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WoG Setup Dialog Information and Hint TextComment Script Page Group Item State MP ERM Text Hint PopUpApply WoGification to random WoG maps 0 0 0 0 00 5 WoGify random WoG maps Only random map and maps with a file name beginning "wogify_" will be WoGified. WoGIFY RANDOM WoG MAPSOption 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 00 5 WoGify ALL WoG maps All maps saved in WoG map format will be WoGified, regardless of their filename. WoGIFY ALL WoG MAPSOption 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 00 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 MAPSOption 005-2 by Slava (hard coded)All Heroes III maps will be WoGified, regardless of their map format or file name.Apply WoGification to ALL maps but always ask 0 0 0 31 1 5 WoGify ALL maps but ASK before WoGifying All Heroes III maps will be WoGified, if desired, regardless of their map format or file name. WoGIFY ALL MAPS BUT ASK FIRSTOption 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 format 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 1248 *Display WoGification Messages* A message dialogue will be displayed before WoGification begins and another will be shown when it has finished. DISPLAY WOGIFICATION MESSAGESOption 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 11 24 Enhanced dwelling hint text The right-click information for dwellings you own shows the current number of creatures that may be recruited there. ENHANCED DWELLING HINT TEXTOption 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 11 169 Towns may be renamed You may rename any town you own by clicking on the town's name in the town screen. TOWNS MAY BE RENAMEDOption 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 1187 Heroes may be renamed You may rename any hero you own by clicking on the hero's name in the hero screen. HEROES MAY BE RENAMEDOption 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 1180 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 town screen. BUY ALL CREATURES BUTTONOption 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 the 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 creatures of that level will be purchased for you.Transfer All Resources button 5 0 1 -1 11 181 Transfer All Resources Option You may transfer all your resources, including gold and Mithril, to any player by clicking the Gold Icon (below the town name) in the town screen. TRANSFER ALL RESOURCES OPTIONOption 181 by Timothy Pulver (script05)You may transfer all your resources, including gold and Mithril, to any player by clicking the Gold Icon (below the town name) in the town screen and visiting the 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 message about the transfer on his or her turn.Note: You must have a marketplace built in the town before you can use the Transfer All Resources option.Resource Trading Post 5 0 1 -1 1 1 225Resource 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 POSTOption 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 will be given a choice of the type and amount of resource to transfer. All transactions are immediate and final. The recipient will NOT receive a message about the transfer on his or her turn.Note: You must have a marketplace built in the town before you can use the Resource Trading Post option.Display Hidden Skills 25 0 1 -1 1 1182 Display Hidden Skills If your hero has learned skills beyond the 8 skills normally shown, you may display these "hidden" skills by left-clicking the Experience icon in the hero screen. DISPLAY HIDDEN SKILLSOption 182 by Timothy Pulver (script25)If your hero has learned skills beyond the 8 skills normally shown, you may display these "hidden" skills by left-clicking the Experience icon in the hero screen.You may also *swap* a hidden skill with a regular non-hidden skill by ctrl-clicking the Experience icon.And finally, you can *shift* the position of all displayed skills over one, by shift-clicking the Experience icon.Hidden skills may be gained by selecting the "Heroes get 9th-10th skill" Map Rule, 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 1185 Script Message disabling To disable messages displayed by certain scripts, right-click the System Options button and select the message to disable. SCRIPT MESSAGE DISABLINGOption 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 enabled, 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 messages2. Living Scrolls start of battle messages3. Monster Mutterings messages4. Cards of Prophecy start of battle messages5. Quick Combat Battle Option menu6. Bank Loan Repayment messages7. Enhanced Artillery start of battle messagesDisplay hero Movement Points remaining 25 0 1 -11 1 25 Display hero Movement Points remaining 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 list.DISPLAY HERO MOVEMENT POINTSOption 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 11 179 Display hero Spell Points remaining To display a hero's remaining spell points, right-click on the Spell Point bar next to the hero in the hero list. DISPLAY HERO SPELL POINTSOption 179 by Timothy Pulver (script25)To display a hero's remaining spell points, right-click on the Spell Point bar next to the hero in the hero list.Custom Alliances 69 0 1 -1 0 0 69Custom Alliances You may set custom alliances before the first turn.CUSTOM ALLIANCESOption 069 by Sir Four (script69)You may set custom alliances before the first turn.Disable Autosave 25 0 1 -1 0 0 184Disable Autosave You may disable the autosave to speed up turns on slow machines. DISABLE AUTOSAVEOption 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 1 175 Abbreviated Skill Descriptions Abbreviated skill descriptions will be displayed when right-clicking on secondary skills. ABBREVIATED SKILL DESCRIPTIONSOption 075 by Hermann the Weird (script75)Abbreviated skill descriptions will be displayed when right-clicking on secondary skills.This option is for players who prefer to view abbreviated descriptions instead of the standard Heroes 3 paragraph-format descriptions. It's especially useful if you have multiple skill enhancements enabled; the standard paragraph text can be quite long and cumbersome.Hero and Town List Reordering 25 0 1 -1 1 1244 Hero and Town List Reordering Shift-click on a hero or town in the list to move that hero or town to the top of the list. HERO AND TOWN LIST REORDERINGOption 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 11 240 Warlord's Banner Quick-select options 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. WARLORD'S BANNER QUICK-SELECT OPTIONSOption 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 hero's army, so if you move a stack with a Banner and then restore options, they may not be set the way you expect.Quick Combat Battle Options 25 0 1 -1 1 1233 Quick Combat Battle Options Lets you choose Quick Combat for each battle or play it out normally, plus option to not use spell points. QUICK COMBAT BATTLE OPTIONSOption 