New Features Added to the "In the Wake of Gods" AddOn

for Heroes of Might and Magic III Game

 

Table of Contents

New 8th-level monsters. 1

Other New Monsters. 8

Gods’ Representatives. 13

Town Demolition. 17

Arrow Towers. 17

New Specializations of Heroes. 17

Blessings and Curses. Sphinx. 18

Bonuses of Gods. Gods' Representatives. 19

Leaving Your Army On The Map. 19

New Artifacts. 19

Additional Objects. 20

 

            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

 

New 8th level monsters

            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.

 

Other New Monsters

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.

 

Gods’ Representatives

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.

 

Town Demolition

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

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.

 

New Specializations of Heroes

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.

 

Blessings and Curses. Sphinx

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.

 

Bonuses of Gods. Gods' Representatives

            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

Picture

Emissary of Peace

Defense +1…3 every week

Picture

Emissary of Wonder

Magic Power +1…3 every week

Picture

Emissary of Knowledge

Knowledge +1…3 every week

Picture

 

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.

 

Leaving Your Army On The Map

          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].

 

New Artifacts

  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.

 

Additional Objects

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.