New Features Added to the "In the Wake of
Gods" AddOn
for Heroes of Might and Magic III Game
Table of Contents
Bonuses of Gods. Gods'
Representatives
As told in an ancient legend, the
fertile ground of Erathia and all creatures occupying her was created by the
Gods who grew tired of their immortality. Having conceived of this world, they
did not interfere with the course of events and could not even foresee them,
and so from this fickle world they received truly divine pleasure …
Another
legend says completely the opposite. One fine day, Divine Will will intrude
into the world created by the gods and will disturb the measured life of
everyone who occupies it …
But let us
put aside old legends. We will think up our own. You are not the God. You are
just a Hero of Erathia. And now, it is time for you to act …
HMM3.5 Team
All was silent and quiet in Erathia
for a long time while both the forces of darkness and the forces of light did
not intervene. But the forces of darkness grew impatient, desiring power and
control over Erathia. And what is the best way to subdue the world? Force! So
in order to bring their new devilish order to the world, terrible mutants were
brought to life-- monsters of 8th level. And to stand against them, the forces
of light were forced to do the same.
Basic
Description:
All 8th level monsters are divine in essence,
and therefore cannot be recruited the same way other monsters are recruited. To
recruit 8th level monsters it is necessary to capture a dwelling of the
appropriate monster. To do so, you will have to battle against several 8th
level monsters. Immediately after capturing a dwelling it is possible to
recruit the monster into the hero's army. If you delay, the monster will no
longer be available there and after the initial recruitment, you will also no
longer find them at their dwelling.
However, on day one of each week, for each 8th
level external dwelling controlled by the player, one 8th level monster from
that dwelling will be available to be recruited from any town owned by the
player in which the appropriate 7th level dwelling has been built. However,
this is a total number of these monsters available to the player that week,
regardless of which town or towns owned by the player they are recruited from.
For example, if you control two Storm Temples and also own two Tower castles,
each with a 7th level dwelling built, you could recruit 1 Lord of Thunder at
each castle, or 2 at one and none at the other as you choose. Note that the
presence of one or more 8th level monsters at a 7th level castle dwelling is in
addition to the 7th level monsters there and not instead of them.
The 8th level monsters have an extreme level of
individuality and because of this you may only recruit one at a time, and if
not recruited during the week, their number will not add to the following
week's. Thus, if you have two external Storm Temples, then after recruiting one
Lord of Thunder, the second one will become available. Also realize, that if
you try to recruit 8th level monsters by clicking on the castle in the town
screen where all monsters of all levels can be recruited, you will not find
them; they can only be found by clicking directly on the 7th level dwelling in
the town screen.
Each time an 8th level dwelling is captured by
a different player, the new owner has the opportunity to immediately recruit
the 8th level monster there even if a monster has already been monsters from
there has already been recruited this week by another player.
1. Supreme
Archangel (Castle).
One day, the Knight Orrin received
an order to deliver a message to the neighboring kingdom. Life was peaceful,
and so he took only one Archangel and a few Crusaders as guards for his
journey. This seemed more than enough protection so Orrin set off. On the
second day of his journey, a completely unfamiliar fiery monster suddenly arose
from beneath the ground. The fight was short and deadly. Although the Archangel
resurrected brave Orrin's crusaders, his small army was still unable to resist
so strong an enemy. Orrin's troops were defeated and Orrin, wounded by the
beast, was finally forced to flee. With great effort he eventually reached his
native kingdom.
This story might have been quickly
forgotten had not two circumstances determined the further course of events:
·
The monster that attacked Orrin and his troops had
never been seen or heard of before. It was incredibly powerful and had the
terrible ability to steal an enemy's soul;
·
The Archangels' honor was at stake, since one of them
had fallen in an unequal fight. Orrin prayed long and hard with the clerics and
called for protection from the Heavens. Although usually silent, this time the
Heavens answered his call and sent a boon: new powers were granted to some
Archangels. And that is how the Erathian Supreme Archangels came to be. Their
new ability and improved resurrection skills further increased the morale of
the armies they accompanied.
Appearance: [picture].
Dwelling: Portal of Splendor [picture].
Main Description:
Growth: |
1 |
Health: |
500 |
Speed: |
18 |
Attack: |
40 |
Defense: |
40 |
Damage: |
75 |
Shots: |
0 |
Spells: |
2 |
Gold
Cost: |
10000 |
Resource
Cost: |
4 Gems |
Special abilities:
1. +1 Moral to allies in battle.
2. +1 Moral to allies in battle, if part of
a Hero's army.
3. Can resurrect “live” allies twice per
battle.