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 you wish to conserve spell points.If you want to set the Quick Combat option and not see a message each time, right-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 on so you can choose to disable the Quick Combat message during the game if you wish.Note 2: this option is disabled for multiplayer network battles.Level 8 dwellings function as normal 0 0 2 0 00 0 Level 8 dwellings function as normal Level 8 creature dwellings function the same as all other external creature dwellings. LEVEL 8 DWELLINGS FUNCTION AS NORMALOption 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 dwelling itself, but can be bought each week from an upgraded level 7 dwelling within a town of the same town type.The upgraded level 7 dwelling must be built before the start of a new week for level 8 creatures to show up there.For more details, see the "New Features for Heroes III: In the Wake of Gods" file in the "New Life of Heroes" folder, accessible from the Start menu.Arrow towers gain experience 0 0 2 1 11 1 Arrow towers gain experience Arrow towers gain experience based on game time and battles won. Experienced towers do more damage. ARROW TOWERS GAIN EXPERIENCEOption 001 by Slava (hard coded)Arrow towers gain experience based on game time and battles won. Experienced arrow towers deliver more damage per shot.If the player keeps control of a town for one week, the arrow towers on day 1 will receive additional experience and are amplified according to the following formula:No Bonus: 100% damageAfter 1 week: 200% damageAfter 2 weeks: 300% damageAfter 3 weeks: 400% damageAfter 4 weeks: 500% damageAnd so on.If a town successfully defends against a siege, it gets better as though one week had passed. If a town is captured, all saved up experience for towers is lost. The central shooting tower receives experience irrespective of the lower towers. The lower arrow towers receive experience simultaneously since they were both built at the same time.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 11 2 Leave troops by right-clicking on adventure map A single stack of troops can be left on an empty square adjacent to the hero by right-clicking on the map. TROOPS CAN BE LEFT BY RIGHT-CLICKINGOption 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 attacked by that player unless the "rejoin owner" option is also selected.Troops left will rejoin their owner 0 0 2 31 1 10 Troops left will rejoin their owner If a hero "attacks" 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 OWNEROption 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 11 3 Commanders are enabled Commanders are enabled and each hero begins the game with one unless the "must be hired" option is also selected.COMMANDERS ARE ENABLEDOption 003 by Slava (hard coded)Commanders are enabled and each hero begins the game with one unless the "must be hired" option is also selected.Commanders must be hired 0 0 2 5 00 6 Commanders must be hired Commanders are enabled but heroes do not start with them. They may be hired for 1000 gold from any town a player owns. COMMANDERS MUST BE HIREDOption 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 11 4 Demolish town buildings by right-clicking Players can demolish towns by right-clicking on a town building while a hero is visiting the town. PLAYERS CAN DEMOLISH TOWNSOption 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 certain 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" file in the "New Life of Heroes" folder, accessible from the Start menu.Creature Dwellings accumulate creatures 0 0 2 7 00 7 Creature Dwellings accumulate creatures External Creature Dwellings will accumulate unbought creatures from week to week, excluding L8 creatures. CREATURE DWELLINGS ACCUMULATE CREATURESOption 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 accumulate in dwellings.Creature Dwellings accumulate guards 0 0 2 8 00 8 Creature Dwellings accumulate guards External Creature Dwellings that are guarded (Level 5+) will accumulate undefeated guards from week to week. CREATURE DWELLINGS ACCUMULATE GUARDSOption 008 by Slava (hard coded)External Creature Dwellings that are guarded (Level 5+) will accumulate undefeated guards from week to week.Sylvan Centaur creation is allowed 0 0 2 9 11 9 Sylvan Centaur creation is allowed Grand Elves may be combined 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 ALLOWEDOption 009 by Slava (hard coded)Grand Elves may be combined with Centaur Captains to create Sylvan Centaurs at no cost. In the Hero screen, hold down the Control Key and click the Left Mouse Button 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 Captains 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 they will gain experience normally after that.Important: creation of Sylvan Centaurs MUST be done in the Hero screen. The control-click for combining Centaur Captains with Grand Elves will not work in the town garrison screen or any other screen.Stack Experience 0 0 2 10 1 1900 Troop Stacks gain Experience Troop stacks gain experience after each battle and may go up in rank, improving their stats and/or abilities. TROOP STACKS GAIN EXPERIENCEOption 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 visible in combat and may be different for each type of creature. Creatures without 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 increases each rank, much as a hero's experience does. Higher level creatures require more experience (see table below). There's a maximum limit (cap) on the amount of experience that may be gained from a single battle: 50% for level 1 creatures, 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 stack 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 experience, the experience of the stacks will be averaged; this may result in a lower rank 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 loses 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 the 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 147000Artifacts may be left by right-clicking 0 0 2 11 11 902 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-CLICKINGOptio 902 by Slava (hard coded)A single artifact may be left on an empty square adjacent to the hero by right-clicking on the map.Note: Only Artifacts in a hero's backpack can be left. If the artifact is equipped, 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 artifacts," it's possible to create unlimited copies of almost any artifact, therefore we strongly advise against combining these two options.Disable Cheat Codes and Menu 0 0 2 12 00 903 Disable Cheat Codes and Menu Disables the cheat codes and cheat menu (if normally enabled). DISABLE CHEAT CODES AND MENUOption 903 by Slava (hard coded)Disables the cheat codes and menu (if normally enabled). If the cheat menu is enabled, 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 option 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 01 1 229 Default (Linked to Player