WoG Setup Dialog Information and Hint Text
Comment Script Page Group Item State MP ERM Text
Hint PopUp
Apply WoGification to random WoG maps 0 0 0 0 0
0 5 WoGify random WoG maps Only random map and maps with a file nam
e beginning "wogify_" will be WoGified. WoGIFY RANDOM WoG MAPS
Option 005-0 by Slava (hard coded)
Only random map and maps with a file name beginning "wogify_" will be WoGified.
Apply WoGification to all WoG maps 0 0 0 1 0
0 5 WoGify ALL WoG maps All maps saved in WoG map format will be
WoGified, regardless of their filename. WoGIFY ALL WoG MAPS
Option 005-1 by Slava (hard coded)
All maps saved in WoG map format will be WoGified, regardless of their filename.
Apply WoGification to ALL maps 0 0 0 2 0
0 5 WoGify ALL RoE, AB, SoD and WoG maps All Heroes III maps will
be WoGified, regardless of their map format or file name. WoGIFY ALL MAPS
Option 005-2 by Slava (hard coded)
All Heroes III maps will be WoGified, regardless of their map format or file nam
e.
Apply WoGification to ALL maps but always ask 0 0 0 3
1 1 5 WoGify ALL maps but ASK before WoGifying All Hero
es III maps will be WoGified, if desired, regardless of their map format or file
name. WoGIFY ALL MAPS BUT ASK FIRST
Option 005-3 by Slava (hard coded)
All Heroes III maps will be WoGified, if desired, regardless of their map format
or file name.
The choice to WoGify or not is given whenever you start a map.
PLEASE NOTE:
With this WoGify Option setting, RoE, AB and SoD maps will be converted to WoG f
ormat even if you choose NOT to WoGify them, and all hard-coded WoG options will
be taken from the WoG Option screen settings.
*Display WoGification Messages* 0 0 1 -1 1 1
248 *Display WoGification Messages* A message dialogue will be displayed bef
ore WoGification begins and another will be shown when it has finished. DISPLAY
WOGIFICATION MESSAGES
Option 248 by Timothy Pulver (script00)
A message dialogue will be displayed before WoGification begins and another will
be shown when it has finished. The first message box also provides a chance to
abort WoGification.
Enhanced dwelling hint text 24 0 1 -1 1
1 24 Enhanced dwelling hint text The right-click information for
dwellings you own shows the current number of creatures that may be recruited th
ere. ENHANCED DWELLING HINT TEXT
Option 024 by Timothy Pulver (script24)
The right-click information for dwellings you or an ally own is enhanced to show
the current number of creatures that may be recruited there.
Towns may be renamed 25 0 1 -1 1
1 169 Towns may be renamed You may rename any town you own by click
ing on the town's name in the town screen. TOWNS MAY BE RENAMED
Option 169 by Timothy Pulver (script25)
You may rename any town you own by left-clicking on the town's name in the town
screen but you cannot name a town the same as another town in the game.
Heroes may be renamed 25 0 1 -1 1 1
187 Heroes may be renamed You may rename any hero you own by click
ing on the hero's name in the hero screen. HEROES MAY BE RENAMED
Option 187 by Timothy Pulver (script25)
You may rename any hero you own by left-clicking on the hero's name in the hero
screen but you cannot name a hero the same as another hero in the game.
Buy All Creatures button 25 0 1 -1 1 1
180 Buy All Creatures button You may buy all available creatures that
you can afford by clicking on the Fort Icon (just below the town name) in the t
own screen. BUY ALL CREATURES BUTTON
Option 180 by Timothy Pulver (script25)
You may buy all available creatures that you can afford by clicking on the Fort
Icon (just below the town name) in the town screen. You may also buy them from t
he main adventure screen by holding the Ctrl key and left-clicking on a town in
the town list.
You must have room in the garrison for creatures bought or some creatures may be
skipped. If gold or space is limited, creatures are bought starting with level
7 and working down to level 1. If you have upgraded a dwelling, only upgraded cr
eatures of that level will be purchased for you.
Transfer All Resources button 5 0 1 -1 1
1 181 Transfer All Resources Option You may transfer all your resour
ces, including gold and Mithril, to any player by clicking the Gold Icon (below
the town name) in the town screen. TRANSFER ALL RESOURCES OPTION
Option 181 by Timothy Pulver (script05)
You may transfer all your resources, including gold and Mithril, to any player b
y clicking the Gold Icon (below the town name) in the town screen and visiting t
he Bank. You will be given a choice of which player to transfer the resources to
. All transactions are immediate and final. The recipient will NOT receive a mes
sage about the transfer on his or her turn.
Note: You must have a marketplace built in the town before you can use the Trans
fer All Resources option.
Resource Trading Post 5 0 1 -1 1 1 225
Resource Trading Post You may transfer any or all of your Resources to another
player by clicking the Gold Icon (below the town name) in the town screen.
RESOURCE TRADING POST
Option 225 by Hermann the Weird (script05)
You may transfer any or all of your resources to another player by clicking the
Gold Icon (below the town name) in the town screen and visiting the Bank. You wi
ll be given a choice of the type and amount of resource to transfer. All transac
tions are immediate and final. The recipient will NOT receive a message about th
e transfer on his or her turn.
Note: You must have a marketplace built in the town before you can use the Resou
rce Trading Post option.
Display Hidden Skills 25 0 1 -1 1 1
182 Display Hidden Skills If your hero has learned skills beyond t
he 8 skills normally shown, you may display these "hidden" skills by left-clicki
ng the Experience icon in the hero screen. DISPLAY HIDDEN SKILLS
Option 182 by Timothy Pulver (script25)
If your hero has learned skills beyond the 8 skills normally shown, you may disp
lay these "hidden" skills by left-clicking the Experience icon in the hero scree
n.
You may also *swap* a hidden skill with a regular non-hidden skill by ctrl-click
ing the Experience icon.
And finally, you can *shift* the position of all displayed skills over one, by s
hift-clicking the Experience icon.
Hidden skills may be gained by selecting the "Heroes get 9th-10th skill" Map Rul
e, by visiting a Magic Mushroom (if the hero already has 8 skills) and possibly
by other means too.
Script Message disabling 25 0 1 -1 1 1
185 Script Message disabling To disable messages displayed by certain
scripts, right-click the System Options button and select the message to disabl
e. SCRIPT MESSAGE DISABLING
Option 185 by Timothy Pulver (script25)
To disable messages displayed by certain scripts, right-click the System Options
button and select the message to disable. If the applicable script isn't enable
d, the disabling option for it won't be shown. Message disabling only applies to
the current player.
The following messages can be disabled:
1. Enhanced Sorcery bonus resource messages
2. Living Scrolls start of battle messages
3. Monster Mutterings messages
4. Cards of Prophecy start of battle messages
5. Quick Combat Battle Option menu
6. Bank Loan Repayment messages
7. Enhanced Artillery start of battle messages
Display hero Movement Points remaining 25 0 1 -1
1 1 25 Display hero Movement Points remaining To displ
ay a hero's remaining movement points, select a hero and right-click on the Move
ment button *or* right-click on the movement bar next to the hero in the list.
DISPLAY HERO MOVEMENT POINTS
Option 025 by Timothy Pulver (script25)
To display a hero's remaining movement points, select a hero and right-click on
the Movement button *or* right-click on the movement bar next to the hero in the
hero list.
Display hero Spell Points remaining 25 0 1 -1 1
1 179 Display hero Spell Points remaining To display a hero's rema
ining spell points, right-click on the Spell Point bar next to the hero in the h
ero list. DISPLAY HERO SPELL POINTS
Option 179 by Timothy Pulver (script25)
To display a hero's remaining spell points, right-click on the Spell Point bar n
ext to the hero in the hero list.
Custom Alliances 69 0 1 -1 0 0 69
Custom Alliances You may set custom alliances before the first turn.
CUSTOM ALLIANCES
Option 069 by Sir Four (script69)
You may set custom alliances before the first turn.
Disable Autosave 25 0 1 -1 0 0 184
Disable Autosave You may disable the autosave to speed up turns on slow m
achines. DISABLE AUTOSAVE
Option 184 by Timothy Pulver (script25)
You may disable the autosave to speed up turns on slow machines. If the autosave
is fast on your machine, there's no reason to disable it.
Abbreviated Skill Descriptions 75 0 1 -1 1 1
75 Abbreviated Skill Descriptions Abbreviated skill descriptions will be d
isplayed when right-clicking on secondary skills. ABBREVIATED SKILL DESCRI
PTIONS
Option 075 by Hermann the Weird (script75)
Abbreviated skill descriptions will be displayed when right-clicking on secondar
y skills.
This option is for players who prefer to view abbreviated descriptions instead o
f the standard Heroes 3 paragraph-format descriptions. It's especially useful if
you have multiple skill enhancements enabled; the standard paragraph text can b
e quite long and cumbersome.
Hero and Town List Reordering 25 0 1 -1 1 1
244 Hero and Town List Reordering Shift-click on a hero or town in the lis
t to move that hero or town to the top of the list. HERO AND TOWN LIST REORD
ERING
Option 244 by Timothy Pulver (script25)
Shift-click on a hero or town in the hero or town list to move that hero or town
to the top of the list.
Warlord's Banner Quick-Select Options 25 0 1 -1 1
1 240 Warlord's Banner Quick-select options Ctrl-click on the colour
ed flag in the hero screen to quickly change options for all equipped Warlord's
Banners in a hero's army. WARLORD'S BANNER QUICK-SELECT OPTIONS
Option 240 by Timothy Pulver (script25)
Ctrl-click on the coloured flag in the hero screen to quickly change options for
all equipped Warlord's Banners in a hero's army.
You can also save current Banner options or load previously saved Banner options
from this menu.
Note: Saving and restoring of Banner options is based on stack position in a her
o's army, so if you move a stack with a Banner and then restore options, they ma
y not be set the way you expect.
Quick Combat Battle Options 25 0 1 -1 1 1
233 Quick Combat Battle Options Lets you choose Quick Combat for each ba
ttle or play it out normally, plus option to not use spell points. QUICK CO
MBAT BATTLE OPTIONS
Option 233 by Timothy Pulver (script25)
With this option selected, you're given the choice for each battle to use Quick
Combat, or to play out the battle normally.
You may also choose a quick combat option with no spell use (by your hero) if yo
u wish to conserve spell points.
If you want to set the Quick Combat option and not see a message each time, righ
t-click on System Options and the last Quick Combat option you chose will remain
in effect until you again reenable the message choice and select a new option.
Note 1: the Script Message Disabling option (page 1, Game Enhancements) must be
enabled for the disabling feature to work. It's recommended that you turn this o
n so you can choose to disable the Quick Combat message during the game if you w
ish.
Note 2: this option is disabled for multiplayer network battles.
Level 8 dwellings function as normal 0 0 2 0 0
0 0 Level 8 dwellings function as normal Level 8 creature dwellin
gs function the same as all other external creature dwellings. LEVEL 8 DWELLING
S FUNCTION AS NORMAL
Option 000 by Slava (hard coded)
Level 8 dwellings function the same as all other external creature dwellings in
the game.
If this option is NOT selected, creatures can only be recruited once from the dw
elling itself, but can be bought each week from an upgraded level 7 dwelling wit
hin a town of the same town type.
The upgraded level 7 dwelling must be built before the start of a new week for l
evel 8 creatures to show up there.
For more details, see the "New Features for Heroes III: In the Wake of Gods" fil
e in the "New Life of Heroes" folder, accessible from the Start menu.
Arrow towers gain experience 0 0 2 1 1
1 1 Arrow towers gain experience Arrow towers gain experience bas
ed on game time and battles won. Experienced towers do more damage. ARROW TO
WERS GAIN EXPERIENCE
Option 001 by Slava (hard coded)
Arrow towers gain experience based on game time and battles won. Experienced arr
ow towers deliver more damage per shot.
If the player keeps control of a town for one week, the arrow towers on day 1 wi
ll receive additional experience and are amplified according to the following fo
rmula:
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 wee
k 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.
Multiplayer Note: The option is not currently compatible with network human vs.
human battles and may cause the game to go out of sync. If the map is WoGified,
this option will be auto-disabled if a network game is detected. If not WoGified
, you should disable it yourself.
Troops can be left by right-clicking 0 0 2 2 1
1 2 Leave troops by right-clicking on adventure map A single stack o
f troops can be left on an empty square adjacent to the hero by right-clicking o
n the map. TROOPS CAN BE LEFT BY RIGHT-CLICKING
Option 002 by Slava (hard coded)
A single stack of troops can be left on an empty square adjacent to the hero by
right-clicking on the map.
The troops will not rejoin the player who left them but will instead vanish if a
ttacked by that player unless the "rejoin owner" option is also selected.
Troops left will rejoin their owner 0 0 2 3
1 1 10 Troops left will rejoin their owner If a hero "attac
ks" a stack of troops previously left on an empty square by the same player, the
troops will rejoin the hero. TROOPS LEFT WILL REJOIN THEIR OWNER
Option 010 by Slava (hard coded)
If a hero "attacks" a stack of troops previously left on an empty square by the
same player, the troops will join the hero free of charge.
Commanders are enabled 0 0 2 4 1
1 3 Commanders are enabled Commanders are enabled and each hero beg
ins the game with one unless the "must be hired" option is also selected.
COMMANDERS ARE ENABLED
Option 003 by Slava (hard coded)
Commanders are enabled and each hero begins the game with one unless the "must b
e hired" option is also selected.
Commanders must be hired 0 0 2 5 0
0 6 Commanders must be hired Commanders are enabled but heroe
s do not start with them. They may be hired for 1000 gold from any town a player
owns. COMMANDERS MUST BE HIRED
Option 006 by Slava (hard coded)
Commanders are enabled but heroes do not start with them.
A Commander may be hired for 1000 gold from any town a player owns.
Players can demolish towns 0 0 2 6 1
1 4 Demolish town buildings by right-clicking Players can demo
lish towns by right-clicking on a town building while a hero is visiting the tow
n. PLAYERS CAN DEMOLISH TOWNS
Option 004 by Slava (hard coded)
Players can demolish towns by right-clicking on a town building while a hero is
visiting the town.
A minimum hero level and army size may be required for demolition, and only a ce
rtain number of demolitions are allowed each day.
A completely destroyed town may be rebuilt a week later as a town of the hero's
own town type.
For more details, see the "New Features for Heroes III: In the Wake of Gods" fil
e in the "New Life of Heroes" folder, accessible from the Start menu.
Creature Dwellings accumulate creatures 0 0 2 7 0
0 7 Creature Dwellings accumulate creatures External Creature Dwelli
ngs will accumulate unbought creatures from week to week, excluding L8 creatures
. CREATURE DWELLINGS ACCUMULATE CREATURES
Option 007 by Slava (hard coded)
External Creature Dwellings will accumulate unbought creatures from week to week
.
Note: Unbought Level 8 WoG creatures (aside from the Dracolich) will NOT accumul
ate in dwellings.
Creature Dwellings accumulate guards 0 0 2 8 0
0 8 Creature Dwellings accumulate guards External Creature Dwelli
ngs that are guarded (Level 5+) will accumulate undefeated guards from week to w
eek. CREATURE DWELLINGS ACCUMULATE GUARDS
Option 008 by Slava (hard coded)
External Creature Dwellings that are guarded (Level 5+) will accumulate undefeat
ed guards from week to week.
Sylvan Centaur creation is allowed 0 0 2 9 1
1 9 Sylvan Centaur creation is allowed Grand Elves may be combi
ned with Centaur Captains to create Sylvan Centaurs at no cost. Control-click on
a stack in the Hero screen to combine them. SYLVAN CENTAUR CREATION IS ALLOW
ED
Option 009 by Slava (hard coded)
Grand Elves may be combined with Centaur Captains to create Sylvan Centaurs at n
o cost. In the Hero screen, hold down the Control Key and click the Left Mouse B
utton on any stack of Grand Elves or Centaur Captains to combine them; they will
be combined at a ratio of 1:1, so if you have, for example, 42 Centaur Captains
and 14 Grand Elves, you will end up with 14 Sylvan Centaurs and 28 Centaur Capt
ains after combining.
Note: if Stack Experience is enabled, Sylvan Centaurs (upon creation) will lose
ALL experience that the Grand Elves and Centaur Captains had accumulated, but th
ey will gain experience normally after that.
Important: creation of Sylvan Centaurs MUST be done in the Hero screen. The cont
rol-click for combining Centaur Captains with Grand Elves will not work in the t
own garrison screen or any other screen.
Stack Experience 0 0 2 10 1 1
900 Troop Stacks gain Experience Troop stacks gain experience after each
battle and may go up in rank, improving their stats and/or abilities. TROOP ST
ACKS GAIN EXPERIENCE
Option 900 by Slava (hard coded)
Troop stacks lead by a hero will gain experience after each battle and may go up
in rank, improving their stats and/or special abilities. Bonuses will only be v
isible in combat and may be different for each type of creature. Creatures witho
ut a hero never gain experience.
Battle experience is awarded to each surviving creature after winning a battle.