4. Enemies cannot retaliate.
5. Fearless.
2. Diamond
Dragon (Rampart).
Beginning one fateful day, affairs
in the Rampart went wrong. For unknown reasons, gems began to vanish. The
situation threatened to get out of control, as these gems were absolutely
necessary for the Ramparts building needs. The community of the Elder Dendroids
agreed that they had need of the wisdom of the Magic Wood, so they decided to
travel there and ask for help.
Having reached the Wood, they asked
for guidance and were led to the base of a cliff where they were amazed by what
they saw: the dazzling beauty of a dragon from whose mouth, instead of sulfur
fumes, came fire and jewels. The Magic Wood granted the Elder Dendroids one of
these sparkly dragons and the inhabitants of the Rampart gratefully accepted
the gift. In addition to the gems it provided, the new dragon proved a powerful
ally.
Later, the reason for the missing
gems was found out. A Black Knight spy from the Necropolis had been stealing
them! But he was caught in the act, and was seized, and hung from the nearest
tree where he soon became a barbecued lesson for other would-be spies.
Appearance: [picture].
Dwelling: Dragon Peaks [picture].
Main Description:
Growth: |
1 |
Health: |
500 |
Speed: |
16 |
Attack: |
36 |
Defense: |
36 |
Damage: |
60-75 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
8000 |
Resource
Cost: |
3 Crystals |
Special abilities:
1. 50% chance to blind enemy for three
rounds.
2. Immunity to Hero’s spells.
3. +1 gem daily.
4. Fearless.
3. Lords of
Thunder (Tower).
Once, while on his way home, a Titan
got caught in a thunderstorm. He paid it little attention, for as everyone
knows, Titans are so hardy that an act of nature can’t normally harm them. The
horrible lightning struck him in the head and crackled through is body, exiting
through his foot. This did not faze him at all and he continued on his way. Ten
minutes later he got into an ambush with Power Liches. There were a lot of them
and their quantity might become their best quality. The Titan did not know
dialectics, and so their numbers did not deter him. Being a soldier of fortune,
he had agreed to lose his life in a battle and started fighting.
While fighting, he began to realize
that the Power Liches death cloud caused much less harm to him than usual. In
addition to taking less damage, our Titan hero discovered he was now able to
attack twice as often as his opponents. As the undead losses mounted higher,
the Power Liches started to fall back, unsure they could win. And while their
optimism dropped, the Titan's grew, until suddenly he found that he had
exhausted his supply of thunderbolts. What to do? There was only hand-to-hand
combat now and so the Titan rushed bravely into the thinned crowd of enemies.
And threw as another surprise! Every stroke that hit an opponent was
accompanied by a bolt of powerful lightning came down from the clear blue sky.
The fight ended in victory for the Titan.
Having returned, he told all about
the miracle that happened to him. The elder Mages consulted and conferred and
finally decided that this could not have come about without the intervention of
higher Elemental Forces. And since that time, Titans who have been found worthy
have followed the Divine Call and gone on a journey of empowerment. They have
constructed Storm Temples in far off places amidst the fiercest of storms.
While dwelling within these temples that struck many times a day by the bolts
of lightning, the Titans have gained their new powers.
Appearance: [picture].
Dwelling: Storm Temple [picture].
Main
Description:
Growth: |
1 |
Health: |
600 |
Speed: |
12 |
Attack: |
32 |
Defense: |
32 |
Damage: |
60-75 |
Shots: |
24 |
Spells: |
0 |
Gold
Cost: |
10000 |
Resource
Cost: |
3 Gems |
Special abilities:
1. Strikes twice.
2. In hand-to-hand calls lightning bolt.
3. Has air shield.
4. Immunity to mind spells.
5. Fearless.
4.
Antichrist (Inferno).
Some people refer to the dark forces
as "disturbers of calmness" because they cannot be content any place
where around them is peace and harmony.
In the deepest and darkest levels of
Hell, the forces agreed to create the new perfect monster that could subdue
Erathia and all adjoining lands. And no sooner said than done. In the world has
appeared the Antichrist -- an awful fiery monster against whom no other spirit
could stand. His authority over souls is practically boundless.
Appearance: [picture].
Dwelling: Unholy Palace [picture].
Main Description:
Growth: |
1 |
Health: |
400 |
Speed: |
17 |
Attack: |
35 |
Defenses: |
37 |
Damage: |
45-60 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
9000 |
Resource
Cost: |
3 Mercury |
Special abilities:
1. Fearsome.
2. –1 luck to enemies in battle.
3. –1 luck to enemies in battle if enemies
have a hero-owner.
