Overview

The Map Editor allows you to create or modify maps for Heroes III.  Designing maps is easier after you are familiar with the game, so we suggest that you play a number of scenario maps included with your game before trying to design any of your own.

Because of the many new features and enhancements in the Heroes 3 map format, maps created from previous versions of Heroes of Might & Magic are not compatible.


Keyboard Shortcuts

FILE SHORTCUTS

Control-N

Create a New Map

Control-O

Open a Saved Map

Control-S

Save a Map

EDITING SHORTCUTS

Control-Z

Undo Last Action

Control-Y

Redo Last  “Undone” Action

Control-X

Cut the currently selected adventure object from the map and put it into the clipboard

Control-C

Copy currently selected adventure object into the clipboard

Control-V

Paste adventure object currently saved in the clipboard

Del

Delete currently selected adventure object

Control-F

Find Adventure Object

F3

Find Next Adventure Object

Control-F3

Find Previous Adventure Object

Enter

Show Properties of currently selected adventure object

VIEWING SHORTCUTS

Control-U

On a two-level map, toggles the view from the surface level to the subterranean level.

Control-G

Toggles on and off a grid delineating the map’s individual terrain tiles.

Control-P

Toggles on and off colored indicators showing the, impassible (red), and trigger (yellow) cells of each object on the map.

Control-A

Toggles on and off map object animation.

Control-T

Toggles on and off terrain animation for water and lava.


Map Window

The Map Editor Screen is divided into the following areas:

Menu Bar

Located along the top of the Map Editor screen, this area gives you access to six pull-down menus: File, Edit, View, Tools Player, and Help.

Tool Bar

Directly underneath the menu bar is a row of buttons giving you quick access to a number of pull-down menu functions and allowing you to create and edit maps.

Editor Window

When you first start up the editor, the large window dominating the left side of the screen initially shows a bird’s-eye view of an expanse of ocean water.   Here you can place and erase a variety of terrain, towns, heroes, creatures, resources and artifacts.  This window is divided into a series of terrain tiles, and the numbers along the top and left side of the Editor Window indicate the column and row, respectively, of each terrain tile.  Although maps are composed off more terrain tiles than can be viewed through the Editor Window at any one time, the scroll bars located along the right and bottom sides of the window permit you to see other portions of the map.


Mini-Map

In the upper right side of the screen sits the Mini-map.  The mini-map is a ‘bird’s eye view’ of the entire map.  Inside the mini-map is small square made of a dotted line.  This square is what you currently see in the Map Window.

By clicking a location on the mini-map, your Map Window view will jump to the desired location.  You may also click and drag this view about to ‘scan’ the map.


Object Palette

Sitting underneath the Mini-map is the Object Palette.  This palette changes to display those objects relevant to active mode.  It also changes its behavior.

When in Terrain Mode, the four different brush buttons and ten different terrain type buttons are displayed.  When in Dirt Objects mode, those objects associated with the dirt terrain are displayed for you to drag-n-drop onto the terrain on in the Map Window.

If an object is ‘grayed out’ it cannot be selected.  A good example would be the Grail.  A map can only have one Grail.  Upon placing a Grail on a map, the map in the Artifacts Palette is immediately grayed out.  If you try to select the Grail from the Artifact Palette after is has been placed, you’ll get a warning message.


Toolbar
Menu

FILE MENU

The File menu provides options for loading and saving map files:

New

Allows you to create a new map from four possible sizes having one or two levels.  See Creating A New Map for more details.

Open

Allows you to edit a previously created map.  See Loading an Existing Map for more details.

Save

Saves the map you are working on.  See Saving a Map for more details.

Save As

Permits you to save a previously created map under a different name or into a different directory.

Import Text

Text exported by the game can be imported and inserted into the game automatically using the Import Text command.  Imported text must match the map and all associated locations, such as signs, or the map editor will be unable to import previously exported text.

If this is the case, we recommend you export the text again, make your corrections, then re-import the text again.

Export Text

All text created for Rumors, signs, custom messages, can be exported to a text file for spell checking and correction.  This is done with the Export Text command.

Exit

Exits the Heroes 3 Map Editor and returns you to the Windows desktop.

EDIT MENU

The Edit Menu provides options for placing, removing, finding and changing the properties of adventure objects:

Undo

Undoes the last action performed on the object.

Redo

Redoes the last action that was “undone.”

Cut

Erases the object from the map while preserving a copy in the clipboard.

Copy

Places a copy of the object into the clipboard.

Paste

Places a copy of the object in the clipboard onto the map.

Delete

Erases the object from the map without preserving a copy.

Find

Brings up a dialog allowing you to find any Heroes 3 object anywhere on the map.

Find Next

Finds the next location of an object found using the “Find” command.

Find Previous

Finds a previous location of an object found using the “Find” command.

Properties

Permits you to view and possibly change an object’s properties, if it has editable properties.

VIEW MENU

The View Menu controls many of the details that you see in the Editor Window:

Underground

On a two-level map, toggles the view from the surface level to the subterranean level.

Grid

Toggles on and off a grid delineating the map’s individual terrain tiles.

Passability

Toggles on and off colored indicators showing the impassible (red), and trigger (yellow) cells of each object on the map.

Animation

Toggles on and off map object animation.

Terrain Animation

Toggles on and off terrain animation for water and lava.

TOOLS MENU

Terrain

Choosing an option under Terrain puts you into Terrain Painting Mode with a Terrain Type and Brush of your choice.

1x1

Choosing this option puts you into Terrain Mode with a 1x1 Terrain Brush.

2x2

Choosing this option puts you into Terrain Mode with a 2x2 Terrain Brush.

4x4

Choosing this option puts you into Terrain Mode with a 4x4 Terrain Brush.

Fill

Choosing this option puts you into Terrain Mode with the ability to paint large areas of terrain using a click and drag method.  To paint an area, click and drag the mouse.  All area inside the box you create will be painted with the selected terrain when you release the mouse button.

Dirt

Choosing this option puts you in Terrain Mode with a Dirt Terrain Brush.

Sand

Choosing this option puts you in Terrain Mode with a Sand Terrain Brush.

Grass

Choosing this option puts you in Terrain Mode with a Grass Terrain Brush.

Snow

Choosing this option puts you in Terrain Mode with a Snow Terrain Brush.

Swamp

Choosing this option puts you in Terrain Mode with a Swamp Terrain Brush.

Rough

Choosing this option puts you in Terrain Mode with a Rough Terrain Brush.

Subterranean

Choosing this option puts you in Terrain Mode with a Subterranean Terrain Brush.

Lava

Choosing this option puts you in Terrain Mode with a Lava Terrain Brush.

Water

Choosing this option puts you in Terrain Mode with a Water Terrain Brush.

Rock

Choosing this option puts you in Terrain Mode with a Rock Terrain Brush.

Rivers

Choosing an option under Rivers puts you into River Mode with a River Brush of your choice.

Clear

Choosing this option puts you in River Mode with a Clear River Brush.

Icy

Choosing this option puts you in River Mode with an Icy River Brush.

Muddy

Choosing this option puts you in River Mode with a Muddy River Brush.

Lava

Choosing this option puts you in River Mode with a Lava River Brush.

Roads

Choosing an option under Roads puts you into Roads Mode with a Road Brush of your choice.

Dirt

Choosing this option puts you in Road Mode with a Dirt Road Brush.

Gravel

Choosing this option puts you in Road Mode with a Gravel Road Brush.

Cobblestone

Choosing this option puts you in Road Mode with a Cobblestone Road Brush.

Erase

Choosing an option under Erase puts you into Erase Mode with an Eraser Brush of your choice.

1x1

Choosing this option puts you into Erase Mode with a 1x1 Eraser Brush.

2x2

Choosing this option puts you into Erase Mode with a 2x2 Eraser Brush.

4x4

Choosing this option puts you into Erase Mode with a 4x4 Eraser Brush.

Fill

Choosing this option puts you into Erase Mode with the ability to erase large areas using a click and drag method.  To erase an area, click and drag the mouse.  All objects inside the box you create will be erased when you release the mouse button.

Objects

Choosing an option under Objects puts you into Object Mode with an Object Palette of your choice.

Dirt Objects

Choosing this option displays the palette of Dirt Objects on the right side of the editor underneath the Mini-map.

Sand Objects

Choosing this option displays the palette of Sand Objects on the right side of the editor underneath the Mini-map.

Grass Objects

Choosing this option displays the palette of Grass Objects on the right side of the editor underneath the Mini-map.

Snow Objects

Choosing this option displays the palette of Snow Objects on the right side of the editor underneath the Mini-map.

Swamp Objects

Choosing this option displays the palette of Swamp Objects on the right side of the editor underneath the Mini-map.

Rough Objects

Choosing this option displays the palette of Rough Objects on the right side of the editor underneath the Mini-map.

Subterranean Objects

Choosing this option displays the palette of Subterranean Objects on the right side of the editor underneath the Mini-map.

Lava Objects

Choosing this option displays the palette of Lava Objects on the right side of the editor underneath the Mini-map.

Water Objects

Choosing this option displays the palette of Water Objects on the right side of the editor underneath the Mini-map.

All Terrain Objects

Choosing this options displays the palette of those objects not associated with any specific terrain on the right side of the editor underneath the Mini-map.

Towns

Choosing this option displays the palette of Town Type Objects on the right side of the editor underneath the Mini-map.

Monsters

Choosing this option displays the palette of Wandering Monster Objects on the right side of the editor underneath the Mini-map.

Heroes

Choosing this option displays the palette of Hero Class Objects on the right side of the editor underneath the Mini-map.

Artifacts

Choosing this option displays the palette of Artifact Objects on the right side of the editor underneath the Mini-map.

Treasures

Choosing this option displays the palette of Treasure Objects on the right side of the editor underneath the Mini-map.

Map Specifications

Choosing this command displays the Map Specifications Window.

Validate Map

Choosing this command runs the Validate Map check.  Any problems with your map will then be listed.

Options

Choosing this command displays the Options Window.

PLAYER MENU

Individual players are chosen using the player menu.  All eight players are listed.  Selecting a player flags all objects, heroes, and town placed on the map after the player selection.

Player 1 (red)

Sets current player to Player 1 (red).

Player 2 (blue)

Sets current player to Player 2 (blue).

Player 3 (tan)

Sets current player to Player 3 (tan).

Player 4 (green)

Sets current player to Player 4 (green).

Player 5 (orange)

Sets current player to Player 5 (orange).

Player 6 (purple)

Sets current player to Player 6 (purple).

Player 7 (teal)

Sets current player to Player 7 (teal).

Player 8 (pink)

Sets current player to Player 8 (pink).

HELP MENU

You’re reading it.  :)


Status Bar

At the bottom of the Heroes3 Map Editor window is the Status Bar.  To the right are three cells with context sensitive information.  Cell one tells you the name of the currently selected object.  Cell two what player is currently selected.  Cell three gives the length, width, and height of the map (i.e. 72x72x2 is a 72x72 tile map with an underground level).


Options

Under options are two categories. The first pertains to decorative tiles.  The second pertains to automatically saving your map as it is created.

Frequency of Decorative Terrain Tiles

As you paint terrain onto your map, the computer randomly inserts ‘decorative’ tiles.  These could be bumps, scars, bald spots, etc.  Using the Frequency Slider Bar, you can control how often these decorative tiles appear.

Frequency Slider Bar (9 settings)

There are nine settings for the Frequency Slider Bar.  On the extreme left is the 'None' setting; no decorative tiles are used.  On the extreme right is the 'Lots' setting; 1 of every 4 tiles is usually a decorative tile.  This setting can be changed as a map is made, so you can vary the appearance of simple terrain.

Repaint Entire Map with this Setting Checkbox

When a check is placed in this box, and you exit the Options Window, all terrain on your map is immediately ‘repainted’ using the setting of the Frequency Slider Bar.  This is a good option when you don’t want to manually repaint your maps to add more decorative tiles.

Autosave Options

With the Autosave Option, the computer automatically saves a version of your map, during natural pauses while making the map.

This is a safety precaution.  If your computer crashes while making a map, simply restart the Map Editor.  Upon startup, if there is an ‘autosave’ map, you will be asked if you want to recover the ‘auto-saved’ map.  Click the ‘Yes Button’ and you can return to working on your map.

Enable Autosave Checkbox

Placing a check in this box enables the Autosave feature.

Autosave every number of Minutes Field

You may control how often the Map Editor automatically saves your map.  Use the up/down arrow buttons to increase/decrease the number of minutes between automatic saves.  You may also click inside the field and type in a number.  The range of time between automatic saves is 1 to 60 minutes.


Creating a New Map

Selecting “New” from the File menu or pressing Control-N brings up the New Map pop-up menu.

The New Map pop-up menu allows you to create a map of four possible sizes:  Small 36x36, Medium 72x72, Large 108x108, or Extra Large 144x144.  The dimensions indicate the number of terrain tiles comprising the map.  The default map size is 72x72, but you may change this by clicking on the other three sizes.

Heroes 3 maps may also have a second, subterranean level for underground adventuring in addition to the main surface level.  This second level is the default for new maps, but if you wish to create a map with only a surface level, you can click off the “Two level map” checkbox on the New Map pop-up menu.

Once you are satisfied with the “Map size” and “Two level map” settings, click on the “OK” button.

However, if you brought up the “New Map” pop-up menu in error, you may click on the “Cancel” button without losing your current map.

The Map Version radio buttons allow you to choose between the Armageddon’s Blade and Restoration of Erathia versions of the map editor.  This is to allow a person with the Expansion editor to make maps that are compatible with Heroes III.

If you do not want to spend too much time making a custom map you can click on the Generate Random Map button, and the editor will create a basic, random map for you.  Clicking on the Generate Random Map check box will bring up a pop-up window.  This window has the following options:

Number of players allows you to choose how many players are allowed on the map, and if they are computer only, or allow both the computer and a human player.

Number of teams allows you to choose how many teams will be on the map, and whether or not they will be computer only or allow both computer and human players.

Water content allows the player to determine how much water will be available on the map.

Monster strength determines how many stacks of wandering monsters there are, and how many in each stack.


Loading an Existing Map

Selecting “Open” from the File menu or pressing Control-O brings up a standard Windows dialog box for opening files, specifically Heroes 3 Map.

The Open dialog box initially lists map files from the Map directory within your Heroes 3 game directory. .  (Heroes 3 map files have a file extension of  .h3m; for example, “coolmap.h3m.”)   If the map you wish to open is not located there, simply navigate your way to the directory containing the map file just as you would from any standard Windows Open dialog box.

Once you have located the map file you wish to edit, simply click on its name to open it.

If you were in the process of editing another map, you will be given the option to save that map before opening the new one. You may also click on the “Cancel” button if you change your mind about loading in a new map.


Saving a Map

If you are working on a new map, selecting “Save” from the File menu or pressing Control-S brings up a standard Windows dialog box for saving files (in this case, Heroes 3 map files).

The default name for a new map file is “Untitled.h3m,” but you may change the name to one that is more descriptive.  However, we recommend that you keep the file name extension as “h3m” so that you can readily identify it as a Heroes 3 map file.

The default directory for a new map is the Map directory within your Heroes 3 game directory.  However, you may change the directory simply by navigating to a new location as you would when saving any other Windows file.

If you decide to edit the map again at a later time and then save it again, the Map Editor will automatically save the edited map in its original location without bringing up the Save dialog window.  To save an edited map in a different location or under a new name, choose the “Save As” option from the File menu instead.

Note: Before playing your map, we recommend choosing Validate Map from the Tools menu first.  This checks your map for any potential game play problems existing on you map.  See Map Validation for more details.


Map Specifications
Map Specification

Map Specifications entail many needed details to consider a map finished and ready to play.

General Page

Player Specifications Page

Teams Page

Rumors Page

Timed Events Page

Special Victory Condition Page

Special Loss Condition Page

Heroes Page

Artifacts Page

General Page

This displays basic information about your map: difficulty, name, and description.

Difficulty

Each map has a difficulty setting chosen by the Map Maker.  This is the difficulty setting the mapmaker requests the map be played at.  Unlike Heroes2, the difficulty chosen by the Map Maker no longer impacts a player’s score.  It is merely a critical recommendation for playability.

Easy Radio Button

Click this radio button to set your map to Easy Difficulty.

Normal Radio Button

Click this radio button to set your map to Normal Difficulty.

Tough Radio Button

Click this radio button to set your map to Tough Difficulty.

Expert Radio Button

Click this radio button to set your map to Expert Difficulty.

Impossible Radio Button

Click this radio button to set your map to Impossible Difficulty.

Two Level Map Check Box

Allows you to create a new underground layer, or delete an existing underground layer.  If you are removing an existing underground layer, when you selected ‘Okay’, you will be presented with a warning stating the layer and all its current objects will be lost.

Limit Hero Experience Level Check Box

Limit Hero Experience Level Check Box allows you to choose what level the heroes in the scenario are limited to.  Once the box is checked, you must choose a number from 1 to 99 in the box to the right.  This will limit the advancement all heroes on the map to that particular experience level, human and computer players alike.

Map Name Field

Type the name of your map, as it will appear in the game.  This name is different from the actual file name.

Map Description Field

This is the description of your map.  This information will appear in the Scenario Briefing part of the game interface.

Player Specifications Page

Each player in the game can be played by a human player, computer player, or both.  As the mapmaker you must make this decision using the Player Specifications Page.

Player Pulldown Menu

Click this pulldown menu to select an existing player.

Generate Hero at Checkbox

For each player, you have the option to generate a random hero at a specific town.  This option, along with placing an associated random hero on the map, enables a player to choose a starting hero before the scenario begins.