Stacks start at rank 0 and there are 10 ranks in total. It takes 1000 experience
for a stack of rank 0 level 1 creatures to advance to rank 1 and this number in
creases each rank, much as a hero's experience does. Higher level creatures requ
ire more experience (see table below). There's a maximum limit (cap) on the amou
nt of experience that may be gained from a single battle: 50% for level 1 creatu
res, 45% for level 2 and so on, with level 7's having a cap of 20%.
The current rank (if above 0) is indicated by yellow carets (^) on the troop's s
tack icon. At 5th rank, the carets are replaced with a yellow sword and at 10th
rank, two yellow swords. If you combine troops with different amounts of experie
nce, the experience of the stacks will be averaged; this may result in a lower r
ank for the new combined stack. If experienced troops are upgraded, they lose 25
% of their experience. If you leave a stack on an empty map square, the stack lo
ses all experience.
To see a troop stack's current experience and list of rank bonuses (in or out of
combat), double-click on it to bring up the info screen, then right-click on th
e creature's portrait.
Creature Experience Experience
Level for Rank 1 for Rank 10
1 1000 17500
2 2000 35000
3 3000 52500
4 4000 70000
5 5000 87500
6 6000 105000
7 7000 122500
8 8400 147000
Artifacts may be left by right-clicking 0 0 2 11 1
1 902 Artifacts may be left by right-clicking A single artifact may be
left on an empty square adjacent to the hero by right-clicking on the map.
ARTIFACTS CAN BE LEFT BY RIGHT-CLICKING
Optio 902 by Slava (hard coded)
A single artifact may be left on an empty square adjacent to the hero by right-c
licking on the map.
Note: Only Artifacts in a hero's backpack can be left. If the artifact is equipp
ed, it must first be placed in the hero's backpack.
Warning: If you use this option as well as the Map Rule "Heroes pick up double a
rtifacts," it's possible to create unlimited copies of almost any artifact, ther
efore we strongly advise against combining these two options.
Disable Cheat Codes and Menu 0 0 2 12 0
0 903 Disable Cheat Codes and Menu Disables the cheat codes and che
at menu (if normally enabled). DISABLE CHEAT CODES AND MENU
Option 903 by Slava (hard coded)
Disables the cheat codes and menu (if normally enabled). If the cheat menu is en
abled, it will still appear (even if disabled with this option), but clicking on
menu items has no effect.
Note: Although cheat codes do not normally work in multiplayer games, this optio
n will prevent players using the cheat codes and menu by loading saved games in
single player mode.
AI Stack Experience Difficulty - Default 0 0 3 0
1 1 229 Default (Linked to Player Difficulty) The rate that AI
hero and garrison troops gain Stack Experience is determined by the Player Diff
iculty level chosen. AI STACK EXPERIENCE DIFFICULTY - DEFAULT
Option 229-0 by Timothy Pulver (script00)
The rate that AI hero and garrison troops gain Stack Experience is determined by
the Player Difficulty level chosen on the Scenario Selection screen.
EASY
AI Multiplier: 100%
AI Garrison Multiplier: x10
AI Additional Experience: +50
NORMAL
AI Multiplier: 200%
AI Garrison Multiplier: x25
AI Additional Experience: +100
HARD
AI Multiplier: 300%
AI Garrison Multiplier: x50
AI Additional Experience: +200
EXPERT
AI Multiplier: 400%
AI Garrison Multiplier: x75
AI Additional Experience: +300
IMPOSSIBLE
AI Multiplier: 500%
AI Garrison Multiplier: x100
AI Additional Experience: +400
AI Stack Experience Difficulty - No Experience 0 0 3 1
0 0 229 None (AI gains no stack experience at all) AI hero
and garrison troops will NOT gain Stack Experience from battles. AI STACK
EXPERIENCE DIFFICULTY - NONE
Option 229-1 by Timothy Pulver (script00)
AI hero and garrison troops will NOT gain Stack Experience from battles.
This means that if Stack Experience is enabled, only human players will normally
benefit from it.
AI Stack Experience Difficulty - Easy 0 0 3 2 0
0 229 Easy (AI gains stack experience slowly) The rate that AI
hero and garrison troops gain Stack Experience is set to Easy. AI STACK EXPERIE
NCE DIFFICULTY - EASY
Option 229-1 by Timothy Pulver (script00)
The rate that AI hero and garrison troops gain Stack Experience is set to Easy.
AI Multiplier: 100%
AI Garrison Multiplier: x10
AI Additional Experience: +50
AI Stack Experience Difficulty - Normal 0 0 3 3 0
0 229 Normal (AI gains stack experience normally) The rate that AI
hero and garrison troops gain Stack Experience is set to Normal. AI STACK
EXPERIENCE DIFFICULTY - NORMAL
Option 229-2 by Timothy Pulver (script00)
The rate that AI hero and garrison troops gain Stack Experience is set to Normal
.
AI Multiplier: 200%
AI Garrison Multiplier: x25
AI Additional Experience: +100
AI Stack Experience Difficulty - Hard 0 0 3 4 0
0 229 Hard (AI gains stack experience quickly) The rate that AI
hero and garrison troops gain Stack Experience is set to Hard. AI STACK EXPERIE
NCE DIFFICULTY - HARD
Option 229-3 by Timothy Pulver (script00)
The rate that AI hero and garrison troops gain Stack Experience is set to Hard.
AI Multiplier: 300%
AI Garrison Multiplier: x50
AI Additional Experience: +200 0
AI Stack Experience Difficulty - Expert 0 0 3 5 0
0 229 Expert (AI gains stack experience rapidly) The rate that AI
hero and garrison troops gain Stack Experience is set to Expert. AI STACK
EXPERIENCE DIFFICULTY - EXPERT
Option 229-4 by Timothy Pulver (script00)
The rate that AI hero and garrison troops gain Stack Experience is set to Expert
.
AI Multiplier: 400%
AI Garrison Multiplier: x75
AI Additional Experience: +300
AI Stack Experience Difficulty - Impossible 0 0 3 6
0 0 229 Impossible (AI gains stack experience very fast)
The rate that AI hero and garrison troops gain Stack Experience is set to Imposs
ible. AI STACK EXPERIENCE DIFFICULTY - IMPOSSIBLE
Option 229-5 by Timothy Pulver (script00)
The rate that AI hero and garrison troops gain Stack Experience is set to Imposs
ible.
AI Multiplier: 500%
AI Garrison Multiplier: x100
AI Additional Experience: +400
Custom Human/AI Experience Multipliers 0 0 3 7 0
0 229 Custom (Choose Human/AI experience multipliers) Enter hu
man and/or AI experience multiplier values to change the rate of experience gain
ed. CUSTOM EXPERIENCE MULTIPLIERS
Option 229-6 by Timothy Pulver (script00)
This lets you enter experience multiplier values for the Human and/or AI to adju
st the rate of stack experience gained from battles.
You can also set the AI Additional Experience and Town Garrison Multiplier value
s.
Note: On first use, all values default to the Player Difficulty level chosen on
the Scenario Selection screen. Custom values entered will be automatically saved
between games.
Towns start without forts 25 1 0 0 0
0 131 Towns start without forts All towns in the game start with
out a fort built. To give the AI a boost, also select the option below.
TOWNS START WITHOUT FORTS
Option 131 by Timothy Pulver (script25)
All towns in the game start without a fort built. To give the AI a boost, also s
elect the option below.
Only human/neutral towns have no forts 25 1 0 1 0
0 144 Only human and neutral towns start without forts Only hum
an and neutral towns start without forts. AI players will usually have a fort in
their starting town. ONLY HUMAN/NEUTRAL TOWNS START WITHOUT FORTS
Option 144 by Timothy Pulver (script25)
Only human and neutral towns start without forts. AI players will usually have a
fort in their starting town.
Cartographers are replaced by CODs 25 1 0 -1 1
1 145 Cartographers are replaced by Covers of Darkness All cart
ographers are removed and replaced by Covers of Darkness. CARTOGRAPHERS AR
E REPLACED
Option 145 by Timothy Pulver (script25)
All cartographers are removed from the map and replaced by Covers of Darkness.
This option is recommended for everyone who feels that gradually exploring the m
ap is one of the more enjoyable aspects of the game--suddenly revealing the whol
e map tends to spoil a lot of the fun.
Most Dragon Fly Hives are replaced 0 1 0 -1 1
1 165 Most Dragon Fly Hives are replaced 80% of Dragon Fly Hives
will be randomly replaced by a Windmill, Witch Hut or Camp Fire. MOST DRA
GON FLY HIVES ARE REPLACED
Option 165 by Timothy Pulver (script00)
80% of Dragon Fly Hives will be randomly replaced by a Windmill, Witch Hut or Ca
mp Fire.
Some chests contain more gold 0 1 0 -1 1
1 132 Some standard Treasure Chests contain more gold Some standard tr
easure chests contain more gold. SOME TREASURE CHESTS CONTAIN MORE GOLD
Option 132 by Donald X. Vaccarino (script00)
Some standard Treasure Chests contain more gold.
There's an 8% chance per chest that it contains 2500 gold and a 2% chance per ch
est that it contains 3000 gold.
Some dwellings have upgraded creatures 0 1 0 -1 1
1 133 Some Dwellings have upgraded creatures Approximately 25% of dwe
llings will sell upgraded creatures. SOME DWELLINGS SELL UPGRADED CREATURES
Option 133 by Donald X. Vaccarino (script00)
Approximately 25% of Dwellings will sell upgraded creatures.
Some monsters replaced with WoG monsters 0 1 0 -1
1 1 139 Some Monsters are replaced with WoG Monsters A percen
tage of regular Monsters will be replaced with WoG Monsters. SOME MONSTERS AR
E REPLACED WITH WoG MONSTERS
Option 139 by Donald X. Vaccarino (script00)
A percentage of regular Heroes III Monsters will be replaced with WoG Monsters.
About 50% of upgraded level 7 creatures will be replaced by half as many level 8
creatures.
Between 3% and 8% of creatures of other levels will be replaced with WoG creatur
es of a similar level.
The WoG Monsters are: Supreme Archangel, Diamond Dragon, Lord of Thunder, Antich
rist, Blood Dragon, Darkness Dragon, Ghost Behemoth, Hell Hydra, Sacred Phoenix,
Fire Messenger, Earth Messenger, Air Messenger, Water Messenger, Gorynych, War
Zealot, Arctic Sharpshooter, Lava Sharpshooter, Nightmare, Santa Gremlin, Sylvan
Centaur, Sorceress, Werewolf, Hellsteed, Dracolich.
Note: Monsters with customized text or treasure, or those set to always join or
always fight, will not be replaced.
Some Level 3 Monsters replaced with Ghosts 0 1 0 -1
0 0 242 Some Level 3 Monsters replaced with Ghosts Approxim
ately 5% of regular Level 3 monsters will be replaced with Ghosts. SOME LEV
EL 3 MONSTERS REPLACED WITH GHOSTS
Option 242 by Timothy Pulver (script00)
Approximately 5% of Level 3 monsters will be replaced with Ghosts. However, the
Ghost stacks will be set to never join.
Note: Monsters with customized text or treasure, or those set to always join or
always fight, will not be replaced.
Special Terrain patches may be added 0 1 0 -1 1
1 142 Patches of Special Terrain may be added Depending on map size, b
etween 4 and 16 patches of Special Terrain may be added to the map. SPECIAL
TERRAIN MAY BE ADDED
Option 142 by Donald X. Vaccarino (script00)
Depending on map size, between 4 and 16 patches of Special Terrain may be random
ly added to the map.
First Money 40 1 0 -1 0
0 40 First Money Gives money and resources at the beginning of th
e game. FIRST MONEY
Option 040 by Alexis Koz (script40)
Every player (and computer too) is given 12000 gold, 20 wood, 20 ore, 10 mercury
, 10 sulfur, 10 crystals and 10 gems once at the beginning of the game.
Enable Extension Heroes 25 1 0 -1 0
0 100 Enable Extension Heroes Enables extension heroes to appear on th
e map (in taverns and possibly prisons). However, you can't select an extension
hero to start the game with. ENABLE EXTENSION HEROES
Option 100 by Timothy Pulver (script25)
Enables extension heroes to appear on the map (in taverns and possibly prisons).
However, you can't select an extension hero to start the game with, but if you
select a random starting hero there's a small chance that an extension hero will
be chosen.
If Hourglass of Asmodeus is enabled, all extension heroes except Xeron will be e
nabled. If Hourglass of Asmodeus isn't enabled, all extension heroes including X
eron will be enabled.
Week of Monsters 20 1 1 0 1
1 20 Week of Monsters Each week after the first is either a sp
ecial monster week or a special resource week. WEEK OF MONSTERS
Option 020 by Timothy Pulver (script20)
Each week after the first is either a special monster week or a special resource
week. With this script enabled there are no Plague weeks. Monster weeks add to
the statistics and growth of the monster during the week and resource weeks doub
le mine production.
The weeks follow a cycle that includes a random monster week, a resource week, a
nd a week for each of the remaining players in the game.
On a player's week, one monster that was carried by one of the player's heroes a
t the start of the previous week will be picked for this week's monster.
TIP: to see the current Monster Week at any time, right-click on the End-Turn (h
ourglass) icon.
Resource weeks produce resource piles 20 1 1 1 1
1 134 > Resource weeks produce resource piles A small number o
f resource piles will be randomly placed at the start of a special resource week
. RESOURCE WEEKS PRODUCE RESOURCE PILES
Option 134 by Timothy Pulver (script20)
A small number of resource piles will be randomly placed at the start of a speci
al resource week.
Monster weeks spawn wandering monsters 20 1 1 2 0
0 135 > Monster weeks spawn wandering monsters A small number o
f wandering monsters will be randomly placed at the start of a special monster w
eek. MONSTER WEEKS SPAWN WANDERING MONSTERS
Option 135 by Timothy Pulver (script20)
A small number of wandering monsters will be randomly placed at the start of a s
pecial monster week.
The number of monsters placed depends on the map size: 2 for a small map, 4 for
a medium map, 6 for a large map and 8 for an extra large map. This number is for
each map level, so on a small map with underground there would be four monsters
placed, two on the surface and two underground.
Higher level monsters won't be placed until a bit later in the game even if they
occur as a monster of the week early on. War machines, ghosts and Level 8 monst
ers will never be placed on the map.
Monster weeks spawn stationary monsters 20 1 1 3 1
1 136 > Monster weeks spawn stationary monsters A small number o
f stationary monsters will be randomly placed at the start of a special monster
week. MONSTER WEEKS SPAWN STATIONARY MONSTERS
Option 136 by Timothy Pulver (script20)
A small number of stationary monsters will be randomly placed at the start of a
special monster week.
The number of monsters placed depends on the map size: 2 for a small map, 4 for
a medium map, 6 for a large map and 8 for an extra large map. This number is for
each map level, so on a small map with underground there would be four monsters
placed, two on the surface and two underground.
Higher level monsters won't be placed until a bit later in the game even if they
occur as a monster of the week early on. War machines, ghosts and Level 8 monst
ers will never be placed on the map.
Synchronize Refugee Camps 20 1 1 4 1 1
200 > Refugee Camps match monster week Refugee Camps will produce the s
ame monster as the current monster week but remain random on resource weeks.
SYNCHRONIZE REFUGEE CAMPS
Option 200 by Timothy Pulver (script20)
Refugee Camps will produce the same monster as the current monster week but rema
in random on resource weeks.
Mithril Enhancements 36 1 1 5 1
1 36 Mithril Enhancements Lets the player use Mithril to enhance v
arious map sites. MITHRIL ENHANCEMENTS
Option 036 by Anders Jonsson (script36)
Mithril can be used to upgrade certain structures in different ways. Upgrades av
ailable may differ based on which map rules are currently active.
To see your available Mithril, right-click the Kingdom Overview button. To disp
lay the Mithril price list, press Ctrl-K on the keyboard.
IMPORTANT: to enhance an object with Mithril, hold down Ctrl and left-click on t
he object's trigger square.
Mithril Display 36 1 1 6 1 1 149 Mithril
Display Displays a message when Mithril is picked up and also your total Mithril
if you right-click the Kingdom Overview button. MITHRIL DISPLAY
Option 149 by Timothy Pulver and Anders Jonsson (script36)
Mithril Price List Graphic: Dieter Averbeck
Displays a message when Mithril is picked up and also your total Mithril if you
right-click the Kingdom Overview button.
If the Mithril Enhancement options is enabled, pressing Ctrl-K on the keyboard w
ill display the Mithril price list.
Mithril Resource Stack Replacement 36 1 1 7 1
1 170 Mithril Resource Stack Replacement Some resource stacks are
replaced with Mithril. MITHRIL RESOURCE REPLACMENT
Option 170 by Anders Jonsson (script00 and script36)
Some resource stacks are replaced with Mithril.
Windmills & Mys. Gardens may give Mithril 36 1 1 8
1 1 171 Windmills and Mystical Gardens may give Mithril Windmill
s and Mystical Gardens may give Mithril when visited. WINDMILLS AND MYSTICAL G
ARDENS MAY GIVE MITHRIL
Option 171 by Anders Jonsson (script36)
Windmills and Mystical Gardens may give Mithril when visited.