4. 50% to take soul for 3 rounds
(petrification).
5. Enemies cannot retaliate.
6. Fearless.
5. Blood Dragon (Necropolis).
Necromancers always wanted to
strengthen Vampires so that it was possible to drain the blood and life force
from all creatures in the land. However it is not so simple to create a very
strong Vampire because despite their undead powers, their bodies are merely
augmented human flesh.
And so it was reasoned that it would
be much easier to impart the Vampire’s abilities to a more powerful essence --
to a Ghost Dragon. A Ghost Dragon and some Vampires were sent to the Spectral
Vault where the long process of creating a new and terrible mutant, the Blood
Dragon, began.
Appearance: [picture].
Dwelling: Spectral Vault [picture].
Main Description:
Growth: |
1 |
Health: |
400 |
Speed: |
14 |
Attack: |
25 |
Defense: |
23 |
Damage: |
38-75 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
6000 |
Resource
Cost: |
2 Mercury |
Special abilities:
1.
Fearsome.
2.
-1 Moral to enemies in battle.
3.
-1 Moral to enemies in battle, if there is a Hero-owner
4.
50% chance to age enemy (half of health).
5.
40% chance to drain enemy’s blood and regenerate.
6.
Fearless.
6. Darkness Dragon (Dungeon).
Appearance: [picture].
Dwelling: Cave of Darkness [picture].
Main Description:
Growth: |
1 |
Health: |
600 |
Speed: |
15 |
Attack: |
33 |
Defense: |
33 |
Damage: |
60-75 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
8000 |
Resource
Cost: |
3 Sulfur |
Special abilities:
1. Fearsome.
2. Returns to starting square after attack.
3. Immunity to Hero’s magic.
4. Hero receives Vault of Darkness
specialty.
5. Fearless.
7. Ghost Behemoth (Citadel).
Appearance: [picture].
Dwelling: Behemoth Tomb [picture].
Main Description:
Growth: |
1 |
Health: |
600 |
Speed: |
11 |
Attack: |
25 |
Defense: |
25 |
Damage: |
45-75 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
6000 |
Resource
Cost: |
2 Crystals |
Special abilities:
1. Fearsome.
2. +1 Luck to allies in battle.
3. +1 Luck to to allies in battle, if part
of a Hero's army.
4. Ignores enemy’s defense.
5. Retaliates against two attacks.
6. Goes through obstacles (flies).
7. Fearless.
8.
Hell
Hydra (Fortress).
It once chanced to happen that in a
bog a Rust Dragon got itself stuck. It creaked and rasped and finally rusted.
It stood as a monument in the middle of the bog for many years.
But one day, finally, this piece of
rusty iron attracted Hydras, and they decided to put it in their Pond. Moving
the old rusty dragon wasn't easy, and just as the Hydras were about to settle
it into their pond, the dragon's rusted skeleton began to fall apart. From
within the rusty old dragon's ribcage they found its source of acid--the acid
had mixed with the gassy swamp water over the years and had changed and become
quite unstable. Without warning, it suddenly exploded, covering the Hydras from
snout to claw! But the Hydras were not harmed, for it appeared that this new
acid-swamp mixture was not dangerous to them at all. In fact, they liked it so
much that they eagerly drank their fill. Oh the Hydras had fun for days! They
spat each other with acid and frolicked in the pond, unaware of how they were
changing, transforming, mutating. Their hides took on a red acid shade and they
gained new powers of regeneration. For the Hydras this was like the water of
life, and now they felt invincible!
Appearance: [picture].
Dwelling: Chaos Pool [picture].
Main Description:
Growth: |
1 |
Health: |
500 |
Speed: |
10 |
Attack: |
25 |
Defense: |
27 |
Damage: |
38-68 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
7000 |
Resource
Cost: |
2 Sulfur |
Special abilities:
1. Attacks all adjacent enemies.
2. Attacks with acid breath (lowers
defense).
3. Enemies cannot retaliate.
4. 40% chance of regeneration.
5. Fearless.
9.
Sacred
Phoenix (Conflux).
In the flame of immense fires, from
the destroyed cities, the new Phoenix has arisen. A sacred Phoenix.
Appearance: [picture].
Dwelling: Spirit Pyre [picture].
Main Description:
Growth: |
1 |
Health: |
400 |
Speed: |
21 |
Attack: |
28 |
Defense: |
28 |
Damage: |
45-60 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
5000 |
Resource
Cost: |
3 Mercury |
Special abilities:
1.
Immunity to Fire magic.
2.
Has one 100% resurrection.
3.
Has Fire shield.
4.
Always blessed like a killer.
5.
Fearless.