Difficulty) The rate that AI hero and garrison troops gain Stack Experience is determined by the Player Difficulty level chosen. AI STACK EXPERIENCE DIFFICULTY - DEFAULTOption 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.EASYAI Multiplier: 100%AI Garrison Multiplier: x10AI Additional Experience: +50NORMALAI Multiplier: 200%AI Garrison Multiplier: x25AI Additional Experience: +100HARDAI Multiplier: 300%AI Garrison Multiplier: x50AI Additional Experience: +200EXPERTAI Multiplier: 400%AI Garrison Multiplier: x75AI Additional Experience: +300IMPOSSIBLEAI Multiplier: 500%AI Garrison Multiplier: x100AI Additional Experience: +400AI Stack Experience Difficulty - No Experience 0 0 3 10 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 - NONEOption 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 00 229 Easy (AI gains stack experience slowly) The rate that AI hero and garrison troops gain Stack Experience is set to Easy. AI STACK EXPERIENCE DIFFICULTY - EASYOption 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: x10AI Additional Experience: +50AI Stack Experience Difficulty - Normal 0 0 3 3 00 229 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 - NORMALOption 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: x25AI Additional Experience: +100AI Stack Experience Difficulty - Hard 0 0 3 4 00 229 Hard (AI gains stack experience quickly) The rate that AI hero and garrison troops gain Stack Experience is set to Hard. AI STACK EXPERIENCE DIFFICULTY - HARDOption 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: x50AI Additional Experience: +200 0AI Stack Experience Difficulty - Expert 0 0 3 5 00 229 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 - EXPERTOption 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: x75AI Additional Experience: +300AI Stack Experience Difficulty - Impossible 0 0 3 60 0 229 Impossible (AI gains stack experience very fast)The rate that AI hero and garrison troops gain Stack Experience is set to Impossible. AI STACK EXPERIENCE DIFFICULTY - IMPOSSIBLEOption 229-5 by Timothy Pulver (script00)The rate that AI hero and garrison troops gain Stack Experience is set to Impossible.AI Multiplier: 500%AI Garrison Multiplier: x100AI Additional Experience: +400Custom Human/AI Experience Multipliers 0 0 3 7 00 229 Custom (Choose Human/AI experience multipliers) Enter human and/or AI experience multiplier values to change the rate of experience gained. CUSTOM EXPERIENCE MULTIPLIERSOption 229-6 by Timothy Pulver (script00)This lets you enter experience multiplier values for the Human and/or AI to adjust the rate of stack experience gained from battles.You can also set the AI Additional Experience and Town Garrison Multiplier values.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 00 131 Towns start without forts All towns in the game start without a fort built. To give the AI a boost, also select the option below. TOWNS START WITHOUT FORTSOption 131 by Timothy Pulver (script25)All towns in the game start without a fort built. To give the AI a boost, also select the option below.Only human/neutral towns have no forts 25 1 0 1 00 144 Only human and neutral towns start without forts Only human and neutral towns start without forts. AI players will usually have a fort in their starting town. ONLY HUMAN/NEUTRAL TOWNS START WITHOUT FORTSOption 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 11 145 Cartographers are replaced by Covers of Darkness All cartographers are removed and replaced by Covers of Darkness. CARTOGRAPHERS ARE REPLACEDOption 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 map is one of the more enjoyable aspects of the game--suddenly revealing the whole map tends to spoil a lot of the fun.Most Dragon Fly Hives are replaced 0 1 0 -1 11 165 Most Dragon Fly Hives are replaced 80% of Dragon Fly Hives will be randomly replaced by a Windmill, Witch Hut or Camp Fire. MOST DRAGON FLY HIVES ARE REPLACEDOption 165 by Timothy Pulver (script00)80% of Dragon Fly Hives will be randomly replaced by a Windmill, Witch Hut or Camp Fire.Some chests contain more gold 0 1 0 -1 11 132 Some standard Treasure Chests contain more gold Some standard treasure chests contain more gold. SOME TREASURE CHESTS CONTAIN MORE GOLDOption 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 chest that it contains 3000 gold.Some dwellings have upgraded creatures 0 1 0 -1 11 133 Some Dwellings have upgraded creatures Approximately 25% of dwellings will sell upgraded creatures. SOME DWELLINGS SELL UPGRADED CREATURESOption 133 by Donald X. Vaccarino (script00)Approximately 25% of Dwellings will sell upgraded creatures.Some monsters replaced with WoG monsters 0 1 0 -11 1 139 Some Monsters are replaced with WoG Monsters A percentage of regular Monsters will be replaced with WoG Monsters. SOME MONSTERS ARE REPLACED WITH WoG MONSTERSOption 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 creatures of a similar level.The WoG Monsters are: Supreme Archangel, Diamond Dragon, Lord of Thunder, Antichrist, 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 -10 0 242 Some Level 3 Monsters replaced with Ghosts Approximately 5% of regular Level 3 monsters will be replaced with Ghosts. SOME LEVEL 3 MONSTERS REPLACED WITH GHOSTSOption 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 11 142 Patches of Special Terrain may be added Depending on map size, between 4 and 16 patches of Special Terrain may be added to the map. SPECIAL TERRAIN MAY BE ADDEDOption 142 by Donald X. Vaccarino (script00)Depending on map size, between 4 and 16 patches of Special Terrain may be randomly added to the map.First Money 40 1 0 -1 00 40 First Money Gives money and resources at the beginning of the game. FIRST MONEYOption 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 00 100 Enable Extension Heroes 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. ENABLE EXTENSION HEROESOption 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 enabled. If Hourglass of Asmodeus isn't enabled, all extension heroes including Xeron will be enabled.Week of Monsters 20 1 1 0 11 20 Week of Monsters Each week after the first is either a special monster week or a special resource week. WEEK OF MONSTERSOption 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 double mine production.The weeks follow a cycle that includes a random monster week, a resource week, and 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 at 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 (hourglass) icon.Resource weeks produce resource piles 20 1 1 1 11 134 > Resource weeks produce resource piles A small number of resource piles will be randomly placed at the start of a special resource week. RESOURCE WEEKS PRODUCE RESOURCE PILESOption 134 by Timothy Pulver (script20)A small number of resource piles will be randomly placed at the start of a special resource week.Monster weeks spawn wandering monsters 20 1 1 2 00 135 > Monster weeks spawn wandering monsters A small number of