Universal Creature Upgrade 25 1 1 -1 0 0
174 Universal Creature Upgrades Creatures may be upgraded at any town ty
pe if the appropriate level of upgraded dwelling is built. UNIVERSAL CREATU
RE UPGRADES
Option 174 by Timothy Pulver (script25)
Creatures may be upgraded at any town type if the appropriate level of upgraded
dwelling is built.
Extended Creatures Upgrades 25 1 1 -1 0 0
173 Extended Creature Upgrades Some creatures without upgrades gain upg
rades, and some upgraded creatures can be further upgraded to new creatures.
EXTENDED CREATURE UPGRADES
Option 173 by Timothy Pulver (script25)
Some creatures without upgrades gain upgrades, and some upgraded creatures can b
e further upgraded to new creatures.
In most cases you'll need to visit a Hill Fort to perform these upgrades unless
the Universal Creature Upgrades option is also enabled.
Note: Master Gremlins will upgrade to Halflings and not Santa Gremlins if Rebala
nced Creatures is also active.
Extended Upgrades List
--------------------------------
Zealots --> War Zealots
Archangels --> Supreme Archangels
Grand Elves --> Sylvan Centaurs
Gold Dragons --> Diamond Dragons
Master Gremlins --> Santa Gremlins
Iron Golems --> Gold Golems
Gold Golems --> Diamond Golems
Titans --> Lords of Thunder
Arch Devils --> Antichrists
Zombies --> Mummies
Ghost Dragons --> Blood Dragons
Black Dragons --> Darkness Dragons
Ancient Behemoths --> Ghost Behemoths
Chaos Hydras --> Gorynyches
Gorynyches --> Hell Hydras
Storm Elementals --> Air Messengers (Hill Forts only)
Magma Elementals --> Earth Messengers (Hill Forts only)
Energy Elementals --> Fire Messengers (Hill Forts only)
Ice Elementals --> Water Messengers (Hill Forts only)
Phoenixes --> Sacred Phoenixes
Sharpshooters --> Arctic Sharpshooters
Arctic Sharpshooters --> Lava Sharpshooters
Enchanters --> Sorceresses
Sorceresses --> Enchanters
Hell Steeds --> Nightmares
Masters of Life 19 1 2 -1 0 0 19 Masters
of Life Peasants and 1st level creatures of the same town as the hero (except Ne
cropolis) in the hero's army become upg. 1st level creatures each turn. MASTERS
OF LIFE
Option 019 by Sir Four (script19)
Peasants and 1st level creatures of the same town as the hero (for all town type
s except Necropolis) in the hero's army become upgraded 1st level creatures at t
he beginning of each turn.
Note: If "Some dwellings have upgraded creatures" and "Master of life" options a
re both enabled, L1-Dwellings will always have upgraded creatures (exception: ne
utral town - halflings are not automatically upgraded to rogues).
Passable Terrain 63 1 2 -1 0 0 63
Passable Terrain This option lets your heroes move slowly through trees,
mountains and other objects, but there are potential hazards too. PASSABLE
TERRAIN
Option 063 by Timothy Pulver (script63)
With this option enabled, mountains, trees, flowers and most other terrain can
be moved through, but at a slower rate than normal movement. Pathfinding reduces
the cost of moving through these terrain obstacles.
There are dangers, however. When moving through trees, you may be ambushed. Whe
n moving through mountains, you may lose troops to a deadly landslide. Skills s
uch as Pathfinding, Scouting and Luck can help avoid landslides, and Scouting wi
ll sometimes let you spot an ambush in advance.
In addition, to prevent heroes from sneaking up and grabbing treasures from mons
ters *too* easily, the monsters on the map will now attack if any treasure they'
re adjacent to is picked up, even if that wouldn't normally have triggered a com
bat. Treasures include treasure chests, resource piles, artifacts, and camp fire
s.
WARNING: this option significantly changes the way Heroes plays so be prepared f
or a very different game. Take care where you move; the pathfinder will indicate
the shortest route, even through trees and mountains, but doesn't know you'll b
e moving slower.
Transfer Owner 64 1 2 -1 1 1 192 Transfer
Owner Transfer any flagged object you own to another color. TRANSFER OWNER
Option 192 by Tobyn (script64)
Enables ownership transference of own heroes,
towns, mines, dwellings, lighthouses, shipyards
and garrisons to any active color, incl. none.
Right-click on chat bar to activate/deactivate,
then right-click on a flagged object you own.
You can also init transfer via SHIFT+left-click.
Monolith Toll 65 1 2 -1 1 1 65 Monolith
Toll Applies a toll for the advantage of using a two-way lith. AI pays the to
ll if possible but can still use liths regardless. MONOLITH TOLL
Option 065 by Steven Lynch (script65)
Normally with two-way liths there is no cost for quite high reward: to be able t
o visit many areas of the map and gain access to non-guarded items and map locat
ions. It seems to make sense to have some sort of cost for using two-way liths,
even if not extravagant. One-way liths will continue to be free, as they are not
susceptible to being used over and over again like two-way liths are.
The cost to use a two-way lith is 100 gold per week for human players and 50 gol
d per week for AI players, but if the AI has no gold, it will still be able to u
se the lith.
Neutral Town 67 1 2 -1 0 0 67 Neutral
Town Conflux Town troops are replaced with a selection of neutral creatures i
nstead. NEUTRAL TOWN
Option 067 by Donald X. Vaccarino, Jonas Gustafsson, Timothy Pulver, Kerill Kenn
edy, and Samot (script67)
Conflux Town troops are replaced with a selection of neutral creatures. Also, Co
nflux Heroes will have low-level neutral troops instead of regular Conflux troop
s and the might Conflux Heroes have new specialties.
External Conflux and Neutral map Dwellings will be swapped to match the new town
creatures.
Neutral Town Troops
-----------------------------
Level 1 non-upgraded: Halflings
Level 1 upgraded: Rogues
Level 2 non-upgraded: Boars
Level 2 upgraded: Nomads
Level 3 non-upgraded: Fire Messengers
Level 3 upgraded: Air Messengers
Level 4 non-upgraded: Werewolves
Level 4 upgraded: Trolls
Level 5 non-upgraded: Sorceresses
Level 5 upgraded: Enchanters
Level 6 non-upgraded: Hell Steeds
Level 6 upgraded: Nightmares
Level 7 non-upgraded: Gorynyches
Level 7 upgraded: Rust Dragons
Note: creature growth and costs of some of the Neutral Town creatures have been
adjusted to better fit their new levels. Fire and Air Messengers have adjusted s
tats and gain the double-strike ability. Air Messengers can also fly.
New Battlefields 68 1 2 -1 0 0 68
New Battlefields New Battlefield pictures will often be used in combat. T
his has no affect on the battles but adds some visual variety. NEW BATTLEFIELDS
Option 068 by Donald X. Vaccarino, Overlord, Dutch, Jonas Gustafsson, and Timoth
y Pulver (script68)
New Battlefield pictures will often be used in combat. This has no affect on the
battles but adds some visual variety.
Note: new PCX files are required for this script. If you have the script but not
the graphics, you won't see new battlefields.
Castle Upgrading 45 1 2 -1 0 0 45
Castle Upgrading City Halls and Capitols may be upgraded to increase dail
y income. Upgraded town dwellings may be upgraded to increase troop growth.
CASTLE UPGRADING
Option 045 by Alexis Koz (script45)
City Halls and Capitols may be upgraded to increase daily income. Upgraded town
dwellings may be upgraded to increase troop growth.
To upgrade the City Hall or Capitol, left-click the Hall icon (just below the to
wn name) in the town screen. The first Hall upgrade costs 7000 gold plus 2 Mithr
il and increases daily income by 1000 gold. Additional upgrades in the same town
increase in cost.
To increase growth in upgraded creature dwellings, left-click the town picture (
to the left of the town name). Each upgrade increases growth by one. The initial
troop growth upgrade for a given dwelling costs equal to the original cost of t
he upgraded dwelling. Additional growth upgrades for that dwelling increase in c
ost.
Computer players will build one upgrade of each building type per week.
Creature Relationships 47 1 2 -1 0 0 47
Creature Relationships Chance of infighting in any hero's army that contains cr
eatures that hate one another. Creatures that like each-other have a chance per
day to be upgraded for free. CREATURE RELATIONSHIPS
Option 047 by Qurqirish Dragon (script47)
This script causes a chance of infighting in any hero's army that contains creat
ures that hate one another. These hatreds include:
All angels vs. all devils,
titans and lords of thunder vs. black and darkness dragons,
All genies vs. all efreeti,
All orcs (including boar riders) vs. all elves (including pegasus riders),
All pixies vs. all imps,
All Rampart dragons vs. all Necropolis dragons,
All cavaliers vs. all black knights, and
Rust Dragons vs. all gorgons
Creatures that like each-other have a chance per day to be upgraded for free (mu
st have both types):
monks and mages,
archers and elves (sharpshooters don't upgrade, but help),
griffins and rocs (firebirds don't upgrade, but help),
efreeti and fire elementals (fire messengers help)
Monster Mutterings 22 1 2 -1 0
0 22 Monster Mutterings When attacked, monsters mutter and say s
trange things. All of it is complete but amusing nonsense. MONSTER MUTTERIN
GS
Option 022 by Timothy Pulver (script22)
When attacked, monsters mutter and say strange things. All of it is complete but
amusing nonsense.
You can disable or enable the mutterings at any time by right-clicking the Syste
ms Options button and making your selection. Disabling in this fashion only disa
bles the mutterings for the current player.
Note: the Script Message Disabling option (page 1, Game Enhancements) must be en
abled for the disabling feature to work. It's recommended that you turn this on
so you can choose to disable the mutterings during the game if you wish.
Karmic Battles 38 1 2 -1 0
0 38 Karmic Battles Heroes must fight additional creatures when they
attack a monster stack or are attacked by wandering monsters. KARMIC BATTLES
Option 038 by Dieter Averbeck (script38)
This script modifies all battles against Wandering Monsters. All Wandering Monst
ers will get some help from "friends". The script summons various stacks of mons
ters for every battle. The number of stacks, number of creatures and the level o
f the creatures are randomly calculated and depend on the number of Karmic Battl
es a single hero has already fought.
Battle Extender 41 1 2 -1 0
0 41 Battle Extender Increases the duration and improves the difficul
ty of battles. BATTLE EXTENDER
Option 041 by Alexis Koz (script41)
Changes Parameters of monsters:
- Each level 1-6 monster gets additional hit points.
- Each shooter decreases its number of shots to 3/4 of its original quantity.
- Each monster gets additional Defense.
- Each monster has reduced Speed.
Rewritable Signs 25 1 3 -1 1 1 183
Rewritable Signs If you visit a sign, you have the option of writing a ne
w message on it. Also, after visiting any sign, you can right-click on it to rer
ead the message. REWRITABLE SIGNS
Option 183 by Timothy Pulver (script25)
If you visit a sign, you have the option of writing a new message on it. Also, a
fter visiting any sign, you can right-click on it to reread the message.
Split Decision 62 1 3 -1 0 0 62 Split De
cision During combat, an army commanded by a hero may split a troop stack into
two stacks by ctrl-clicking on the active stack. SPLIT DECISION
Option 062 by Timothy Pulver (script62)
During combat, an army commanded by a hero may split a stack into two stacks by
ctrl-clicking on the active stack.
Each stack may only be split once per combat. War Machines, Metamorphs and creat
ures that join a battle after it has started (e.g., summoned Elementals) cannot
be split. After the battle, split stacks will recombine.
You may also combine two adjacent stacks of the same type during combat by ctrl-
clicking on the adjacent stack on the acting stack's turn.
Note: this option is disabled for network battles.
Random Hero 72 1 3 -1 0 0 72 Random H
ero A random hero may help defend a neutral stack of monsters. RANDOM H
ERO
Option 072 by Bonizag (script72)
There is a 25% chance that a random hero will appear on the monsters' side and h
elp them fight. If the Enchanced War Machines III script is enabled, the number
of war machines of the random hero depends on the strength of the monsters.
Loan Bank 5 1 3 -1
1 1 105 Loan Bank Click on a Town's Gold Icon (below the t
own name) to visit the Bank and take out a loan of gold and/or resources.
LOAN BANK
Option 105 by Donald X. Vaccarino and Hermann the Weird (script05)
Left-click on a town's Gold Icon (below the town name) to visit the Bank and tak
e out a loan. Right-click on the icon to display your current outstanding loans
(including interest).
The Bank will give any player a loan of up to 5000 gold and/or up to 5 of any on
e resource, but it must be paid back with 30% interest, starting the next day.
The maximum loan amount will increase over time at a rate of one hundred gold pe
r day and one resource every two weeks.
At the start of each day, the Bank will take up to half of the player's gold and
/or borrowed resource until the debts are repaid. Another loan cannot be taken o
ut until the first has been repaid in full. However, both a gold loan and a reso
urce loan may be taken out at the same time.
Note: You must have a marketplace built in the town before you can visit the Ban
k.
Allow Building Twice per Day in Towns 25 1 3 -1 0
0 228 Allow Building Twice per Day in Towns Human players may build
up to twice per day in towns. The AI will get free builds instead. ALLOW BU
ILDING TWICE PER DAY IN TOWNS
Option 228 by Timothy Pulver (script25)
Human players may build up to twice per day in towns. The AI will get free build
s instead, in addition to any normal daily build it may make.
At Easy difficulty, the AI gets a free build every 4 days.
At Normal difficulty, the AI gets a free build every 3 days.
At Hard difficulty, the AI gets a free build every 2 days.
At Expert difficulty, the AI gets a free build every day.
At Impossible difficulty, the AI gets 2 free builds every day.
Free AI builds apply to each town the AI owns.
Warning: There is NO check for disabled buildings for the free AI town builds, s
o use this option with caution in custom maps.
Select Neutral Town Types 25 1 3 -1 0 0
220 Select Neutral Town Types Select the neutral town types that may a
ppear on the map. SELECT NEUTRAL TOWN TYPES
Option 220 by Timothy Pulver (script25)
When selected, a dialogue box appears at map start that lets you exclude up to 8
town types for neutral towns.
For example, if you want a game with only Stronghold and Fortress towns, just ex
clude all other types.
Neutral Unit Bonuses 57 1 3 -1 0
0 57 Neutral Unit Bonuses Adds approximately +2 Attack, +2 Defense
, +10.5-12.5% Health, Bless and other spells to neutral units each week.
NEUTRAL UNIT BONUSES
Option 057 by Alexandru Balahura (script57)
Adds +1 Attack, +1 Defense, plus an additional +1 Attack, +1 Defense, and +6-6.9
9% Health for every 4 game days. This results in approximately +2 Attack, +2 Def
ense and +10.5-12.25% Health every week, but note that the Health bonus only app
lies to creatures with a starting Health of 15 or higher (also, all units that w
ill reach 15 health will receive approximately +2 Attack, +2 Defense and +10.5-1
2.25% Health every week; e.g: centaurs, pikemen).
Gives Bless to neutral units, plus shooting units gain Precision.
These neutral units gain Magic Mirror: Genies, Master Genies, Efreeti, Efreet Su
ltans, Ogre Magi, Santa Gremlins.
These neutral units gain Air Shield: Skeletons, Skeleton Warriors, Air Elemental
s, Storm Elementals, Wights, Wraiths, Ghosts, Bone Dragons, Ghost Dragons.
These neutral units gain Fire Shield: Fire Elementals, Energy Elementals, Firebi
rds, Phoenixes.
These neutral units gain immunity to Mind spells: Angels, Archangels, Supreme Ar
changels, Devils, Arch Devils, Antichrists, Behemoths, Ancient Behemoths, Ghost
Behemoths, Hydras, Chaos Hydras, Hell Hydras, Firebirds, Phoenixes and Sacred Ph
oenixes.
These neutral units gain immunity to Fire school spells: Devils, Arch Devils, An
tichrists.
A "neutral unit" is defined as a monster stack on the map or any other unowned m
onster that you do battle with when visiting an adventure map site or neutral to
wn.
WARNING: This script makes the game very hard (almost insane) and is recommended
only for skilled players or for those who want to train for the World Champions
hip.
TIP: For recommendations and hints check the script 57.
Neutral Stack Size 57 1 3 -1 0 0 232
Neutral Stack Size The size of neutral monster stacks on the adventure map
are increased to provide extra challenge. NEUTRAL STACK SIZE
Option 232 by Alexandru Balahura (script57)
All neutral monster stacks on the adventure map will be adjusted so that they co
ntain more creatures and their hostility rating is set to Savage unless the "do
not grow" checkbox was checked by the map maker.
Starting with more creatures will also effectively result in them growing faster
, although the actual weekly rate of growth remains unchanged.
Formula is:
Level 1 Units: 30-50 +10% per week
Level 2 Units: 30-40 +10% per week
Level 3 Units: 35-50 +10% per week
Level 4 Units: 50 + 10% per week
Level 5 Units: 50 + 10% per week
Level 6 Units: 50 + 10% per week
Level 7 Units: 20-30 + 10% per week
Level 8 Units: 20 + 10% per week
Remember, if this script is enabled, monster stacks will always be savage (only
monsters left by a hero on the map will join again). Therefore, do not use Diplo
macy as the skill is useless with this script.
Note:
This script now works correctly with Custom Maps too.