From times of last great battles has passed a
lot of time. Life does not cost on a place, and some monsters have managed to
use a respite with advantage for themselves. A part from them is strengthened
trained, developing new skills. At last, new monsters have appeared.
1. Ghost.
Ghosts from Enroth. Yes, these
callous creations have returned! Having neither flesh, nor blood, being to all
indifferent, they kill all and draw forth the liberated souls. These Erathian
Ghosts have learned a few tricks since their time spent in Enroth; they have
learned to withdraw the souls of all creatures and creations on the
battlefield. Now, not only living things can fill up the ranks of the Ghosts,
but also dead, and also not alive and not dead. Only instruments of war such as
catapults and ballista are beyond the reach of their ghostly embrace.
Appearance: [picture].
Dwelling: *. [picture].
Main Description:
Growth: |
8** |
Health: |
5 |
Speed: |
8 |
Attack: |
11 |
Defense: |
8 |
Damage: |
1-2 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
500 |
Special abilities:
1.
Killed enemies become ghosts.
2.
Fearless.
Other notes:
*
Live only in demolished towns.
**
Growth shows number of ghosts that appear in a completely demolished
town after six days.
2. Fire Messenger.
The envoy of Fire had excellent
protection against magic of fire and had a slightly better attack.
Appearance: [picture].
Dwelling: * Natural Calamity [picture].
Main description:
Growth: |
2 |
Health: |
70 |
Speed: |
5 |
Attack: |
14 |
Defense |
12 |
Damage |
13-18 |
Shots |
0 |
Spells |
0 |
Gold
Cost: |
750 |
Special abilities:
1.
Has protection from Fire.
2.
Fearless.
Other notes:
*
In one dwelling you can take only one type of messenger.
3.
Earth
Messenger.
The envoy of the Earth had excellent
protection against magic of earth and had a slightly better defense.
Appearance: [picture].
Dwelling: * Natural Calamity [picture].
Main description:
Growth: |
2 |
Health: |
70 |
Speed: |
5 |
Attack: |
13 |
Defense: |
14 |
Damage: |
10-14 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
750 |
Special abilities:
1.
Has protection from earth.
2.
Fearless.
Other
notes:
*
In one dwelling you can take only one type of messenger.
4. Air Messenger.
The envoy of Air has excellent
protection against magic of air and is faster.
Appearance: [picture].
Dwelling: * Natural Calamity [picture].
Main description:
Growth: |
2 |
Health: |
70 |
Speed: |
6 |
Attack: |
13 |
Defense: |
12 |
Damage: |
10-14 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
750 |
Special abilities:
1.
Has protection from air.
2.
Fearless.
Other
notes:
*
In one dwelling you can take only one type of messenger.
5. Water Messenger.
The envoy of Water has
excellent protection against magic of water and has slightly better health.
Appearance: [picture].
Dwelling: * Natural Calamity [picture].
Main description:
Growth: |
2 |
Health: |
80 |
Speed: |
5 |
Attack: |
13 |
Defense: |
12 |
Damage: |
10-14 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
750 |
Special
abilities:
1.
Has protection from water.
2.
Fearless.
Other
notes:
*
In one dwelling you can take only one type of messenger.
6. Gorynych.
Appearance: [picture].
Dwelling: Vast Cavern [picture].
Main description:
Growth: |
1 |
Health: |
250 |
Speed: |
8 |
Attack: |
20 |
Defense: |
20 |
Damage: |
25-45 |
Shots: |
0 |
Spells: |
0 |
Gold
Cost: |
3500 |
Special abilities:
1.
Attacks all adjacent enemies.
2. Fearless.
3.
Enemies do not retaliate.
7. War Zealots.
For long years, these Zealots
isolate themselves in remote monasteries where the only visitors they have are
travelers who have lost their way, and even these seldom more than once a year.
During this time of isolation, the Zealots practice their fighting skills and
train their minds to repel all magic.
Appearance: [picture].
Dwelling: Lost Friary [picture].
Main description:
Growth: |
2 |
Health: |
40 |
Speed: |
8 |
Attack: |
14 |
Defense: |
10 |
Damage: |
10-12 |
Shots: |
24 |
Spells: |
0 |
Gold
Cost: |
600 |
Special abilities:
1.
Is protected by Magic Mirror.
2.
Fearless.
3.
Doesn’t have penalty in hand-to-hand attack.
8. Arctic Sharpshooter.
The Sharpshooters, originally
trained by Gelu, were so popular because of their combat skills that all heroes
desired to have them as part of their army. And the prestige of being a
Sharpshooter was so strong that the skills and training were passed on from
father to son and mother to daughter.