wandering monsters will be randomly placed at the start of a special monster week. MONSTER WEEKS SPAWN WANDERING MONSTERSOption 135 by Timothy Pulver (script20)A small number of wandering 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 monsters will never be placed on the map.Monster weeks spawn stationary monsters 20 1 1 3 11 136 > Monster weeks spawn stationary monsters A small number of stationary monsters will be randomly placed at the start of a special monster week. MONSTER WEEKS SPAWN STATIONARY MONSTERSOption 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 monsters will never be placed on the map.Synchronize Refugee Camps 20 1 1 4 1 1200 > Refugee Camps match monster week Refugee Camps will produce the same monster as the current monster week but remain random on resource weeks.SYNCHRONIZE REFUGEE CAMPSOption 200 by Timothy Pulver (script20)Refugee Camps will produce the same monster as the current monster week but remain random on resource weeks.Mithril Enhancements 36 1 1 5 11 36 Mithril Enhancements Lets the player use Mithril to enhance various map sites. MITHRIL ENHANCEMENTSOption 036 by Anders Jonsson (script36)Mithril can be used to upgrade certain structures in different ways. Upgrades available may differ based on which map rules are currently active.To see your available Mithril, right-click the Kingdom Overview button. To display the Mithril price list, press Ctrl-K on the keyboard.IMPORTANT: to enhance an object with Mithril, hold down Ctrl and left-click on the 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 DISPLAYOption 149 by Timothy Pulver and Anders Jonsson (script36)Mithril Price List Graphic: Dieter AverbeckDisplays 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 will display the Mithril price list.Mithril Resource Stack Replacement 36 1 1 7 11 170 Mithril Resource Stack Replacement Some resource stacks are replaced with Mithril. MITHRIL RESOURCE REPLACMENTOption 170 by Anders Jonsson (script00 and script36)Some resource stacks are replaced with Mithril.Windmills & Mys. Gardens may give Mithril 36 1 1 81 1 171 Windmills and Mystical Gardens may give Mithril Windmills and Mystical Gardens may give Mithril when visited. WINDMILLS AND MYSTICAL GARDENS MAY GIVE MITHRILOption 171 by Anders Jonsson (script36)Windmills and Mystical Gardens may give Mithril when visited.Universal Creature Upgrade 25 1 1 -1 0 0174 Universal Creature Upgrades Creatures may be upgraded at any town type if the appropriate level of upgraded dwelling is built. UNIVERSAL CREATURE UPGRADESOption 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 0173 Extended Creature Upgrades Some creatures without upgrades gain upgrades, and some upgraded creatures can be further upgraded to new creatures.EXTENDED CREATURE UPGRADESOption 173 by Timothy Pulver (script25)Some creatures without upgrades gain upgrades, and some upgraded creatures can be 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 Rebalanced Creatures is also active.Extended Upgrades List--------------------------------Zealots --> War ZealotsArchangels --> Supreme ArchangelsGrand Elves --> Sylvan CentaursGold Dragons --> Diamond DragonsMaster Gremlins --> Santa GremlinsIron Golems --> Gold GolemsGold Golems --> Diamond GolemsTitans --> Lords of ThunderArch Devils --> AntichristsZombies --> MummiesGhost Dragons --> Blood DragonsBlack Dragons --> Darkness DragonsAncient Behemoths --> Ghost BehemothsChaos Hydras --> GorynychesGorynyches --> Hell HydrasStorm 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 PhoenixesSharpshooters --> Arctic SharpshootersArctic Sharpshooters --> Lava SharpshootersEnchanters --> SorceressesSorceresses --> EnchantersHell Steeds --> NightmaresMasters 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 Necropolis) in the hero's army become upg. 1st level creatures each turn. MASTERS OF LIFEOption 019 by Sir Four (script19)Peasants and 1st level creatures of the same town as the hero (for all town types except Necropolis) in the hero's army become upgraded 1st level creatures at the beginning of each turn.Note: If "Some dwellings have upgraded creatures" and "Master of life" options are both enabled, L1-Dwellings will always have upgraded creatures (exception: neutral town - halflings are not automatically upgraded to rogues).Passable Terrain 63 1 2 -1 0 0 63Passable Terrain This option lets your heroes move slowly through trees, mountains and other objects, but there are potential hazards too. PASSABLE TERRAINOption 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. When moving through mountains, you may lose troops to a deadly landslide. Skills such as Pathfinding, Scouting and Luck can help avoid landslides, and Scouting will sometimes let you spot an ambush in advance.In addition, to prevent heroes from sneaking up and grabbing treasures from monsters *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 combat. Treasures include treasure chests, resource piles, artifacts, and camp fires.WARNING: this option significantly changes the way Heroes plays so be prepared for 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 be moving slower.Transfer Owner 64 1 2 -1 1 1 192 Transfer Owner Transfer any flagged object you own to another color. TRANSFER OWNEROption 192 by Tobyn (script64)Enables ownership transference of own heroes,towns, mines, dwellings, lighthouses, shipyardsand 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 toll if possible but can still use liths regardless. MONOLITH TOLLOption 065 by Steven Lynch (script65)Normally with two-way liths there is no cost for quite high reward: to be able to visit many areas of the map and gain access to non-guarded items and map locations. 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 gold per week for AI players, but if the AI has no gold, it will still be able to use the lith.Neutral Town 67 1 2 -1 0 0 67 Neutral Town Conflux Town troops are replaced with a selection of neutral creatures instead. NEUTRAL TOWNOption 067 by Donald X. Vaccarino, Jonas Gustafsson, Timothy Pulver, Kerill Kennedy, and Samot (script67)Conflux Town troops are replaced with a selection of neutral creatures. Also, Conflux Heroes will have low-level neutral troops instead of regular Conflux troops 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: HalflingsLevel 1 upgraded: RoguesLevel 2 non-upgraded: BoarsLevel 2 upgraded: NomadsLevel 3 non-upgraded: Fire MessengersLevel 3 upgraded: Air MessengersLevel 4 non-upgraded: WerewolvesLevel 4 upgraded: TrollsLevel 5 non-upgraded: SorceressesLevel 5 upgraded: EnchantersLevel 6 non-upgraded: Hell SteedsLevel 6 upgraded: NightmaresLevel 7 non-upgraded: GorynychesLevel 7 upgraded: Rust DragonsNote: 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 stats and gain the double-strike ability. Air Messengers can also fly.New Battlefields 68 1 2 -1 0 0 68New Battlefields New Battlefield pictures will often be used in combat. This has no affect on the battles but adds some