For Instance:
If you have a throng of Angels on the map, their number will not be decreased to
30 at the start of the map.
Neutral Stack Experience 57 1 3 -1 1 1
231 Neutral Stack Experience Neutral units will be experienced, depen
ding on their level, the game date and the player difficulty level chosen.
NEUTRAL STACK EXPERIENCE
Option 231 by Timothy Pulver (script57)
Neutral units will be experienced when you do combat with them. Their rank will
depend on their level, the game date and the player difficulty level chosen.
Level 1 and 2 neutral units will have one rank of experience for every week of g
ame play at Normal game difficulty. Level 3-4 units will have one rank for every
two weeks, level 5-6 will have one rank for every three weeks, and level 7+ wil
l have one rank for every four weeks.
Higher game difficulties will increase the rate. For example, at Impossible diff
iculty, a level 7 unit will have one rank for every 12 game days.
Easy difficulty doubles the interval of Normal difficulty, so neutral units will
gain ranks considerably slower.
However, regardless of the game date or level, neutral units will never be more
than 1 rank higher than the attacking hero's level. So a level 1 hero will never
face anything higher than a rank 2 neutral unit in combat.
A "neutral unit" is defined as a monster stack on the map or any other unowned m
onster that you do battle with when visiting an adventure map site.
Neutral Town and Creature Bank Growth 57 1 3 -1 0
0 235 Neutral Town and Creature Bank Growth Neutral town and creatur
e bank guards grow by 10% each week (minimum +1 per stack) and new stacks may be
added. NEUTRAL TOWN AND CREATURE BANK GROWTH
Option 235 by Timothy Pulver and Samot (script57)
Neutral Town Guards grow by 10% each week per stack (minimum +1), and gain highe
r level creatures if an empty guard slot is available. There's also a 10% chance
per stack each week that a guard stack will be upgraded.
Neutral Creature banks also grow by 10% each week per stack (minimum +1), and em
pty slots will be soon be filled with additional creatures. Creature Banks also
acquire a Commander of the associated town type, and their resources grow at a r
ate of 10% every 3 weeks (minimum +1).
After 28 days, a defeated Creature Bank will respawn, but beware--sometimes the
creatures are more powerful than before (especially Dragon Utopias!).
Abandoned mines are guarded by at least 7 stacks of Ghosts. Their numbers increa
se daily by 101-103% + 1-3 ghosts. If an AI hero visits an abandoned mine it onl
y has to fight against an increased stack of troglodytes.
Guards of Local Events and Pandora's Boxes increase by 10% per week (at least 1)
.
Level 7+ Troops only gain 50% Experience 0 1 3 -1
0 0 245 Level 7+ Troops only gain 50% Experience Level 7+
troops only gain 50% of experience in battle instead of the normal 100%.
LEVEL 7+ CREATURES ONLY GAIN 50% EXPERIENCE
Option 245 by Timothy Pulver (script00)
Level 7+ troops only gain 50% of experience in battle instead of the normal 100%
. This option helps to balance them against lower level troops.
If stack experience is disabled, this option has no effect.
Hero Specialization Boost 39 2 0 -1 0
0 39 Hero Specialization Boost Applies a bonus in combat based
on the hero's starting specialty. HERO SPECIALIZATION BOOST
Option 039 by Alexis Koz (script39)
Applies a bonus based on the hero's starting specialty. Bonuses include better s
tats for their creatures for creature specialists and randomly cast spells for s
pell specialists. Does not work in multiplayer games except Hotseat.
To see a Hero's enhanced bonus, right-click on the specialty icon in the hero sc
reen or right-click on the top part of the hero in the combat screen (works for
both players).
Note: this option is disabled for network battles.
Rebalanced Hero Abilities 37 2 0 -1
0 0 198 Rebalanced Hero Abilities Various hero tweaks and
balances. REBALANCED FACTIONS - HEROES
Option 198 by Steven Lynch (script37)
For details on what Rebalanced Hero Abilities apply to the current hero, right-c
lick on the hero portrait in the hero screen.
Various hero tweaks/balances, including
(SS = secondary skill):
- Estates is replaced by higher Estates or a different SS.
- Navigation heroes get Exp. Nav. + blessing bonuses.
- Heroes with Diplomacy have Leadership instead.
- Gem starts with Bless instead of Summon Boat.
- Weaker heroes have blessing bonuses, spells and/or advanced SSs.
- Creature specialty heroes give a fixed bonus.
- War machine specialists and Artillery heroes always start with their war machi
ne.
- Heroes who met Vori elves have an elemental SS + bonus spells.
- Only heroes with a Logistics specialty start with Logistics.
- Logistics specialists start with less primary skills.
- Heroes that had Logistics are given an extra SS level.
- L4 spell heroes have fewer primary points and/or less powerful SSs.
- Jeddite has Blind instead of Resurrection.
- Mirlanda has skills/spells that suit her biography.
- Some heroes have a new upgrade special instead.
Some balance changes don't occur if certain other scripts are active (Hero Speci
alization Boost, Estates/Eagle Eye/Resistance scripts, Enhanced Monsters etc.) b
ecause they deal with similar aspects. This is version 1.3 of Rebalanced Factio
ns with hint text incorporated into the hero screen.
Rebalanced Starting Armies 37 2 0 -1 0 0
199 Rebalanced Starting Armies Various starting army tweaks and balance
s. REBALANCED FACTIONS - STARTING ARMIES
Option 199 by Steven Lynch (script37)
Various starting army tweaks and balances. The aim is for a good starting army f
or each hero while avoiding numbers that would give certain heroes an overwhelmi
ng head-start in the early weeks of a map. Some heroes have individualised start
ing armies based on their biographies (as well as balance considerations) so sta
rting armies are a bit more varied. =)
Choose Commander Class 25 2 0 3 0 0 186
Choose Commander Class When you hire a Commander, you can choose any Commander
type regardless of the hero's class. CHOOSE COMMANDER CLASS
Option 186 by Timothy Pulver (script25)
When you hire a Commander, you can choose any Commander type regardless of the h
ero's class.
If Heroes start with Commanders and you wish to choose a different type, you mus
t first dismiss the Hero's starting Commander and then hire a new one.
Enhanced Commanders 51 2 0 4 0 0 51
Enhanced Commanders Enhances Commanders with starting abilities, spell boost
s, rebalanced statistics. ENHANCED COMMANDERS
Option 051 by Arstahd (script51)
*Warning: skill and ability descriptions in commander screen will be inaccurate,
please ignore them*
Commander statistics are calculated to new formulae.
Stat numbers in commander screen are inaccurate upon level up. Reopen commander
screen to display correct values.
Attack = base 5 + 1/2 x level
skill adds +25%,+50%,+75%,+100%,+125%
Defense = base 5 + 1/2 x level
skill adds +25%,+50%,+75%,+100%,+125%
Hit Points = base 40 + 20 x level
skill adds +25%,+50%,+75%,+100%,+125%
Damage = base 10 + 5 x level
skill adds +25%,+50%,+75%,+100%,+125%
Magic Power = base 3 + 3 x skill level
(Soul Eater/Astral Spirit = base 1 + 1 x skill level)
Magic Resistance = base 0 + 10 x skill level
Speed = base 0 + 1 x skill level
Two special abilities have been replaced:
Death Stare - Replaced with 50% chance to Poison.
Fire Shield - Replaced with expert Magic Mirror.
Commanders each start with a special ability.
Commander spells improved. (some cast an additional spell)
Commanders (except Astral Spirit) can now be resurrected.
Commander Stones now give skills/special abilities.
Note: Enhancements are disabled for network battles.
Enhanced Protection from the Elements 61 2 0 -1 0
0 61 Enhanced Protection from the Elements The "Protection from..."
spells now protect from non-damage spells too. ENHANCED PROTECTION FROM THE ELE
MENTS
Option 061 by Petyo Georgiev (script61)
The Protection from Fire, Protection from Air, Protection from Water and Protect
ion from Earth spells give protection against non-damage spells (like Slow, Curs
e, etc.). The chance of resisting such a spell depends on your proficiency at th
e element your troops are protected from (i.e., your Air, Earth, Fire or Water M
agic skill level)
* None - 20%
* Basic - 33%
* Advanced or Expert - 50%
Note 1: The protection works for non-group spells only.
Note 2: This option is disabled for network battles.
Enhanced War Machines I (Robert's) 54 2 0 6 0
0 54 Enhanced War Machines I War Machines abilities are upgraded to m
ake them more useful. ENHANCED WAR MACHINES I
Option 054 by Overlord (script54)
* Level based (upgrade in town). Restricted to hero level (maximum)
* catapult shoots 2-8 fireballs per combat
* ballista, first aid tent, ammo cart increase hit points/level
* ballista decreases target's speed (1-3 based on skill level)
* ballista increases damage / level
* first aid tent increase healing points and resurrection ability
* ammo cart gives spell points/combat turn (level dependent)
* trade between heroes disabled
* magic book info
* enable/disable any of your war machines (4) in combat
(you can choose to have them in combat or not)
Enhanced War Machines II (Arstahd's) 55 2 0 7 0
0 55 Enhanced War Machines II Enhances War Machines with addit
ional abilities and adjusted statistics. ENHANCED WAR MACHINES II
Option 055 by Arstahd (script55)
Ballista now deals double base damage
First Aid Tent now resurrects troops after healing
Limits additional Ballistas/First Aid Tents to two
Ammo Cart gives +10 movement points per step
All war machines cost 1000 gold
First Aid Tent has 150 health
Ammo Cart has 150 health
Catapult has 300 health
Heroes with Ballistics skill can:
* target creatures with catapults during normal combat
* field a number of catapults equal to their skill level
* have catapults inflict a death stare-like "critical hit"
* (chance = .5% x catapults + hero level -- maximum 50%)
Note: this option is disabled for network battles.
Enhanced War Machines III (Bonizag's) 73 2 0 8 0
0 73 Enhanced War Machines III Every hero can carry more than o
ne war machine. War machines have improved effects. ENHANCED WAR MACHINES II
I
Option 073 by Bonizag (script73)
Every hero can carry more than one war machine. War machines can be obtained fro
m towns and war machine factories. With the first aid tent the player can resurr
ect creatures if their stack on the battlefield is not completely killed. The am
mo cart increases the damage of your shooting creatures. Catapults can shoot ene
my units in combat (except siege combat).
Henchmen 49 2 0 -1 0 0 49 Henchmen
Allows a Henchman to fight with your army. HENCHMEN
Option 049 by Arstahd (script49)
Adds a Henchman to your army that gains experience and improves with battle. Hig
her level creatures improve more slowly.
Click on the player-color flag in the upper right corner of the hero screen to s
elect one of your creatures to be your new Henchman.
Slain Henchmen can be resurrected at a town for a fee.
Note: Henchmen will not appear in network battles.
Summon Elementals 74 2 0 -1 0 0 74
Summon Elementals Heroes can summon elementals permanently (when not in co
mbat). SUMMON ELEMENTALS
Option 074 by Bonizag (script74)
Heroes can summon elementals permanently for their army (when not in combat) if
the hero knows the corresponding spell and has enough spell points to cast the s
pell. The spell points required for spell casting is ten times more than it woul
d be on the battlefield, but the number of elementals remains the same. Summonin
g is allowed only once per day.
To summon elementals permanently in the adventure screen, select the hero and ri
ght-click on the Spell Book icon.
Rebalanced Creatures 37 2 2 -1 0 0
37 Rebalanced Creatures Various creature tweaks and balances. REBALANC
ED FACTIONS - CREATURES
Option 037 by Steven Lynch (script37)
(Note: some changes don't occur when the Enhanced Monsters script is active.)
Various creature tweaks and balances, including:
- Being able to upgrade Halflings to Master Gremlins (and vice versa) at Hill Fo
rts when Neutral Town is inactive.
- When Neutral Town is inactive: Halfling Defense +2/Shots -10/Speed +1/Max. Dam
age -1 (to be roughly similar to Master Gremlins, though Halflings keep their lu
ck bonus).
- Imp and Familiar Basic Growth +5.
- Gog Defense +1/Health +1/Cost +10 Gold.
- Magog Health +2/Max. Damage +1.
- Hell Hound and Cerberus Basic Growth +1.
- Horned Demon Health +5/Max. Damage +1/Cost +20 Gold.
- Pit Lord Cost -25 Gold.
- Efreet Sultan Defense +1/Health +10.
- Arch Devil Cost -600 Gold.
- Lizard Warrior Double Shot/Attack -1/Defense -2/Max. Damage -2 (decreased stat
s because Lizard Warrior now gets two shots).
- Wyvern Monarch Attack +2/Defense +1/Health + 20 on Day 15 and 22/Wyvern Monarc
h Cost + 25 Gold on Day 15 and 22.
- When the Reduce Conflux Firebird/Phoenix Growth and Enhanced Monsters scripts
are *not* active, Phoenix Health will be reduced by 50.
These changes are aimed at making the playing field more even for the different
factions. It also allows switching of Master Gremlins/Halflings (when Neutral To
wn is inactive) and Crystal/Faerie/Rust Dragons (when both Rampart Faerie Dragon
and Neutral Town are inactive) at Hill Forts for no cost.
Rampart Faerie Dragon 64 2 2 -1 0 0 188
Rampart Faerie Dragon Rampart exchanges its level 7 dragons for Faerie and Dia
mond Dragons (with reduced growth). RAMPART FAERIE DRAGON
Option 188 by Tobyn (script64)
All Ramparts exchange their lvl 7 dragons for
1 Faerie Dragon per week (instead of 2 Green Dragons)
1 Diamond Dragon per week (instead of 2 Gold Dragons)
Reduced Conflux Firebird/Phoenix Growth 64 2 2 -1 0
0 189 Reduce Conflux Firebird/Phoenix Growth Conflux slightly reduces
Firebird/Phoenix growth. Note: standard growth is still displayed in the town s
creen. REDUCE CONFLUX FIREBIRD/PHOENIX GROWTH
Option 189 by Tobyn (script64)
If Castle and Pyre built, Conflux only produces
3 Firebirds/Phoenix per week (instead of 4).
Note 1: The bottom-left picture in the town screen will still indicate standard
growth, as will the castle screen.
Note 2: If Enhanced Monsters is also active, this option will reduce Firebird/Ph
oenix Growth to only one per week.
Berserker Flies 46 2 2 -1 0 0 46 Berserke
r Flies Dragon Flies gain the ability to attack without retaliation, cast Berser
k on their target, and return after attacking. BERSERKER FLIES
Option 046 by Timothy Pulver (script46)
Dragon Flies gain the ability to attack without retaliation, cast Berserk on the
ir target (25% chance), and return after attacking.
Enhanced Monsters 50 2 2 -1 0 0 50
Enhanced Monsters Enhances many monsters with additional abilities and adj
usted statistics. ENHANCED MONSTERS
Option 050 by Arstahd (script50)
Many monsters have statistics changed and rebalanced and new abilities added. Mo
st modified stats have been boosted, although a few are lowered (Phoenix growth
for example).
New abilities and stat changes are noted in each creature's Special Abilities te
xt box and are denoted in "yellow".
Key to abbreviations:
HP = health AT = attack DE = defense DL = damage low
DH = damage high SP = speed SH = shots L = level
"+" indicates that the stat is raised, "-" that it is lowered
Many creatures are given latent spell defenses.
Many creatures are given special attacks.
(usually with no retaliation)
Most neutral creatures are given strong boosts. Some neutral creatures are align
ed with towns.
Note: Some enhancements (such as automatic spell casting) are disabled for netwo
rk battles.
Metamorphs 56 2 2 -1 0 0 56 Metamorp
hs When enabled, Earth Messengers are Metamorphs. Metamorphs randomly trans
form themselves in combat into other monster types. METAMORPHS
Option 056 by Timothy Pulver (script56)
When enabled, Earth Messengers become Metamorphs. Metamorphs randomly transform
themselves in combat into other monster types just prior to their first action.
The new type is random but the Metamorph stack's total health will not exceed th
e total health of the creature they turn into.
A Metamorph stack will also transform when it kills an enemy stack on its turn (
but not if it kills the enemy stack with a retaliation attack). After combat, th
e remaining Metamorphs will change back into their normal Metamorph state.
You may use your Metamorph's action to make an optional transformation instead o
f attacking: right-click on the Wait button to do this.
If Stack Experience is enabled, higher rank Metamorphs have a minimum level of c
reature they'll transform into (if possible):
Rank 0-3 = no minumum
Rank 4-5 = minimum level 2
Rank 6-7 = minimum level 3
Rank 8-9 = minimum level 4
Rank 10+ = minimum level 5
Note: this option is disabled for network battles.
Piercing Shot 59 2 2 -1 0 0 59 Piercing
Shot Changes the Marksmen's special ability and stats and adds a bonus to Arc
hers. PIERCING SHOT
Option 059 by Petyo Georgiev (script59)
This option changes the special ability of the Marksmen from "shooting twice" to
"piercing shot". This shot does half damage to an enemy stack behind the target
ed stack. In addition, Marksmen gain +1 attack, +1 defense, reduce their target'
s defense by 3+20%, and do 2-5 damage, however their shots is reduced to 12. An
Air Shield spell on the primary target neutralizes the piercing bolt.