This option also determines what hero will start in the first Hero Button slot.  If you want a player’s opening view of the game to start in a specific location, this is a good way to do it.

Generate Hero at Pulldown Menu

Click this pulldown menu to choose an associated town on the map.  Towns are listed by type, then their x, y, and z coordinates.

Playability

Playability is where you decide if a human, can play a specific player position.  There must always be at least one human player for each scenario.

Human Checkbox

Click this checkbox if a human player can play this player position.

Computer Checkbox

Click this checkbox if a computer player can play this player position.

Behavior Pulldown Menu

This pulldown menu is enabled when a computer can play the selected player position.  With this pulldown, you may choose three different Artificial Intelligence personalities (Warrior, Builder, Explorer) or Random.

Teams Page

When players are part of a team (allies), your interaction with them changes.  You cannot deflag anything owned by your ally, allied heroes can meet and trade creatures and artifacts, you may visit allied towns and visit selected buildings (i.e. Mage Guild), etc.

A relationship between allies is generally ‘one-way’.  You may give, but you may not take.  You may deposit creatures into the garrison of an allied town, but you cannot take any out.  You may give resources to your ally, but you cannot take.

Enable Teams Checkbox

Before you can create teams, you must first enable the feature by placing a check in this checkbox.

Number of Teams

In this area, you specify the number of teams.  There can be as few as two teams, as many as seven.

2 Radio Button

Click this radio button to set the number of teams to two.

3 Radio Button

Click this radio button to set the number of teams to three.

4 Radio Button

Click this radio button to set the number of teams to four.

5 Radio Button

Click this radio button to set the number of teams to five.

6 Radio Button

Click this radio button to set the number of teams to six.

7 Radio Button

Click this radio button to set the number of teams to seven.

Team Assignments

Players are listed along the left side of this table, each with their own row.  To the right of the players are the individual team columns.  Using the player row radio buttons, assign players to each team.

Rumors Page

Rumors are good for hints, tips, and story information.  This is where the mapmaker creates rumors for display in a Tavern.

Rumors Field

This is a list of all rumors created by the mapmaker.

Add Button

Click this button to add a new rumor.

Edit Button

After selecting an existing rumor, click this button edit the existing rumor.

Remove Button

Click this button to remove an existing rumor.

Remove All Button

Click this button to remove all existing rumors.

Edit Rumor Dialog

Timed Events

Timed Events occur at the start of a new day.  These events typically communicate story information, give hints and tips, or can give a player resources.

Add Button

Click this button to add a new Timed Event.

Edit Button

After selecting an existing Timed Event, click this button to edit the existing Timed Event.

Remove Button

After selecting an existing Timed Event, click this button to remove the existing Timed Event.

Remove All Button

Clicking this button removes all Timed Events from the Events List.

Move Up and Move Down Button

Events occurring on the same day occur in the order in which they are placed, top to bottom.  Use the Move Up and Move Down Buttons to rearrange your events to achieve the desired result.

Edit Timed Event Dialog

Special Victory Condition

On this properties page, you set ‘special’ victory conditions.  Special victory conditions are specific circumstances a player must achieve in addition to, or in place of, the standard win condition of defeating all your enemies.

None Radio Button

Click this radio button to set the special win condition of ‘None’.  When a special win condition is not set, a player must defeat all enemies to win the scenario.  This means owning all towns for least seven days (or defeating the last remaining heroes before seven day are over).

Acquire Specific Artifact Radio Button

Click this radio button to set the special win condition of ‘Acquire Specific Artifact’.  With this special victory condition, a player wins the scenario when an allied hero acquires the artifact specified in the Artifact Pulldown Menu.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and still must find and acquire the artifact specified in the Artifact Pulldown Menu.

Special Victory Condition Applies to Computer Opponents Checkbox

By placing a check in this checkbox, computer players can win the scenario by acquiring the artifact specified in the Artifact Pulldown Menu.  In this box is left unchecked, a computer player cannot win by acquiring, or owning, the specified artifact.

Artifact Pulldown Menu

Using this pulldown menu, choose the artifact the player must acquire to win the scenario.

Accumulate Creatures Radio Button

Click this radio button to set the special win condition of ‘Accumulate Creatures’.  With this special victory condition, a player wins the scenario when a specific number of creatures are employed in the collective ranks of your heroes and garrisons.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and still must find and acquire the type and quantity of creatures specified in the Creature Type Pulldown Menu and Quantity Fields.

Special Victory Condition Applies to Computer Opponents Checkbox

By placing a check in this checkbox, computer players can win the scenario by acquiring the type and quantity of creatures specified in the Creature Type Pulldown Menu and Quantity Fields.  If this box is left unchecked, a computer player cannot win by acquiring the type and quantity of creatures specified in the Creature Type Pulldown Menu and Quantity Fields.

Creature Type Pulldown Menu

Using this pulldown menu, select the desired creature type a player must accumulate to win the scenario.

Creature Quantity Field

Using the Up/Down Arrow Buttons, increase/decrease this number to the desired number.  You may also edit the field directly and type the desired number.

Accumulate Resources Radio Button

Click this radio button to set the special win condition of ‘Accumulate Resources’.  With this special victory condition, a player wins the scenario when a specific number of a specific resource exists in the kingdom treasury.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and still must acquire the type and quantity of resource specified in the Resource Type Pulldown Menu and Quantity Fields.

Special Victory Condition Applies to Computer Opponents Checkbox

By placing a check in this checkbox, computer players can win the scenario by acquiring the type and quantity of resource specified in the Resource Type Pulldown Menu and Quantity Fields.  If this box is left unchecked, a computer player cannot win by acquiring the type and quantity of resource specified in the Resource Type Pulldown Menu and Quantity Fields.

Resource Type Pulldown Menu

Using this pulldown menu, select the desired resource type a player must accumulate to win the scenario.

Resource Quantity Field

Using the Up/Down Arrow Buttons, increase/decrease this number to the desired number.  You may also edit the field directly and type the desired number.

Upgrade a specific Town Radio Button

Click this radio button to set the special victory condition of ‘Upgrade a Specific Town’.  With this special victory condition, a player wins the scenario when the Hall and Castle of the town specified in the Town Pulldown Menu reaches a specific level.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and still must upgrade the Hall and Castle of town specified in the Town Pulldown Menu to the levels specified under Hall and Castle Level.

Town Pulldown Menu

With this pulldown, specify the existing town to be upgraded.  Towns are listed by type, then their x, y, and z coordinates.

Hall Level

Whatever level you choose here, is the level the specified town’s Town Hall must reach to qualify for victory.

Town Radio Button

Click this radio button to set the qualifying hall level to Town Hall.

City Radio Button

Click this radio button to set the qualifying hall level to City Hall.

Capitol Radio Button

Click this radio button to set the qualifying hall level to Capitol Hall.

Castle Level

Whatever level you choose here, is the level the specified town’s Castle must reach to qualify for victory.

Fort Radio Button

Click this radio button to set the qualifying castle level to Fort.

Citadel Radio Button

Click this radio button to set the qualifying castle level to Citadel.

Castle Radio Button

Click this radio button to set the qualifying castle level to Castle.

Build the grail structure Radio Button

Click this radio button to set the special win condition of ‘Build the Grail Structure’.  With this special victory condition, a player wins the scenario when the Grail Structure is built in any town, or a specific town.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and still must build the grail structure in a town.

Town Pulldown Menu

With this pulldown menu, specify the town where the Grail must be built to win.  Towns are listed by type, then their x, y, and z coordinates.  There is also the ‘Any Town’ setting.  With this setting, once the Grail Structure is built in any town, the town owner wins the scenario.

Defeat a specific hero Radio Button

Click this radio button to set the special win condition of ‘Defeat a specific Hero’.  With this special victory condition, a player wins the scenario when a specific hero is defeated in combat.

Hero Pulldown Menu

With this pulldown menu, specify the hero you must defeat to win the scenario.  Heroes are listed by name, class, then their x, y, and z coordinates.

Capture a specific Town Radio Button

Click this radio button to set the special win condition of ‘Capture a specific Town.  With this special victory condition, a player wins the scenario when the player owns the town specified in the Town Pulldown Menu.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and still must capture the town specified in the Town Pulldown Menu.

Special Victory Condition Applies to Computer Opponents Checkbox

By placing a check in this checkbox, computer players can win the scenario by capturing the town specified in the Town Pulldown Menu.  If this box is left unchecked, a computer player cannot win by capturing the town specified in the Town Pulldown Menu.

Town Pulldown Menu

With this pulldown menu, specify the town players must capture to win the scenario.  Towns are listed by type, then their x, y, and z coordinates.

Defeat a specific Monster Radio Button

Click this radio button to set the special win condition of ‘Defeat a specific Monster’.  With this special victory condition, a player wins the scenario when the player defeats the Wandering Monster specified in the Monster Pulldown Menu.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and still must defeat the monster specified in the Monster Pulldown Menu.

Monster Pulldown Menu

With this pulldown menu, specify the Wandering Monster players must defeat to win the scenario.  Monsters are listed by type, then their x, y, and z coordinates.

Flag all creature generators Radio Button

Click this radio button to set the special win condition of ‘Flag All Creature Generators’.  With this special victory condition, a player wins the scenario when the player flags all the creature generators on the map.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and still must flag all the creature generators on the map.

Special Victory Condition Applies to Computer Opponents Checkbox

By placing a check in this checkbox, computer players can win the scenario by flagging all the creature generators on the map.  If this box is left unchecked, a computer player cannot win by flagging all the creature generators on the map.

Flag all mines Radio Button

Click this radio button to set the special win condition of ‘Flag All Mines’.  With this special victory condition, a player wins the scenario when the player flags all the mines on the map.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and still must flag all the mines on the map.

Special Victory Condition Applies to Computer Opponents Checkbox

By placing a check in this checkbox, computer players can win the scenario by flagging all the mines on the map.  If this box is left unchecked, a computer player cannot win by flagging all the mines on the map.

Transport a specific Artifact Radio Button

Click this radio button to set the special win condition of ‘Transport a Specific Artifact’.  With this special victory condition, a player wins the transporting the artifact specified in the Artifact Pulldown Menu, to the destination specified in the Destination Pulldown Menu.

Allow Normal Victory Checkbox

By placing a check in this checkbox, a player can win the scenario by defeating all enemies.  If this box is left unchecked, a player cannot win by defeating all enemies, and must transport the specified artifact to the specified location.

Special Victory Condition Applies to Computer Opponents Checkbox

By placing a check in this checkbox, computer players can win the scenario by transporting the specified artifact to the specified location.  If this box is left unchecked, a computer player cannot win by transporting the specified artifact to the specified location.

Artifact Pulldown Menu

Using this pulldown menu, choose the artifact the player must transport to the town specified in the Destination Pulldown Menu.

Destination Pulldown Menu

With this pulldown menu, specify the town to which players must deliver the specified artifact.  Towns are listed by type, then their x, y, and z coordinates.

Special Loss Condition

The special loss conditions chosen here apply to all human players, but not necessarily all players (some players could be computer).  In the case of teams/allies, the loss condition applies to both members of the team.  If one player of the team loses, both players lose.

None Radio Button

Click this radio button to set the special loss condition for all players to ‘none’.  With the loss condition of ‘none’, a player cannot lose as long as the player owns at least one town.  If a player last town is lost, the player has seven days to claim another town, or be defeated and removed from the game.

Lose a specific Town Radio Button

Click this radio button to set the special lose condition of ‘Lose a specific Town’.  With this loss condition, a player is considered defeated if the chosen town is lost to the enemy.

Town Pulldown Menu

After selecting the ‘Lose a specific Town Radio Button’, this Town Pulldown Menu appears.  With this menu, chose which town will cause defeat if it is lost.  Towns are listed by type and x, y, z coordinates.

Lose a specific Hero Radio Button

Click this radio button to set the special lose condition of ‘Lose a specific Hero’.  With this loss condition, a player is considered defeated if the chosen hero is defeated in combat by the enemy.  Heroes specified in this loss condition cannot be dismissed in the normal course of a game.

Town Pulldown Menu

After selecting the ‘Lose a specific Hero Radio Button’, this Hero Pulldown Menu appears.  With this menu, chose which hero will cause a player’s defeat if the hero is lost.  Heroes are listed by name, class, and x, y, z coordinates.

Time Expires Radio Button

Click this radio button to set the special lose condition of ‘Time Expires’.  With this loss condition, a player is considered defeated if the player does not win the scenario within a pre-determined period of time.

Time Limit Pulldown Menu

After selecting the ‘Time Expires Radio Button’, this Time Limit Pulldown Menu appears.  With this menu, chose how much time a player has to win the scenario.

Heroes Page

The Heroes Page allows you to decide which heroes will and will not be available for placement on the map and recruiting within Taverns.  The special heroes, such as Queen Catherine, King Roland, etc., are made unavailable by default.  In order to make them available to place on the map or recruitment within the game, you will need to enable those particular heroes.

Artifacts Page

The Artifacts Page allows you to specify which artifacts may be randomly generated in the game when this map is played.  There are certain circumstances under which the game will randomly select artifacts.  When it does it will choose from the specified set of enabled artifacts.  If you do not want certain artifacts to be available on your map, or you want control the circumstances under which particular artifacts can be gained, you may disable those artifacts to ensure they will not be randomly placed or given. The two new artifacts, Armageddon’s Blade and the Vial of Dragon’s Blood, are story elements for the campaigns and are disabled by default.


Map Validation

By using the Map Validation Tool, you can identify many map construction problems.  Such problems may prevent your map from being 'playable'.  Below is a list of the different error messages you could receive after using the Map Validation Tool.  Keep in mind; it is always best to 'playtest' your map after its creation, as Map Validation may not identify all your map's problems.

“There are no players on the map.”

You must have at least one hero, or town, belonging to a player or the map will be unplayable.

“There are no towns on the map.”

This will not make a map unplayable.  However, a player’s last hero cannot exist without an affiliated town for more than seven days without losing.

“The map is unnamed.”

If a map is unnamed, it will appear at the top of the list of available maps to play, titled "unnamed".

“The map has no description.”

This is simply a warning.  Most maps describe the basis of the scenario and the player’s objective.

“The grail has been placed on the map but there are no obelisks on the map.”

Assuming the grail has already been placed, obelisks should be placed on a map for a player to uncover the grail.

“[Player number/color] owns one or more objects on the map, yet is not present.”

A common example of this type of error is flagging a mine, creature dwelling, garrison, etc., for a player, yet the player does not own any existing towns or heroes.

“The [town] has a shipyard yet is landlocked.”

If a town with shipyard is landlocked, a player will be able to purchase boats, but the boats will not appear on the map.  A town must be adjacent to, but not on top of, a shore tile to the left or right bottom corner of the town entrance.  See the pictures below.  Green marks the tiles where a Ship will appear if successfully built.

“There is only one [color] two-way monolith on the map.”

‘Two-way’ monoliths are ‘teleporters’.  If you have only one two-way monolith on the map, there is no exit for the entering hero.

“There are one or more [color] one-way monolith entrances on the map but no [color] monolith exits.”

This error message applies to ‘one-way’ monoliths.  If you have a one-way monolith entrance on the map, there must be at least one exit for the associated entrance.

“There are one or more [color] one-way monolith exits on the map but no [color] monolith entrances.”

This error message applies to ‘one-way’ monoliths.  If you have a one-way monolith exit on the map, there must be at least one entrance for the associated exit.

“There are one or more subterranean gates on the map yet this map has no

underground layer.”

Typically, subterranean gates are used to travel to and from the underground map layer.  If there is no underground layer, a hero will approach a subterranean gate, only to be turned away.

“There are more subterranean gates above ground than underground.”

At the start of a scenario, each subterranean gate is ‘paired up’ with its closest partner on the opposite layer.  If there are more gates above, than below, they cannot pair up.

“There are more subterranean gates underground than above ground.”

At the start of a scenario, each subterranean gate is ‘paired up’ with its closest partner on the opposite layer.  If there are more gates below, than above, they cannot pair up.

"The quest artifact of the [seer’s hut] is the [artifact name], but the artifact has not been placed on the map."

For a player to complete a Seer Hut quest, the object of the quest (the associated artifact), must exist on the map, with a hero, with a wandering monster, in an event, in a Pandora’s Box, or as a reward from another Seer’s Hut.

"There is only one player on the map, yet there is no special victory condition."

If there is only one player on the map, and there is no special victory condition, the single player would win the game instantly.

“There is only one player on the map but the normal victory condition has not been disabled.”

If there is only one player on the map, and the normal victory condition has not been disabled, the single player would win the game instantly.

"The special victory condition is to acquire the [artifact], but this artifact has not been placed on the map."

In order to satisfy the special victory condition ‘Acquire specific artifact’, the associated artifact must exist on the map, with a hero, with a wandering monster, in an event, in a Pandora’s Box, or as a reward from a Seer’s Hut.

"The special victory condition is to acquire the [artifact], but [hero at x, y, z] already has this artifact."

If a player’s hero starts a game with the artifact needed to satisfy the victory condition ‘Acquire specific artifact’, the player will instantly win the game.

"The special victory condition is to acquire [number] [creature type], but [player] already has [number] [creature type]."

If a player starts a game with the required number of a creature type needed to satisfy this victory condition, the player wins instantly.

"The special victory condition is to build the [hall level] and the [castle level] in the [town], but both of these building are already built."

At the start of the game, with the victory condition ‘Upgrade a specific town’, the player wins instantly if the player owns a town with a hall, and a castle, already pre-built to these levels.

