deuce0 · 23-Май-11 17:48(14 лет 4 месяца назад, ред. 05-Июн-11 19:25)
Maps+Mods+Campaigns for Warlords BattleCry 3Название игры: Warlords: BattleCry 3 Год выпуска: 2004-2011 Автор/Разработчик: Разные Требуемая версия игры: 1.0.3.0 Язык интерфейса: Английский Требуемый язык игры: Английский
Кому нужна русская озвучка - качаете ЭТОТ файл и распаковываете с заменой файлов Описание: Карты, модификации, новые компании Способ установки: Карты устанавливаются в папку Scenario и запускаются в режиме Skirmish модификации обычно копируются в корневую папку с заменой файлов, сценарии в ScenarioCampaign, к большинтству файлов прилагается readme, в картах некоторые папки могут содержать одни текстовые файлы, их обычно устанавливают в wbc3\data folder
Модификации
Mod 1035 by Ahatch
This MOD is a fan made Mod which I began working on in January 2008 and has had now 4 major
updates and various smaller updates and bug fixes.
It was never the intention when I started that this project be regarded as a patch as I was very
happy with the 1.03 version of the game as it was.
Too that end I never attempted to alter the original 16 races of the game and never made any
attempt to ballance the game.
Instead I wanted to add new races armys and features that did not previously exist. The coding
and new models and such were done by myself so they are not the same style as the work done
by the professionals.
Saying that the work was all done in a voluntary basis and very enjoyable. Please just enjoy the
Mod and appreciate alot of work and effort went into making it the best it could be.'
Thank You for Downloading and trying it out
Andy Hatch
Dec 2009 Changes From Versions 1.00 - 1.03 NEW PLAYABLE SIDES
Ogres
Playable side & playable opponent!!!
Goblins
Playable side & playable opponent!!!
Dragons
Playable side & playable opponent!!! NEW HERO RACEs
Ogres
complete
Goblins
complete
Dragons
Complete 25 new Hero Avators!!! NEW FEATURES PACK!!!
Includes new feature strat icons for strat map
(Please Read Features Pack Read me) NEW RACE FEATURE!!
Ships!!!!
Scenerios Included
(scenerios require Kharn Pac Terrain set to work) NEW TERRAIN MINI PACK
Special docking terrain to set your shipyards on CAMPAIGN
4 new locations on World map
Fixed dragdown menus in campaign. NEW EVENT CONDITIONS
Human/Orc/Elf/Dwarf/Beast/Evil Hero walk thru square conditions NEW HERO CLASSES
Tyrant
Horde Master
DwarfMaster
Wizard MAGIC SPHERE FrOm 103.21 Unofficial patch
Time Magic
NEW GOBLIN MAGIC SPHERE!!!!
NEW LIGHT MAGIC SPHERE!!!!
NEW DWARF MAGIC SPHERE!!!! Lots of new skills for New Items!!! 3 new Lair types !!! HERO PORTRAITS
325 was 89 Support for Additional Terrain Packs!!!
Alternative compaign by WBC3Enthusiast
This includes the changes I made previously, I fixed another bug I found, and I adjusted a number of the set battles so they will hopefully be more fun and challenging. So far I've only been able to test a couple of them. You'll find new random battles, some alterations to existing random battles, some fixes, and some altered set scenarios.
Delta by Jodwin
WBC Delta is a stand alone Mod for Warlords Battlecry 3. The Original 16 races are broken into 4 large factions.
There's a number of engine changes in Delta. First and foremost, the combat calculations are now
100 % dice-based. Every unit has a dice-based damage, shown as "xdy", where x is the times the die
is thrown and y is the ammount of sides the die has. So practically, damage of 2d8 translates to
damage of 2-16. Every unit also has bonus damage to this, +z. This ammount is added to the damage
total and isn't a variable number. The combat formula uses imaginary 1d40 and 1d30 dice (as far as I know, such dice do not exist in reality).
The total combat value is (1d40+attackerCombat)-(1d30+(defenderCombat/2)), and this value is then compared
to a list of values to determine whether the attack is a marginal hit, normal hit, critical hit or a deathblow.
In this alpha version the limits are as follows:
Combat >= 40 // deathblow
Combat >= 36 // critical
Combat >= 7 // normal hit
Combat <= 6 // marginal hit In Delta the mines work a little differently. The random map generator never spawns any other lvl 3 mines
in addition to the four starting mines. Also the number of minefillers allowed in lvl 2 and 1 mines
is decreased. Lvl 2 mines can now fit max. 4 fillers, and lvl 1 mines can fit max. 2 fillers. In the
same manner, also income upgrades are less effective for lvl 2 and 1 mines, lvl 2 mines have
the income effect divided by 2, and lvl 1 mines have it divided by 4. Delta uses it's own Herodata file to save heroes, called Deltaheroes.xcr. Thanks to this Delta will NOT
screw up your old heroes and won't cause hero conflicts with the original Warlords Battlecry 3. Also other
data files modified for Delta are duplicated for Delta: Installing Delta does NOT conflict with your original
WBC and you can play both Delta and original WBC at the same time without uninstalling either one. Ever since Alpha 0.04 Delta features a new armor system used for calculating the total damage units take.