visual variety. NEW BATTLEFIELDSOption 068 by Donald X. Vaccarino, Overlord, Dutch, Jonas Gustafsson, and Timothy 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 45Castle Upgrading City Halls and Capitols may be upgraded to increase daily income. Upgraded town dwellings may be upgraded to increase troop growth.CASTLE UPGRADINGOption 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 town name) in the town screen. The first Hall upgrade costs 7000 gold plus 2 Mithril 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 the upgraded dwelling. Additional growth upgrades for that dwelling increase in cost.Computer players will build one upgrade of each building type per week.Creature Relationships 47 1 2 -1 0 0 47Creature Relationships Chance of infighting in any hero's army that contains creatures that hate one another. Creatures that like each-other have a chance per day to be upgraded for free. CREATURE RELATIONSHIPSOption 047 by Qurqirish Dragon (script47)This script causes a chance of infighting in any hero's army that contains creatures 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, andRust Dragons vs. all gorgonsCreatures that like each-other have a chance per day to be upgraded for free (must 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 00 22 Monster Mutterings When attacked, monsters mutter and say strange things. All of it is complete but amusing nonsense. MONSTER MUTTERINGSOption 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 Systems Options button and making your selection. Disabling in this fashion only disables the mutterings for the current player.Note: 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 on so you can choose to disable the mutterings during the game if you wish.Karmic Battles 38 1 2 -1 00 38 Karmic Battles Heroes must fight additional creatures when they attack a monster stack or are attacked by wandering monsters. KARMIC BATTLESOption 038 by Dieter Averbeck (script38)This script modifies all battles against Wandering Monsters. All Wandering Monsters will get some help from "friends". The script summons various stacks of monsters for every battle. The number of stacks, number of creatures and the level of the creatures are randomly calculated and depend on the number of Karmic Battles a single hero has already fought.Battle Extender 41 1 2 -1 00 41 Battle Extender Increases the duration and improves the difficulty of battles. BATTLE EXTENDEROption 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 183Rewritable Signs If you visit a sign, you have the option of writing a new message on it. Also, after visiting any sign, you can right-click on it to reread the message. REWRITABLE SIGNSOption 183 by Timothy Pulver (script25)If you visit a sign, you have the option of writing a new message on it. Also, after visiting any sign, you can right-click on it to reread the message.Split Decision 62 1 3 -1 0 0 62 Split Decision During combat, an army commanded by a hero may split a troop stack into two stacks by ctrl-clicking on the active stack. SPLIT DECISIONOption 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 creatures 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 Hero A random hero may help defend a neutral stack of monsters. RANDOM HEROOption 072 by Bonizag (script72)There is a 25% chance that a random hero will appear on the monsters' side and help 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 -11 1 105 Loan Bank Click on a Town's Gold Icon (below the town name) to visit the Bank and take out a loan of gold and/or resources.LOAN BANKOption 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 take 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 one 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 per 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 out until the first has been repaid in full. However, both a gold loan and a resource loan may be taken out at the same time.Note: You must have a marketplace built in the town before you can visit the Bank.Allow Building Twice per Day in Towns 25 1 3 -1 00 228 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 BUILDING TWICE PER DAY IN TOWNSOption 228 by Timothy Pulver (script25)Human players may build up to twice per day in towns. The AI will get free builds 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, so use this option with caution in custom maps.Select Neutral Town Types 25 1 3 -1 0 0220 Select Neutral Town Types Select the neutral town types that may appear on the map. SELECT NEUTRAL TOWN TYPESOption 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 exclude all other types.Neutral Unit Bonuses 57 1 3 -1 00 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 BONUSESOption 057 by Alexandru Balahura (script57)Adds +1 Attack, +1 Defense, plus an additional +1 Attack, +1 Defense, and +6-6.99% Health for every 4 game days. This results in approximately +2 Attack, +2 Defense and +10.5-12.25% Health every week, but note that the Health bonus only applies to creatures with a starting Health of 15 or higher (also, all units that will reach 15 health will receive approximately +2 Attack, +2 Defense and +10.5-12.25% 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 Sultans, Ogre Magi, Santa Gremlins.These neutral units gain Air Shield: Skeletons, Skeleton Warriors, Air Elementals, Storm Elementals, Wights, Wraiths, Ghosts, Bone Dragons, Ghost Dragons.These neutral units gain Fire Shield: Fire Elementals, Energy Elementals, Firebirds, Phoenixes.These neutral units gain immunity to Mind spells: Angels, Archangels, Supreme Archangels, Devils, Arch Devils, Antichrists, Behemoths, Ancient Behemoths, Ghost Behemoths, Hydras, Chaos Hydras, Hell Hydras, Firebirds, Phoenixes and Sacred Phoenixes.These neutral units gain immunity to Fire school spells: Devils, Arch Devils, Antichrists.A "neutral unit" is defined as a monster stack on the map or any other unowned monster that you do battle with when visiting an adventure map site or neutral town.