Also, the name of Archers is changed to Crossbowmen and their ranged attack redu
ces the target's Defense by 10% (minimum reduction of 1).
Note: this option is disabled for network battles.
Enhanced Secondary Skills - Armorer 48 2 1 -1 1
1 214 Armorer Enhances Armorer Secondary Skill. ARMORER
Option 214 by Arstahd (script48)
Reduces the physical damage inflicted on a hero's troops.
Basic: -10%
Advanced: -15%
Expert: -20%
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Artillery 48 2 1 -1 1
1 201 Artillery Enhances Artillery Secondary Skill. ARTILLER
Y
Option 201 by Arstahd (script48)
(based on work by Donald X. Vaccarino)
Ballista does (1-50 + hero level) damage to an enemy stack prior to a battle (at
tacker or defender). Will not wipe out a stack. Gives Experience.
Ammo Cart adds 100% damage (more shots).
Artillery skill increases the effect of the Ballista.
Basic: adds 100% damage
Advanced: adds 200% damage
Expert: adds 300% damage
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Eagle Eye I 3 2 1 -1 1 1 103
Eagle Eye I Lets heroes automatically learn new spells each level. EAGLE EY
E I
Option 103 by Donald X. Vaccarino (script03)
Lets heroes automatically learn new spells each level.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Eagle Eye II 48 2 1 -1
1 1 202 Eagle Eye II Enhances Eagle Eye Secondary Skill.
EAGLE EYE II
Option 202 by Arstahd (script48)
Eagle Eye grants the ability to counter a beneficial spell cast by the enemy.
Drains 8 spell points from caster (7 with water magic skill).
Basic: 10% chance
Advanced: 20% chance
Expert: 30% chance
Bird of Perception, Stoic Watchman, and Emblem of Cognizance increase the chance
.
Eagle Eye artifacts now form a combination artifact that further increases the c
hance to counter a spell by 30%.
Enhanced Secondary Skills - Estates I 48 2 1 -1 1
1 203 Estates I Enhances Estates Secondary Skill. ESTATES
I
Option 203 by Arstahd (script48)
For each level of estates, the hero will generate:
1-3 units of a resource every week, doubled for wood or ore.
5 x hero level gold per day.
The resource types will be randomly set when the skill is learned.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Estates Enhanced II 64 2 1 -1 0 0 191
Estates II More experienced heroes yield more gold and additional resources
. ESTATES II
Option 191 by Tobyn (script64)
Gives further 25/50/100 Gold per 10,000 experience each
day and gives out additional resources depending on skill
expertise and hero level. Lvl 10+ hero with Expert Estates
might even choose resource type. Click on skill description
*and* on skill icon in hero screen to get further details.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - First Aid I 48 2 1 -1 1
1 204 First Aid I Enhances First Aid Secondary Skill. FIRST AI
D I
Option 204 by Arstahd (script48)
(based on work by Donald X. Vaccarino)
First Aid Tent resurrects (1-50 + hero level) HP's of dead troops for the winner
of a battle (attacker or defender).
Ammo Cart adds 100% HP's (medical supplies).
First Aid skill increases the effect of the First Aid Tent.
Basic: adds 100% HP's
Advanced: adds 200% HP's
Expert: adds 300% HP's
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
First Aid Enhanced II 64 2 1 -1 0 0 190
First Aid II Gives additional First Aid Tents. Tents will apply Cure spell.
FIRST AID II
Option 190 by Tobyn (script64)
The First Aid skill summons and gives control over additional First Aid Tents (#
of tents = hero level). It also casts an automatic Cure spell each healing, bas
ed on First Aid Expertise and number of Tents.
First Aid Specialty temporarily gives hero knowledge of Cure, Animate Dead and R
esurrection spells each battle.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Learning I 3 2 1 -1 1 1 217 Learning
I Gives the hero a chance of gaining an extra primary skill point each lev
el. LEARNING I
Option 217 by Donald X. Vaccarino (script03)
Gives the hero a chance of gaining an extra primary skill point each level.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Learning II 48 2 1 -1 1
1 205 Learning II Enhances Learning Secondary Skill. LEARNING
II
Option 205 by Arstahd (script48)
Hero gains experience every day.
Basic: 100 experience
Advanced: 200 experience
Expert: 300 experience
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Luck 48 2 1 -1 1
1 206 Luck Enhances Luck Secondary Skill. LUCK
Option 206 by Arstahd (script48)
Luck gives each stack in a hero's army a chance to get +2 Attack, +2 Defense and
Fortune for a battle.
Basic: 10% chance - up to 1 stack
Advanced: 20% chance - up to 2 stacks
Expert: 30% chance - up to 3 stacks
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Mysticism Enhancement I 35 2 3 -1 1 1 35
Mysticism I Enhances the Mysticism skill so it'll generate more Spell Points
and let the hero find out things normally hidden. MYSTICISM I
Option 035 by Anders Jonsson (script35)
Enhances the Mysticism skill so it regenerates 10%, 20% or 30% of maximum spell
points each day. It can also be used to find out what the next "Week of.." will
be if the "Week of Monsters" script is active.
Heroes with Advanced Mysticism can learn which spells a Mage guild will contain
when fully built by right-clicking on it and heroes with Expert Mysticism can ri
ght-click on enemy heroes within their scouting radius to learn about the enemy
hero's skills, artifacts, creatures and more.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Mysticism II 48 2 3 -1
0 0 207 Mysticism II Enhances Mysticism Secondary Skill.
MYSTICISM II
Option 207 by Arstahd (script48)
Mysticism makes it more difficult for an enemy to cast spells, effectively reduc
ing the enemy's spell points for the battle.
Basic: reduces enemy spell points to 80% of normal
Advanced: reduces enemy spell points to 70% of normal
Expert: reduces enemy spell points to 60% of normal
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Navigation 48 2 3 -1 1
1 208 Navigation Enhances Navigation Secondary Skill. NAVIGATI
ON
Option 208 by Arstahd (script48)
Navigation increases attack and defense during naval battles.
Basic: +1
Advanced: +2
Expert: +3
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Pathfinding 48 2 3 -1 1
1 209 Pathfinding Enhances Pathfinding Secondary Skill. PATHFIND
ING
Option 209 by Arstahd (script48)
Pathfinding raises the hero's minimum daily starting movement.
Basic: equivalent to unit speed of 6
Advanced: equivalent to unit speed of 7
Expert: equivalent to unit speed of 8
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Resistance I 3 2 3 -1 0 0 216 Resistan
ce I Reduces 1-3 enemy stacks to non-upgraded form. RESISTANCE I
Option 216 by Donald X. Vaccarino (script03)
Reduces 1-3 enemy stacks to non-upgraded form.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Resistance II 48 2 3 -1
1 1 210 Resistance II Enhances Resistance Secondary Skill.
RESISTANCE II
Option 210 by Arstahd (script48)
Resistance endows a hero's troops with magic resistance.
Basic: +10%
Advanced: +20%
Expert: +30%
Resistance artifacts now form a combo that grants an additional +30% magic resis
tance.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Scholar 48 2 3 -1 1
1 211 Scholar Enhances Scholar Secondary Skill. SCHOLAR
Option 211 by Arstahd (script48)
Each week a hero will attempt to research a new spell.
Basic: 40% chance to learn up to a 2nd level spell
Advanced: 50% chance to learn up to a 3rd level spell
Expert: 60% chance to learn up to a 4th level spell
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Scouting I 3 2 3 -1 0 0 215 Scouting
I Gives heroes free rogues every day. SCOUTING I
Option 215 by Donald X. Vaccarino (script03)
Gives heroes free rogues every day.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Scouting II 48 2 3 -1 1
1 212 Scouting II Enhances Scouting Secondary Skill. SCOUTING
II
Option 212 by Arstahd (script48)
Scouting gives a hero a small chance for a random event for each step taken.
Basic: 1% chance
Advanced: 1.5% chance
Expert: 2% chance
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Espionage - Scouting III 58 2 3 -1 1 1
58 Scouting III (Espionage) Lets heroes with the Scouting skill trai
n spies. SCOUTING III (ESPIONAGE)
Option 058 by Petyo Georgiev (script58)
This option gives heroes who know the scouting skill the ability to train spies.
Spies can then infiltrate enemy towns where they can fulfill different operatio
ns (thefts, sabotage, assassinations, status report), or they can be sent to the
owner's towns to protect them from enemy spies (higher chance of enemy spies be
ing exposed). Assignments depend on the level of scouting. Each hero can have on
ly one spy at a time. Computer players cannot use spies.
To give commands to your operatives, right-click on the Scouting *icon* in the h
ero screen.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Sorcery Enhancement I 23 2 3 -1 0
0 23 Sorcery I The Sorcery skill is enhanced with extra abiliti
es. SORCERY I
Option 023 by Timothy Pulver (script23)
Basic Sorcery lets a hero right-click on many nearby artifacts, treasures and ot
her objects to discover their nature or value.
Advanced Sorcery increases the value of resource piles and chests that the hero
picks up.
Expert Sorcery lets a hero visit objects from a distance to gain their benefits.
These include: windmills, water wheels, mystical gardens, star axes, gardens of
revelation and learning stones.
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Enhanced Secondary Skills - Sorcery II 48 2 3 -1 1
1 213 Sorcery II Enhances Sorcery Secondary Skill. SORCERY
II
Option 213 by Arstahd (script48)
Sorcery increases the damage of hero's spells.
Basic: +10%
Advanced: +20%
Expert: +30%
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Tactics 3 2 3 -1 0 0 218 Tactics Replaces
the normal Tactics skill map deployment with bonuses to speed. TACTICS
Option 218 by Donald X. Vaccarino and Hermann the Weird (script03)
Replaces the normal Tactics skill map deployment with bonuses to speed, dependin
g on skill level.
Basic: +1 Speed
Advanced: +2 Speed
Expert: +3 Speed
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Warfare (Artillery/Ballistics/First Aid) 64 2 3 -1
0 0 193 Warfare (Artillery/Ballistics/First Aid) Merges A
rtillery, Ballistics and First Aid into "one skill". WARFARE
Option 193 by Tobyn (script64)
Combines the three war machines skills
Artillery, Ballistics and First Aid
into a single "Warfare" skill. Gives hero
control over all three war machines and
standard SoD abilities from all three skills.
Advancing one skill will advance the others.
Also, First Aid Tents get 750 HPs (only if no
other First Aid enhancements active).
[Careful: will become insanely powerful if you
simultaneously use other WoGify enhancements
for those skills.]
TIP: enhanced skills have their name in yellow. Right-click on an enhanced skill
for a complete description of all abilities.
Choose Map Rules each game but use defaults 1 4 0 0
1 1 101 Choose Map Rules each game but default to rules selected
below Each time you play, you'll be asked to choose the map rules to use for t
hat game. The rules will default to the ones selected below. CHOOSE MAP RULES
EACH GAME FROM DEFAULTS
Option 101-0 by Donald X. Vaccarino (script01)
Each time you play, you'll be asked to choose the map rules to use for that game
. The rules will default to the ones selected below.
Choose Map Rules each game 1 4 0 1 0
0 101 Choose Map Rules each game Each time you play, you'll be as
ked to choose the map rules to use for that game. CHOOSE MAP RULES EACH GA
ME
Option 101-1 by Donald X. Vaccarino (script01)
Each time you play, you'll be asked to choose the map rules to use for that game
.
Use Map Rules selected here 1 4 0 2 0
0 101 Use Map Rules selected below All of the map rules you select
below will be used for every game you play. USE MAP RULES SELECTED BELOW
Option 101-2 by Timothy Pulver (script01)
All of the map rules you select below will be used for every game you play.
Use two random Map Rules each game 1 4 0 3 0
0 101 Use two random Map Rules each game Each time you play, two
completely random map rules will be chosen. USE TWO RANDOM MAP RULES EACH GA
ME
Option 101-3 by Donald X. Vaccarino (script01)
Each time you play, two completely random map rules will be chosen from the 20 p
ossible rules.
Use 2 random selected Rules each game 1 4 0 4 0
0 101 Use two random Map Rules each game from those selected below
Each time you play, two random map rules from the ones you've selected below wil
l be chosen. USE TWO RANDOM RULES FROM THOSE SELECTED
Option 101-4 by Timothy Pulver (script01)
Each time you play, two random map rules from the ones you've selected below wil
l be chosen.
Disable Map Rules 1 4 0 5 0
0 101 Disable all Map Rules No Map Rules will be used in the maps yo
u play. DISABLE ALL MAP RULES
Option 101-5 by Timothy Pulver (script01)
No Map Rules will be used in the maps you play.
Display Chosen Map Rules at Map Start 1 4 1 -1 1
1 230 *Display chosen Map Rules at map start* The Map Rules you've cho
sen will be displayed each time you start a new game. DISPLAY CHOSEN MAP RULES
AT MAP START
Option 230 by Timothy Pulver (script01)
The Map Rules you've chosen will be displayed each time you start a new game.
Fliers can't fly but gain no retal 1 4 1 -1 0
0 111 Fliers have no-retaliation instead of fly No creatures can
fly, and creatures that once flew cannot be retaliated against. MAP RULE
1
Option 111 by Donald X. Vaccarino (script01)
No creatures can fly, and creatures that once flew cannot be retaliated against.
Monster speed is inverted 1 4 1 -1 0
0 112 Monster speed is inverted Creatures that are normally slow
are fast, and the fast ones are now slow. MAP RULE 2
Option 112 by Donald X. Vaccarino (script01)
Creatures that are normally slow are fast, and the fast ones are now slow.
Monsters are 1/2 price on day 7 1 4 1 -1 0
0 113 Monsters are half price on 7th day of week Creatures cost h
alf as much on the 7th day of the week. MAP RULE 3
Option 113 by Donald X. Vaccarino (script01)
Creatures cost half as much on the 7th day of the week.
Heroes create magic plains each day 1 4 1 -1 0
0 114 Heroes create magic plains each day The presence of a hero a
t the start of the day warps the land with magic. MAP RULE 4
Option 114 by Donald X. Vaccarino (script01)
The presence of a hero at the start of the day warps the land with magic.
All monsters attack twice 1 4 1 -1 0
0 115 All monsters attack twice All creatures attack twice (like
crusaders and wolf raiders). MAP RULE 5
Option 115 by Donald X. Vaccarino (script01)
All creatures attack twice.
Hero's troops grow 4% each day 1 4 1 -1 0
0 116 Monster stacks in hero armies grow 4% each day Creatures in a h
ero's army attract an additional 4% of their own kind each day, to a maximum of
10000 creatures. MAP RULE 6
Option 116 by Donald X. Vaccarino (script01)
Creatures in a hero's army attract an additional 4% of their own kind each day,
to a maximum of 10000 creatures.
Most dwellings also have boars 1 4 1 -1 0
0 117 Most dwellings also have boars Most dwellings also produce Boar
s. MAP RULE 7
Option 117 by Donald X. Vaccarino (script01)
Most dwellings also produce Boars. These dwellings will produce Air Elementals i
nstead of Boars if the Conflux Neutral Town is active.
Heroes start at 5th level 1 4 1 -1 0
0 118 Heroes start at 5th level (+5000 experience) Heroes start at
5th level (+5000 experience). MAP RULE 8
Option 118 by Donald X. Vaccarino (script01)
Heroes start at 5th level (+5000 experience).
Heroes pick up double artifacts 1 4 1 -1 0
0 119 Heroes pick up double artifacts Heroes pick up double artifacts.
This only applies to artifacts that can be seen on the adventure map. MAP RULE
9
Option 119 by Donald X. Vaccarino (script01)
Heroes pick up double artifacts. This only applies to enabled artifacts that can
be seen on the adventure map and that aren't the object of Seer's Hut quests.
Warning: If you use this Map Rule as well as enabling the option to leave artifa
cts by right-clicking, it's possible to create unlimited copies of almost any ar
tifact, therefore we strongly advise against combining these two options.
Perpetual darkness 1 4 1 -1 0
0 120 Perpetual darkness covers the map The map is covered by pe
rpetual darkness. A hero can still see within his or her scouting radius and fla
gged objects still reveal an area around them. MAP RULE 10
Option 120 by Donald X. Vaccarino (script01)
The map is covered by perpetual darkness that closes in after a hero passes. Fla
gged objects permanently reveal an area around them, however.
The AI is unaffected by the darkness and can see normally.
Heroes have double movement 1 4 3 -1 0
0 121 Heroes have double movement Heroes have double their normal
movement each turn. MAP RULE 11
Option 121 by Donald X. Vaccarino (script01)
Heroes have double their normal movement each turn.
Mines change resources once/week 1 4 3 -1 0
0 122 Mines change resources once per week Mines change resources o
nce per week. MAP RULE 12
Option 122 by Donald X. Vaccarino (script01)
Mines change resources once per week. If the Mithril script is active, you can u
se some Mithril to temporarily protect a mine from this weekly change.
+1 places can be revisited each month 1 4 3 -1 0
0 123 Single visit bonus sites reset each month Single visit bon
us sites can be revisited each month. MAP RULE 13
Option 123 by Donald X. Vaccarino (script01)
Single visit bonus sites can be revisited each month.
