguarded [[Seer's Hut]] is created in another zone on the map, looking for the artifact. Usually seer is placed in a neighbour zone or 2 zones away. This object is divided in several categories depending on the reward given by the [[Seer's Hut]]. * Maximum on the map: unlimited. * Maximum per zone: unlimited. * Terrain types: any except water. [[Seer's Hut]] with creature reward (one object for each type of creature). The amount of creatures depends on the creature level and the creature AI Value. It is adjusted in such way that the stack of creatures has roughly the same total AI Value that depends on the creature level. [[Seer's Hut]]s with creature reward can only be generated in zones where [[#zone_faction|zone faction]] is the same as creature faction. It is recommended to enable/disable entire levels of creatures, rather than individual creatures for this object. * Value cannot be changed, calculated as: (2*(AI Value Creatures)*(Number of creatures)*(1 + n/N) - 4000) / 3, where: ** N is the number of zones with at least one town or castle; ** n is the number of zones with the main town faction the same as dwelling's faction. * Frequency: 3. [[Seer's Hut]] with experience reward. * 5000 experience ** Value: 2000. ** Frequency: 10. * 10000 experience ** Value: 5333. ** Frequency: 10. * 15000 experience ** Value: 8666. ** Frequency: 10. * 20000 experience ** Value: 12000. ** Frequency: 10. * You can also add an object with custom experience reward (from 0 to 99999999), but there are no default settings for such object. [[Seer's Hut]] with gold reward. * 5000 gold ** Value: 2000. ** Frequency: 10. * 10000 gold ** Value: 5333. ** Frequency: 10. * 15000 gold ** Value: 8666. ** Frequency: 10. * 20000 gold ** Value: 12000. ** Frequency: 10. * You can also add an object with custom gold reward (from 0 to 99999), but there are no default settings for such object. '''[[Spell Scroll]]'''. The amount on the map / per zone is not limited. It can be generated on any terrain except water. * Level 1 spell ** Value: 500. ** Frequency: 30. ** Maximum per zone: 6. * Level 2 spell ** Value: 2000. ** Frequency: 30. ** Maximum per zone: 5. * Level 3 spell ** Value: 3000. ** Frequency: 30. ** Maximum per zone: 4. * Level 4 spell (except [[Town Portal]] and [[Water Walk]]) ** Value: 8000. ** Frequency: 30. ** Maximum per zone: 3. * Level 5 spell (except for the [[Dimension Door]] and [[Fly]]) ** Value: 10000. ** Frequency: 30. ** Maximum per zone: 2. * [[Spell Scroll]] with [[Town Portal]], [[Water Walk]], [[Dimension Door]], or [[Fly]] ** Value: 20000. ** Frequency: 30. ** Maximum per zone: 1. If all spells of one of these categories are disabled, the [[spell scroll]] for this category is automatically disabled. '''War Machine Shops'''. The amount on the map is unlimited, the maximum per zone is 1 (there can be only one type of machine shop per zone). It can be generated on any terrain except water. * [[War Machine Factory]] ** Value: 1500. ** Frequency: 50. * [[Cannon Yard]] ** Value: 3000. ** Frequency: 25. '''[[Warehouse]]s'''. The amount on the map is not limited. It can be generated on any terrain except water. * Wood ** Value: 2250. ** Frequency: 30. ** Maximum per zone: 1. * Mercury ** Value: 2500. ** Frequency: 25. ** Maximum per zone: 1. * Ore ** Value: 2250. ** Frequency: 30. ** Maximum per zone: 1. * Sulfur ** Value: 2500. ** Frequency: 25. ** Maximum per zone: 1. * Crystal ** Value: 2500. ** Frequency: 25. ** Maximum per zone: 1. * Gems ** Value: 2500. ** Frequency: 25. ** Maximum per zone: 1. * Gold ** Value: 6000. ** Frequency: 15. ** Maximum per zone: 1. <span id="mines"></span> '''[[Mine]]s'''. Mines are not part of the standard object settings system, and are configured separately. But each mine has a value that defines its protection, like for regular objects. Each mine can be surrounded by 1-3 resources of its own type. These resources are not guarded. * Sawmill ** Value: 1500. * Alchemist's Lab ** Value: 3500. * Ore Pit ** Value: 1500. * Sulfur Dune ** Value: 3500. * Crystal Cavern ** Value: 3500. * Gem Pond ** Value: 3500. * Gold Mine ** Value: 7000. <div id="*">* This is probably a bug. If you select unlimited in the settings of this object on the map, there will be no more than 32 of them. ==== Creature Rewards ==== '''Creature count in [[Pandora's Box]] and [[Seer's Hut]]''' The total AI Value of the awarded creature stack depends on creature level: * Level 1: 5000 * Level 2: 7000 * Level 3: 9000 * Level 4: 12000 * Level 5: 16000 * Level 6: 21000 * Level 7: 27000 First, a