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 Championship.TIP: For recommendations and hints check the script 57.Neutral Stack Size 57 1 3 -1 0 0 232Neutral Stack Size The size of neutral monster stacks on the adventure map are increased to provide extra challenge. NEUTRAL STACK SIZEOption 232 by Alexandru Balahura (script57)All neutral monster stacks on the adventure map will be adjusted so that they contain 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 weekLevel 2 Units: 30-40 +10% per weekLevel 3 Units: 35-50 +10% per weekLevel 4 Units: 50 + 10% per weekLevel 5 Units: 50 + 10% per weekLevel 6 Units: 50 + 10% per weekLevel 7 Units: 20-30 + 10% per weekLevel 8 Units: 20 + 10% per weekRemember, 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 Diplomacy 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 1231 Neutral Stack Experience Neutral units will be experienced, depending on their level, the game date and the player difficulty level chosen.NEUTRAL STACK EXPERIENCEOption 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 game 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+ will have one rank for every four weeks.Higher game difficulties will increase the rate. For example, at Impossible difficulty, 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 monster that you do battle with when visiting an adventure map site.Neutral Town and Creature Bank Growth 57 1 3 -1 00 235 Neutral Town and Creature Bank Growth Neutral town and creature bank guards grow by 10% each week (minimum +1 per stack) and new stacks may be added. NEUTRAL TOWN AND CREATURE BANK GROWTHOption 235 by Timothy Pulver and Samot (script57)Neutral Town Guards grow by 10% each week per stack (minimum +1), and gain higher 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 empty 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 rate 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 increase daily by 101-103% + 1-3 ghosts. If an AI hero visits an abandoned mine it only 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 -10 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% EXPERIENCEOption 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 00 39 Hero Specialization Boost Applies a bonus in combat based on the hero's starting specialty. HERO SPECIALIZATION BOOSTOption 039 by Alexis Koz (script39)Applies a bonus based on the hero's starting specialty. Bonuses include better stats for their creatures for creature specialists and randomly cast spells for spell 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 screen 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 -10 0 198 Rebalanced Hero Abilities Various hero tweaks and balances. REBALANCED FACTIONS - HEROESOption 198 by Steven Lynch (script37)For details on what Rebalanced Hero Abilities apply to the current hero, right-click 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 machine.- 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 Specialization Boost, Estates/Eagle Eye/Resistance scripts, Enhanced Monsters etc.) because they deal with similar aspects. This is version 1.3 of Rebalanced Factions with hint text incorporated into the hero screen.Rebalanced Starting Armies 37 2 0 -1 0 0199 Rebalanced Starting Armies Various starting army tweaks and balances. REBALANCED FACTIONS - STARTING ARMIESOption 199 by Steven Lynch (script37)Various starting army tweaks and balances. The aim is for a good starting army for each hero while avoiding numbers that would give certain heroes an overwhelming head-start in the early weeks of a map. Some heroes have individualised starting armies based on their biographies (as well as balance considerations) so starting armies are a bit more varied. =)Choose Commander Class 25 2 0 3 0 0 186Choose Commander Class When you hire a Commander, you can choose any Commander type regardless of the hero's class. CHOOSE COMMANDER CLASSOption 186 by Timothy Pulver (script25)When you hire a Commander, you can choose any Commander type regardless of the hero's class.If Heroes start with Commanders and you wish to choose a different type, you must first dismiss the Hero's starting Commander and then hire a new one.Enhanced Commanders 51 2 0 4 0 0 51Enhanced Commanders Enhances Commanders with starting abilities, spell boosts, rebalanced statistics. ENHANCED COMMANDERSOption 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 levelskill adds +25%,+50%,+75%,+100%,+125%Defense = base 5 + 1/2 x levelskill adds +25%,+50%,+75%,+100%,+125%Hit Points = base 40 + 20 x levelskill adds +25%,+50%,+75%,+100%,+125%Damage = base 10 + 5 x levelskill 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 levelSpeed = base 0 + 1 x skill levelTwo 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 00 61 Enhanced Protection from the Elements The "Protection from..." spells now protect from non-damage spells too. ENHANCED PROTECTION FROM THE ELEMENTSOption 061 by Petyo Georgiev (script61)The Protection from Fire, Protection from Air, Protection from Water and Protection from Earth spells give protection against non-damage spells (like Slow, Curse, etc.). The chance of resisting such a spell depends on your proficiency at the element your troops are protected from (i.e., your Air, Earth, Fire or Water Magic 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 00 54 Enhanced War Machines I War Machines abilities are upgraded to make them more useful. ENHANCED WAR MACHINES IOption 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 00 55 Enhanced War Machines II Enhances War Machines with additional abilities and adjusted statistics. ENHANCED WAR MACHINES IIOption 055 by Arstahd (script55)Ballista now deals double base damageFirst Aid Tent now resurrects troops after healingLimits additional Ballistas/First Aid Tents to twoAmmo Cart gives +10 movement points per stepAll war machines cost 1000 goldFirst Aid Tent has 150 healthAmmo Cart has 150 healthCatapult has 300 healthHeroes 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 00 73 Enhanced War Machines III Every hero can carry more than one war machine. War machines have improved effects. ENHANCED WAR MACHINES IIIOption 073 by Bonizag (script73)Every hero can carry more than one war machine. War machines can be obtained from towns and war machine factories. With the first aid tent the player can resurrect creatures if their stack on the battlefield is not completely killed. The ammo cart increases the damage of your shooting creatures. Catapults can shoot enemy units in combat (except siege combat).Henchmen 49 2 0 -1 0 0 49 HenchmenAllows a Henchman to fight with your army. HENCHMENOption 049 by Arstahd (script49)Adds a Henchman to your army that gains experience and improves with battle. Higher level creatures improve more slowly.Click on the player-color flag in the upper right corner of the hero screen to select 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 74Summon Elementals Heroes can summon elementals permanently (when not in combat). SUMMON ELEMENTALSOption 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 spell. The spell points required for spell casting is ten times more than it would be on the battlefield, but the number of elementals remains the same. Summoning is allowed only once per day.To summon elementals permanently in the adventure screen, select the hero and right-click on the Spell Book icon.Rebalanced Creatures 37 2 2 -1 0 037 Rebalanced Creatures Various creature tweaks and balances. REBALANCED FACTIONS - CREATURESOption 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 Forts when Neutral Town is inactive.- When Neutral Town is inactive: Halfling Defense +2/Shots -10/Speed +1/Max. Damage -1 (to be roughly similar to Master Gremlins, though Halflings keep their luck 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 stats because Lizard Warrior now gets two shots).