The following bonus sites will be reset each month: learning stones, marletto to
wers, gardens of revelation, mercenary camps, star axes, trees of knowledge, lib
raries of enlightenment, arenas, schools of magic, and schools of war.
Heroes get 9th-10th skills 1 4 3 -1 1
1 124 Heroes get 9th-10th skills Heroes may learn 2 secret skills
in addition to the 8 normal ones. MAP RULE 14
Option 124 by Donald X. Vaccarino (script01)
Heroes may learn two secret skills in addition to the eight normal ones.
If the Display Hidden Skills option is enabled, you can see these hidden skills
by left-clicking on the Experience icon in the hero screen.
Upgraded lvl 7 monsters become lvl 8 1 4 3 -1 0
0 125 Hero's upgraded level 7 monsters become level 8 Upgraded 7th lev
el creatures in a hero's army automatically upgrade to 8th level. MAP RULE
15
Option 125 by Donald X. Vaccarino (script01)
Upgraded 7th level creatures in a hero's army automatically upgrade to 8th level
.
Heroes gain an artifact each level 1 4 3 -1 0
0 126 Heroes gain an artifact each level Heroes gain an artifact
each time they gain a level. MAP RULE 16
Option 126 by Donald X. Vaccarino (script01)
Heroes gain an artifact each time they gain a level.
Rogues attack heroes at random 1 4 3 -1 0
0 127 Rogues attack heroes at random Bands of Rogues roam the country
side, ready to ambush heroes. MAP RULE 17
Option 127 by Donald X. Vaccarino (script01)
Bands of Rogues roam the countryside, ready to ambush unwary heroes.
All creatures have a breath weapon 1 4 3 -1 0
0 128 All creatures have a breath weapon All creatures attack as
with a breath weapon (when not shooting). MAP RULE 18
Option 128 by Donald X. Vaccarino (script01)
All creatures attack as with a breath weapon (when not shooting). This means tha
t a creature's melee attack will also affect any creature directly behind the at
tacked creature.
Shooters can't shoot but have +50% HP 1 4 3 -1 0
0 129 Shooters can't shoot but gain +50% health No creatures sho
ot, and creatures that once shot have +50% hit points. MAP RULE 19
Option 129 by Donald X. Vaccarino (script01)
No creatures shoot, and creatures that once shot have +50% hit points.
All towns have a grail 1 4 3 -1 0
0 130 All towns have a grail (if no confluxes on map) All towns have a
grail structure built in them (only used if no confluxes are on the map).
MAP RULE 20
Option 130 by Donald X. Vaccarino (script01)
All towns have a grail structure built in them (only used if no confluxes are on
the map).
Warlords Banners appear outside towns 1 4 3 -1 0
0 239 Towns have Warlord's Banners in front of them All towns have a
Warlord's Banner in front of them. Banners in front of neutral towns are guarde
d. MAP RULE 21
Option 239 by Timothy Pulver (script01)
All towns have a Warlord's Banner in front of them, including starting towns. Ba
nners in front of neutral towns are guarded, and Banners in front of owned towns
will acquire guards after a few weeks if the Banner isn't picked up before then
.
Guards depend on difficulty level:
Easy = 1 Upgraded Level 6 plus 1 per month.
Normal = 1 Non-upgraded Level 7 plus 1 per month.
Hard = 1 Upgraded Level 7 plus 1 every 2 weeks.
Expert = 1 Level 8 plus 1 per month.
Impossible = 1 Level 8 plus 1 every two weeks.
Note: Choosing this map rule supercedes the "Ban Warlord's Banner" option on the
Artifact and Spell Banning page, allowing you to have Banners appearing outside
towns but nowhere else in the game if you wish. However, if Stack Experience is
disabled, Warlords Banners will not be placed.
Replace Objects During WoGification 0 3 1 -1 1
1 195 *Replace Objects During WoGification* Existing map objects may
be replaced with new WoG objects and scripted objects selected on this page.
REPLACE OBJECTS DURING WOGIFICATION
Option 195 by Donald X. Vaccarino and Timothy Pulver (script00)
If this option is selected, existing adventure objects on the map may be replace
d with new WoG objects and scripted objects selected on this page.
If this option ISN'T selected, the scripts will be active for all adventure obje
cts selected but no replacement of existing objects will take place.
If you want more of a particular WoG object to show up, try disabling some or al
l other objects that replace the same standard Heroes object. Right-click on eac
h option to see which objects might be replaced.
Note: this also applies to new Treasure Chests, Spell Books, Taverns, Freelancer
's Guilds and Sanctuaries.
Adventure Cave 30 3 1 -1 1
1 30 Adventure Cave There are several types of Adventure Cave and se
veral possible encounters within each. Encounters include rogues, hermits, monst
ers and more. ADVENTURE CAVE
Option 030 by Donald X. Vaccarino (script30)
There are several types of Adventure Cave and several possible encounters within
each. Encounters include rogues, hermits, monsters and more.
Adventure Cave combats are made more interesting with custom battlefields and se
tups. Some hermits will teach heroes new unique abilities after several lessons,
and Rogues can sometimes be negotiated with. These are just a few of the exciti
ng things you'll find in the mysterious Adventure Caves.
[If object replacement is selected, Adventure Caves may replace some of the foll
owing: Dwarven Treasuries, Mystical Gardens, Crypts]
Alms House 18 3 1 -1 1
1 18 Alms House Alms Houses help the poor and unfortunate with s
mall gifts of gold or resources, and possibly also skill points or experience fo
r heroes who are just starting out. ALMS HOUSE
Option 018 by Donald X. Vaccarino (script18)
Alms Houses help the poor and unfortunate with small gifts of gold or resources,
and possibly also skill points or experience for heroes who are just starting o
ut.
[If object replacement is selected, Alms Houses may replace some of the followin
g: Level 1 Magic Shrines, Learning Stones, Witch Huts, Windmills]
Altar of Transformation 14 3 1 -1 1
1 14 Altar of Transformation The Altar of Transformation will transfo
rm all troops in a hero's army into different troops of the same level and town
type. ALTAR OF TRANSFORMATION
by Timothy Pulver (script14)
Once per week, the Altar of Transformation will transform all troops in a hero's
army into different troops of the same level. The hero may spend spell points t
o try and force the transformation to a particular town type. If this doesn't re
sult in a 100% chance, some troops may transform to another random town type ins
tead.
Commanders, emissaries and the powerful neutral dragons are immune to the altar'
s transformation effect.
[If object replacement is selected, Altars of Transformation may replace some of
the following: Medusa Stores, Cyclops Stockpiles, Naga Banks, Temples, War Mach
ine Factories, Faerie Rings, Swan Ponds]
Arcane Tower 4 3 1 -1 1
1 104 Arcane Tower Arcane Towers allow a hero to redistribute his o
r her primary skill points. ARCANE TOWER
Option 104 by Donald X. Vaccarino (script04)
Arcane Towers allow a hero to redistribute his or her primary skill points.
[If object replacement is selected, Arcane Towers may replace some of the follow
ing: Level 1 Magic Shrines, Learning Stones, Witch Huts, Windmills]
Artificer 26 3 1 -1 1
1 26 Artificer The Artificer is a special blacksmith who is abl
e to upgrade or change many of your artifacts. ARTIFICER
Option 026 by Andrei Adutskevich (script26)
(based on work by Dieter Averbeck)
The Artificer is a special blacksmith who is able to upgrade or change many of y
our artifacts. Upgrading an Artifact takes 100 movement points and the Artificer
is only able to upgrade or change two Artifacts each day, but the second will b
e double the price. The Artificer has an option which describes his services mor
e in detail.
Note: If the hero has both Diplomacy and Estates skills or if the hero equips Di
plomacy-boosting artifacts, he will be charged a lower gold price.
[If object replacement is selected, Artificers may replace some of the following
: Dwarven Treasuries, Mystical Gardens, Crypts]
Battle Academy 16 3 1 -1 1
1 16 Battle Academy This object sells Attack or Defense skill points
, combat oriented secondary skills or artifacts to heroes. BATTLE ACADEMY
Option 016 by Anders Jonsson (script16)
This object sells Attack or Defense skill points, combat oriented secondary skil
ls or artifacts to heroes.
[If object replacement is selected, Battle Academies may replace some of the fol
lowing: Dragon Utopias]
Death Chamber 70 3 1 -1 1 1 70 Death Ch
amber Death Chambers are a new type of creature bank where you must fight the
Undead King and his minions. DEATH CHAMBER
Option 070 by Rich Reed (script70)
Death Chambers are a new type of creature bank where you must fight the Undead K
ing and his minions.
[If object replacement is selected, Death Chambers may replace some of the follo
wing: Level 1 Magic Shrines, Learning Stones, Witch Huts, Windmills]
Emerald Tower 44 3 1 -1 1 1 44 Emerald
Tower In the Emerald Towers dwell ancient and powerful Wizards who can enchant
a whole species of creatures to make them better...for a price. EMERALD
TOWER
Option 044 by Timothy Pulver (script44)
In the Emerald Towers dwell ancient and powerful Wizards who can enchant a whole
species of creatures to make them better...for a price.
The wizards hate to be bothered, however, and you won't even get an appointment
without paying for it with several sparkling gemstones. Each Emerald Tower may b
e visited only once per week.
[If object replacement is selected, Emerald Towers may replace some of the follo
wing: Imp Caches, Griffin Conservatories, Rally Flags, Marletto Towers]
Forgotten Shrine 60 3 1 -1 1 1 60
Forgotten Shrine When visited, a beneficial spell is applied to all frien
dly troops for the next battle. FORGOTTEN SHRINE
Option 060 by Petyo Georgiev (script60)
When praying at the altar in the Forgotten Shrine, the hero's troops receive a r
andom beneficial spell applied to all friendly stacks at expert level for 50 tur
ns in the next battle (even non-group spells are applied to all). The hero's mov
ement points are reduced to 0 after a visit. Every hero can have only one blessi
ng at a time.
[If object replacement is selected, Forgotten Shrines may replace some of the fo
llowing: Shrines of Magic Gesture, Shrines of Magic Thought and Idols of Fortune
]
Junk Merchant 8 3 1 -1 1
1 108 Junk Merchant The Junk Merchant will offer to trade gold or so
metimes other things for many artifacts in the game (mostly weak ones). JUNK MER
CHANT
Option 108 by Donald X. Vaccarino (script08)
The Junk Merchant offers trades for 32 artifacts, mostly weak ones, plus scrolls
. He doesn't want most of the artifacts that have abilities from the Artifact Bo
osts script. He only buys unequipped artifacts, and only one copy of each artifa
ct per visit. He usually pays in gold, but sometimes offers to trade special thi
ngs instead.
The AI accepts all trades except ones that give it creatures.
[If object replacement is selected, Junk Merchants may replace some of the follo
wing: Dwarven Treasuries, Mystical Gardens, Crypts]
Level 8 Dwellings 0 3 1 -1 1
1 137 Level 8 Dwellings Level 8 creature dwellings may replace s
ome other objects on the map. LEVEL 8 DWELLINGS
Option 137 object replacement by Donald X. Vaccarino (script00)
Level 8 creature dwellings may replace some other objects on the map.
[If object replacement is selected, Hell Hydra, Diamond Dragon and Blood Dragon
Dwellings may replace some of the following: Medusa Stores, Cyclops Stockpiles,
Naga Banks, Temples, War Machine Factories, Faerie Rings, Swan Ponds]
[If object replacement is selected, Sacred Phoenix, Ghost Behemoth, Antichrist,
Lord of Thunder, Darkness Dragon and Supreme Archangel dwellings may replace som
e of the following: Imp Caches, Griffin Conservatories, Rally Flags, Marletto To
wers]
[If object replacement is selected, Azure Dragon dwellings may replace some of t
he following: Lean To's]
[If object replacement is selected, Crystal Dragon dwellings may replace some of
the following: Refugee Camps, Dens of Thieves]
Living Skull 12 3 3 -1 1
1 12 Living Skull The Living Skull can tell you where to find a sp
ecific artifact for a small price. LIVING SKULL
Option 012 by Timothy Pulver (script12)
The Living Skull can tell you where to find a specific artifact for a small pric
e. The first hero to visit each week will be shown the location of a random arti
fact for free. The Skull will not search for Warlord's Banners.
For 100 gold, the player will be informed if an unclaimed artifact of the type s
pecified exists on the map, as well as the map level and general direction it ca
n be found in.
For a few precious resources, the exact location will be revealed (e.g. 10 paces
south and 16 paces east).
For 1000 gold more, the artifact will be revealed and the shroud covering it wil
l be removed.
For several Mithril (more powerful artifacts cost more), the Living Skull will b
ring the artifact right to the hero but will not bring artifacts that have guard
s attached.
Note: If the "Heroes pick up double artifacts" map rule is enabled, you will get
two artifacts from the skull instead of one.
[If object replacement is selected, Living Skulls may replace some of the follow
ing: Level 1 Magic Shrines, Learning Stones, Witch Huts, Windmills]
Magic Mushrooms 10 3 3 -1 1
1 110 Magic Mushrooms Magic Air, Water, Fire and Earth Mushrooms tempo
rarily grant a hero expert magic skill in the corresponding element. MAGIC MU
SHROOMS
Option 110 by Bruno (script10)
Magic Air, Water, Fire and Earth Mushrooms temporarily grant a hero expert magic
skill in the corresponding element. After one week, the elemental magic skill r
eturns to the hero's previous skill level.
[If object replacement is selected, Air, Water, Fire and Earth Mushrooms may rep
lace some of the following: Level 1 Magic Shrines, Learning Stones, Witch Huts,
Windmills]
Market of Time 9 3 3 -1 1
1 109 Market of Time The Market of Time lets a hero forget any skill
already learned at a cost of 2000 gold to make room for learning a new skill ins
tead. MARKET OF TIME
Option 109 by Timothy Pulver (script09)
The Market of Time lets a hero forget any skill already learned (at a cost of on
ly 2000 gold) to make room for learning a new skill instead.
A hero can only forget one skill each day.
[If object replacement is selected, Markets of Times may replace some of the fol
lowing: Imp Caches, Griffin Conservatories, Rally Flags, Marletto Towers]
Mirror of the Home-Way 52 3 3 -1 1 1 52
Mirror of the Home-Way This building works as a 'Town Portal' spell for 1000 co
ins. MIRROR OF THE HOME-WAY
Option 052 by Sir Four (script52)
This building works as a 'Town Portal' spell for 1000 coins.
[If object replacement is selected, Mirrors of the Home-Way may replace some of
the following: Schools of War]
Mysterious Creature Dwelling 15 3 3 -1 1
1 15 Mysterious Creature Dwelling A hero can recruit seven differe
nt stacks of creatures at the Mysterious Creature Dwelling, once per game.
MYSTERIOUS CREATURE DWELLING
Option 015 by Dieter Averbeck (script15)
In Mysterious Creature Dwellings (MCDs), heroes may recruit seven different stac
ks of creatures (only one visit per hero). The offered creatures are calculated
randomly and based on the hero's class and the current date in the game.
[If object replacement is selected, Mysterious Creature Dwellings may replace so
me of the following: Dwarven Treasuries, Mystical Gardens, Crypts]
New Creature Banks 0 3 3 -1 1
1 138 New Creature Banks New WoG creature banks may replace some
other objects on the map. NEW CREATURE BANKS
Option 138 object replacement by Donald X. Vaccarino (script00)
New WoG creature banks may replace some other objects on the map.
[If object replacement is selected, Transylvania Taverns, Homes of the Bat, Snow
-Covered Grottos may replace some of the following: Medusa Stores, Cyclops Stock
piles, Naga Banks, Temples, War Machine Factories, Faerie Rings, Swan Ponds]
[If object replacement is selected, Grottos may replace some of the following: D
warven Treasuries, Mystical Gardens, Crypts]
[If object replacement is selected, Hunting Lodges may replace some of the follo
wing: Imp Caches, Griffin Conservatories, Rally Flags, Marletto Towers]
[If object replacement is selected, Lost Bottles may replace some of the followi
ng: Sea Chests]
New creature dwellings 0 3 3 -1 1
1 140 New Creature Dwellings New WoG creature dwellings may replace s
ome other objects on the map. NEW CREATURE DWELLINGS
Option 140 object replacement by Donald X. Vaccarino (script00)
New WoG creature dwellings may replace some other objects on the map.
[If object replacement is selected, Arctic Sharpshooter, Lava Sharpshooter, Nigh
tmare, Messenger and Santa Gremlin, Sorceress, and Dracolich dwellings may repla
ce some of the following: Medusa Stores, Cyclops Stockpiles, Naga Banks, Temples
, War Machine Factories, Faerie Rings, Swan Ponds]
[If object replacement is selected, Gorynych and Hellsteed dwellings may replace
some of the following: Dwarven Treasuries, Mystical Gardens, Crypts]
[If object replacement is selected, War Zealot, Sylvan Centaur and Werewolf dwel
lings may replace some of the following: Imp Caches, Griffin Conservatories, Ral
ly Flags, Marletto Towers]
Palace of Dreams 11 3 3 -1 1
1 11 Palace of Dreams At the Palace of Dreams, all your dreams
will come true! Get three artifacts or resources of the same kind and win the J
ACKPOT! PALACE OF DREAMS
Option 011 by Timothy Pulver (script11)
At the Palace of Dreams, all your dreams will come true! Get three artifacts or
resources of the same kind and win the JACKPOT!