In due course, it was possible to
find Sharpshooters in almost every part of Erathia, and as you can expect, they
tried to adapt to local conditions. So the Arctic Sharpshooters have appeared.
They have an improved attack and are also able to hide in snow-covered places,
which allows them to be better protected from missile fire..
Appearance: [picture].
Dwelling: Snow Covered Position [picture].
Main description:
Growth: |
3 |
Health: |
15 |
Speed: |
9 |
Attack: |
13 |
Defense |
10 |
Damage: |
8-10 |
Shots: |
32 |
Spells: |
0 |
Gold
Cost: |
500 |
Special abilities:
1.
Does not have melee penalty.
2.
Fearless.
3.
Air Shield.
9. Lava Sharpshooters.
Another type of Sharpshooter - the
Lava Sharpshooter. Their house is a vault. Their hard lives have tempered them,
resulting in their increased defensive ability. Lava Sharpshooters get their
name from the bottles of fiery lava in which they dip the tips of the arrows.
In close combat they are able to use these flaming lava arrows to burn their
assailants.
Appearance: [picture].
Dwelling: Rock Covered Position [picture].
Main description:
Growth: |
3 |
Health: |
15 |
Speed: |
9 |
Attack: |
12 |
Defense: |
11 |
Damage: |
8-10 |
Shots: |
32 |
Spells: |
0 |
Gold
Cost: |
500 |
Special
abilities:
1.
Does not have melee penalty.
2.
Fearless.
3.
Fire Shield.
10. Nightmare.
Appearance: [picture].
Dwelling: Dream Horse-shoe [picture].
Main description:
Growth: |
2 |
Health: |
110 |
Speed: |
9 |
Attack: |
15 |
Defense: |
14 |
Damage: |
18-22 |
Shots: |
32 |
Spells: |
0 |
Gold
Cost: |
1500 |
Special abilities:
1.
Improved
Death Stare.
2. Fearless.
3.
Immunity to mind spells.
Let's return to the legends. They
tell us that when Gods have learned about the broken balance in the world of
Erathia, they have decided to interfere, to restore the balance of forces. For
this purpose in Erathia, Emissaries – Gods’ Representatives were sent.
1. Emissary of War.
Caused by elements of magic of fire,
the Emissary of War was sent to help Heroes to restore former harmony.
Appearance: [picture].
Dwelling: Palace of Martial Spirit * [picture].
Main description:
Growth: |
0** |
Health: |
2000 |
Speed: |
4 |
Attack: |
0 |
Defense: |
10 |
Damage: |
0 |
Shots: |
0 |
Spells: |
0 |
Special abilities:
1.
Increases Hero’s attack skill by 1-3 every week.
2.
Immunity to all.
Other notes:
*
In dwelling you can receive Emissary only once.
**
Does not grow anywhere.
2. Emissary of Peace.
Caused by elements of magic of the
ground, the Emissary of Peace was sent for protection of those Heroes who aspire
to restore balance between the different factions in Erathia.
Appearance: [picture].
Dwelling: Citadel of Pacification * [picture].
Main description:
Growth: |
0** |
Health: |
2000 |
Speed: |
4 |
Attack: |
0 |
Defense: |
10 |
Damage: |
0 |
Shots: |
0 |
Spells: |
0 |
Special
abilities:
1.
Increases Hero’s defense skill by 1-3 every week.
2.
Immunity to all spells.
Other notes:
*
In dwelling you can receive Emissary only once.
**
Does not grow anywhere.
3. Emissary of Mana.
Caused by elements of magic of air,
the Emissary of Mana was sent to help Heroes to restore the balance of Dark and
Light forces with the help of magic.
Appearance: [picture].
Dwelling: Monastery of Magicians * [picture].
Main description:
Growth: |
0** |
Health: |
2000 |
Speed: |
4 |
Attack: |
0 |
Defense: |
10 |
Damage: |
0 |
Shots: |
0 |
Spells: |
0 |
Special
abilities:
1.
Increases Hero’s magic power skill by 1-3 every week.
2.
Immunity to all spells.
Other notes:
*
In dwelling you can receive Emissary only once.
** Does not grow anywhere.
4.
Emissary of Lore.
Caused by elements of magic of
water, the Emissary of Lore was sent to help Heroes to return balance of
forces, having seized art of magic to the full.
Appearance: [picture].
Dwelling: Library of Legends * [picture].
Main description:
Growth: |
0** |
Health: |
2000 |
Speed: |
4 |
Attack: |
0 |
Defense: |
10 |
Damage: |
0 |
Shots: |
0 |
Spells: |
0 |
Special abilities:
1.