- Wyvern Monarch Attack +2/Defense +1/Health + 20 on Day 15 and 22/Wyvern Monarch 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 Town 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 188Rampart Faerie Dragon Rampart exchanges its level 7 dragons for Faerie and Diamond Dragons (with reduced growth). RAMPART FAERIE DRAGONOption 188 by Tobyn (script64)All Ramparts exchange their lvl 7 dragons for1 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 00 189 Reduce Conflux Firebird/Phoenix Growth Conflux slightly reduces Firebird/Phoenix growth. Note: standard growth is still displayed in the town screen. REDUCE CONFLUX FIREBIRD/PHOENIX GROWTHOption 189 by Tobyn (script64)If Castle and Pyre built, Conflux only produces3 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/Phoenix Growth to only one per week.Berserker Flies 46 2 2 -1 0 0 46 Berserker Flies Dragon Flies gain the ability to attack without retaliation, cast Berserk on their target, and return after attacking. BERSERKER FLIESOption 046 by Timothy Pulver (script46)Dragon Flies gain the ability to attack without retaliation, cast Berserk on their target (25% chance), and return after attacking.Enhanced Monsters 50 2 2 -1 0 0 50Enhanced Monsters Enhances many monsters with additional abilities and adjusted statistics. ENHANCED MONSTERSOption 050 by Arstahd (script50)Many monsters have statistics changed and rebalanced and new abilities added. Most 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 text 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 loweredMany 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 aligned with towns.Note: Some enhancements (such as automatic spell casting) are disabled for network battles.Metamorphs 56 2 2 -1 0 0 56 Metamorphs When enabled, Earth Messengers are Metamorphs. Metamorphs randomly transform themselves in combat into other monster types. METAMORPHSOption 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 the 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, the remaining Metamorphs will change back into their normal Metamorph state.You may use your Metamorph's action to make an optional transformation instead of attacking: right-click on the Wait button to do this.If Stack Experience is enabled, higher rank Metamorphs have a minimum level of creature 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 5Note: 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 Archers. PIERCING SHOTOption 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 targeted 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 reduces 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 11 214 Armorer Enhances Armorer Secondary Skill. ARMOREROption 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 11 201 Artillery Enhances Artillery Secondary Skill. ARTILLERYOption 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 (attacker 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% damageAdvanced: adds 200% damageExpert: adds 300% damageTIP: 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 103Eagle Eye I Lets heroes automatically learn new spells each level. EAGLE EYE IOption 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 -11 1 202 Eagle Eye II Enhances Eagle Eye Secondary Skill.EAGLE EYE IIOption 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% chanceAdvanced: 20% chanceExpert: 30% chanceBird of Perception, Stoic Watchman, and Emblem of Cognizance increase the chance. Eagle Eye artifacts now form a combination artifact that further increases the chance to counter a spell by 30%.Enhanced Secondary Skills - Estates I 48 2 1 -1 11 203 Estates I Enhances Estates Secondary Skill. ESTATES IOption 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 191Estates II More experienced heroes yield more gold and additional resources. ESTATES IIOption 191 by Tobyn (script64)Gives further 25/50/100 Gold per 10,000 experience eachday and gives out additional resources depending on skillexpertise and hero level. Lvl 10+ hero with Expert Estatesmight 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 11 204 First Aid I Enhances First Aid Secondary Skill. FIRST AID IOption 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'sAdvanced: adds 200% HP'sExpert: adds 300% HP'sTIP: 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 190First Aid II Gives additional First Aid Tents. Tents will apply Cure spell.FIRST AID IIOption 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, based on First Aid Expertise and number of Tents.First Aid Specialty temporarily gives hero knowledge of Cure, Animate Dead and Resurrection 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 level. LEARNING IOption 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 11 205 Learning II Enhances Learning Secondary Skill. LEARNING IIOption 205 by Arstahd (script48)Hero gains experience every day.Basic: 100 experience Advanced: 200 experience Expert: 300 experienceTIP: 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 11 206 Luck Enhances Luck Secondary Skill. LUCKOption 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 stackAdvanced: 20% chance - up to 2 stacksExpert: 30% chance - up to 3 stacksTIP: 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 35Mysticism I Enhances the Mysticism skill so it'll generate more Spell Points and let the hero find out things normally hidden. MYSTICISM IOption 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 right-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 -10 0 207 Mysticism II Enhances Mysticism Secondary Skill.MYSTICISM IIOption 207 by Arstahd (script48)Mysticism makes it more difficult for an enemy to cast spells, effectively reducing the enemy's spell points for the battle.Basic: reduces enemy spell points to 80% of normalAdvanced: reduces enemy spell points to 70% of normalExpert: reduces enemy spell points to 60% of normalTIP: 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 11 208 Navigation Enhances Navigation Secondary Skill. NAVIGATIONOption 208 by Arstahd (script48)Navigation increases attack and defense during naval battles.Basic: +1Advanced: +2Expert: +3TIP: 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 11 209 Pathfinding Enhances Pathfinding Secondary Skill. PATHFINDINGOption 209 by Arstahd (script48)Pathfinding raises the hero's minimum daily starting movement.Basic: equivalent to unit speed of 6Advanced: equivalent to unit speed of 7Expert: equivalent to unit speed of 8TIP: 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 Resistance I Reduces 1-3 enemy stacks to non-upgraded form. RESISTANCE IOption 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 -11 1 210 Resistance II Enhances Resistance Secondary Skill.RESISTANCE IIOption 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 resistance.