"The special victory condition is to build the [hall level] and the [castle level] in the [town], but one or both of these buildings are disabled."

The player cannot win the game if the hall, or castle, is disabled.  This will prevent them from upgrading these buildings to the levels needed to win the game.

"The special victory condition is to build the grail structure in the [town], but it is already built in this town."

If the grail is pre-built in the specified town, the victory condition is satisfied immediately, and the player wins the game instantly.

"The special victory condition is to build the grail structure in the [town], but it is disabled."

If the grail is disabled in the specified town, the player will be unable to satisfy the victory condition ‘Build the Grail Structure’.  Thus, the player will be unable to win the game through this special victory condition.

"The special victory condition is to build the grail structure, but there are no towns on the map in which it may be built."

This error message appears when you select the ‘Build the Grail Structure’ special victory condition, but there are no towns on the map, or all the existing towns have the Grail Building disabled.

The special victory condition is to defeat [hero at x, y, z] who belongs to [player] who may be a human player or be on a team with human players.

If a human player, or team with a human player, already owns the specified hero at the start of the game, the victory condition ‘Defeat a specific hero’ is satisfied immediately, and the game is over.

"The special victory condition is to capture the [town at x, y, z], but this town is already owned by [player]."

If a player, or team, already owns the specified town at the start of the game, the victory condition ‘Capture a specific town’ is satisfied immediately, and the game is over.

"The special victory condition is to capture the [town at x, y, z], but this town is owned by [player] who may be a human player or be on a team with human players."

If a human player, or team with a human player, already owns the specified town at the start of the game, the victory condition ‘Capture a specific town’ is satisfied immediately, and the game is over.

"The special victory condition is to flag all of the creature generators, but there are no creature generators on the map."

This error message is self-explanatory.

"The special victory condition is to flag all of the creature generators, but [player] already owns all of the creature generators."

This error message is self-explanatory.

"The special victory condition is to flag all of the mines, but there are no mines on the map."

This error message is self-explanatory.

"The special victory condition is to flag all of the mines, but [player] already owns all of the mines."

This error message is self-explanatory.

"The special victory condition is to transport the [artifact], but this artifact has not been placed on the map."

For a player to transport the specified artifact, it must exist on the map, with a hero, with a wandering monster, in an event, in a Pandora’s Box, or as a reward from a Seer’s Hut.

"The special loss condition is to lose the [town at x, y, z], but this town is not owned by any player."

The special loss condition ‘Lose a specific town’ must be applied to the ‘one and only’ human player.  Otherwise, any human player not owning the town at the start of the game loses immediately.

"The special loss condition is to lose the [town at x, y, z] which is owned by [team #], but this team cannot have any human players."

The special loss condition ‘Lose a specific town’ must be applied to the ‘one and only’ team with human players.  Otherwise, any team, with human players, not owning the town at the start of the game, loses immediately.

"The special loss condition is to lose the [town at x, y, z], but there is more than one team which may have human players."

The special loss condition ‘Lose a specific town’ must be applied to the ‘one and only’ team with human players.  Otherwise, any team, with human players, not owning the town at the start of the game, loses immediately.

"The special loss condition is to lose the [town at x, y, z) which is owned by [player], but this player cannot be human."

The special loss condition ‘Lose a specific town’ must be applied to the ‘one and only’ human player.  Otherwise, any human players not owning the town at the start of the game lose immediately.

"The special loss condition is to lose the [town at x, y, z], but there may be more than one human player."

Any human who does not own the specified town at the start of the game will lose immediately.

"The special loss condition is to lose [hero at x, y, z], but this hero is not owned by any player."

If the hero specified in the special loss condition ‘Lose a specific hero’, exists in a Prison, all players lose the game immediately.

"The special loss condition is to lose [hero at x, y, z] who is owned by [team #], but this team cannot have any human players."

The team who owns the specified hero must have at least one human player.  Otherwise, any other existing teams with human players would immediately lose the game because they do not own the specified hero.

"The special loss condition is to lose [hero at x, y, z], but there is more than one team which may have human players."

When the loss condition is to lose a specific hero, this hero must belong to the ‘one and only’ team, with human players, on the map.  If there are other teams with human players, and they don’t own the hero, they automatically lose the game.

"The special loss condition is to lose [hero at x, y, z] who is owned by [player], but this player cannot be human."

The player who owns the specified hero must be human.  Otherwise, any existing human players would immediately lose the game because they do not own the specified hero.

"The special loss condition is to lose [hero at x, y, z], but there may be more than one human player."

When the loss condition is to lose a specific hero, this hero must belong to the ‘one and only’ human player on the map.  If there are other human players, and they don’t own the hero, they automatically lose the game.

“There is only one whirlpool on the map.”

With only one whirlpool on the map, the ship has no exit point.  Thus, the whirlpool simply destroys the hero’s troops.

“The [object name at x, y, z] is unreachable.”

The ‘trigger cell’ for this object is unreachable from any adjacent terrain tiles.

"The [seer’s hut or quest guard at x, y, z] has no quest."

The purpose of the Seer's Hut and the Quest Gate is to give the player a quest to accomplish.  If a Seer's Hut or Quest Gate has no quest it will do nothing.

"There are one or more [color] keymaster's tents on this map but no [color] border guards or border gates."

The purpose of a keymaster's tent is to unlock its corresponding border guards and/or border gates.  If there are no corresponding border guards or border gates placed on the map, then the keymaster's tent is somewhat pointless.

"There are one or more [color] border guards on this map but no [color] keymaster's tents."

The purpose of the border guard is to block an area of the map until the player visits the corresponding keymaster's tent.  After visiting the keymaster's tent the border guard will disappear when visited.  However, if there is no corresponding keymaster's tent the border guard cannot be unlocked.

"There are one or more [color] border gates on this map but no [color] keymaster's tents."

The purpose of the border gate is to block an area of the map until the player visits the corresponding keymaster's tent.  After visiting the keymaster's tent the border gate will be unlocked.  However, if there is no corresponding keymaster's tent the border gate cannot be unlocked.

"There are one or more Huts of the Magi on this map but no Eyes of the Magi."

The Hut of the Magi is intended to be used in conjunction with the Eye of the Magi.  When a player visits a Hut the shroud removed from the vicinities of all of the Eyes of the Magi on the map.  If there are no Eyes of the Magi on the map, visiting the Hut will be pointless.

"There are one or more Eyes of the Magi on this map but no Huts of the Magi."

The Eye of the Magi is intended to be used in conjunction with the Hut of the Magi.  When a player visits a Hut the shroud removed from the vicinities of all of the Eyes of the Magi on the map.  If there are no Huts of the Magi on the map, the Eyes will do nothing.

"There are only [number] available heroes on this map, but this map requires at least [number] available heroes."

The minimum number of available heroes on a map is ten for each player plus one for each town.  More heroes must be enabled on the 'Heroes' page in the 'Map Specifications' dialog.

"All of the artifacts on this map are either disabled or reserved."

Artifacts are reserved when they are the object of a special victory condition or the object of a quest.  Also, artifacts may be disabled on the 'Artifacts' page of the 'Map Specifications' dialog.  There must be at least one artifact that is not reserved and is not disabled.


Placing Terrain

When you start a new map, the Water terrain covers the map.  To ‘paint’ different terrain types onto the map, first click the Terrain Tool button on the toolbar.  On the right side of the screen, underneath the Mini-Map will appear two categories of buttons: Brush and Terrain Type.

Brushes

Category One, Brush, has four buttons: 1x1-Tile Brush, 2x2-Tile Brush, 4x4-Tile Brush, and Fill Mode.  ‘Tile’ refers to the number of ‘squares’ the brush size occupies, and how many ‘squares’ a brush can paint with a single button click.

To fill in large areas, click and hold the mouse button down.  Then drag the brush about the Map View Window.  Every tile the brush touches will fill with the chosen terrain type.  If you click and drag the brush to the edge of the Map View Window, the view will scroll in the direction of the brush, while continuing to paint.

Upon releasing the mouse button, the terrain is ‘painted’ with the chosen terrain type.  If the terrain type borders water, a coastline is automatically placed where the terrain meets water.  This same effect is also applied when a terrain type meets with rock.  If the terrain type borders rock, a rock wall is automatically placed where the terrain meets rocks.

Perhaps the easiest way to fill in large areas of land is with the Fill Mode Brush.  Working differently than standard brushes, you click and drag a box over a region of land, then release the mouse button.  All land encompassed in the drag box is filled with the chosen terrain type.  Like all brushes, if the mouse cursor reaches the border of the Map View Window, the window will scroll in the appropriate direction.  Using the Fill Mode Brush, you can paint an entire map with a terrain type by clicking and dragging the Fill Mode Brush from one corner of the map to the opposite corner.

Terrain Type

Category Two, Terrain Type, has ten buttons: Dirt, Sand, Grass, Snow, Swamp, Rough, Subterranean, Lava, Water, and Rock.


Placing Rivers

Rivers are painted on terrain; in the same way terrain is painted onto the map.  Simply choose a destination, click and drag, and the river will form underneath your cursor.  Like terrain, you can ‘paint’ rivers underneath Adventure Objects.

There are four types of rivers: Clear, Icy, Muddy, and Lava.  Rivers do not have any special properties.  They are merely eye candy for finishing the look of the environment.


Placing Roads

Roads are painted on terrain; in the same way terrain is painted onto the map.  Simply choose a destination, click and drag, and the road will form underneath your cursor.  Like terrain, you can ‘paint’ roads underneath Adventure Objects.

There are three road types: Dirt, Gravel, and Cobblestone.  Unlike rivers, roads do impact gameplay.  Heroes can travel farther than normal when traveling on roads.

A normal grass tile costs 100 movement points.  Below are the movement point costs for roads.

Dirt	75 movement points

Gravel	65 movement points

Cobblestone	50 movement points.


Placing Objects

Placing objects onto terrain is a simple drag-and-drop procedure.

1. Select the desired object palette.

2. Move your mouse cursor over the desired object.

3. Click and hold the mouse cursor over the desired object.

4. Drag the mouse out of the Object Palette and into the Map Window.  You’ll see the desired object attached to your mouse cursor.

5. Continue to drag the object to the desired location on the terrain.  When it is in the right place, release the mouse button.  The desired object will drop into place as a selected object on the map.

Passability Map Button

The passability map is toggled on and off using the Passability Button in the second toolbar.  A Passability Map is composed of Yellow and Red Passibility Tiles.

Red Tiles are considered ‘impassable’.  A hero cannot walk onto an ‘impassable’ tile.

Yellow Tiles are ‘trigger’ tiles.  A hero can walk onto a ‘trigger’ tile, triggering a game event (i.e. visiting a location, a wandering monster attacks, etc.)

Using the Passability Map, you can get a good impression where a hero can and cannot walk.  It is recommended when a map is finished you test the passibility of your map to be sure a hero reach desired locations, and not reach undesired locations.


Moving and Copying Objects

The Heroes 3 Map Editor allows you to move and copy adventure map objects.  However, there are restrictions on where you can move and copy objects to.  See Placing Objects for details.

To move an object from one location on the map to another across a short distance:

1. Select the object you wish to move.

2. With the left mouse button held down, drag the object to its new location.

3. Release the mouse button.

If you wish to move an object across a distance greater than the area visible in the Editor window, we recommend that you use the cut and paste method:

1. Select the object you wish to move.

2. Choose the “Cut” command from the Selection menu.  Move to the map location to where you wish to place the object.

3. Choose the “Paste” command from the Selection Menu.

To copy an object at another location on the map without moving it:

1. Select the object you wish to copy.

2. Choose “Copy” from the Selection menu.

3. Right-click on the map location to where you wish to move the object.

4. Choose the “Paste” command from the Selection Menu.

Holding down the CTRL-key, then clicking the mouse button creates a duplicate under your mouse cursor you can then drag and place anywhere on the map.  Done repeatedly, large mountain ranges and forests can be created quickly.

You may also paste down multiple copies of the same object by holding to the CTRL-key repeatedly using the paste command after copying an object.


Erasing Objects

To permanently remove a single object from the map:

1. Place the editor in erase mode by clicking on the tool bar’s eraser button.  (The eraser button remains depressed while the editor is in erase mode).

2. Choose one of the four different brushes.

3. Move your mouse over the object to be erased and click the left mouse button.  Using the ‘Fill Mode’ brush, you may erase large sections by clicking and dragging a ‘fill zone’ over the desired area.

You may also erase objects by selecting that object and then selecting Delete from the Edit or Right Click menus (or by pressing the Del key).

Note: if you wish to only temporarily erase an object so that you can place it elsewhere on the map, use the Cut command instead.  The Cut command appears on both the Edit menu and the Right Click menu or can be activated using the keyboard shortcut Control-X.

To remove a group of objects from the map.

Place the editor in erase mode by clicking on the tool bar’s eraser button.  (The eraser button remains depressed while the editor is in erase mode).

1. Move your mouse to the location that you wish to erase and hold down the left mouse button.

2. While holding down the left mouse button, drag your mouse over the area to erase, from one corner to the other.

3. Release the mouse button, erasing all objects from that area.


Object Properties Overview

Many object types can be double clicked to display an Object Properties window.  Whenever an object is edited, and its default properties changed, a white ‘Checkmark’ is placed on the object so you can see what functions normally, and what functions under custom rules.


Town Properties

Each town has five pages of properties you can customize.

General Page

Garrison Page

Buildings Page

Spells Page

Timed Events Page

General Page

On the General page, you may choose the town’s owner, give it a custom name, add a visiting hero, or generate a random hero in the town.

Type

This is the town’s type.  There are eight town types: Castle, Rampart, Tower, Inferno, Necropolis, Dungeon, Stronghold, and Fortress.

Player Pulldown Menu

To choose the owner for this town, click on the Player Pulldown Menu.  All eight players and none will be displayed.  Click on the desired player and the town’s flags will change color to represent who owns the town.

Name Field

By default, each town without a customized name is given a name by the computer at the start of the scenario.  If you want your town to have a specific name the computer will not change, click the Customize Checkbox.

Customize Checkbox

Clicking the Customize Checkbox enables the Name Field.  Upon enabling the Name Field, you may type the name of your choice in the field.  When the scenario begins, this town will be referred to by this custom name.

Visiting Hero

For each town, you have the option to add a hero to the town’s Visiting Hero slot.  To do this, click the Add Button.

Add Button

Clicking the Add Button displays the Select Hero Class Window.  Before you add a hero to a town’s Visiting Hero Slot, you must first select the hero’s class.

Edit Button

After selecting your hero’s class, a hero is randomly chosen and added to the town's Visiting Hero Slot.  If you wish to customize the randomly selected hero, or change the randomly selected hero, click the Edit Button.  You will then be taken the Hero Properties Window for the selected hero.

Remove Button

If you want to change the class of the town’s Visiting Hero, or remove the hero completely, click the Remove Button.

Select Hero Class Window

After clicking the Add Button, the Select Hero Class Window appears.  Simply click the desired class you want your visiting hero to have, and one will randomly be chosen for you and added to the town’s Visiting Hero Slot.  From this point, you may edit the randomly chosen hero by clicking the now enabled Edit Button.

Garrison Page

Each town has room from both a Garrison and a Visiting Hero.  Using the Garrison Page, you can add up to seven stacks of creatures to a town’s Garrison.

Customize Checkbox

Before you can add stacks of creatures to a town’s Garrison, you must first click the Customize Checkbox.

Formation

Each Garrison of creatures can arrange on the combat battlefield in either Spread or Grouped formation.  You may choose this formation by clicking the desired formation radio button.

Spread Radio Button

Click the Spread Formation Radio Button, to arrange your garrison creatures in a battlefield column of hexes with at least one hex in-between themselves and another stack of creatures.  The exception to this is when there are seven stacks of creatures.  In this case, stacks 3,4, and 5 are adjacent to each other, even when in Spread Formation.

Grouped Radio Button

Click the Grouped Formation Radio Button to arrange your garrison creatures adjacent to one another in a battlefield column of hexes.

Type

This is where you specify the types of creatures to appear in your Town’s Garrison.

Creature Type Pulldown Menu (Slots 1-7)

There are seven slots for holding up to seven different stacks of creatures.  For each slot there is a pulldown menu.  To select a creature type, click the pulldown menu, scroll through the available choices, and then click the desired choice.

Creature Quantity Fields (Slots 1-7)

After a creature type is chosen, the Quantity Field is enabled.  A quantity of 1 is already chosen for you.  If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Buildings Page

For each town, you may ‘pre-build’ any of the associated buildings.  If you prefer, you may also disable any associated buildings, preventing them from being built under any circumstances.

Customize Checkbox

Before you can ‘pre-build’ any town buildings, you must first click the Customize the check.  This enables the Building Tree.

If a town is not customized, it starts with a Village Hall, Tavern, and 1 or 2 creature dwellings.

Has Fort Checkbox

A Fort (base structure of a Castle) is needed to build any Creature Dwellings.  It also provides basic siege defense with Siege Walls.  For maps with a Easy or Normal difficulty, it is recommended the ‘Has Fort Checkbox’ be checked.

Town Building Tree

Each town type has its own unique town-building tree.  Presented in the Town Building Tree are all the buildings for the selected town type and their ‘graphical’ dependencies.

Graphical dependencies refer to a selected building’s graphical dependencies.  You cannot build a Level 3 mage Guild without levels 1 and 2.  Why?  The Mage Guild is an integrated graphic.  If Level 3 of a Mage Guild were built without levels 1 and 2, level three would hover in the air.  Thus, we require Mage Guild levels 1 and 2 to be automatically built before you can build level 3.