Increases Hero’s knowledge skill by 1-3 every week.
2.
Immunity to all spells.
Other notes:
*
In dwelling you can receive Emissary only once.
**
Does not grow anywhere.
Now towns can be destroyed and rebuilt again
from their ashes.
To destroy a building in a town, it is
necessary to right-click on the building you wish to destroy. You must have a
visiting hero present at a town in order to destroy buildings there; a
garrisoned hero cannot destroy anything.
Buildings cannot be destroyed in just any
order, but must follow priorities and dependence (see Appendix Table 1). If all
conditions for destruction of the given building in the given town are met, the
building can be destroyed and a window will appear asking if you wish to
destroy it. An example can be seen in the picture shown below [picture].
If the given building cannot be destroyed at
present, then when you right-click you will only see the standard information
about that building.
If the player clicks the OK button to destroy a
building, a check will be made to see if the hero has the minimum required
level of experience. There is a minimum level at which heroes receive the
ability to destroy buildings, and this is initially set to 1000 points for all
buildings in all towns. However, this value can be changed with ERM code for
any type of building for all types of towns (!!CD:E).
If the hero doesn't have enough experience, the
appropriate message will appear stating that the building will not be
destroyed. The next stage is a check of how strong the hero's army is. This is
calculated as the sum of health (HP) of all monsters in the hero's army. The
minimum level that is initially set for this calculation is 2000 HPs but this
can also be changed with ERM (!!CD:A).
If the hero's army is insufficient, an appropriate message will appear stating
this.
If the destroyed building is a creature
dwelling, it is checked to see if it has inhabitants. If the dwelling is not
empty, a choice is offered to the player: pay the monsters to abandon the
dwelling or fight them [picture]. The cost of paying the monsters is
calculated based on their level and number, as shown in the following table:
Monster |
Standard |
Upgrade |
Level 1 |
40 |
50 |
Level 2 |
60 |
75 |
Level 3 |
80 |
100 |
Level 4 |
150 |
200 |
Level 5 |
300 |
400 |
Level 6 |
550 |
650 |
Level 7 |
800 |
1000 |
If you decline to pay, there is only
one way to get rid of the monsters -- fight [picture].
Here again you can refuse. Thus of
any destructions. If in fight with monsters you will lose, that, being more
peaceful, than you, monsters will release the hero on freedom. The truth of
army he can lose completely.
If you pay the monsters or beat them
in combat, it is possible to start the destruction. However, destroying
buildings costs and each building has its own cost, but always in gold. Refer
to Appendix 1 for the full list of buildings in all types of towns where you
can look up the cost of destruction (Table1).
Each time you destroy a building, it
displeases the local population of the town. In order to appease them, it is
necessary to distribute gold with each following destruction. The amount of
gold depends on the number of destructions done that day and can be seen in the
following table:
Destructions per day |
Cost |
First |
0 |
Second |
1000 |
Third |
2000 |
Fourth |
5000 |
From the table you can see that four
destructions per day are possible. However, this value can be changed by means
of ERM commands (!! CD:D). If this number is altered, you may find it necessary
to establish or change the price of destruction (!! CD:N).
The sum which it is offered to pay,
at once includes all expenditure [picture]
If you attempt to destroy a Grail
building, you're given an opportunity to dismantle it instead. Since it's a
valuable structure, it costs 10000 gold to dismantle it -- this is much more
expensive than simply destroying it. If you pay this amount, the Grail will be
dismantled and will appear in the hero's backpack [picture]
If you have no free space in a backpack, you
will not be able to dismantle the Grail.
An every next destruction needs some
movement points of Hero. By default one destruction takes 55MP but may be
changed by ERM (!!CD:M).
After
destruction of a building the hero will find a small amount of resources in the
ruins. They can be any resource except for gold. The exact quantity and type of
resources can be checked in the Appendix (Table 1) [picture].
To completely destroy a town, it
isn't necessary to destroy all the structures. It's enough to destroy the ones
of key importance until finally reaching and destroying the Town Hall. Once the
Town Hall has been destroyed, the remaining inhabitants abandon the town.
After destruction of the Town Hall,
ghosts will appear in an ex-blacksmith's. However, they are too happy to be
alive (dead?) and will not pay any attention to you.
Thus, the town becomes absolutely
empty. When your hero leaves the town, he will receive an appropriate message.
If you leave wish you can leave the town under the protection of monsters or a
hero by leaving them in the garrison, but be cautious. As soon as your hero
leaves the town, he cannot enter again; the gates are locked and any guards
left are controlled by the ghosts.