preliminary creature count is calculated as (total AI Value) / (single creature AI Value). Result is rounded down, but is always at least 1. Then, creature count is rounded using the following rules: * 1-5: no extra rounding. * 6-12: rounded up to the even number. * 13-50: rounded to the nearest multiple of 5. * More than 50: rounded to the nearest multiple of 10 (multiples of 5 are rounded to the larger nearest multiple of 10). If this count exceeds 150, the actual creature count will be reduced to 150, but the value of [[Pandora's Box]] will still be calculated based on the raw count. '''<span id="zone_faction"></span>Zone faction - conditions for the generation of dwellings and [[Pandora's Box]] and quest artifacts for the [[Seer's Hut]] with creatures''' Each zone has a town faction that determines: * Which [[#creature_dwellings|dwelling objects]] can be hosted. * Which kind of creature can be found in [[#pandoras_box|Pandora's Box]]. * Which kind of creature reward can be obtained from [[#quest_artifact_for_seers_hut|quest artifacts]] generated in this zone (the reward is located in another zone). Zone faction is determined as follows: * If zone has towns/castles: faction is the same as the main town/castle (one that is located in zone center); * If zone has no towns/castles, but some town types are allowed in zone settings: faction is chosen randomly among allowed town types; * If zone has no towns/castles and there are no allowed town types: ** Zone faction has a 25% chance of being neutral; ** Zone faction has a 75% chance of being randomly chosen based on terrain: *** [[Dirt]]: [[Castle]], [[Rampart]], [[Necropolis]]. *** [[Sand]]: [[Stronghold]], [[Cove]]. *** [[Snow]]: [[Tower]]. *** [[Grass]]: [[Castle]], [[Rampart]], [[Necropolis]]. *** [[Swamp]]: [[Fortress]], [[Necropolis]], [[Cove]]. *** [[Rough]]: [[Stronghold]]. *** [[Subterranean]]: [[Inferno]], [[Necropolis]], [[Dungeon]]. *** [[Lava]]: [[Inferno]]. *** [[Highlands]]: [[Conflux]]. * If [[#force_neutral_creatures|force neutral creatures]] is checked in zone settings, zone faction is always neutral, regardless the above criteria. Note that the value calculation of dwellings, [[Pandora's Box]] with creatures and [[Seer's Hut]] quest artifacts with creatures counts only zones with towns and the types of the main towns of the zones. Zone faction does not influence value, although it is usually the same as zone main town type. <span id="treasure_generation"></span> === Treasure Generation === Zone treasures are generated as groups of objects. All objects of a group are adjacent, and share the same protection (if any). Each group falls into one of the three treasure categories that you can specify in zone settings. Each category is defined by a value range and a frequency. Value range control the value of the object group (defined as the sum of individual object values), and frequency controls the amount of object groups that will be generated (the amount of object groups is proportional to the frequency, but it also depends on zone size). Each group is generated as follows. A random number '''total_value''' is generated within the value range of the group's treasure category. Then, an object with a value between '''total_value / 4''' and '''total_value''' is randomly selected among valid objects for this zone. The probability for an object to be selected is proportional to its frequency. Then, as long as the value sum '''group_value''' of already generated objects meets one of the conditions '''total_value - group_value >= 1500''' or '''group_value < total_value / 2''', another object with a value between '''0.25*(total_value - group_value)''' and '''1.25*(total_value - group_value)''' is randomly selected and added to the group. This process is repeated until none of the 2 conditions are met, or no valid object can be found within the requested value range. Object groups can be made of a single object. In HotA strength of treasure object guards that can block the road is limited to one third of zone maximum treasure value (possible bug - it looks like right now the limit is rather ~42,25% instead of 33%. Also take into an account, that number of creatures will always be lower than final value, f.e. if max value in zone is 10000, then max road block is ~4225. However, 76 pixies * 55 = 4180 < 4225, so pixies will block the road). === Objects and Connections Guards === Objects and connections protection is calculated as follows. A protection index is calculated as '''protection_index = monsters_strength_zone + monsters_strength_map''', where: * '''monsters_strength_zone''' is '''0''' for connections, and depends on the "monsters strength" option of zone settings for objects: ** if weak, '''-1'''; ** if average, '''0'''; ** if strong, '''1'''; * '''monsters_strength_map''' depends on the monsters strength set in game menu, before starting the game: ** if weak, '''2'''; ** if normal, '''3'''; ** if strong, '''4'''. The '''protection_index''' varies from '''1''' to '''5''', and fully determines monsters strength, regardless the terms it derives from. The monster stack is generated based on a total AI value, calculated as follows: '''total_AI_Value''' = ( '''object_value''' - '''minimal_value_1''')* '''coefficient_1''' + ( '''object_value''' - '''minimal_value_2''')* '''coefficient_2''' '''object_value''' is the value of the protected object, group of objects, or connection. Minimal values and coefficients depends on the '''protection_index''': '''minimal_value_1''' * 1: 2500 * 2: 1500 * 3: 1000 * 4: 500 * 5: 0 '''coefficient_1''' * 1: 0.5 * 2: 0.75 * 3: 1 * 4: 1.5 * 5: 1.5 '''minimal_value_2''' * 1: 7500 * 2: 7500 * 3: 7500 * 4: 5000 * 5: 5000 '''coefficient_2''' * 1: 0.5 * 2: 0.75 * 3: 1 * 4: 1 * 5: 1.5 '''object_value''' - '''minimal_value''' is nulled if negative. If '''total_AI_Value''' is less than 2000, then no guard is generated. Otherwise, a random type of monster is selected, and an average monsters count is calculated as '''total_AI_Value''' / '''monster_AI_value'''. If the average number of monsters is less than (( '''minimal_random_monster_count''' + '''maximal_random_monster_count''') / 2 rounded down) or greater than or equal to 100, then the monster type is invalid and another one is chosen. The minimum and maximum random monsters counts are monster-specific. They can be retrieved, for example, in map editor, by right clicking a monster in the monster selection panel. After the type of monster is selected, the actual monsters count is set as follows: * an '''Average_count''' is calculated as '''total_AI_Value''' / '''monster_AI_value''', rounded to the nearest whole number (rounded up if equally close to upper and lower whole numbers). * If '''Average_count''' < 4, then the actual number of monsters is '''Average_count'''. * Otherwise, the number of monsters is '''Average_count''' + '''random_number_1''' - '''random_number_2'''. Both random numbers are generated within the range from 0 to '''Average_count''' / 4 (rounded down). Thus, the actual monster count can be from 75% to 125% of the average, with a higher probability of being close to the average. Example 1. * Global monsters strength: Strong, Monsters strength in zone: Strong, Object: [[Serpent Fly Hive]] (value 9000). * '''protection_index''' = 1 + 4 = 5. * 9000 > '''minimal_value_1''' (0), 9000 > '''minimal_value_2''' (5000). * '''total_AI_Value''' = (9000 - 0)*1.5 + (9000 - 5000)*1.5 = 19500. * 19500 > 2000, so monsters are generated. For example, 26 [[Zealot]]s (single creature AI Value: 750). Example 2. * Global monsters strength: Weak, Monsters strength in zone: Weak, Object: [[Serpent Fly Hive]] (value 9000). * '''protection_index''' = -1 + 2 = 1. * 9000 > '''minimal_value_1''' (2500), 9000 > '''minimal_value_2''' (7500). * '''total_AI_Value''' = (9000 - 2500)*0.5 + (9000 - 7500)*0.5 = 4000. * 4000 > 2000, so monsters are generated. For example, 26 [[Harpies]] (single creature AI Value: 154). Example 3. * Global monsters strength: Normal, Monsters strength in zone: Average. Object: Gold mine (value 7000). * '''protection_index''' = 0 + 3 = 3. * 7000 > '''minimal_value_1''' (1000), 7000 < '''minimal_value_2''' (7500). * '''total_AI_Value''' = (7000 - 1000)*1 = 6000. * 6000 > 2000, so monsters are generated. For example, 24 [[Wight]]s (single creature AI Value: 252). Example 4. * Global monsters strength: Weak, Monsters strength in zone: Weak. Object: [[Prison]] with a level 5 hero (value 5000). * '''protection_index''' = -1 + 2 = 1. * 5000 > '''minimal_value_1''' (2500), 5000 < '''minimal_value_2''' (7500). * '''total_AI_Value''' = (5000 - 2500)*0.5 = 1250. * 1250 < 2000, so no protection is generated. Example 5 * Global monsters strength: Strong. Connection with a value of 6000. * '''protection_index''' = 4. * 6000 > '''minimal_value_1''' (500), 6000 > '''minimal_value_2''' (5000). * '''total_AI_Value''' = (6000 - 500)*1.5 + (6000 - 5000)*1 = 9250. * 9250 > 2000, so monsters are generated. For example, 56 [[Stone Gargoyle]]s (single creature AI Value: 165).
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