Building Description Text

When a building type is selected, a brief description of the building appears underneath the Town Building Tree.

Enabled Checkbox

Each time a building is selected, the Enabled Checkbox will either have a check inside its box or not.  If a check is not present, the building is ‘disabled’ and cannot be built by the player in the course of a scenario.  If a check is present, the selected building is ‘enabled’ and the player may build the selected building.  When a check is present in the Enabled Checkbox, you may also ‘pre-build’ the building with the ‘Built Checkbox’.

Built Checkbox

Clicking inside this checkbox ‘pre-builds’ the selected town building.  Otherwise, when a player enters this town, the ‘pre-built’ buildings will have already been constructed, and stand waiting for the player to use them.

Build All

If you wish to build a town to full, simply click this button all town buildings will be enabled and built.

Demolish All

If you wish for nothing to be built except the very base of a town, the Village Hall, click this button.  All previously enabled and built buildings will be un-built, but not disabled.

Spells Page

Each town can have a Mage Guild with 3-5 levels (Castle, Stronghold, and Fortress are limited to 4, 3, and 3 levels).  What spells appear in a town’s Mage Guild can be controlled with this page.

Enabled Mage Guild Spells Checkboxes

All spells are listed here.  Each has a checkbox.  When a spell has a check in its checkbox, it is considered ‘enabled’ and could possibly appear in a town’s Mage Guild.  If no check exists in the spell’s checkbox, it is disabled and considered ‘outlawed’.  Thus is has no chance of appearing in the town’s Mage Guild.

Timed Events Page
Timed events can be assigned to individual towns.  This is done through the Timed Events Page.

Events Window

All the events you create are displayed in this window.

Add Button

Click this button to add a Timed Event to this Town.

Edit Button

When a Timed Event is selected, you may click the Edit Button to re-edit an existing Timed Event.

Remove Button

Clicking this button removes the selected Timed Event from a Town.

Remove All Button

Clicking this button removes all existing Timed Events from a Town.

Move Up and Move Down Button

Events occurring on the same day occur in the order in which they are placed, top to bottom.  Use the Move Up and Move Down Buttons to rearrange your events to achieve the desired result.

Edit Timed Event Dialog


Hero Properties

Each hero has many properties to edit.  These properties are edited here.

General Page

Biography Page

Creatures Page

Secondary Skills Page

Artifacts Page

General Page

Class

This is the class of the selected hero.

Player Pulldown Menu

To select which player the selected hero belongs to, click this pulldown menu and chose a player.

Identity Pulldown Menu

When a hero is placed on the map, an identity is automatically chosen for the hero.  To choose a different identity, click this pulldown menu and choose a different identity.  Upon choosing a different identity, the hero’s portrait will change (unless customized).

Name Field

This is this the hero’s name.  To change the hero’s default name, click the Customize Checkbox.

Customize Checkbox

Clicking this checkbox enables the Name Field where you can give the selected hero a name other than the default.

Experience Field/Pulldown Menu

To change the amount of experience a hero starts with, click on this pulldown menu and choose an experience quantity.  These quantities are arranged by level: 1000 makes the hero level 2, 2000 makes the hero level 3, etc.

If you do not want to use an existing experience quantity, simply click inside the field and type the desired quantity.

Portrait Window and Scroll Buttons

When a hero’s identity is chosen, the appropriate portrait is chosen.  If you want to choose a different portrait for your hero other than the default, click the Customize Checkbox.

Customize Checkbox

Clicking this checkbox enables the up/down arrow buttons.  With these buttons, you can choose any of the existing hero portraits for your hero.

Gender Radio Buttons

The Gender Radio Buttons allow the player to choose the sex of the hero, regardless of portrait or other traits.  This will alter the text in regards to the Hero Bio, rollover and pop-up text.  If you click on male the words like “him”, “his”, and “he” will be used rather than “her” “hers”, or “she”.

Starting Spell Pulldown Menu

The Starting Spell Pulldown menu allows you to choose which starting spell a hero will have.  The menu has all of the spells available in the Heroes III Expansion, and you can easily choose one for you hero.  In order to choose the spell you must first check the box next to the pulldown menu that says, “Customize”.

Patrol Pulldown Menu

This feature is reserved primarily for computer heroes.  If you want a given hero to stay within a specified region and not wander, use this Patrol Pulldown Menu.

A hero with a patrol radius of none (the default) and wander at will.  A hero with a patrol radius of Stand Still never leaves the tile/square it starts on.

Biography Page

If you are creating a customized hero with a special background then you will be able to give the hero a specific Biography.  By clicking the button saying, “Customize” you will be able to customize the Hero’s Biography.  This allows you to create unique and interesting heroes.

Creatures Page

On this page you can customize the creatures with which a hero will start a scenario.

Customize Checkbox

Before you add creatures to a hero’s army, you must first click the Customize Checkbox.  Upon doing this, the Creature Slots are enabled, and you may choose what creatures the hero starts with.

Customize Note

Normally, creatures are randomly chosen for a hero at the start of a scenario.  By clicking the Customize Checkbox, this process is bypassed and the hero starts with the creatures you specify.

Formation

The hero’s creatures can be arranged on the combat battlefield in either Spread or Grouped formation.  You may choose this formation by clicking the desired formation radio button.

Spread Radio Button

Click the Spread Formation Radio Button, to arrange your hero’s creatures in a battlefield column of hexes with at least one hex in-between themselves and another stack of creatures.  The exception to this is when there are seven stacks of creatures.  In this case, stacks 3,4, and 5 are adjacent to each other, even when in Spread Formation.

Grouped Radio Button

Click the Grouped Formation Radio Button to arrange your hero’s creatures adjacent to one another in a battlefield column of hexes.

Creature Type Pulldown Menu (Slots 1-7)

There are seven slots for holding up to seven different stacks of creatures.  For each slot there is a pulldown menu.  To select a creature type, click the pulldown menu, scroll through the available choices, and then click the desired choice.

Creature Quantity Fields (Slots 1-7)

After a creature type is chosen, the Quantity Field is enabled.  A quantity of 1 is already chosen for you.  If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Secondary Skills Page

Each hero can have up to eight secondary skills.  Each hero also starts with default secondary skills.  These defaults can be altered by using this page of Secondary Skills Properties.

Customize Checkbox

Click this checkbox to enable all eight secondary skills pulldown menus.

Type Pulldown Menu (Slots 1-8)

Click on these pulldown menus to select the desired skills for this hero.

Mastery Pulldown Menu (Slots 1-8)

After each skill is chosen, Basic mastery is automatically chosen.  To alter this, click the pulldown menu and choose either Advanced or Expert.

Artifacts Page

Using this page, you can equip artifacts on a hero prior to the start of a scenario.

Customize Checkbox

Before adding any artifacts to a hero, you must first click the customize checkbox.

Has Spellbook Checkbox

Putting a check in this checkbox automatically gives the hero a Spellbook at the start of a scenario.  Not all heroes start with a spellbook.

Name Sort Button

Clicking this button sorts all existing artifacts by their name.

Location Sort Button

Clicking this button sorts all existing artifacts by their location.

Add Button

Click this button to add an artifact to a hero.

Edit Button

After selecting an existing artifact, click this button to edit the existing artifact.

Remove Button

After selecting an existing artifact, click this button to remove the existing artifact.

Remove All Button

Click this button to remove all artifacts from the hero.

Edit Artifact Dialog


Event Properties

Placed Events lay invisible on the terrain until a hero steps on it, triggering its effects.

General Page

Guardians Page

Contents Page

General Page

Message Field

If you wish a message to accompany the placed Event, type it here.

Players to Which Events Applies Checkboxes

You can limit the players who can receive the benefits/penalties of the placed Event.  To include a player in the event, put a check in the checkbox next to their name.  Removing a check from the checkbox next to a player’s name excludes them from the placed Event.

Allow computer opponent to trigger event checkbox

An additional way to filter those who can receive the benefits/penalties of the placed Event is through this checkbox.  Putting a check in this checkbox includes a player, if the player is human or computer.  If there is no check in this checkbox, the placed Event does not apply to computer, even if the computer is a qualifying player.

Cancel event after first visit checkbox

When a check is placed in this box, the placed Event is nullified after it is first triggered.  If unchecked, subsequent visits produce the same effect continuously.

Guardians Page

Each Event placed on the map may have ‘guardians’.  Guardians are up to seven stacks of creatures, in any quantity.  For a player to receive the rewards of the selected Event, the guardians must be defeated.

Customize Checkbox

Before you add guardians to an event, you must first click the Customize Checkbox.  Upon doing this, the Creature Slots are enabled, and you may choose what types of creatures to guard the resource.

Creature Type Pulldown Menu (Slots 1-7)

There are seven slots for holding up to seven different stacks of creatures.  For each slot there is a pulldown menu.  To select a creature type, click the pulldown menu, scroll through the available choices, and then click the desired choice.

Creature Quantity Fields (Slots 1-7)

After a creature type is chosen, the Quantity Field is enabled.  A quantity of 1 is already chosen for you.  If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Contents Page

Most everything in the game can be given to a hero through an Event placed on the map.  Though a pulldown menu system is used to browse the contents of a placed Event, the game remembers the contents of each category.  Otherwise, the first category is Experience and the second is Spell Points.  If you attach 100 experience and 100 spell points to a placed Event, it will remember both.

Category Pulldown Menu

Use this menu to select a reward type.

Experience Bonus Field

If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Spell Points Bonus Field

If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Spell Points Give Radio Button

Click this radio button is you want to give the specified amount to the visiting hero’s spell point pool.

Spell Points Take Radio Button

Click this radio button is you want to remove the specified amount from the visiting hero’s spell point pool.

Morale Bonus Radio Buttons (none, +1, +2, +3, -1, -2, and –3)

With this option, you may give or take morale points from a hero.  The bonus specified here only lasts until the next battle.

Luck Bonus Radio Buttons (none, +1, +2, +3, -1, -2, and –3)

With this option, you may give or take luck points from a hero.  The bonus specified here only lasts until the next battle.

Resource Field

All seven resource types are listed.  To change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Give Radio Button

Click this button to add resources to a qualifying player’s kingdom treasury.

Take Radio Button

Click this button to remove resources from a qualifying player’s kingdom treasury.

Primary Skill Fields (Attack, Defense, Power, Knowledge)

When the Primary Skills category is selected, all four Primary Skills are presented, with a editable field for each.  For each field, to change the number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Secondary Skills Window

In this window appears those Secondary Skills you wish a hero to receive when a hero triggers the Event.  Skills are listed by name and level of Mastery.

Add Button

Click this button to add a Secondary Skill to the current list.

Edit Button

Click this button to edit the selected Secondary Skill.

Remove Button

Click this button to remove a selected Secondary Skill.

Remove All Button

Clicking this button removes all Secondary Skills from the Secondary Skills Window.

Edit Secondary Skill Dialog

Artifacts List

Here you specify the artifacts you want a hero to receive when the event occurs.  Artifacts you add are listed in the order in which they are added.

Add Button

Click this button to add an artifact to the artifacts list.

Edit Button

Click this button to edit a selected Artifact.

Remove Button

Click this button to remove a selected Artifact from the Artifacts list

Remove All Button

Click this button to remove all artifacts from the Artifacts List.

Select Artifact Dialog

Spell List

Here you specify the spells you want a hero to receive when the event occurs.  Spells you add are listed here by Spell.

Add Button

Click this button to add a spell to the spells list.

Edit Button

Click this button to edit a selected spell.

Remove Button

Click this button to remove a selected spell from the Spells List

Remove All Button

Click this button to remove all spells from the Spell List.

Select Spell Dialog

Creatures List

Here you specify the spells you want a hero to receive when the event occurs.  Creatures you add are listed here by Creature Type and Quantity.

Add Button

Click this button to add a creature type to the creatures list.

Edit Button

Click this button to edit a selected creature.

Remove Button

Click this button to remove a selected creature type from the creature list

Remove All Button

Click this button to remove all creature types from the creature list.

Edit Creature Stack Dialog


Monster Properties

Each wandering monster placed on the Adventure Map can be customized.  This is done with two pages of information.

General Page

Treasure Page

General Page

On this page, you may set the Quantity, Disposition, and creature a custom message.

Type

This is the type of wandering monster currently selected.

Quantity

At the start of a scenario, each wandering monster on the map is assigned a quantity randomly chosen from a pre-determined range.

Random Radio Button

When this option is chosen, at the start of a scenario, the computer chooses a random quantity of this creature type from a pre-determined range.

Custom Radio Button

When you click this radio button, the Custom Number field is enabled.

Custom Number Field

If you want a wandering monster to has a specific quantity, use the up/down arrow buttons to increase/decrease the quantity.  You may also edit the field directly and type in the desired number.

Quantity Does Not Grow Checkbox

On Day 1 of each week, all creature dwelling repopulate, and all wandering monsters increase in quantity.  If you do not want a wandering monster to grow each week, click this checkbox.

Disposition

At the start of each scenario, each wandering monster is given an Aggression Value of 1-10 (1 being low, 10 being high).

Compliant Radio Button

Click this radio button and the selected wandering monster will always offer to join any hero it encounters.

Friendly Radio Button

Click this radio button and the selected wandering monster will be more likely to offer to join any hero it encounters, than not.

Aggressive Radio Button

This is the normal setting for a wandering monster.  With this setting, the computer randomly chooses the wandering monsters aggression value.

Hostile Radio Button

Click this radio button and the selected wandering monster will be less likely to offer to join any hero it encounters, than not.

Savage Radio Button

Click this radio button and the selected wandering monster will never offer to join any hero it encounters.

Monster Never Flees Checkbox

When a check occupies this checkbox, the selected wandering monster will not flee under any conditions.

Custom Message Field

If you wish to add a custom message prior to combat, you may do so by clicking inside the Message Field and typing.

Treasure Page

A wandering monster may guard a collection of resources and one artifact.

Resource Field

All seven resource types are listed.  To change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Artifact Pulldown Menu

To add an artifact to the list of rewards, click on the pulldown menu and select the desired artifact.


Artifact Properties

When an artifact is placed on the map, by default, there is a percentage change a player may need to pay for the artifact, or fight guardians for it.  By customizing the artifact, you may add story elements through the Message Field, and/or add guardians to the object.

General Page

Guardians Page

General Page

This page concerns itself with the name of the selected artifact, and any special message you wish to add to selected artifact.

Type

This is the name of the artifact.

Spell Pulldown Menu

This option is only available with the Spell Scroll Artifact.  With the Spell Scroll, you can specify the spell it teaches a hero with this pulldown menu.

Custom Message Field

If you wish to display a message to the player before handing over the artifact, or taking them to combat with the artifact guardians, click inside the Message Field and type a message.

Note

“If you customize the guardians, you should add a custom message in the form of a yes/no prompt where a ‘yes’ response would indicate the user wishes to fight the guardians.”

For the sake of logical story progression, a custom message may read, “You come upon a party of lizardmen transporting the Still Eye of the Dragon artifact.  Do you wish to attack them and take the artifact?”  Underneath this message would be a “Yes Button” and a “No Button”.  Clicking yes would take the player to combat.  Click no would return the player to the Adventure Map.

Guardians Page

Each artifact placed on the map may have ‘guardians’.  Guardians are up to seven stacks of creatures, in any quantity.  For a player to receive the selected artifact, the guardians must be defeated.

Customize Checkbox

Before you add guardians to an artifact, you must first click the Customize Checkbox.  Upon doing this, the Creature Slots enable, and you may choose which types of creatures guard the resource.

Creature Type Pulldown Menu (Slots 1-7)

There are seven slots for holding up to seven different stacks of creatures.  For each slot there is a pulldown menu.  To select a creature type, click the pulldown menu, scroll through the available choices, and then click the desired choice.

Creature Quantity Fields (Slots 1-7)

After a creature type is chosen, the Quantity Field is enabled.  A quantity of 1 is already chosen for you.  If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.


Pandora's Box Properties
Pandora’s Box Properties

Among all the artifacts, the Pandora’s Box is unique.  It has no default properties.  It is an empty vessel for you to fill.  Because of its mysterious properties, anything or everything, can fit into a Pandora’s Box.

General Page

Guardians Page

Contents Page

General Page

This first page of the Pandora’s Box is reserved for the Message Field.

Message Field

If you wish to display a message to the player before handing over the artifact, or taking them to combat with the artifact guardians, click inside the Message Field and type a message.

Guardians Page

Each Pandora’s Box placed on the map may have ‘guardians’.  Guardians are up to seven stacks of creatures, in any quantity, which guard Pandora’s Box.  For a player to receive Pandora’s Box, the guardians must be defeated.

Customize Checkbox

Before you add guardians to an artifact, you must first click the Customize Checkbox.  Upon doing this, the Creature Slots are enabled, and you may choose which types of creatures to guard the resource.

Creature Type Pulldown Menu (Slots 1-7)

There are seven slots for holding up to seven different stacks of creatures.  For each slot there is a pulldown menu.  To select a creature type, click the pulldown menu, scroll through the available choices, and then click the desired choice.

Creature Quantity Fields (Slots 1-7)

After a creature type is chosen, the Quantity Field is enabled.  A quantity of 1 is already chosen for you.  If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Contents Page

Most everything in the game can be put into a Pandora’s Box.  Though a pulldown menu system is used to browse the contents of a Pandora’s Box, the game remembers the contents of each category.  Otherwise, the first category is Experience and the second is Spell Points.  If you put 1000 experience and 100 spell points into a Pandora’s Box, it will remember both.