For the next 6 days, the town is
completely closed to entry by all heroes. It ceases to belong to you and
becomes neutral. After 6 days have passed, you can return to the town. If you
have left guards you will have to enter combat and win against them before you
can take over the town again.
So what happened during those 6
days? The ghosts enjoyed their freedom in the town but now they are bored and
ready to go anywhere rather than fly around in the dead "ghost" town
any longer. Click on the ex-blacksmith building to hire the ghosts: [picture].
The ghosts do not like to remain in
the town, therefore they can only be hired into a visiting hero's army (bottom
slot) and not into the garrison. Until all ghosts will not be hired, the town
will remain deserted and will again become neutral as soon as the hero in it
leaves. Again, you can leave guards at this point if you wish but if you later
return you will have to fight them to regain control.
After hiring all ghosts, the hero
can try to restore the town. For this purpose it is required to right-click on
the ex-smithy as the new city inhabitants do not want haunted ghost houses in
their town. The standard check for a hero with high enough experience and a strong
enough army is made at this time as
well.
If he passes this check and if he's
a hero native to this town type, he can only restore the town to its original
type. However, if the hero is from another town, he can choose between the
town's old type (before destruction) or his own native town type. [picture].
If the Hero has the Builder
specialty (by default Jeddite) he can choose among all types of towns.
[picture].
After destruction of the
ex-blacksmith, at last, the city is restored. If the type of city is changed, a
change of a landscape must be made but this takes some time, therefore the new
local residents promise to finish it for when you next visit (enter the town).
Arrow towers now can train and collect
experience in fights. If the player keeps control of a town for one week, the
arrow towers on day 1 will receive additional experience and are amplified
according to the following formula:
No Bonus |
100% damage |
After 1 week |
200% damage |
After 2 weeks |
300% damage |
After 3 weeks |
400% damage |
After 4 weeks |
500% damage |
And so on |
|
If a town successfully defends
against a siege, it gets better as though one week had passed. If a town is
captured, all saved up experience for towers is lost.
The central shooting tower receives
experience irrespective of the lower towers. The lower arrow towers receive
experience simultaneously since they were both built at the same time.
A lot of change has
occurred in this land these past few years. Therefore, it is not surprising
that some Heroes have gained new specialties during this time. But whether or
not they are good ones, who can say?
1. Specialty: Veil of Darkness [picture].
Basic
Hero: Nagash (Necromancer) [picture].
ERM
Script: !!HE#X8/1;
In childhood, Nagash
liked to sit for hours under the black shadow of the Veil of Darkness. Because
he was a necromancer, he did not like society and always tried to disappear
from sight. And thus, the Veil of Darkness drew him like a magnet. He was
intrigued by how it functioned, and after much study he finally understood. In
essence, it was extremely simple and only required a source of mana to be
channeled. Long years of training have allowed Nagash to perfect this useful
ability and now he wastes no time in taking advantage of the skill.
Mobile Veil of Darkness. When the
hero moves, the shroud is replaced in a circle around him for all players who
are not allies.
Radius of the shroud circle is
determined by the following formula:
1. Take the lesser of current spell
points or (knowledge x 10).
2. This number is divided by 10 and
then 0.5 is added.
3. Minimum radius is 1.5.
Example. Nagash has a knowledge of 10 and
63 mana remaining. For the entire day, when he moves he will leave behind a
black shroud with a radius of 6.5 tiles (diameter of 13 tiles). Possible
consequences: In case the full current amount of mana is more, than a level of
knowledge*10 each day is automatically subtracted 2 mana.
2. Specialty: Builder [picture].
Basic Hero: Jeddite (Magician) [picture].
ERM
script: !!HE#X8/2;
In youth, Jeddite
traveled all over the world, and everywhere he went he was amazed at the beauty
of unfamiliar cities. Being very curious and observant, he always asked local
masons how such cities were constructed. Now, having this knowledge, he is able
to direct the construction of any type
of city that is being rebuilt..
Allows Hero to choose any type of
city when rebuilding one that has been completely destroyed.
From time to time, lost wanderers
have come across these mysterious constructions, fashioned in a similar style
to the pyramids. They have been found
at the slopes of mountains, in deserts, and even on plains. Seeking shelter
from the cold or the heat, exhausted by famine and thirst, tired from long days
on the road, these travelers tried to take refuge in these unusual
constructions and, perhaps, find something that would allow them to continue
their journey. Having come back home, they related to everyone about the
unusual creation that met them with riddles at its entrance.
The sphinx shows you a randomly chosen riddle
and asks you to answer it i.e. to type what you believe is the correct answer
into a text-input field.