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 11 211 Scholar Enhances Scholar Secondary Skill. SCHOLAROption 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 spellAdvanced: 50% chance to learn up to a 3rd level spellExpert: 60% chance to learn up to a 4th level spellTIP: 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 IOption 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 11 212 Scouting II Enhances Scouting Secondary Skill. SCOUTING IIOption 212 by Arstahd (script48)Scouting gives a hero a small chance for a random event for each step taken.Basic: 1% chanceAdvanced: 1.5% chanceExpert: 2% chanceTIP: 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 1 158 Scouting III (Espionage) Lets heroes with the Scouting skill train 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 operations (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 being exposed). Assignments depend on the level of scouting. Each hero can have only one spy at a time. Computer players cannot use spies.To give commands to your operatives, right-click on the Scouting *icon* in the hero 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 00 23 Sorcery I The Sorcery skill is enhanced with extra abilities. SORCERY IOption 023 by Timothy Pulver (script23)Basic Sorcery lets a hero right-click on many nearby artifacts, treasures and other 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 11 213 Sorcery II Enhances Sorcery Secondary Skill. SORCERY IIOption 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. TACTICSOption 218 by Donald X. Vaccarino and Hermann the Weird (script03)Replaces the normal Tactics skill map deployment with bonuses to speed, depending on skill level.Basic: +1 SpeedAdvanced: +2 SpeedExpert: +3 SpeedTIP: 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 -10 0 193 Warfare (Artillery/Ballistics/First Aid) Merges Artillery, Ballistics and First Aid into "one skill". WARFAREOption 193 by Tobyn (script64)Combines the three war machines skillsArtillery, Ballistics and First Aidinto a single "Warfare" skill. Gives herocontrol over all three war machines andstandard 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 01 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 that game. The rules will default to the ones selected below. CHOOSE MAP RULES EACH GAME FROM DEFAULTSOption 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 00 101 Choose Map Rules each game Each time you play, you'll be asked to choose the map rules to use for that game. CHOOSE MAP RULES EACH GAMEOption 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 00 101 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 BELOWOption 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 00 101 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 GAMEOption 101-3 by Donald X. Vaccarino (script01)Each time you play, two completely random map rules will be chosen from the 20 possible rules.Use 2 random selected Rules each game 1 4 0 4 00 101 Use two random Map Rules each game from those selected belowEach time you play, two random map rules from the ones you've selected below will be chosen. USE TWO RANDOM RULES FROM THOSE SELECTEDOption 101-4 by Timothy Pulver (script01)Each time you play, two random map rules from the ones you've selected below will be chosen.Disable Map Rules 1 4 0 5 00 101 Disable all Map Rules No Map Rules will be used in the maps you play. DISABLE ALL MAP RULESOption 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 11 230 *Display chosen Map Rules at map start* The Map Rules you've chosen will be displayed each time you start a new game. DISPLAY CHOSEN MAP RULES AT MAP STARTOption 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 00 111 Fliers have no-retaliation instead of fly No creatures can fly, and creatures that once flew cannot be retaliated against. MAP RULE 1Option 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 00 112 Monster speed is inverted Creatures that are normally slow are fast, and the fast ones are now slow. MAP RULE 2Option 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 00 113 Monsters are half price on 7th day of week Creatures cost half as much on the 7th day of the week. MAP RULE 3Option 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 00 114 Heroes create magic plains each day The presence of a hero at the start of the day warps the land with magic. MAP RULE 4Option 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 00 115 All monsters attack twice All creatures attack twice (like crusaders and wolf raiders). MAP RULE 5Option 115 by Donald X. Vaccarino (script01)All creatures attack twice.Hero's troops grow 4% each day 1 4 1 -1 00 116 Monster stacks in hero armies grow 4% each day Creatures in a hero's army attract an additional 4% of their own kind each day, to a maximum of 10000 creatures. MAP RULE 6Option 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 00 117 Most dwellings also have boars Most dwellings also produce Boars. MAP RULE 7Option 117 by Donald X. Vaccarino (script01)Most dwellings also produce Boars. These dwellings will produce Air Elementals instead of Boars if the Conflux Neutral Town is active.Heroes start at 5th level 1 4 1 -1 00 118 Heroes start at 5th level (+5000 experience) Heroes start at 5th level (+5000 experience). MAP RULE 8Option 118 by Donald X. Vaccarino (script01)Heroes start at 5th level (+5000 experience).Heroes pick up double artifacts 1 4 1 -1 00 119 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 9Option 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 artifacts by right-clicking, it's possible to create unlimited copies of almost any artifact, therefore we strongly advise against combining these two options.Perpetual darkness 1 4 1 -1 00 120 Perpetual darkness covers the map The map is covered by perpetual darkness. A hero can still see within his or her scouting radius and flagged objects still reveal an area around them. MAP RULE 10Option 120 by Donald X. Vaccarino (script01)The map is covered by perpetual darkness that closes in after a hero passes. Flagged 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 00 121 Heroes have double movement Heroes have double their normal movement each turn. MAP RULE 11Option 121 by Donald X. Vaccarino (script01)Heroes have double their normal movement each turn.Mines change resources once/week 1 4 3 -1 00 122 Mines change resources once per week Mines change resources once per week. MAP RULE 12Option 122 by Donald X. Vaccarino (script01)Mines change resources once per week. If the Mithril script is active, you can use some Mithril to temporarily protect a mine from this weekly change.+1 places can be revisited each month 1 4 3 -1 00 123 Single visit bonus sites reset each month Single visit bonus sites can be revisited each month. MAP RULE 13Option 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 towers, gardens of revelation, mercenary camps, star axes, trees of knowledge, libraries of enlightenment, arenas, schools of magic, and schools of war.Heroes get 9th-10th skills 1 4 3 -1 11 124 Heroes get 9th-10th skills Heroes may learn 2 secret skills in addition to the 8 normal ones. MAP RULE 14Option 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 becom