Category Pulldown Menu

Use this menu to select a reward type.

Experience Bonus Field

If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Spell Points Bonus Field

If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Spell Points Give Radio Button

Click this radio button is you want to give the specified amount to the visiting hero’s spell point pool.

Spell Points Take Radio Button

Click this radio button is you want to remove the specified amount from the visiting hero’s spell point pool.

Morale Bonus Radio Buttons (none, +1, +2, +3, -1, -2, and –3)

With this option, you may give or take morale points from a hero.  The bonus specified here only lasts until the next battle.

Luck Bonus Radio Buttons (none, +1, +2, +3, -1, -2, and –3)

With this option, you may give or take luck points from a hero.  The bonus specified here only lasts until the next battle.

Resource Field

All seven resource types are listed.  To change these number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Give Radio Button

Click this button to add resources to a qualifying player’s kingdom treasury.

Take Radio Button

Click this button to remove resources from a qualifying player’s kingdom treasury.

Primary Skill Fields (Attack, Defense, Power, Knowledge)

When the Primary Skills category is selected, all four Primary Skills are presented, with a editable field for each.  For each field, to change the number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Secondary Skills Window

In this window appears those Secondary Skills you wish a hero to receive when a hero opens the Pandora’s Box.  Skills are listed by name and level of Mastery.

Add Button

Click this button to add a Secondary Skill to the current list.

Edit Button

Click this button to edit the selected Secondary Skill.

Remove Button

Click this button to remove a selected Secondary Skill.

Remove All Button

Clicking this button removes all Secondary Skills from the Secondary Skills Window.

Edit Secondary Skill Dialog

Artifacts List

Artifacts you add are listed in the order in which they are added.

Add Button

Click this button to add an artifact to the Pandora’s Box.

Edit Button

Click this button to edit a selected Artifact.

Remove Button

Click this button to remove a selected Artifact from the Artifacts list

Remove All Button

Click this button to remove all artifacts from the Artifacts List.

Select Artifact Dialog

Spell List

Spells you add are listed here by Spell.

Add Button

Click this button to add a spell to the Pandora’s Box.

Edit Button

Click this button to edit a selected spell.

Remove Button

Click this button to remove a selected spell from the Spells List

Remove All Button

Click this button to remove all spells from the Spell List.

Select Spell Dialog

Creatures List

Creatures you add are listed here by Creature Type and Quantity.

Add Button

Click this button to add a creature type to the Pandora’s Box.

Edit Button

Click this button to edit a selected creature type.

Remove Button

Click this button to remove a selected creature type from the Creature Types List

Remove All Button

Click this button to remove all creature types from the Creature Types List.

Edit Creature Stack Dialog


Resource Properties

Resources are loose collections of the minerals normally produced by mines.

Editing Resource Properties is done with two pages: General and Guardians.

General Page

Guardians Page

General Page

Page one of the Resource Properties concerns itself with the ‘reward’ given to the player, and any story elements you may want to convey with a message.

Type

This is the type of resource you are currently editing.

Quantity

Each resource has two quantity options: Random and Custom.  Random is determined by the computer.  Custom is determined by the mapmaker.

Each resource type has a default quantity, randomly determined by the computer, when the scenario begins.  To keep the resources at its default quantity, click the Random Radio Button.

Random Radio Button

Clicking the Random Radio Button sets the resource to its default, and the computer will randomly determine its quantity at the start of the scenario.

Custom Radio Button

Clicking the Custom Radio Button enables the Custom Number Field.  With this custom option enabled, you may give the player as much as 99,999 of a given resource.

Custom Number Field

A quantity of 1 is already chosen for you.  If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Note

“If the resource type is Gold, the quantity is multiplied by 100.”

Otherwise, Gold with a quantity of 3 would give 300 gold as its reward.

Custom Message Field

If you wish to display a message to the player before handing over the resource, or taking them to combat with the resource guardians, click inside the Message Field and type a message.

Note

“If you customize the guardians, you should add a custom message in the form of a yes/no prompt where a ‘yes’ response would indicate the user wishes to fight the guardians.”

Otherwise, for the sake of logical story progression, a custom message may read, “You come upon a party of swordsmen, heavy with gold, having just collected taxes from the nearby village.  Do you wish to attack them and take the gold?”  Underneath this message would be a “Yes Button” and a “No Button”.  Clicking yes would take the player to combat.  Click no would return the player to the Adventure Map.

Guardians Page

Each resource placed on the map may have ‘guardians’.  Guardians are up to seven stacks of creatures, in any quantity, which guard the resource.  For a player to receive the reward of the resource, the guardians must be defeated.

Customize Checkbox

Before you add guardians to a resource, you must first click the Customize Checkbox.  Upon doing this, the Creature Slots are enabled, and you may choose what types of creatures to guard the resource.

Creature Type Pulldown Menu (Slots 1-7)

There are seven slots for holding up to seven different stacks of creatures.  For each slot there is a pulldown menu.  To select a creature type, click the pulldown menu, scroll through the available choices, and then click the desired choice.

Creature Quantity Fields (Slots 1-7)

After a creature type is chosen, the Quantity Field is enabled.  A quantity of 1 is already chosen for you.  If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.


Seer's Hut Properties
Seer’s Hut Properties

Quest

Quests are done for the rewards gained.  If the Quest is not worth the reward most players will not bother with the quest. For example:  if you have the player give you 1,000 mercury, but only give them a 5,000 gold piece reward they are more than likely not going to bother.  The gain is not worth the loss.  Also, you do not want the quest to be too easy for the reward.  For Example:  if you ask the player to kill 10 Pikemen in exchange for Armageddon’s Blade then they are getting an extremely powerful artifact for almost no work at all.

Edit Quest Button

In order to have the Seer’s Hut be truly interactive you must choose a quest by clicking on the ‘Edit’ button.  There are seven quests you can send a hero on; Achieve a specific Experience Level, Achieve a specific Primary Skill level (can choose between 1-4 of the skills, up to any level), Defeat a Specific Hero (must already be on the map), Return with an Artifact (can choose up to three), Return with Creatures (can choose any amount and up to seven types), Defeat a Specific Monster (must already be on the board) and to Return with Resources (any number of the eight resources).

Edit Quest Dialog

In order to tailor the quest to your specific map you can choose to edit the three types of text associated with the Seer’s Hut.  The first text is the Proposal Text, the second is the Progress Text, and the last is the Completion Text.  All three have ample room for text, and require you click on the ‘Customize’ button.

Quest Deadline Fields

In the Quest Deadline Field you can determine how long the player has to complete the quest.  The field defaults to no time limit, but if you click on the ‘Has Deadline’ box then you can give the quest a deadline.  You can choose the Month, Week and Day when the quest should be completed by.  The time limit starts from the start of the game, not from when the player finally reaches the Seer’s Hut and begins the quest.

Reward

The reward of the Seer’s Hut should be balanced with what is requested of them.  Examples are given above.

Edit Reward Button

A reward is not required for the Seer’s Hut to work.  However, most players will not complete a quest if there isn’t a reward.  To choose a reward, simply click on the ‘Edit’ button.  There are ten types of rewards; Experience, Spell Points, Morale, Luck, Resource (can only choose one type), Primary Skill, Secondary Skill, Artifact (can only choose one type), Spell or Creatures (can only choose one type).

Edit Reward Dialog

Proposal Message

The player will see this message the first time they visit the Seer’s Hut.  To change the Proposal Message you must click on the “Customize” button.  Then you type in the customized proposal for your quest.  The following elements should be included in the Proposal Message; What you want the player to do, directions if applicable, what you will give the player in exchange and whether or not there is a time limit.

Customize Check Box

The Customize Check Box allows you to choose whether or not you will customize the Proposal Text.  It defaults to the text written by the editor.

Message Field

This is where you will type in your customized text and where you can read the default text.

Progress Message

The Progress Message is a quick message that indicates to the player they have not completed the quest yet.  The player will see this message if they return to the Seer’s Hut without completing the quest.

Customize Check Box

In order to customize your text you need to check this box.

Message Field

This is where the default text will appear.  If you click on the Customize Check Box then you will be able type within this field, creating your own Progress Message.  The message should be short, but can be long if you wish, and should indicate the player has not completed the quest.

Completion Message

The Completion Message congratulates the player on completing the quest.  If the player has to exchange something (creatures, an artifact, etc.) then the last sentence is in the form of a question, asking if the player wants to exchange for the reward.

Customize Check Box

In order to customize your text you need to check this box.

Message Field

This is where the default text will appear until the Customize Check Box is checked.  Once checked you will be able to write a custom Completion Message.  The message should contain a few key points; congratulate the player on completing the quest, state the reward, and ask if the player is ready to receive it or exchange items.


Garrison Properties

A garrison is a defensive location, generally used to guard a terrain ‘bottleneck’ on a map.  Up to seven creature stacks can be deposited in a Garrison.  Players owning the garrison, and allies, can travel through it without fighting the Garrison force.  However, an enemy must first defeat the Garrison force before they can pass.  Heroes cannot occupy a garrison.  With the exception of the Anti-magic garrison (no spell may be cast during garrison combat), Garrisons do not give special defenses like walls, motes, or arrow towers.

Owner Radio Buttons (Players 1-8)

There are radio buttons for all eight players, and none.  To give a specific player ownership if the selected garrison, click the radio button adjacent to the player’s name.  To make the location neutral, belonging to nobody, click the radio button next to None.

Creature Type Pulldown Menu (Slots 1-7)

There are seven slots for holding up to seven different stacks of creatures.  For each slot there is a pulldown menu.  To select a creature type, click the pulldown menu, scroll through the available choices, and then click the desired choice.

Creature Quantity Fields (Slots 1-7)

After a creature type is chosen, the Quantity Field is enabled.  A quantity of 1 is already chosen for you.  If you wish to change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Troops Are Removable Check Box

Removing troops from the Garrison is defaulted, but can be unchecked to ensure the creatures stay in the Garrison.  If you do not want a player, human or computer to take the troops from a particular Garrison then simply uncheck this box and the troops will remain there until they die in a combat.


Flaggable Properties

There are many locations on the Adventure Map a player can own by ‘flagging’ them with a hero.  Thus, only those locations with flags are considered ‘flaggable’.

Flaggable locations are: Creature Generators, Garrisons, Lighthouses, Mines, and Shipyards (excluding Towns).

Unless a Player Color is chosen from the Player Menu, when these locations are placed on the map, they are placed as ‘neutral (gray)’; belonging to nobody.  To change the owner, double click the location to display the Owner Properties.

Owner Radio Buttons (None, or Players 1-8)

There are radio buttons for all eight players, and none.  To give a specific player ownership if the selected location; click the radio button adjacent to the player’s name.  To make the location neutral, belonging to nobody, click the radio button next to None.


Scholar Properties

Scholars are ‘Druid-like’ individuals you place on a map to teach heroes skills or spells.  Once a hero visits a Scholar, the Scholar disappears from the map.

By default, each Scholar placed on a map is automatically set to ‘Random’.  By ‘Random’, a Primary Skill, Secondary Skill, or Spell is randomly chosen for the Scholar to teach.  If you want to change this default behavior, double-click the Scholar, and display the Scholar Properties Window.

In the Scholar Properties window there are four radio buttons.  Each helps define what the Scholar will teach.

Random Radio Button

This is a Scholar’s default setting.  When this setting is chosen, a Scholar will randomly teach a visiting hero a Primary Skill, a Secondary Skill, or a Spell.

Primary Skill Radio Button

Choosing this option enables the Primary Skill Pulldown Menu where you can specify what Primary Skill is taught by the Scholar.

Primary Skill Pulldown Menu

After choosing the Primary Skill Radio Button, this pulldown menu is enabled.  Choose one of the four Primary Skills (Attack, Defense, Power, or Knowledge) the visiting hero can learn.  Only one point (+1) will be added to hero’s chosen Primary Skill.

Secondary Skill Radio Button

Choosing this option enables the Secondary Skill Pulldown Menu where you can specify what Secondary Skill is taught by the Scholar.

Secondary Skill Pulldown Menu

After choosing the Secondary Skill Radio Button, this pulldown menu is enabled.  Choose one of the twenty-eight Secondary Skills the visiting hero can learn.  If the hero does not know the Secondary Skill, he learns it at Basic Mastery.  If the hero learning the Secondary Skill already knows the skill, it is increased by one level of mastery (Advanced from Basic, or Expert for Advanced).  If the hero already knows the chosen skill at Expert Mastery, he receives nothing and the Scholar disappears from the map.

Spell Radio Button

Choosing this option enables the Spell Pulldown Menu where you can specify what Spell is taught by the Scholar.

Spell Pulldown Menu

After choosing the Spell Radio Button, this pulldown menu is enabled. Choose one of the spells the visiting hero can learn.  If the hero already knows the chosen spell, or does not have a spellbook, he receives nothing and the Scholar disappears from the map


Sign Properties

When a hero visits a Sign, a window appears with a small message.  When placed on the map, a Sign has no custom message.  To add a custom message, type the desired message in the Message Field.  If no custom message is added, the computer automatically generates a ‘default message’ to display.

Message Field

Whatever message you type here, will appear when a hero visits this sign.


Shrine Properties

There are three different Shrines: Incantation (lev1 spells), Gesture (lev2 spells), and Thought (lev3 spells).  Each Shrine teaches a spell to a visiting hero.  Shrines of Magic Thought require the hero have Basic Wisdom to learn their spell.

When placed on the map, Shrines random choose a spell by their level restrictions (Level 1 spells for Incantation, level 2 for Gesture, etc.).  However, double clicking a Shrine displays its properties window where you can choose the specific spell to be taught at the Shrine.

Random Radio Button

For the taught spell to be random, choose this option.

Custom Radio Button

Clicking this radio button enables the Custom Spell Choices Field.

Custom Spell Choices Field

In this field, simply choose from the available spells.  Double clicking the spell, or selecting it and clicking the Okay Button, sets the spell for the individual Shrine.


Abandoned Mine Properties

An Abandoned Mine is a resource mine guarded by Troglodytes.  If a player wants to restore the mine to production, a hero must defeat the Troglodytes occupying the mine.  Once the troglodytes are defeated, one of six resources is randomly chosen by the computer for the mine to produce (wood is excluded).  If you want to narrow the choices the computer has to choose from, double click the Abandoned Mine and alter its Potential Resources Properties.

Potential Resources

Each Abandoned Mine has the potential to produce one of six different resource types.  When an Abandoned Mine is placed on the map, all six are automatically enabled with a checkmark for each.  To narrow these options, uncheck the desired resources.  You cannot uncheck all the options.

Mercury Checkbox

Uncheck this options so the Abandoned Mine will not produce Mercury.

Crystal Checkbox

Uncheck this options so the Abandoned Mine will not produce Crystal.

Ore Checkbox

Uncheck this options so the Abandoned Mine will not produce Ore.

Gems Checkbox

Uncheck this options so the Abandoned Mine will not produce Gems.

Sulfur Checkbox

Uncheck this options so the Abandoned Mine will not produce Sulfur.

Gold Checkbox

Uncheck this options so the Abandoned Mine will not produce Gold.


Grail Properties

Before you place a Grail on a map, there are couple of things you should know.  First, when a grail is placed, it is always ‘buried’.  By ‘buried’ this means a player’s hero must spend an entire day’s worth of movement to use the ‘Dig’ command to unearth the Grail.  Second, a Grail must always be placed at least 9 tiles/squares from any edge of the map.  Third, a map can only have one grail.

Select Allowable Placement Radius Field

Upon placing a Grail on the map, you may increase its ‘Placement Radius’.  If this option is left untouched, the Grail will remain exactly where it is placed (Placement Radius = 0).  By increasing the ‘Placement Radius’, you create a circular region, with the placed Grail at the center.  When the map begins, the computer buries the Grail on a randomly selected tile somewhere within the circular region.  This is a good option when you want to confine the Grail to an area, but don’t want the player to know exactly where it is when the map is played a second time.

If you change the Placement Radius, a ‘Customize Check’ is placed on the Grail.


Crossover Hero Placeholder Properties

A Crossover Hero is used in campaigns when you wish to follow one or more heroes through several maps.  In order for things such as Skills, Spells, Artifacts, Creatures etc. to carry over you need to use a Placeholder Hero.

Owner Pulldown Menu

This allows you to determine what player (1-8) owns the Hero.

Identity

Any Hero Radio Button

This is the default for deciding what hero gets placed there.  This is often used for secondary heroes, or campaigns where a specific hero is not the ‘star’.

Power Rating Field

The Power Rating Field defaults to one, but can go up to eight.  This is used when more than one hero crosses over.  One is used for the weakest hero, while eight is used for the strongest hero.  For example:  You want 4 heroes to transfer between your campaigns.  In order to place them in a particular order or place (ie: the four corners of the map) then you would assign the number 4 to where you want the most powerful, the number 3 to the second most powerful and so forth.  If you don’t care then you can leave all of the power ratings to one and it will randomly place all of the heroes.

Specific Hero Radio Button

If you determine it is important for a specific hero to be in a specific spot then you would enable this option.  This will allow you to choose the class and the identity of the hero.  A good example of this is Queen Catherine in the last campaign of the Restoration of Erathia.  If you do not see the hero (ie: Queen Catherine) then double check to see if you have that specific hero enabled in the ‘Map Specifications’ Heroes tab.

Class Pulldown Menu

This allows you to choose the class of the hero.

Identity Pulldown Menu

This allows you to choose the identity of the hero.


Quest Guard Properties

The Quest Guard is like the Seer’s Hut in that it asks you to go on a quest, but instead of a reward it will let you pass.  Once the quest is complete the Quest Guard will let you pass.