The answer can consist only of one word (or a
single letter), without additional punctuation marks or blanks. The case of the
entered word is not important [picture].
After
typing the text click the OK button. The sphinx will check your answer, and
depending on whether or not it's correct, either reward your hero, or punish
him. In either case you can see result in the section of blessings and curses
on the hero screen. [picture]. If you click on this icon, you will either see a
brief message that the given Hero has no blessings or curses [picture], or you will see a window with the
icons displaying the current set of blessings and curses for this hero
[picture].
In the latter case, each icon designates one
blessing or curse. If you move the cursor over any of these icons, you will see a text description for
that blessing or curse [picture]. Each one has two characteristics: power and
duration. The first can be quantitative
(for example, the Hero receives 158 gold coins per day) or qualitative (for
example, the Hero can not visit any Gardens of Revelation). The second, always
quantitative, shows how many days the curse or blessing will last. Some curse
effects end at the beginning of the last day for that curse while others end at
the end of the day. Therefore, effects of that latter will appear to last 1 day
longer.
The influence of Gods which is carried out by means of
Emissaries (Gods’ Representatives) is a completely new element in the world of
Heroes. The more the Gods are convinced of the faithfulness of a Hero, the more
assistance they provide..
To
find out which GR the Hero has and what his accumulated bonus is, right-click
on the God Bonus section [picture] in the hero screen. Depending on the type of
GR, the type of bonus and the icon in God Bonus section changes. When a hero
receives Gods’ Representative (GR) he will begin to increase one of his primary
skills every week.
Emissary
of War |
Attack +1…3 every week |
|
Emissary
of Peace |
Defense +1…3 every week |
|
Emissary
of Wonder |
Magic Power +1…3 every week |
|
Emissary
of Knowledge |
Knowledge +1…3 every week |
At the beginning of every week, the value of
the Bonus is calculated randomly from 1 to 3 for every GR individually. When a
hero first gains a GR, he immediately receives a bonus of 1 to the skill in
which the GR is specialized.
If a Hero transfers a GR to another hero, gets
rid of him or loses him in combat, all accumulated bonuses are lost. By
transferring a GR to another player, the bonus starts to increase at the
beginning of the new week for the new owner of the GR.
Each Hero can only have 1 GR in his army,
regardless of type.
To leave a part of a hero's army for
protection of territory was a dream of many Heroes. But, as it is known, the
most terrible thing about dreams is that sometimes they come true …
Now a hero can leave part of his army on the
map in any empty, passable square.
To leave an army, it is necessary to
right-click with the mouse on any free square adjacent to the hero, and then
you will see a window with the offer to leave guards [picture]. If you
right-click on a square that isn't empty or is impassable, the standard
information about the object or the ground will be displayed. In case of
decision making to leave army, the standard dialogue for an exchange of
monsters will be shown at visiting garrison [picture].
Other notes:
·
The
hero can leave only one type of creature [picture];
·
Not
all types of creatures can be left (for example, leaving ghosts is impossible)
[picture];
·
The
army that is left is adjusted aggressively to all Heroes;
·
The
army will escape (without an option for fighting) from all Heroes controlled by
the player who left the army, thus an army that is left in this fashion cannot
be taken back by the original owner. [picture].
1.
Magic Wand [picture].
Description: Transforms artifacts which
hero has.
Location
of Wand: |
These
artifacts are changed: |
Misc 1 |
Head and
Neck |
Misc 2 |
Left hand
and Right hand |
Misc 3 |
Left and
Right ring |
Misc 4 |
Torso and
Legs |
Misc 5 |
Shoulders
and Misc 4 |
1. Combination Artifacts and their parts
are not transformed.
2. If a slot is empty, a new artifact
will not appear there.
3. Artifacts that are forbidden from
appearing on a map will not appear as a replacement artifact when a
transformation occurs.
2.
Golden Arrow [picture].
Description: Gives control of Arrow
Towers to hero.
In attack:
In defense:
In attack and defense:
3.
Monster’s power [picture].
Description:
Casts Prayer on all monsters of one
kind. Every week, a new random monster is selected from the hero’s army and
Prayer will be cast on ALL monsters of this type that every hero has during
that week.
The game now includes a set of additional
objects which do not have any built-in function but can be programmed by the
map-maker through ERM scripting to be whatever he or she wants them to be. Of
course, even without scripting, these objects can be used for decorative
purposes on any map. You can find the majority of such objects in the castle
objects section in the WoG map editor. ERM scripts for these and other objects
can be specially developed for a given map or pre-made scripts can be used,
such as the ones which can be found on the WoG web site.