Only 100 gold per game. Play as often as you like each visit.
[If object replacement is selected, Palaces of Dreams may replace some of the fo
llowing: Dragon Utopias]
Potion Fountains 17 3 3 -1 1
1 17 Potion Fountains The enchanted water of three kinds of Ma
gic Fountain provide bonuses when drunk before a combat. POTION FOUNTAINS
Option 017 by Bruno (script17)
The enchanted water of three kinds of Magic Fountain provide bonuses when drunk
before a combat.
Venus's Blessing increases morale and luck.
A Hydromel Potion from the Fountain of Fortune increases attack and defense.
The Berserker Potion from Valhalla's Fountain increases attack and luck but prev
ents the drinker from casting spells.
Note: potion effects are disabled for network battles.
[If object replacement is selected, Valhalla Fountains may replace some of the f
ollowing: Level 1 Magic Shrines, Learning Stones, Witch Huts, Windmills]
[If object replacement is selected, Venus's Fountains may replace some of the fo
llowing: Dwarven Treasuries, Mystical Gardens, Crypts]
Power Stones 0 3 3 9 1 1 196 Power St
ones Power Stones give bonuses to Commanders' primary skills. If Commanders a
re not enabled, Power Stones won't be placed on the map. POWER STONES
Option 196 object replacement by Timothy Pulver (script00)
Power Stones give bonuses to Commanders' primary skills. Depending on the type o
f Power Stone, your Commander will gain +2 Attack, +2 Defense, +1 Magic Power, o
r +1 Speed.
This is a straight bonus to statistics and NOT a primary or secondary Commander
skill, so the bonus will not affect your current or future choice of Commander s
kills.
Warning: If the Enhanced Commanders option is enabled, Power Stones will functio
n differently and may give actual Commander skills instead of the bonuses descri
bed above.
Note: If Commanders are NOT enabled, Power Stones won't be placed on the map.
[If object replacement is selected, Power Stones may replace some of the followi
ng: Gems, Crystals, Sulfer, Mercury, Spell Scrolls]
School of Wizardry 28 3 3 -1 1
1 28 School of Wizardry The School of Wizardry sells skills or s
pells to heroes. Heroes may copy spells from scrolls to their spell book.
SCHOOL OF WIZARDRY
Option 028 By Anders Jonsson (script28)
Sells Spell Power or Knowledge skill points, magic-oriented secondary skills or
spells. Heroes may copy spells from scrolls to their spell book.
[If object replacement is selected, Schools of Wizardry may replace some of the
following: Imp Caches, Griffin Conservatories, Rally Flags, Marletto Towers]
Sphinx 0 3 3 -1 1
1 141 Sphinx Sphinxes may replace some other objects on the map. When
visited, the Sphinx will ask a riddle. Answer right to receive a blessing or wr
ong and receive a curse. SPHINX
Option 141 object replacement by Donald X. Vaccarino (script00)
When visited, the Sphinx will ask a riddle. Answer correctly and the hero receiv
es a blessing, but answer incorrectly or fail to answer and he or she receives a
curse instead.
A hero must be refreshed to visit a Sphinx, and after reaching one may have to w
ait until the following day before visiting. Talking to the Sphinx is draining a
nd will use up a lot of the hero's movement points for the rest of the day.
Click on the Blessings icon on the hero screen (located to the right of the Hero
Specialty and God Bonus icons) to see what blessings and curses a hero currentl
y has and how long they'll last. Receiving the same curse or blessing again will
increase its power or duration.
Blessings include resource bonuses, movement bonuses, experience bonuses and spe
ll point bonuses.
Curses include restrictions on visiting certain objects, losing resources, or al
l monsters encountered being hostile.
[If object replacement is selected, Sphinxes may replace some of the following:
Medusa Stores, Cyclops Stockpiles, Naga Banks, Temples, War Machine Factories, F
aerie Rings, Swan Ponds]
Summoning Stones 32 3 3 -1 1
1 32 Summoning Stones The Summoning Stones let a hero summon a
single stack of troops from any of his or her towns once per day. SUMMONIN
G STONES
Option 032 by Timothy Pulver (script32)
The Summoning Stones let a hero summon a single stack of troops from any of his
or her towns once per day.
If the troops haven't been bought yet, they can be purchased for the usual price
. If they're in the garrison, they're transported for free.
If a player has more than 11 towns, the additional towns will not be available t
hrough the Summoning Stones.
[If object replacement is selected, Summoning Stones may replace some of the fol
lowing: Schools of War]
Commander Sanctuary 76 3 2 0 0 0 76
Commander Sanctuary The Sanctuary will revive a dead Commander for a small r
esource donation. COMMANDER SANCTUARY
Option 076 by Timothy Pulver (script76)
The Sanctuary will revive a dead Commander for a small resource donation.
[If object replacement is selected, Sanctuaries may replace some of the followin
g: Imp Caches, Griffin Conservatories, Rally Flags, Marletto Towers]
Commander Witch Huts 66 3 2 1 0 0 66
Commander Witch Huts Witch Huts will give bonus skills and abilities to Comma
nders as well as to the Hero. COMMANDER WITCH HUTS
Option 066 by Donald X. Vaccarino and Hermann the Weird (script66)
Witch Huts will give bonus skills and abilities to Commanders as well as to the
Hero.
Advanced Witch Huts 64 3 2 -1 0 0 194
Advanced Witch Huts Advanced Witch Huts let heroes refuse, advance or even r
emove the skill taught. ADVANCED WITCH HUTS
Option 194 by Tobyn (script64)
Heroes can refuse the skill offer
or get it advanced for 3000 gold
or even forget that skill altogether.
Dungeon of the Dragon Master 53 3 2 -1 0 0
53 Dungeon of the Dragonmaster Enhances all Dragon Utopias on a map
DUNGEON OF THE DRAGONMASTER
Option 053 by Hermann the Weird (script53)
All Dragon Utopias on a map are now guarded by Darkness Dragons. If the "Hero's
upgraded level 7 creatures become level 8" map rule is enabled, there will be 8.
.20, and if not enabled, 3..12.
Rewards for winning are:
* 2 .. 5 Relics
* 3 Minor or Major artifacts
* Choice of 20000 .. 50000 Gold or 10000 .. 25000 Experience
Fishing Well 7 3 2 -1 1
1 107 Fishing Well This adds a new function to the Magic Well that
allows any hero to go fishing there for treasure. FISHING WELL
Option 107 by Timothy Pulver (script07)
This adds a new function to the Magic Well that allows any hero to go fishing th
ere for treasure.
Fishing in the well uses up all the hero's remaining movement points for the day
.
The fishing hero may snag a handful of gold coins or may reel in a chest filled
with valuable resources, an artifact or even a deadly trap.
Some of the other possibilities include monsters emerging and attacking the hero
, discovery of a tunnel system leading to another Fishing Well, or merely some j
unk, like an old boot or a mouldy cheese sandwich.
Freelancer's Guild 21 3 2 -1 1
1 21 Freelancer's Guild This adds a new function to the Freelanc
er's Guild that lets a visiting hero hire a stack of wandering monsters that wil
l slowly hunt down enemy heroes. FREELANCER'S GUILD
Option 021 by Timothy Pulver (script21)
This adds a new function to the Freelancer's Guild as well as placing several on
the map. Guilds will hire out stacks of freelance monsters (at good rates) tha
t move slowly towards enemy heroes and towns.
As time goes on in the game, the freelance monster stacks available for hire wil
l increase in size.
The cost of hiring a stack is 25% of the normal cost of recruitment.
Stacks won't move until the second turn after they have been hired and are unabl
e to move across water or between levels. If the enemy is on another map level,
the stack won't move until the enemy reaches the monster's map level.
If the freelancers are attacked by the hiring hero, they will quickly disperse.
[If object replacement is selected, Freelancer's Guilds may replace some of the
following: Dwarven Treasuries, Mystical Gardens, Crypts]
Garrisons 42 3 2 -1 0 0 42 Garrison
s This option adds guarded neutral Garrisons to a map. Garrison frequency
is chosen during map loading. GARRISONS
Option 042 by Timothy Pulver (script42)
This option adds guarded neutral Garrisons to a map. Garrison frequency is chose
n during map loading. The garrisons are also protected by magic and the defender
s will grow slowly in number each week. Troops in the garrisons vary by terrain
type and most guards possess a small stash of resources or sometimes even an art
ifact.
Note: the special garrison additions are disabled for network battles.
Obelisk Runes 43 3 2 -1 1 1 43 Obelisk
Runes Enhances Obelisks with a randomly selected adventure spell. It is inscri
bed in runes upon the Obelisk's surface and may be cast by any visiting hero for
free. OBELISK RUNES
Option 043 by Timothy Pulver (script43)
This option enhances Obelisks with a randomly selected adventure spell. It is in
scribed in runes upon the Obelisk's surface and may be cast by any visiting hero
for free.
Adventure Spells that are banned will not be found on Obelisks.
Tavern Card Game 13 3 2 -1 1
1 13 Tavern Card Game Enhances the adventure map Tavern with a
card game that lets the hero win gold if he or she gets lucky. TAVERN CARD GAME
Option 013 by Timothy Pulver (script13)
Enhances the adventure map Tavern with a card game that lets the hero win gold i
f he or she gets lucky.
In each game there will be from 2-5 players. You can choose a low or high stake
which will determine the amount of gold you can win or lose.
A hero's luck increases the odds of winning but if he or she gets too lucky or w
ins too many games there are consequences.
Winning the grand prize also gives the hero a magical pendant.
[If object replacement is selected, Taverns may replace some of the following: M
edusa Stores, Cyclops Stockpiles, Naga Banks, Temples, War Machine Factories, Fa
erie Rings, Swan Ponds]
New Treasure Chest 29 3 0 -1 1
1 29 New Treasure Chest This new type of treasure chest will rep
lace some regular treasure chests on the map. NEW TREASURE CHEST
Option 029 by Donald X. Vaccarino (script29)
This new type of treasure chest will replace some regular treasure chests on the
map.
It may contain two artifacts, a choice of resources or a primary skill point, or
it could even be the option of upgrading some of your troops.
Note: trapped chest poison effects are disabled for network battles.
[If object replacement is selected, New Treasure Chests may replace some of the
following: standard Treasure Chests]
Treasure Chest 2 31 3 0 -1 1
1 31 New Treasure Chest 2 This new type of treasure chest will rep
lace some regular treasure chests on the map. NEW TREASURE CHEST 2
Option 031 by Timothy Pulver (script31)
This new type of treasure chest will replace some regular treasure chests on the
map.
It may contain gold and the choice of a spell scroll or mana, or a choice betwee
n two comprehensive tomes of knowledge, or it could even be a deed to an unowned
mine.
[If object replacement is selected, New Treasure Chest 2s may replace some of th
e following: standard Treasure Chests]
New Artifacts 0 3 0 -1 1
1 143 New Artifacts New WoG Artifacts may replace some regular artif
acts on the map. NEW ARTIFACTS
Option 143 object replacement by Donald X. Vaccarino and Timothy Pulver (script0
0)
New WoG Artifacts may replace some regular artifacts on the adventure map.
The new WoG artifacts are: Magic Wand, Gold Tower Arrow, Monster's Power, 10 Com
mander artifacts, Crimson Shield of Retaliation, Dragonheart, Gate Key, Barbaria
n Lord's Axe of Ferocity, and the Warlord's Banner.
Note 1: Commander artifacts will only be placed if the Commanders option and/or
Enhanced Commander Artifacts option is also enabled.
Note 2: Warlord's Banners will only be placed if Stack Experience is also enable
d. In addition to replacing some map artifact, Banners will sometimes be added t
o the treasure of creature banks.
Note 3: The Barbarian Lord's Axe of Ferocity is a new combination artifact and m
ay only replace other combination artifacts, however it may also be assembled fr
om its parts like any other combo.
Note 4: Quest Hut artifacts and artifacts with customized text or guards will no
t be replaced.
Artifact Boost 2 3 0 -1 1
1 102 Artifact Boost Many of the weaker artifacts in the game are enh
anced with extra abilities. ARTIFACT BOOST
Option 102 by Donald X. Vaccarino (script02)
Caution: If you also enable Enhanced Artifacts, some artifacts will gain two bon
uses and may become too powerful.
Many weaker artifacts in the game are enhanced:
- Birds of Perception give 6 Royal Griffins per week.
- Pendants of Life gives 24 Sprites per week.
- Pendants of Death gives 12 Zombies per week.
- The Targ of the Rampaging Ogre provokes a fight with 30 Ogres at the start of
each week.
- Dead Men's Boots duplicate themselves each week.
- Pendants of Total Recall give 1000 experience per week.
- Emblems of Cognizance give 15 gold per troop each week.
- The Stoic Watchman reveals a large area around the hero at the start of each w
eek.
- Pendants of Second Sight upgrade lowly shooters.
- Pendants of Holiness give a random holy spell each week.
- Boots of Polarity may be traded for a 1-time movement bonus.
- Garnitures of Interference may be traded for a magic skill.
- Pendants of Dispassion give +1 knowledge per week.
- Pendants of Free Will upgrade golems and peasants.
- Diplomat's Rings may be traded to double the number of first level troops in a
hero's army (max. 100-1000, depending on player difficulty).
- The Surcoat of Counterpoise doubles the effects of these artifacts, where appl
icable.
- Orbs of Vulnerability give 1 Archmage plus an additional one per level of Wisd
om each week.
- Spheres of Permanence give 1 Mighty Gorgon plus another per 10 Defense each we
ek.
- The Statesman's Medal may be traded at a town for up to three buildings.
- Orbs of Inhibition may be traded to modify a creature's abilities.
All new artifact abilities function for the AI (if worn) but the AI won't agree
to trades.
Hourglass of Asmodeus 6 3 0 -1 0
0 106 Hourglass of Asmodeus Enhances the Hourglass of the Evil Hour,
giving it the ability to summon Asmodeus to fight for your hero in combat.
HOURGLASS OF ASMODEUS
Option 106 by Timothy Pulver (script06)
Enhances the Hourglass of the Evil Hour, giving it the ability to summon Asmodeu
s to fight for your hero in combat (with the hero's troops).
A hero can only summon Asmodeus if he or she is the attacker.
After combat, Asmodeus claims a part of the hero's soul (1 Power) before leaving
. If the hero can't pay, he takes the Hourglass instead.
If Asmodeus loses, the hero will lose all troops but will not abandon your cause
.
Asmodeus is 13th level and possesses some good skills and powerful magic spells.
Note: this artifact script is disabled for network battles.
Spell Book 27 3 0 -1 0
0 27 Spell Book Spell Books found on the adventure map contain s
everal spells of different levels. SPELL BOOK
Option 027 by Anders Jonsson (script27)
Spell Books found on the adventure map contain several spells of different level
s.
[If object replacement is selected, Spell Books may replace some of the followin
g: Spell Scrolls]
Cards of Prophecy 34 3 0 -1 1
1 34 Cards of Prophecy Activates random battle effects for Card
s of Prophecy. CARDS OF PROPHECY
Option 034 by Qurqirish Dragon (script34)
Whenever a hero enters battle with the Cards of Prophecy equipped, a random effe
ct upon the hero's primary stats occurs, in addition to the normal luck bonus.
Note: this artifact script is disabled for network battles.
Living Scrolls 33 3 0 -1 1
1 33 Living Scrolls Enhances many of the combat Spell Scrolls, givin
g them a chance each round of combat (after the first) of casting the spell them
selves. LIVING SCROLLS
Option 033 by Timothy Pulver (script33)
Enhances many of the combat Spell Scrolls, giving them a chance each round of co
mbat (after the first) of casting their spell themselves.
The chance of a Living Scroll casting its spell is 20% times the number of Livin
g Scrolls equipped. Only one Living Scroll will cast its spell each round.
The following spells are not available as Living Scrolls: adventure spells, Anim
ate Dead, Clone, Death Ripple, Destroy Undead, Dispel, Resurrection, Sacrifice,
Summon Elemental spells.
Note 1: Living Scrolls may ignore certain types of special magic resistance such
as most spell immunities gained through stack experience.
Note 2: Living Scrolls are only active in battles against neutral creatures.
Enhanced Artifacts 71 3 0 -1 0 0 71
Enhanced Artifacts Enhances many artifacts with additional abilities.
ENHANCED ARTIFACTS
Option 071 by Arstahd (script71)
Caution: If you also enable Artifact Boost, some artifacts will gain two bonuses
and may become too powerful.
Any spells cast are Basic level. Some artifacts are reclassed.