Quest

The quests for the Quest Guard are like the ones for the Seer’s Hut and should also balance the reward.  If the Quest Guard lets you continue to a major part of the map then the task should be difficult.  If the Quest Guard only lets you into a small bonus area then the task should be minor to moderate (depending on what’s in there).

Edit Quest Button

In order to give the Quest Guard a quest you must press the Edit Quest Button and choose a quest. The first quest is Achieve an Experience Level, which may be good to ensure the heroes are tough enough to endure what is behind the Quest Guard, or far along in the map to deserve/need items held behind.  To Achieve a Primary Skill, this allows you to choose any of the four in any combination, with about the same reasoning as achieving an experience level.  Defeat a Hero; remember to place the hero on the map first.  Return with an artifact – you can choose up to three.  Return with creatures, you can choose up to seven types and as many of each as you want.  Defeat a monster – remember to place the monster first.  And the last quest is Return with Resources, choosing between any of the eight.

Edit Quest Dialog

Quest Deadline Fields

If you choose you can place a deadline on the quest.  If you do so, keep in mind the clock starts when the game does, not when the player reaches the Quest Guard.  You may choose the Month, Week and Day the quest should be completed by.

Proposal Message

The Proposal Message is the text the player will see when they first trigger the Quest Guard.  This text tells the player what they must do in order to pass through the Quest Guard.

Customize Check Box

In order to customize your text you need to check this box.

Message Field

In here you can read the default text or where you can customize your Proposal Message.  If you do so, please keep in mind you will need to tell the player what they must do, and approximately where they will have to go to complete the quest, if applicable.  If there is a time limit you should tell them what month, week and day the quest needs to be completed by.

Progress Message

A Progress Message is a short message telling the player they haven’t finished the quest yet. The player will see this message if they return to the Quest Guard without completing the quest.  Including a helpful hint may be in order – directions, who has the item, where you can find the creatures etc.

Customize Check Box

In order to customize your text you need to check this box.

Message Field

This is where you can read the default text or where you can customize your Progress Message.  The message should be short and to the point, but include what the player hasn’t done yet.  A hint such as where the creatures are, where the hero is, who has the item, etc. may be a good idea if the quest is tricky.

Completion Message

A Completion Message congratulates the player on completing the quest and asks them if they would like to pass through now.

Customize Check Box

In order to customize your text you need to check this box.

Message Field

This is where you can read the default text or where you can customize your own Completion Message.  If you do customize your text then you should congratulate the player, indicating they have finished the quest and ask them if they want to pass through the Quest Guard at this time.


Random Dwelling Properties

The Random Dwellings allow you to put a down a dwelling without choosing a specific alignment or even a level.  This way you can place down several dwellings of levels 1-7 and then link them to a random castle.

Owner Pulldown Menu

This menu allows you choose players 1-8, determining who has the dwelling.  The default is none.

Creature Level

Minimum Field

On the completely random dwelling you may choose a minimum creature level for the generator.

Maximum Field

On the completely random dwelling you may choose a maximum creature level for the generator.

Alignment

This allows you to choose whether or not the Random Dwelling will be open to all of the alignments, or restricted from some of them.  An example would be if you are doing a good vs. evil map and want the towns and generators on one side to be all good and the other all evil.

Select One Of Radio Button

This allows you to choose which alignments the creature dwelling is allowed to be.

Same As Radio Button

By clicking on the Same As Radio Button you will have to choose which town, already placed on the map, the dwelling will have the same alignment as.


Witch Hut Properties

The Witch Hut allows you to choose what types of Secondary Skills are available.

Potential Skills Check Boxes

The default for the potential skills has all but two skills checked, Leadership and Necromancy.  In order to enable these you would have to check them.  In order to disable other skills you would have to uncheck them.  Several, all or only one skill can be made available through the Witch Hut.


Edit Timed Event

General Page

Resources Page

Buildings Page

Creatures Page

General Page

This first page of the Edit Timed Event window concerns itself the Event Name, any custom Message, and the player who qualify to experience the event.

Event Name Field

Type the name of the Timed Event here.

Message Field

If you wish a message to accompany the Timed Event, type it here.

Players to Which Events Applies Checkboxes

You can limit the players who can receive the benefits/penalties of the Timed Event.  To include a player in the event, put a check in the checkbox next to their name.  Removing a check from the checkbox next to a player’s name excludes them from the Timed Event.

Apply Event to Computer Opponents Checkbox

An additional way to filter those who can receive the benefits/penalties of the Timed Event is through this checkbox.  Putting a check in this checkbox includes a player, if the player is human or computer.  If there is no check in this checkbox, the Timed Event does not apply to computer, even if the computer is a qualifying player.

Day of First Occurrence Field

This number sets the day at which the Timed Event first occurs.  To change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Subsequent Occurrences Pulldown Menu

If you want the selected event to continually reoccur, set the number of days between occurrences with this pulldown menu.  If you do not want the Timed Event to re-occur, leave it at its default setting of ‘Never’.

Resources Page

As part of town Timed Event, resources can be given, or taken, from the owner of a town.  This is done through the Resources Page.

Resource Field

All seven resource types are listed.  To change these numbers, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Give Radio Button

Click this button to add resources to a qualifying player’s kingdom treasury.

Take Radio Button

Click this button to remove resources from a qualifying player’s kingdom treasury.

Buildings Page

As part of town Timed Event, individual town buildings can be constructed for the owner of a town.  This is done through the Building’s Page.

Building Tree Window

Each town type has its own unique town building tree.  Presented in the Town Building Tree are all the buildings for the selected town type and their ‘graphical’ dependencies.

Graphical dependencies refer to a selected building’s graphical dependencies.  Otherwise, you cannot build a Level 3 mage Guild without levels 1 and 2.  Why?  The Mage Guild is an integrated graphic.  If Level 3 of a Mage Guild were built without levels 1 and 2, level three would hover in the air.  Thus, we require Mage Guild levels 1 and 2 are automatically built before you can build level 3.

Built Checkbox

Clicking inside this checkbox builds the selected town building at the occurrence of the Timed Event.  A building must already be enabled in a town for it to be constructed through a Town Timed Event.  Otherwise, nothing occurs.

Creatures Page

As part of town Timed Event, creatures can be given to the owner of a town.  This is done through the Creatures Page.

Generator no.

Each town has seven standard creature generators.  They are listed in order under ‘Generator no.’.  For random towns, your must choose a ‘level’ of generator, 1-7.

Quantity Field

To change this number, use the Up and Down arrows to increase or decrease the number.  You may also highlight the number with the mouse cursor and type in the desired number.

Note

The specified creatures will be added to their respective generator buildings within the town.  If the generator has not been built at that time, the creatures cannot be generated.


Edit Rumor

Edit Rumor Window

When adding a new rumor, or editing an existing rumor, this window appears.

Rumor Name Field

Type the name of your rumor here.

Rumor Text Field

Type the actual rumor text here.


Edit Secondary Skill

Type Pulldown Menu

Click this pulldown menu and select the desired Secondary Skill.

Mastery Radio Buttons (Basic, Advanced, Expert)

After choosing a Secondary Skill, choose the desired Mastery by clicking either Basic, Advanced, or Expert Radio Buttons.


Edit Creature Troop

Type Pulldown Menu

Click this pulldown menu to select a creature type.

Quantity Field

After selecting a creature type, use the up/down arrow buttons to increase/decrease to the desired quantity.


Edit Artifact

This window is used for equipping artifacts to a hero prior to the start of a scenario.

Equip Where Pulldown Menu

Click this pulldown menu to select a location on the hero where the desired artifact will be equipped.

Artifact Pulldown Menu

After choosing a location, click this pulldown menu to select the desired artifact.


Select Hero Class

Simply click on the desired hero class and click okay.


Select Artifact

Simply click to select the desired artifact and click ‘okay’ to add it to the list of artifacts.


Select Spell

Simply click to select the desired spell and click ‘okay’ to add it to the list of spells.


Edit Quest

This allows you to choose between one of seven available quests.


Edit Reward

This allows you to choose between one of ten available rewards.


Altar of Sacrifice

Castle, Rampart, and Tower heroes may sacrifice artifacts for experience.

Inferno, Necropolis, and Dungeon heroes may sacrifice creatures for experience.

Stronghold and Fortress heroes may sacrifice artifacts or creatures for experience.


Arena

Player's choice to add +2 to the visiting hero's Attack or Defense.


Pandora’s Box

Anything or everything may be put into Pandora’s Box.


Black Market

Artifacts may be purchased at the Black Market.


Boat


Border Guard

Usually placed at choke points, a hero must visit a Keymaster’s tent of the associated color for the password.


Keymaster's Tent

For a hero to pass a Border Guard, the hero must visit the Keymaster’s tent of the associated color.


Buoy

Visiting a Buoy gives a hero +1 morale until the next battle.


Campfire

+400-600 gold.

+4-6 random resource other than gold.


Cartographer

There are three different cartographers: land, ocean, or underworld.

A Hero pays 1000 gold to remove the shroud from the land, ocean, or underworld.


Lake of the Scarlet Swan

+2 Luck until the next battle.

Lose all current movement.


Cover of Darkness

Regenerates the shroud for enemy heroes, for a 20-tile radius.


Cursed Ground

No spells can be cast while on Cursed Ground.

In combat native terrain, luck, and morale have no effect.


Skeleton

80% chance of finding nothing.

20% chance of finding random Treasure, Minor, or Major artifact.


Marletto Tower

+1 Defense


Derelict Ship

30% 20 Water Elementals for 3kgold.

30% 30 Water Elementals for 3kgold and 1 Treasure Artifact.

30% 40 Water Elementals for 4kgold and 1 Treasure Artifact.

10% 60 Water Elementals for 6kgold and 1 Minor Artifact.


Dragon Utopia

30% Fight 8 Green Dragons, 5 Red Dragons, 2 Gold Dragons, and 1 Black Dragons for 20kgold and 1 Treasure Artifact, 1 Minor Artifact, 1 Major Artifact, and 1 Relic Artifact.

30% Fight 8 Green Dragons, 6 Red Dragons, 3 Gold Dragons, and 2 Black Dragons for 30kgold and 1 Minor Artifact, 1 Major Artifact, and 2 Relic Artifacts.

30% Fight 8 Green Dragons, 6 Red Dragons, 4 Gold Dragons, and 3 Black Dragons for 40kgold and 1 Major Artifact, and 3 Relic Artifacts.

10% Fight 8 Green Dragons, 7 Red Dragons, 6 Gold Dragons, and 5 Black Dragons for 50kgold and 4 Relic Artifacts.


Event

Events are user created experiences.

Events placed on the map can only be triggered by heroes.


Eye of the Magi

Not interactive, Eyes of the Magi illuminate shrouded areas when a hero visits a Hut of the Magi.


Faerie Ring

+1 Luck until the next battle.


Flotsam

25% chance of getting nothing.

25% chance of getting 05 Wood.

25% chance of getting 05 Wood and 200 Gold.

25% chance of getting 10 Wood and 500 Gold.


Fountain of Fortune

-1 to +3 Luck until the next battle.


Fountain of Youth

+1 Morale until next battle.

+4 Adventure movement until the end of the day.


Garden of Revelation

+1 Knowledge


Hill Fort

Upgrade base grade creatures.


Grail

Customizable.

Buried artifact found via the Puzzle Map.

Placing this object determines the location of grail.

Otherwise, a random location is chosen when an obelisk is placed.


Hut of the Magi

Visiting a Hut of the Magi illuminates locations around an Eye of the Magi.


Idol of Fortune

+1 Luck until the next battle, on odd days of the week not Day7.

+1 Morale until next battle, on even days of the week.

+1 Luck and Morale until next battle, on Day7.


Lean To

+1-4 of any resource other than gold.


Library of Enlightenment

Possibly gives visiting hero +2 Attack, +2 Defense, +2 Power, +2 Knowledge.


Lighthouse

+5 Sea mobility for your ships for each lighthouse you own.


Monolith One Way Entrance

Teleports hero one-way to a specific map location.


Monolith One Way Exit

Exit point for a hero teleporting through a one-way entrance.


Monolith Two Way

Teleports a hero to another two-way monolith, with the ability to return to the gate of origin.


Magic Plains

All Adventure and Combat spells are cast at Expert proficiency.


School of Magic

Pay 1000 gold to increase the Power or Knowledge of your hero by +1.


Magic Spring

Replenishes spell points, then doubles the amount.


Magic Well

Replenishes spell points.


Market of Time


Mercenary Camp

Hero receives +1 Attack.


Mermaids

+1 Luck until next battle.


Monster


Mystical Garden

50% chance to get +500 Gold.

50% chance to get 05 Gems.

Replenishes on Day 1 of each week.


Oasis

+1 Morale until the next battle.

+8 Movement until the end of the day.


Obelisk

Reveals portion of the Puzzle Map.


Redwood Observatory

Shroud is removed from all tiles within 20 tiles of the Observatory.


Ocean Bottle

Acts like a Sign, but on the water.


Pillar of Fire

Shroud is removed from all tiles within 20 tiles.


Star Axis

Hero receives +1 Power.


Prison

Free a specific hero.  Joins you for free.


Pyramid

Defeat 40 Gold Golems and 20 Diamond Golems for a random 5th level spell.

If hero doesn't have the wisdom to learn the spell, the spell is lost.

Visiting the Pyramid after defeating the guardians results in -2 Luck until next battle.


Rally Flag

+1 Luck.

+1 Morale until the next battle.

+4 adventure movement until the end of the day.


Random Artifact

Places a random artifact on the Adventure Map.  Artifact can be any class.  Grail is excluded.


Random Treasure Artifact

Places a random Treasure class artifact on the Adventure Map.


Random Minor Artifact

Places a random Minor class artifact on the Adventure Map.


Random Major Artifact

Places a random Major class artifact on the Adventure Map.


Random Relic

Places a random Relic class artifact on the Adventure Map.


Random Hero

At the start of the game, a random hero is chosen from all classes.

If a town alignment is chosen, choices are limited to those classes associated with the town alignment.


Random Monster

At the start of the game, this object is replaced with a random monster, chosen from all the potential monsters.


Random Monster 1

At the start of the game, this object is replaced with a random level 1monster, chosen from all the potential level 1monsters.


Random Monster 2

At the start of the game, this object is replaced with a random level 2 monster, chosen from all the potential level 2 monsters.


Random Monster 3

At the start of the game, this object is replaced with a random level 3 monster, chosen from all the potential level 3 monsters.


Random Monster 4

At the start of the game, this object is replaced with a random level 4 monster, chosen from all the potential level 4 monsters.


Random Resource

At the start of the game, this object is replaced with one of the seven resource types.


Random Town

With this object, a player may choose a specific town type, or let the computer choose it for them.


Refugee Camp

Random creature type available for recruiting every 7 days.


Resource


Sanctuary

Hero residing here cannot be attacked.


Scholar

Learn 1 spell, one secondary skill, or one primary skill.

Scholar then disappears.


Sea Chest

20% for nothing.

70% chance for 1500 gold.

10% chance for 1500 gold and 1 random Treasure Artifact.

If backpack is full, get 1500 gold.


Seer's Hut

Heroes may complete a Seer’s Quest for a reward.

Map Makers must specify the quest.


Crypt

30% chance to fight 30 Skeletons and 20 Zombies for 1000 gold.

30% chance to fight 25 Skeletons, 20 Zombies, and 5 Wights for 2000 gold.

30% chance to fight 20 Skeletons, 20 Zombies, 10 Wights, and 5 Vampires for 2500 gold and 1 Treasure Artifact.

10% chance to fight 20 Skeletons, 20 Zombies, 10 Wights, and 10 Vampires for 5000 gold and 1 Treasure Artifact.

-1 Morale if you visit the crypt and the guardians have already been defeated.


Shipwreck

30% chance to fight 10 Wights for 2000 gold.

30% chance to fight 15 Wights for 3000 gold.

30% chance to fight 25 Wights for 4000 gold and 1 random treasure artifact.

10% chance to fight 50 Wights for 5000 gold and 1 random minor artifact.

-1 Morale if you visit the shipwreck and the guardians have already been defeated.


Shipwreck Survivor

Receive 1 random artifact.

55% Treasure Artifact.

20% Minor Artifact

20% Major Artifact

05% Relic Artifact


Shipyard

Purchase a ship.


Shrine of Magic Incantation

Learn level 1 spell.


Shrine of Magic Gesture

Learn level 2 spell.


Shrine of Magic Thought

Learn random level 3 spell.


Sign

Displays a message when visited.

Customizable.


Sirens

Lose 30% of each army and gain 1 experience point for each point of health for the lost creatures.


Spell Scroll

01 spell per scroll.  Appears in hero's spell book if artifact is equipped.


Stables

+6 movement each day until the end of the week.

Cavaliers are automatically upgraded to Champions.


Tavern

Recruit heroes.  Listen to rumors.


Temple

+1 Morale until next battle.

+2 Morale until next battle, on Day 7.


Den of Thieves

Gives complete thieves' guild information.


Trading Post

Trade resources at the efficiency of 5 markets.


Learning Stone

+1000 experience points.


Treasure Chest

32% chance for 1000 gold or 500 experience. (Wood)

32% chance for 1500 gold or 1000 experience. (Silver)

31% chance for 2000 gold or 1500 experience. (Gold)

05% chance for random treasure artifact.  If backpack is full, get choice of 1000 gold or 500 experience. (Gold)


Tree of Knowledge

34% Chance of paying 0 gold for a hero to advance to his next level of experience.

33% Chance of paying 2000 gold for a hero to advance to his next level of experience.

33% Chance of paying 10 gems for a hero to advance to his next level of experience.


Subterranean Gate

Entering the Subterranean Gate leads to the Underground Map, if any.


University

Pay 2000g for a 'new' Secondary Skill.


Wagon

10% chance for nothing.

40% chance for 1 random Treasure or Minor artifact.  If backpack is full, you get nothing.

50% chance for 2-5 of any resource but gold.


War Machine Factory

Purchase any of the three war machines.


School of War

Pay 1000 gold to increase the Attack or Defense of the visiting hero by +1.


Warrior's Tomb

Ransack grave for 1 random artifact and -3 morale.

30% Treasure Artifact.

50% Minor Artifact

15% Major Artifact

05% Relic Artifact


Water Wheel

Week 1 gives 500 gold.

Each subsequent week is set to give 1000 gold.


Watering Hole

+1 Morale until next battle.

+4 Adventure movement until the end of the day.


Whirlpool

Teleports hero to another Whirlpool at the cost of 50% of the weakest troop in the hero's army.


Windmill

+03-06 of any random resource other than Wood or Gold.


Witch Hut

Random Secondary Skill other than Leadership or Necromancy.


Brush


Bush


Cactus


Canyon


Crater


Dead Vegetation


Flowers


Frozen Lake


Hedge


Hill


Hole


Kelp


Lake


Lava Flow


Lava Lake


Shrooms


Log


Mandrake


Moss


Mound


Mountain


Oak Trees


Outcropping


Pine Trees


Plant


River Delta


Rock


Sand Dune


Sand Pit


Shrub


Skull


Stalagmite


Stump


Tar Pit


Trees


Vine


Volcanic Vent


Volcano


Willow Trees


Yucca Trees


Reef


Random Monster 5

At the start of the game, this object is replaced with a random level 5 monster, chosen from all the potential level 5 monsters.


Random Monster 6

At the start of the game, this object is replaced with a random level 6 monster, chosen from all the potential level 6 monsters.


Random Monster 7

At the start of the game, this object is replaced with a random level 7 monster, chosen from all the potential level 7 monsters.


Desert Hills


Dirt Hills


Grass Hills


Rough Hills


Subterranean Rocks


Swamp Foliage


Border Gate

Usually placed at choke points, a hero must visit the keymaster of the associated color in order to get the password.  Each player must visit the keymaster, as the Border Gate will not disappear after the first player visits it.


Freelancer’s Guild

This allows you to exchange troops for resources.


Crossover Hero Placeholder

This allows you to have a hero crossover from one scenario of a campaign to another.


Quest Guard

Usually place at choke points, a hero must complete a quest in order to pass.


Random Dwelling

Can be linked with specific towns.


Spell Scroll

This scroll contains a spell, which is added into a hero’s spell book for as long as you carry the scroll.


Centaur’s Ax

Class: Treasure.

This right-handed weapon increases your attack skill by +2.


Blackshard of the Dead Knight

Class: Minor.

This right-handed weapon increases your attack skill by +3.


Greater Gnoll's Flail

Class: Minor.

This right-handed weapon increases your attack skill by +4.


Ogre's Club of Havoc
Class: Major.

This right-handed weapon increases your attack skill by +5.


Sword of Hellfire

Class: Major.

This right-handed weapon increases your attack skill by +6.


Titan's Gladius

Class: Relic.

Held with the right hand, this massive relic increases your attack skill by +12, but reduces your defense skill by -3.


Shield of the Dwarven Lords

Class: Treasure.

This left handed item increases your defense skill by +2.


Shield of the Yawning Dead

Class: Minor.

This left handed item increases your defense skill by +3.


Buckler of the Gnoll King

Class: Minor.

This left handed item increases your defense skill by +4.


Targ of the Rampaging Ogre

Class: Major.

This left handed item increases your defense skill by +5.


Shield of the Damned

Class: Major.

This left handed item increases your defense skill by +6.


Sentinel's Shield

Class: Relic.

Held with the left hand, this relic increases your defense skill by +12, but reduces your attack skill by -3.


Helm of the Alabaster Unicorn

Class: Treasure.

Worn on the head, this item increases your knowledge skill by +1.


Skull Helmet

Class: Treasure.

Worn on the head, this item increases your knowledge skill by +2.


Helm of Chaos

Class: Minor.

Worn on the head, this item increases your knowledge skill by +3.


Crown of the Supreme Magi

Class: Minor.

Worn on the head, this item increases your knowledge skill by +4.


Hellstorm Helmet

Class: Major.

Worn on the head, this item increases your knowledge skill by +5.


Thunder Helmet

Class: Relic.

When worn, this relic increases your knowledge skill by +10, but reduces your power skill by -2.


Breastplate of Petrified Wood

Class: Treasure.

Worn on the torso, this item increases your power skill by +1.


Rib Cage

Class: Minor.

Worn on the torso, this item increases your power skill by +2.


Scales of the Greater Basilisk

Class: Minor.

Worn on the torso, this item increases your power skill by +3.


Tunic of the Cyclops King

Class: Major.

Worn on the torso, this item increases your power skill by +4.


Breastplate of Brimstone

Class: Major.

Worn on the torso, this item increases your power skill by +5.


Titan's Cuirass

Class: Relic.

When worn, this massive relic increases your power skill by +10, but reduces your knowledge skill by -2.


Armor of Wonder

Class: Minor.

Worn on the torso, the Armor of Wonder increases all four primary skills by +1.


Sandals of the Saint

Class: Relic.

Worn on the feet, the Sandals of the Saint increase all four primary skills by +2.


Celestial Necklace of Bliss

Class: Relic.

Worn about the neck, the Celestial Necklace of Bliss increases all four primary skills by +3.


Lion's Shield of Courage

Class: Relic.

Held with the left hand, the Lion's Shield of Courage increases all four primary skills by +4.


Sword of Judgement

Class: Relic.

Held with the right hand, the Sword of Judgement increases all four primary skills by +5.


Helm of Heavenly Enlightenment

Class: Relic.

Worn on the head, the Helm of Heavenly Enlightenment increases all four primary skills by +6.


Quiet Eye of the Dragon

Class: Treasure.

Worn on a finger, this item increases your attack and defense skills by +1


Red Dragon Flame Tongue

Class: Minor.

Held with the right hand, this item increases your attack and defense skills by +2.


Dragon Scale Shield

Class: Major.

Held with the left hand, this item increases your attack and defense skills by +3.


Dragon Scale Armor

Class: Relic.

Worn on a torso, this item increases your attack and defense skills by +4.


Dragonbone Greaves

Class: Treasure.

Worn on the feet, this item increases your knowledge and power skills by +1.


Dragon Wing Tabard

Class: Minor.

Worn on the shoulders, this item increases your knowledge and power skills by +2.


Necklace of Dragonteeth

Class: Major.

Worn about the neck, this item increases your knowledge and power skills by +3.


Crown of Dragontooth

Class: Relic.

Worn on the head, this item increases your knowledge and power skills by +4.


Still Eye of the Dragon

Class: Treasure.

Worn on the finger, this item increases your luck and morale by +1.


Clover of Fortune

Class: Treasure.

The Clover of Fortune increases your luck by +1.


Cards of Prophecy

Class: Treasure.

The Cards of Prophecy increase your luck by +1.


Ladybird of Luck

Class: Treasure.

The Ladybird of Luck increases your luck by +1.


Badge of Courage

Class: Treasure.

The Badge of Courage increases your morale by +1.


Crest of Valor

Class: Treasure.

The Crest of Valor increases your morale by +1.


Glyph of Gallantry

Class: Treasure.

The Glyph of Gallantry increases your morale by +1.


Speculum

Class: Treasure.

The Speculum increases your scouting radius by +1.


Spyglass

Class: Treasure.

The Spyglass increases your scouting radius by +1.


Amulet of the Undertaker

Class: Treasure.

Worn about the neck, this amulet increases your necromancy skill by 5%.


Vampire's Cowl

Class: Minor.

Worn about the shoulders, this cowl increases your necromancy skill by 10%.


Dead Man's Boots

Class: Major.

Worn on the feet, these boots increase your necromancy skill by 15%.


Garniture of Interference

Class: Major.

Worn about the neck, this item increases your magic resistance by 5%.


Surcoat of Counterpoise

Class: Major.

Worn about the shoulders this item increases your magic resistance by 10%.


Boots of Polarity

Class: Relic.

Worn on the feet, these boots increase your magic resistance by 15%.


Bow of Elven Cherrywood

Class: Treasure.

This bow increases your archery skill by 5%.


Bowstring of the Unicorn's Mane

Class: Minor.

This bowstring increases your archery skill by 10%.


Angel Feather Arrows

Class: Major.

These arrows increase your archery skill by 15%.


Bird of Perception

Class: Treasure.

This bird increases your eagle eye skill by 5%.


Stoic Watchman

Class: Treasure.

The Stoic Watchman increases your eagle eye skill by 10%.


Emblem of Cognizance

Class: Minor.

This item increases your eagle eye skill by 15%.


Statesman's Medal

Class: Major.

Worn about the neck, the Statesman's Medal reduces the cost of surrendering.


Diplomat's Ring

Class: Major.

Worn on the finger, the Diplomat's Ring reduces the cost of surrendering.


Ambassador's Sash

Class: Major.

Worn about the shoulders, the Ambassador's Sash reduces the cost of surrendering.


Ring of the Wayfarer

Class: Major.

When placed on the finger, this ring increases the combat speed of all your units by +2.


Equestrian's Gloves

Class: Minor.

Worn on the hands, these gloves increase your hero's movement rate over land.


Necklace of Ocean Guidance

Class: Major.

Worn about the neck, this necklace increases your hero's movement rate at sea.


Angel Wings

Class: Relic.

Worn about the shoulders, these wings allow you to fly.


Charm of Mana

Class: Treasure.

This charm helps you recover 1 extra spell point per day.


Talisman of Mana

Class: Treasure.

This talisman helps you recover 2 extra spell points per day.


Mystic Orb of Mana

Class: Treasure.

This orb helps you recover 3 extra spell points per day.


Collar of Conjuring

Class: Treasure.

Worn about the neck, this item increases the duration of all your spells by 1.


Ring of Conjuring

Class: Treasure.

Worn on a finger, this item increases the duration of all your spells by 2.


Cape of Conjuring

Class: Treasure.

Worn about the shoulders, this item increases the duration of all your spells by 3.


Orb of the Firmament

Class: Major.

This powerful orb causes your air spells to inflict an additional 50% damage.


Orb of Silt

Class: Major.

This powerful orb causes your earth spells to inflict an additional 50% damage.


Orb of Tempestuous Fire

Class: Major.

This powerful orb causes your fire spells to inflict an additional 50% damage.


Orb of Driving Rain

Class: Major.

This powerful orb causes your water spells to inflict an additional 50% damage.


Recanter's Cloak

Class: Major.

While wearing this cloak, neither you nor your opponent will be able to cast level 3 or higher spells during combat.


Spirit of Oppression

Class: Treasure.

This item negates all morale bonuses during combat for both you and your opponent.


Hourglass of the Evil Hour

Class: Treasure.

This item negates all luck bonuses during combat for both you and your opponent.


Tome of Fire Magic

Class: Relic.

This heavy book contains all spells in the School of Fire Magic.  It must be equipped for the spells to be available.


Tome of Air Magic

Class: Relic.

This heavy book contains all spells in the School of Air Magic.  It must be equipped for the spells to be available.


Tome of Water Magic

Class: Relic.

This heavy book contains all spells in the School of Water Magic.  It must be equipped for the spells to be available.


Tome of Earth Magic

Class: Relic.

This heavy book contains all spells in the School of Earth Magic.  It must be equipped for the spells to be available.


Boots of Levitation

Class: Relic.

When worn, these boots allow you to walk across water.


Golden Bow

Class: Major.

When wielded, the Golden Bow allows your troops to shoot through any obstacle or at any range without penalty.


Sphere of Permanence

Class: Major.

Wielding this sphere renders your units immune to the Dispel magic spell.


Orb of Vulnerability

Class: Relic.

During combat, this orb negates the natural magic resistance of all creatures on the battlefield.


Ring of Vitality

Class: Treasure.

This item increases the health of all your units by +1.


Ring of Life

Class: Minor.

This item increases the health of all your units by +1.


Vial of Lifeblood

Class: Major.

This item increases the health of all your units by +2.


Necklace of Swiftness

Class: Treasure.

Worn about the neck, this necklace increases the combat speed of all your units by +1.


Boots of Speed

Class: Minor.

Worn on the feet, these boots increase your hero's movement rate over land.


Cape of Velocity

Class: Major.

Worn about the shoulders, this cape increases the combat speed of all your units by +3.


Pendant of Dispassion

Class: Treasure.

Wearing this item renders your units immune to the Berserk spell.


Pendant of Second Sight

Class: Major.

Wearing this item renders your units immune to the Blind spell.


Pendant of Holiness

Class: Treasure.

Wearing this item renders your units immune to the Curse spell.


Pendant of Life

Class: Treasure.

Wearing this item renders your units immune to the Death Ripple spell.


Pendant of Death

Class: Treasure.

Wearing this item renders your units immune to the Destroy Undead spell.


Pendant of Free Will

Class: Treasure.

Wearing this item renders your units immune to the Hypnotize spell.


Pendant of Agitation

Class: Major.

Wearing this item renders your units immune to the Lightning spell.


Pendant of Total Recall

Class: Treasure.

Wearing this item renders your units immune to the Forgetfulness spell.


Pendant of Courage

Class: Major.

When worn, this item bestows +3 luck and morale to your hero's troops.


Everflowing Crystal Cloak

Class: Major.

When worn, this cloak increases your crystal production by +1 per day.


Ring of Infinite Gems

Class: Major.

When worn, this ring increases your gem production by +1 per day.


Everpouring Vial of Mercury

Class: Major.

When equipped, this vial increases your mercury production by +1 per day.


Inexhaustible Cart of Ore

Class: Minor.

This cart provides you with an additional +1 ore per day.


Eversmoking Ring of Sulfur

Class: Major.

When worn, this ring increases your sulfur production by +1 per day.


Inexhaustible Cart of Lumber

Class: Minor.

This cart provides you with an additional +1 wood per day.


Endless Sack of Gold

Class: Relic.

When equipped, the Endless Sack of Gold increases your income by 1000 gold per day.


Endless Bag of Gold

Class: Major.

When equipped, the Endless Bag of Gold increases your income by 750 gold per day.


Endless Purse of Gold

Class: Major.

When equipped, the Endless Purse of Gold increases your income by 500 gold per day.


Legs of Legion

Class: Treasure.

This item, when equipped by a hero in a town, increases the growth of your 2nd level units (in that town) by 5 per week.


Loins of Legion

Class: Minor.

This item, when equipped by a hero in a town, increases the growth of your 3rd level units (in that town) by 4 per week.


Torso of Legion

Class: Minor.

This item, when equipped by a hero in a town, increases the growth of your 4th level units (in that town) by 3 per week.


Arms of Legion

Class: Major.

This item, when equipped by a hero in a town, increases the growth of your 5th level units (in that town) by 2 per week.


Head of Legion

Class: Major.

This item, when equipped by a hero in a town, increases the growth of your 6th level units (in that town) by 1 per week.


Sea Captain's Hat

Class: Relic.

When worn, this hat increase your movement at sea, allows you to summon and destroy boats, and protects you from whirlpools.


Spellbinder's Hat

Class: Relic.

When worn, this hat allows you to cast all 5th level spells.


Shackles of War

Class: Major.

When these shackles are wielded in combat, neither you nor your opponent may retreat or surrender.


Orb of Inhibition

Class: Relic.

This powerful orb prevents all spell casting in combat.


Vial of Dragon Blood

Class: Relic

This powerful vial gives all dragons under your command +5 Attack and +5 Defense.


Armageddon’s Blade

Class: Relic

This powerful sword gives your hero + 3 Attack. + 3 Defense. + 6 Knowledge. + 3 Power.  Places the Expert Armageddon Spell in your hero's spell book. All allied creatures become immune to Armageddon


Cyclops Stockpile

30% Fight 20 Cyclops for 4 of each resource.

30% Fight 30 Cyclops for 6 of each resource.

30% Fight 40 Cyclops for 8 of each resource.

10% Fight 50 Cyclops for 10 of each resource.


Dwarven Treasury

30% Fight 50 Dwarves for 2500 gold and 2 Crystal.

30% Fight 75 Dwarves for 4000 gold and 3 Crystal.

30% Fight 100 Dwarves for 5000 gold and 5 Crystal.

10% Fight 150 Dwarves for 7500 gold and 10 Crystal.


Griffin Conservatory

30% Fight 40 Griffins to receive 2 Angel into your army's ranks.

30% Fight 60 Griffins to receive 3 Angel into your army's ranks.

30% Fight 80 Griffins to receive 4 Angel into your army's ranks.

10% Fight 100 Griffins to receive 5 Angel into your army's ranks.


Imp Cache

30% Fight 100 Imps for 1000 gold and 2 mercury.

30% Fight 150 Imps for 1500 gold and 3 mercury.

30% Fight 200 Imps for 2000 gold and 4 mercury.

10% Fight 300 Imps for 5000 gold and 6 mercury.


Medusa Stores

30% Fight 20 Medusa for 2kgold and 5 sulfur.

30% Fight 30 Medusa for 3kgold and 6 sulfur.

30% Fight 40 Medusa for 4kgold and 8 sulfur.

10% Fight 50 Medusa for 5kgold and 10 sulfur.