Pendant Of Life gives living troops HP based on level {Major}
Pendant Of Death gives undead +5 Att/Def +1 Spd {Major}
Pendant Of Total Recall casts mass Precision {Minor}
Pendant Of Second Sight casts mass Air Shield {Minor}
Pendant Of Holiness casts mass Bless {Major}
Pendant Of Dispassion casts mass Bloodlust {Minor}
Pendant Of Free Will casts mass Stoneskin {Minor}
Orb Of Vulnerability casts mass Disease
Orb Of the Firmament casts mass Prot. from Air
Orb Of Silt casts mass Prot. from Earth
Orb Of Tempestuous Fire casts mass Prot. from Fire
Orb Of Driving Rain casts mass Prot. from Water
Collar of Conjuring increases spell damage by 5%
Ring of Conjuring increases spell damage by 10%
Cape of Conjuring increases spell damage by 15%
Ring of the Magi increases spell damage by 20% (total of 50%)
Sphere Of Permanence adds 10 HP to hero's non-living troops
Dead Man's Boots upgrade Skeletons
Vampire's Cowl upgrades Vampires
Amulet of the Undertaker upgrades Walking Dead
Centaur's Axe upgrades Centaurs
Shield of the Dwarven Lords upgrades Dwarves
Breastplate of Petrified Wood upgrades Dendroid Guards
Helm of the Alabaster Unicorn upgrades Unicorns
New combination artifact (above 4 artifacts)
Garb of the Forest Lord: gives creatures every week
Statesman's Medal reduces aggression by 1 {Treasure}
Ring of the Diplomat reduces aggression by 1 {Treasure}
Ambassador's Sash reduces aggression by 1 {Treasure}
New combination artifact (above 3 artifacts)
The Vestments of Authority: aggression is reduced by 1
Ring of Life {Treasure}
Vial of Lifeblood {Treasure}
Note: scripted combat artifacts disabled for network battles.
Enhanced Commander Artifacts 71 3 0 -1 0 0
219 Enhanced Commander Artifacts Commander artifacts can be worn by heroe
s granting two random abilities. ENHANCED COMMANDER ARTIFACTS
Option 219 by Arstahd (script71)
Commander artifacts can be worn by heroes granting two random abilities (as well
as functioning normally).
+1 to +5 Primary Stat bonus
(1, 2, or all 4 stats depending on artifact type).
Add one rank to a random secondary skill
(if this puts you at expert, the bonus is permanent).
Ban spells from Mage Guilds & Pyramids 25 5 0 -1 1
1 146 Ban spells from Mage Guilds and Pyramids The spells selec
ted will never appear in Mage Guilds or Pyramids. BAN SPELLS FROM MAGE GUI
LDS
Option 146 by Timothy Pulver (script25)
The spells selected will never appear in Mage Guilds or Pyramids.
Ban spells from Spell Shrines 25 5 0 -1 1
1 147 Ban spells from Spell Shrines The spells selected will never a
ppear in Spell Shrines. BAN SPELLS FROM SPELL SHRINES
Option 147 by Timothy Pulver (script25)
The spells selected will never appear in Spell Shrines.
Ban spells from Scholars 25 5 0 -1 1
1 148 Ban spells from Scholars The spells selected will never b
e taught by Scholars. BAN SPELLS FROM SCHOLARS
Option 148 by Timothy Pulver (script25)
The spells selected will never be taught by Scholars.
Ban spells from Scrolls and Pandora's Boxes 25 5 0 -1
1 1 150 Ban spells from Scrolls and Pandora's Boxes The spel
ls selected will never appear on Spell Scrolls or in Pandora's Boxes. BAN SPEL
LS FROM SCROLLS AND PANDORA'S BOXES
Option 150 by Timothy Pulver (script25)
The spells selected will never appear on Spell Scrolls or in Pandora's Boxes.
Ban spells from Hero's starting spells 25 5 0 -1 1
1 151 Ban spells from Hero's starting spells The spells selected will
never appear as a hero's starting spell. BAN SPELLS FROM HERO'S STARTING
SPELLS
Option 151 by Timothy Pulver (script25)
The spells selected will never appear as a hero's starting spell.
Ban Summon Boat 25 5 0 -1 0
0 152 Ban Summon Boat Ban Summon Boat. BAN SUMMON BOAT
Option 152 by Timothy Pulver (script25)
Ban the Summon Boat spell from appearing in the game, based on the Spell Banning
options selected above.
Ban Scuttle Boat 25 5 0 -1 0
0 221 Ban Scuttle Boat Ban Scuttle Boat. BAN SCUTTLE BOAT
Option 221 by Timothy Pulver (script25)
Ban the Scuttle Boat spell from appearing in the game, based on the Spell Bannin
g options selected above.
Ban Water Walk 25 5 0 -1 0
0 153 Ban Water Walk Ban Water Walk. BAN WATER WALK
Option 153 by Timothy Pulver (script25)
Ban the Water Walk spell from appearing in the game, based on the Spell Banning
options selected above.
Ban Town Portal 25 5 0 -1 0
0 154 Ban Town Portal Ban Town Portal. BAN TOWN PORTAL
Option 154 by Timothy Pulver (script25)
Ban the Town Portal spell from appearing in the game, based on the Spell Banning
options selected above.
Ban Dimension Door 25 5 0 -1 0
0 155 Ban Dimension Door Ban Dimension Door. BAN DIMENSION DO
OR
Option 155 by Timothy Pulver (script25)
Ban the Dimension Door spell from appearing in the game, based on the Spell Bann
ing options selected above.
Ban Fly 25 5 0 -1 0
0 156 Ban Fly Ban Fly. BAN FLY
Option 156 by Timothy Pulver (script25)
Ban the Fly spell from appearing in the game, based on the Spell Banning options
selected above.
Ban Visions 25 5 0 -1 0 0
222 Ban Visions Ban Visions. BAN VISIONS
Option 222 by Timothy Pulver (script25)
Ban the Visions spell from appearing in the game, based on the Spell Banning opt
ions selected above.
Ban Armageddon 25 5 0 -1 0
0 223 Ban Armageddon Ban Armageddon. BAN ARMAGEDDON
Option 223 by Timothy Pulver (script25)
Ban the Armageddon spell from appearing in the game, based on the Spell Banning
options selected above.
Ban View Air 25 5 0 -1 0 0 246
Ban View Air Ban View Air. BAN VIEW AIR
Option 246 by Timothy Pulver (script25)
Ban the View Air spell from appearing in the game, based on the Spell Banning op
tions selected above.
Ban View Earth 25 5 0 -1 0 0 247 Ban View
Earth Ban View Earth. BAN VIEW EARTH
Option 247 by Timothy Pulver (script25)
Ban the View Earth spell from appearing in the game, based on the Spell Banning
options selected above.
Ban Animate Dead 25 5 0 -1 0 0 271
Ban Animate Dead Ban Animate Dead. BAN ANIMATE DEAD
Option 271 by Timothy Pulver (script25)
Ban the Animate Dead spell from appearing in the game, based on the Spell Bannin
g options selected above.
Ban Resurrection 25 5 0 -1 0 0 272
Ban Resurrection Ban Resurrection. BAN RESURRECTION
Option 272 by Timothy Pulver (script25)
Ban the Resurrection spell from appearing in the game, based on the Spell Bannin
g options selected above.
Ban Disguise 25 5 0 -1 0 0 651 Ban Disg
uise Ban Disguise. BAN DISGUISE
Option 651 by Timothy Pulver (script25)
Ban the Disguise spell from appearing in the game, based on the Spell Banning op
tions selected above.
Ban Magic Wands 25 5 1 -1 0 0 176 Magic Wa
nd Ban Magic Wands from appearing in the game. MAGIC WAND
Option 176 banning by Timothy Pulver (script25)
Ban Magic Wands from appearing in the game unless placed there intentionally by
the map maker.
When equipped, the Magic Wand randomly transforms other equipped artifacts each
day. The type of artifacts changed will depend on which miscellaneous slot the M
agic Wand is equipped to.
Ban Gold Tower Arrow 25 5 1 -1 0 0 226
Gold Tower Arrow Ban Gold Tower Arrows from appearing in the game.
GOLD TOWER ARROW
Option 226 banning by Timothy Pulver (script25)
Ban Gold Tower Arrows from appearing in the game unless placed there intentional
ly by the map maker.
The Gold Tower Arrow protects a hero attacking a town from the arrow towers. If
a defending hero has this artifact, the towers get additional shots.
Ban Monster's Power 25 5 1 -1 0 0 227
Monster's Power Ban Monster's Powers from appearing in the game. MONSTER'
S POWER
Option 227 banning by Timothy Pulver (script25)
Ban Monster's Powers from appearing in the game unless placed there intentionall
y by the map maker.
Casts Prayer on all monsters of one kind. Every week, a new random monster is se
lected from the heros army and Prayer will be cast on ALL monsters of this type t
hat every hero has during that week.
Ban Slava's Ring of Power 25 5 1 -1 0 0
177 Slava's Ring of Power Ban Slava's Rings of Power from appearing in the
game. SLAVA'S RING OF POWER
Option 177 banning by Timothy Pulver (script25)
Ban Slava's Rings of Power from appearing in the game unless placed there intent
ionally by the map maker.
Given to a Commander, this artifact gives all six basic skills at Advanced level
.
Ban Commander Artifacts 25 5 3 -1 0 0 238
Ban Commander Artifacts Bans all ten Commander artifacts from appearing in the g
ame. COMMANDER ARTIFACTS
Option 238 banning by Timothy Pulver (script25)
Bans all ten Commander artifacts from appearing in the game unless placed there
intentionally by the map maker.
Commander artifacts given Commanders various bonuses in combat. Many of the bonu
ses are incremental and will increase after winning a certain number of combats.
Ban Warlord's Banner 25 5 3 -1 0 0 234
Warlord's Banner Ban Warlord's Banners from appearing in the game.
WARLORD'S BANNER
Option 234 banning by Timothy Pulver (script25)
Ban Warlord's Banners from appearing in the game unless placed there intentional
ly by the map maker.
Warlord's Banners give combat bonuses to a specific monster stack if the stack e
xperience option is enabled.
Note: The Map Rule for placing Warlord's Banners in front of Towns is unaffected
by this banning option, allowing players to use that rule while still banning W
arlord's Banners from appearing elsewhere in the game. To ensure that no Banners
appear at all, enable this option, disable the Banner Map Rule and do not use t
he "Select two random Map Rules" option.
Ban Crimson Shield of Retribution 25 5 3 -1 0
0 236 Crimson Shield of Retribution Ban Crimson Shields of Retributi
on from appearing in the game. CRIMSON SHIELD OF RETRIBUTION
Option 236 banning by Timothy Pulver (script25)
Ban Crimson Shields of Retribution from appearing in the game unless placed ther
e intentionally by the map maker.
This shield add +2 to Defense and lets a hero's troops retaliate against creatur
es that cannot normally be retaliated against.
Ban Dragonheart 25 5 3 -1 0 0 241 Dragonhe
art Ban Dragonhearts from appearing in the game. DRAGONHEART
Option 241 banning by Timothy Pulver (script25)
Ban Dragonhearts from appearing in the game unless placed there intentionally by
the map maker.
This relic summons dragons to fight for a hero in combat.
Ban Gate Key 25 5 3 -1 0 0 243 Gate Key
Ban Gate Keys from appearing in the game. GATE KEY
Option 243 banning by Timothy Pulver (script25)
Ban Gate Keys from appearing in the game unless placed there intentionally by th
e map maker.
The Gate Key lets a hero lock an owned town for five days.
Ban Barbarian Lord's Axe Ferocity 25 5 3 -1 0
0 237 Barbarian Lord's Axe of Ferocity Ban Barbarian Lord's Axe
s of Ferocity from appearing in the game. BARBARIAN LORD'S AXE OF FEROCITY
Option 237 banning by Timothy Pulver (script25)
Ban Barbarian Lord's Axes of Ferocity from appearing in the game unless placed t
here intentionally by the map maker.
This combination artifact consists of the Ogre's Club of Havoc, Targ of the Ramp
aging Ogre, Tunic of the Cyclops King, and Crown of the Supreme Magi. In additio
n to the regular bonuses, it grants an additional strike each round to all non-s
hooting creatures in a hero's army.
Note: even if making a melee attack, shooting creatures won't receive this bonus
.
Ban Boots of Levitation 25 5 2 -1 0
0 157 Boots of Levitation Ban Boots of Levitation from appearing i
n the game. BAN BOOTS OF LEVITATION
Option 157 by Timothy Pulver (script25)
Ban Boots of Levitation from appearing in the game unless placed there intention
ally by the map maker.
Ban Angel Wings 25 5 2 -1 0
0 158 Angel Wings Ban Angel Wings from appearing in the game.
BAN ANGEL WINGS
Option 158 by Timothy Pulver (script25)
Ban Angel Wings from appearing in the game unless placed there intentionally by
the map maker.
Ban Tome of Air Magic 25 5 2 -1 0
0 159 Tome of Air Magic Ban Tomes of Air Magic from appearing in
the game. BAN TOME OF AIR MAGIC
Option 159 by Timothy Pulver (script25)
Ban Tomes of Air Magic from appearing in the game unless placed there intentiona
lly by the map maker.
Ban Tome of Earth Magic 25 5 2 -1 0
0 160 Tome of Earth Magic Ban Tomes of Earth Magic from appearing
in the game. BAN TOME OF EARTH MAGIC
Option 160 by Timothy Pulver (script25)
Ban Tomes of Earth Magic from appearing in the game unless placed there intentio
nally by the map maker.
Ban Tome of Fire Magic 25 5 2 -1 0
0 161 Tome of Fire Magic Ban Tomes of Fire Magic from appearing i
n the game. BAN TOME OF FIRE MAGIC
Option 161 by Timothy Pulver (script25)
Ban Tomes of Fire Magic from appearing in the game unless placed there intention
ally by the map maker.
Ban Tome of Water Magic 25 5 2 -1 0
0 162 Tome of Water Magic Ban Tomes of Water Magic from appearing
in the game. BAN TOME OF WATER MAGIC
Option 162 by Timothy Pulver (script25)
Ban Tomes of Water Magic from appearing in the game unless placed there intentio
nally by the map maker.
Ban Spellbinder's Hat 25 5 2 -1 0
0 163 Spellbinder's Hat Ban Spellbinder's Hats from appearing in
the game. BAN SPELLBINDER'S HAT
Option 163 by Timothy Pulver (script25)
Ban Spellbinder's Hats from appearing in the game unless placed there intentiona
lly by the map maker.
Ban Sea Captain's Hat 25 5 2 -1 0
0 164 Sea Captain's Hat Ban Sea Captain's Hats from appearing in
the game. BAN SEA CAPTAIN'S HAT
Option 164 by Timothy Pulver (script25)
Ban Sea Captain's Hats from appearing in the game unless placed there intentiona
lly by the map maker.
Ban Recanter's Cloak 25 5 2 -1 0
0 166 Recanter's Cloak Ban Recanter's Cloaks from appearing in
the game. BAN RECANTER'S CLOAK
Option 166 by Timothy Pulver (script25)
Ban Recanter's Cloaks from appearing in the game unless placed there intentional
ly by the map maker.
Ban Orb of Inhibition 25 5 2 -1 0
0 167 Orb of Inhibition Ban Orbs of Inhibition from appearing in
the game. BAN ORB OF INHIBITION
Option 167 by Timothy Pulver (script25)
Ban Orbs of Inhibition from appearing in the game unless placed there intentiona
lly by the map maker.
Ban Orb of Vulnerability 25 5 2 -1 0
0 168 Orb of Vulnerability Ban Orbs of Vulnerability from appearing
in the game. BAN ORB OF VULNERABILITY
Option 168 by Timothy Pulver (script25)
Ban Orbs of Vulnerability from appearing in the game unless placed there intenti
onally by the map maker.
Ban Shackles of War 25 5 2 -1 0 0 175
Shackles of War Ban Shackles of War from appearing in the game. SHACKLES OF WAR
Option 175 by Timothy Pulver (script25)
Ban Shackles of War from appearing in the game unless placed there intentionally
by the map maker.
Ban Necklace of Ocean Guidance 25 5 2 -1 0 0
652 Necklace of Ocean Guidance Ban Necklace of Ocean Guidance from appe
aring in the game. BAN NECKLACE OF OCEAN GUIDANCE
Option 652 by Timothy Pulver (script25)
Ban Necklace of Ocean Guidance from appearing in the game unless placed there in
tentionally by the map maker.
Ban Badge of Courage 25 5 2 -1 0 0 653
Badge of Courage Ban Badge of Courage from appearing in the game.
BAN BADGE OF COURAGE
Option 653 by Timothy Pulver (script25)
Ban Badge of Courage from appearing in the game unless placed there intentionall
y by the map maker.
Ban Cloak of the Undead King 25 5 2 -1 0 0
654 Cloak of the Undead King Prevent Cloak of the Undead King being a
ssembled in the game. DISABLE CLOAK OF THE UNDEAD KING ASSEMBLY
Option 654 by Timothy Pulver (script25)
Enabling this option prevents the Cloak of the Undead King from being assembled
in the game. The parts that make up the cloak may still appear on maps but they
can't be assembled into the Cloak of the Undead King.
Disable Combo Assembly 25 5 2 -1 0 0 178
Disable Combination Artifact Assembly Prevent Combination Artifacts being asse
mbled in the game. DISABLE COMBO ARTIFACT ASSEMBLY
Option 178 by Timothy Pulver (script25)
Enabling this option stops Combination Artifacts from being assembled in the gam
e. The parts that make up a Combination Artifact may still appear on maps but t
hey can't be assembled into a Combo.