Naga Bank

30% Fight 10 Nagas for 4kgold and 8 gems.

30% Fight 15 Nagas for 6kgold and 12 gems.

30% Fight 20 Nagas for 8kgold and 16 gems.

10% Fight 30 Nagas for 12kgold and 24 gems.


Dragon Fly Hive

30% Fight 30 Dragonflies to receive 4 Wvyerns into your army's ranks.

30% Fight 45 Dragonflies to receive 6 Wvyerns into your army's ranks.

30% Fight 60 Dragonflies to receive 8 Wvyerns into your army's ranks.

10% Fight 90 Dragonflies to receive 12 Wvyerns into your army's ranks.


Basilisk Pit

Basilisk dwelling.


Behemoth Crag

Behemoth dwelling.


Pillar of Eyes

Beholder dwelling.


Hall of Darkness

Black Knight dwelling.


Dragon Vault

Bone Dragon dwelling.


Training Grounds

Cavalier dwelling.


Centaur Stables

Centaur dwelling.


Air Elemental Conflux

Air Elemental dwelling.


Portal of Glory

Angel dwelling.


Cyclops Cave

Cyclops dwelling.


Forsaken Palace

Devil dwelling.


Serpent Fly Hive

Serpent Fly dwelling.


Dwarf Cottage

Dwarf dwelling.


Earth Elemental Conflux

Earth Elemental dwelling.


Fire Lake

Efreeti dwelling.


Homestead

Wood Elf dwelling.


Fire Elemental Conflux

Fire Elemental dwelling.


Parapet

Stone Gargoyle dwelling.


Altar of Wishes

Genie dwelling.


Wolf Pen

Wolf Rider dwelling.


Gnoll Hut

Gnoll dwelling.


Goblin Barracks

Goblin dwelling.


Hall of Sins

Gog dwelling.


Gorgon Lair

Gorgon dwelling.


Dragon Cliffs

Green Dragon dwelling.


Griffin Tower

Griffin dwelling.


Harpy Loft

Harpy dwelling.


Kennels

Hell Hound dwelling.


Hydra Pond

Hydra dwelling.


Imp Crucible

Imp dwelling.


Lizard Den

Lizardman dwelling.


Mage Tower

Mage dwelling.


Manticore Lair

Manticore dwelling.


Chapel of Stilled Voices

Medusa dwelling.


Labyrinth

Minotaur dwelling.


Monastary

Monk dwelling.


Golden Pavilion

Naga dwelling.


Demon Gate

Demon dwelling.


Ogre Fort

Ogre dwelling.


Orc Tower

Orc dwelling.


Hell Hole

Pit Fiend dwelling.


Dragon Cave

Red Dragon dwelling.


Cliff Nest

Roc dwelling.


Workshop

Gremlin dwelling.


Cloud Temple

Giant dwelling.


Dendroid Arches

Dendroid Guard dwelling.


Warren

Troglodyte dwelling.


Water Elemental Conflux

Water Elemental dwelling.


Tomb of Souls

Wight dwelling.


Wyvern Nest

Wyvern dwelling.


Enchanted Spring

Pegasus dwelling.


Unicorn Glade

Unicorn dwelling.


Mausoleum

Lich dwelling.


Estate

Vampire dwelling.


Cursed Temple

Skeleton dwelling.


Graveyard

Walking Dead dwelling.


Guardhouse

Pikeman dwelling.


Archers' Tower

Archer dwelling.


Barracks

Swordsman dwelling.


Flower of Life

Pixie Dwelling


Altar of Thought

Psychic Elemental Dwelling


Pyre

Firebird Dwelling


Frozen Peaks
Azure Dragon Dwelling


Crystal Cavern

Crystal Dragon Dwelling


Lavendar Lofts
Faerie Dragon Dwelling


Sulfurous Lair

Rust Dragon Dwelling


Enchanter’s Hollow

Enchanter Dwelling


Treetop Tower

Sharpshooter Dwelling


Unicorn Glade

Unicorn dwelling.


Altar of Air

Air Elemental dwelling.


Altar of Earth

Earth Elemental dwelling.


Altar of Fire

Fire Elemental dwelling.


Altar of Water

Water Elemental dwelling.


Thatched Hut

Halfling Dwelling


Hovel

Peasant Dwelling


Boar Glen

Boar Dwelling


Tomb of Curses

Mummy Dwelling


Nomad Tent

Nomad Dwelling


Hidden Cavern

Rogue Dwelling


Troll Bridge

Troll Dwelling


Elemental Conflux

Dwelling for Air, Earth, Fire and Water elementals.


Golem Factory

Stone, Iron, Gold, and Diamond Golem dwelling.

Flag for +1 Stone/Iron Golem generation in Tower towns.


Garrison

Location for storing troops at a choke point.


Anti-magic Garrison

Location for storing troops at a choke point.

Spells cannot be cast in combat.


Knight

Castle might hero


Cleric

Castle magic hero


Ranger

Rampart might hero


Druid

Rampart magic hero


Alchemist

Tower might hero


Wizard

Tower magic hero


Demoniac

Inferno might hero


Heretic

Inferno magic hero


Death Knight

Necropolis might hero


Necromancer

Necropolis magic hero


Overlord

Dungeon might hero


Warlock

Dungeon magic hero


Barbarian

Stronghold might hero


Battle Mage

Stronghold magic hero


Beastmaster

Fortress might hero


Witch

Fortress magic hero


Planeswalker

Conflux might hero


Elementalist

Conflux magic hero


Sawmill

Produces 2 wood each day.


Alchemist's Lab

Produces 1 mercury each day


Ore Pit

Produces 2 ore each day


Sulfur Dune

Produces 1 sulfur each day


Crystal Cavern

Produces 1 crystal each day


Gem Pond

Produces 1 gem each day


Gold Mine

Produces 1000 gold each day


Abandoned Mine

Fight a horde of Troglodytes to restore the mine back to production.


Pikeman

Level 1 Castle creature.

Quantity: 20-50


Halberdier

Upgraded level 1 Castle creature.

Quantity: 20-30


Archer

Level 2 Castle creature.

Quantity: 16-30


Marksman

Level 2 Castle creature.

Quantity: 16-25


Griffin

Level 3 Castle creature.

Quantity: 12-25


Royal Griffin

Upgraded level 3 Castle creature.

Quantity: 12-20


Swordsman

Level 4 Castle creature.

Quantity: 10-20


Crusader

Upgraded level 4 Castle creature.

Quantity: 10-16


Monk

Level 5 Castle creature.

Quantity: 8-16


Zealot

Upgraded level 5 Castle creature.

Quantity: 8-12


Cavalier

Level 6 Castle creature.

Quantity: 5-12


Champion

Upgraded level 6 Castle creature.

Quantity: 5-10


Angel

Level 7 Castle creature.

Quantity: 4-10


Archangel

Upgraded level 7 Castle creature.

Quantity: 3-8


Centaur

Level 1 Rampart creature.

Quantity: 20-50


Centaur Captain

Upgraded level 1 Rampart creature.

Quantity: 20-30


Dwarf

Level 2 Rampart creature.

Quantity: 16-30


Battle Dwarf

Level 2 Ramart creature.

Quantity: 16-25


Wood Elf

Level 3 Rampart creature.

Quantity: 12-25


Grand Elf

Upgraded level 3 Rampart creature.

Quantity: 12-20


Pegasus

Level 4 Rampart creature.

Quantity: 10-20


Silver Pegasus

Upgraded level 4 Rampart creature.

Quantity: 10-16


Dendroid Guard

Level 5 Rampart creature.

Quantity: 8-16


Dendroid Soldier

Upgraded level 5 Rampart creature.

Quantity: 8-12


Unicorn

Level 6 Rampart creature.

Quantity: 5-12


War Unicorn

Upgraded level 6 Rampart creature.

Quantity: 5-10


Green Dragon

Level 7 Rampart creature.

Quantity: 4-10


Gold Dragon

Upgraded level 7 Rampart creature.

Quantity: 3-8


Gremlin

Level 1 Tower creature.

Quantity: 20-50


Master Gremlin

Upgraded level 1 Tower creature.

Quantity: 20-30


Stone Gargoyle

Level 2 Tower creature.

Quantity: 16-30


Obsidian Gargoyle

Level 2 Tower creature.

Quantity: 16-25


Stone Golem

Level 3 Tower creature.

Quantity: 12-25


Iron Golem

Upgraded level 3 Tower creature.

Quantity: 12-20


Mage

Level 4 Tower creature.

Quantity: 10-20


Arch Mage

Upgraded level 4 Tower creature.

Quantity: 10-16


Genie

Level 5 Tower creature.

Quantity: 8-16


Master Genie

Upgraded level 5 Tower creature.

Quantity: 8-12


Naga

Level 6 Tower creature.

Quantity: 5-12


Naga Queen

Upgraded level 6 Tower creature.

Quantity: 5-10


Giant

Level 7 Tower creature.

Quantity: 4-10


Titan

Upgraded level 7 Tower creature.

Quantity: 3-8


Imp

Level 1 Inferno creature.

Quantity: 20-50


Familiar

Upgraded level 1 Inferno creature.

Quantity: 20-30


Gog

Level 2 Inferno creature.

Quantity: 16-30


Magog

Upgraded Level 2 Inferno creature.

Quantity: 16-25


Hell Hound

Level 3 Inferno creature.

Quantity: 12-25


Cerberus

Upgraded level 3 Inferno creature.

Quantity: 12-20


Demon

Level 4 Inferno creature.

Quantity: 10-20


Horned Demon

Upgraded level 4 Inferno creature.

Quantity: 10-16


Pit Fiend

Level 5 Inferno creature.

Quantity: 8-16


Pit Lord

Upgraded level 5 Inferno creature.

Quantity: 8-12


Efreet

Level 6 Inferno creature.

Quantity: 5-12


Efreet Sultan

Upgraded level 6 Inferno creature.

Quantity: 5-10


Devil

Level 7 Inferno creature.

Quantity: 4-10


Arch Devil

Upgraded level 7 Inferno creature.

Quantity: 3-8


Skeleton

Level 1 Necropolis creature.

Quantity: 20-50


Skeleton Warrior

Upgraded level 1 Necropolis creature.

Quantity: 20-30


Walking Dead

Level 2 Necropolis creature.

Quantity: 16-30


Zombie

Upgraded Level 2 Necropolis creature.

Quantity: 16-25


Wight

Level 3 Necropolis creature.

Quantity: 12-25


Wraith

Upgraded level 3 Necropolis creature.

Quantity: 12-20


Vampire

Level 4 Necropolis creature.

Quantity: 10-20


Vampire Lord

Upgraded level 4 Necropolis creature.

Quantity: 10-16


Lich

Level 5 Necropolis creature.

Quantity: 8-16


Power Lich

Upgraded level 5 Necropolis creature.

Quantity: 8-12


Black Knight

Level 6 Necropolis creature.

Quantity: 5-12


Dread Knight

Upgraded level 6 Necropolis creature.

Quantity: 5-10


Bone Dragon

Level 7 Necropolis creature.

Quantity: 4-10


Ghost Dragon

Upgraded level 7 Necropolis creature.

Quantity: 3-8


Troglodyte

Level 1 Dungeon creature.

Quantity: 20-50


Infernal Troglodyte

Upgraded level 1 Dungeon creature.

Quantity: 20-30


Harpy

Level 2 Dungeon creature.

Quantity: 16-30


Harpy Hag

Upgraded Level 2 Dungeon creature.

Quantity: 16-25


Beholder

Level 3 Dungeon creature.

Quantity: 12-25


Evil Eye

Upgraded level 3 Dungeon creature.

Quantity: 12-20


Medusa

Level 4 Dungeon creature.

Quantity: 10-20


Medusa Queen

Upgraded level 4 Dungeon creature.

Quantity: 10-16


Minotaur

Level 5 Dungeon creature.

Quantity: 8-16


Minotaur King

Upgraded level 5 Dungeon creature.

Quantity: 8-12


Manticore

Level 6 Dungeon creature.

Quantity: 5-12


Scorpicore

Upgraded level 6 Dungeon creature.

Quantity: 5-10


Red Dragon

Level 7 Dungeon creature.

Quantity: 4-10


Black Dragon

Upgraded level 7 Dungeon creature.

Quantity: 3-8


Goblin

Level 1 Stronghold creature.

Quantity: 20-50


Hobgoblin

Upgraded level 1 Stronghold creature.

Quantity: 20-30


Wolf Rider

Level 2 Stronghold creature.

Quantity: 16-30


Wolf Raider

Upgraded Level 2 Stronghold creature.

Quantity: 16-25


Orc

Level 3 Stronghold creature.

Quantity: 12-25


Orc Chieftain

Upgraded level 3 Stronghold creature.

Quantity: 12-20


Ogre

Level 4 Stronghold creature.

Quantity: 10-20


Ogre Mage

Upgraded level 4 Stronghold creature.

Quantity: 10-16


Roc

Level 5 Stronghold creature.

Quantity: 8-16


Thunderbird

Upgraded level 5 Stronghold creature.

Quantity: 8-12


Cyclops

Level 6 Stronghold creature.

Quantity: 5-12


Cyclops King

Upgraded level 6 Stronghold creature.

Quantity: 5-10


Behemoth

Level 7 Stronghold creature.

Quantity: 4-10


Ancient Behemoth

Upgraded level 7 Stronghold creature.

Quantity: 3-8


Gnoll

Level 1 Fortress creature.

Quantity: 20-50


Gnoll Marauder

Upgraded level 1 Fortress creature.

Quantity: 20-30


Lizardman

Level 2 Fortress creature.

Quantity: 16-30


Lizard Warrior

Upgraded Level 2 Fortress creature.

Quantity: 16-25


Gorgon

Level 5 Fortress creature.

Quantity: 8-16


Mighty Gorgon

Upgraded level 5 Fortress creature.

Quantity: 8-12


Serpent Fly

Level 3 Fortress creature.

Quantity: 12-25


Dragon Fly

Upgraded level 3 Fortress creature.

Quantity: 12-20


Basilisk

Level 4 Fortress creature.

Quantity: 10-20


Greater Basilisk

Upgraded level 4 Fortress creature.

Quantity: 10-16


Wyvern

Level 6 Fortress creature.

Quantity: 5-12


Wyvern Monarch

Upgraded level 6 Fortress creature.

Quantity: 5-10


Hydra

Level 7 Fortress creature.

Quantity: 4-10


Chaos Hydra

Upgraded level 7 Fortress creature.

Quantity: 3-8


Air Elemental

Level 2 Conflux creature.

Quantity: 8-12


Earth Elemental

Level 5 Conflux creature.

Quantity: 16-30


Fire Elemental

Level 4 Conflux creature.

Quantity: 16-25


Water Elemental

Level 3 Conflux creature.

Quantity: 12-25


Gold Golem

Level 4 Neutral creature.

Quantity: 10-16


Diamond Golem

Level 5 Neutral creature.

Quantity: 8-12


Pixie

Level 1 Conflux creature.

Quantity: 20-50


Sprite

Level 1 Upgrade Conflux creature.

Quantity:  20-30


Psychic Elemental

Level 6 Conflux creature.

Quantity:  8-16


Magic Elemental

Level 6 Upgrade Conflux creature.

Quantity:  8-12


Ice Elemental

Level 3 Upgrade Conflux creature.

Quantity:  12-20


Magma Elemental

Level 5 Upgrade Conflux creature.

Quantity:  6-10


Storm Elemental

Level 2 Upgrade Conflux creature.

Quantity:  6-12


Energy Elemental

Level 4 Upgrade Conflux creature.

Quantity:  12-25


Firebird

Level 7 Conflux creature.
Quantity:  8-16


Phoenix

Level 7 Upgrade Conflux creature.

Quantity: 6-16


Azure Dragon

Level 10 Neutral creature.

Quantity:  1


Crystal Dragon

Level 10 Neutral creature.

Quantity:  1


Faerie Dragon

Level 8 Neutral creature.

Quantity:  1-2


Rust Dragon

Level 10 Neutral creature

Quantity:  1


Enchanter

Level 6 Neutral creature.

Quantity:  5-12


Sharpshooter

Level 4 Neutral creature.

Quantity:  5-12


Halfling

Level 1 Neutral creature.

Quantity:  20-50


Peasant

Level 1 Neutral creature.

Quantity:  20-50


Boar

Level 2 Neutral creature.

Quantity:  16-30


Mummy

Level 3 Neutral creature.

Quantity:  12-25


Nomad

Level 3 Neutral creature.

Quantity:  12-25


Rogue

Level 2 Neutral creature.

Quantity:  16-30


Troll

Level 5 Neutral creature.

Quantity:


Wood

This treasures gives 5-10 wood.


Mercury

This treasures gives 3-6 mercury.


Ore

This treasures gives 5-10 ore.


Sulfur

This treasures gives 3-6 sulfur.


Crystal

This treasures gives 3-6 crystal.


Gems

This treasures gives 3-6 gems.


Gold

This treasures gives 500-1000 gold.


Castle


Rampart


Tower


Inferno


Necropolis


Dungeon


Stronghold


Fortress


Conflux


Random Dwelling 1


Random Dwelling 2


Random Dwelling 3


Random Dwelling 4


Random Dwelling 5


Random Dwelling 6


Random Dwelling 7


Random Castle Dwelling


Random Rampart Dwelling


Random Tower Dwelling


Random Inferno Dwelling


Random Necropolis Dwelling


Random Dungeon Dwelling


Random Stronghold Dwelling


Random Fortress Dwelling


Random Conflux Dwelling