The effects of this new armor sytem to the gameplay aren't huge, instead, they are more of a stylistic change.
Every unit has a one or two characters long id in their armor and resistance score showing the type of armor they
have. The type of armor is then used to calculate their total armor against different type of attacks. For an example,
the armor type Evasion (E) has decreased armor values, yet improved combat score when defending against attacks. Check out the section 8 for all of the armor types and their effects. Since Alpha 0.05 Delta has featured separated aggressive and defensive combat stats. The combat values are now
shown as "AGG / DEF", where the first value shows the aggressive combat which is used when the unit attacks an
enemy, and the second value shows the defensive combat, which in turn is used when the unit is being attacked at.
Most units have different aggressive and defensive combat values, of course. An other Alpha 0.05 feature is unit stat variations. Every time a unit is produced its stats have few random modifiers
applied to them. For an example, a swordsman with base 40 hp can be spawn with either 45 or 38 hp, or something
else. The stat variations are based on the unit's base stats, and will be further explained in section 9. The third big Alpha 0.05 feature is random mercenaries. Every side in game gets two unit types randomly chosen for
it as mercenary units, which can be further trained by the side at will. The first mercenary unit becomes available
at keep level 3, and the second at keep level 5. Each faction has it's own mercenary pool from which the units are
chosen from. See section 10 for all possible mercenaries for each side. 3. Hero system changes
==============
Since Alpha 0.05 the heroes have been playable - in theory. The hero quiz has been implemented with nine
different questions. However, none of the skills for heroes have been finished yet, the hero spell system
just doesn't work and in every other way it's also recommended to still play without heroes. However,
the item system's random item generator is nearly finished. The only things that haven't been implemented
yet are a few item types and certain item powers, but otherwise the curious ones can try out the items
with heroes if they want to. See section 11 for hero classes and subclasses (this data is likely to change in future versions, but who cares). 4. Side: Sirian Alliance
==============
The first of the four playable sides is the Sirian Alliance. The Alliance brings back the old Human
side from WBC 1 and 2 combining number of Knight and Empire troops. The Alliance's strenght
is big variety of different usable troops, which allows them to adapt to their enemy well. Units:
Peasant
Swordsman
Pikeman
Halberdier
Squire
Mercenary
Knight
Knight Champion
Knight Lord
Elephant
Dancing Sword
Archon
Inquisitor
White Mage
Red Mage
Black Mage
Eagle
Pegasus
Griffin 5. Side: Sartek's Horde
==============
The Horde combines two of the primitive races to one: The minotaurs and the barbarians. Both of
these races have unique characteristics in the Horde: The minotaurs are expensive, high quality
warriors while the barbarians, known as K'Min, are dirt cheap, weaker and take a very long time to train.
The K'Min production building, Hovel, also increases in cost as you get more of them, and becomes
cheaper to re-build as you lose your Hovels. Units:
Thrall
Minotaur
Gnoll
Minotaur Shaman
Minotaur King
Catapult
Barbarian
Rider
Warlord
Reaver
Bat
Griffin 6. Side: Coalition of Darkness
==============
The Coalition is pretty different when compared to the other three sides: Some of the core mechanics
of playing this race differ greatly from those of the other races. But, before we get that far, let's say
that Coalition is a combination of both Undead and Dark Elf sides. Now, as that's been taken care of,
the Coalition produces units in the early game pretty differently: The Necromancer-unit, available at
keep level 1, can summon zombies and skeletons and cast Call the dead. Necromancers get more
expensive the more of them you have, and they are your only source to builders until you reach
keep level 2 and get an upgrade which allows zombies. Coalition can also build Trees of Pain and Voids. Both of these have a different use when compared to
what they were like in the original WBC. Every Tree decreases Dark Elf unit production time by 2 % and
adds +2 merchant when calculating the discount percentage for Dark Elf units. Trees also get slightly
more expensive the more of them you have. Voids do serve as effective defensive structures. However,
each Void also increases mana regeneration for all of your units by 25 %. Voids increase in cost as well,
and you are limited to max. 5 voids at a time. Units:
Necromancer
Zombie
Skeleton
Wight
Wraith
Slayer Knight
Shadow
Doom Knight
Dark Archer
Dark Rider
Assassin
Sorceror
Blackguard
Ghoul (featuring a new voice)
Bat
Harpy 7. Side: Si-Wyn's Protectorate
==============
The Protectorate takes something out of old Elven races and adds in something new. Just like in the old Elves,
with Protectorate their economy is based around ancient wisps. They work similarly to the old ancient wisps,
with the exception that delta ancient wisps can not be taken into retinue and they come with a 10 minute timer.
Protectorate also gains resources from the trees of life. Every tree of life adds +1 income to either gold, stone or metal,
chosen randomly. Protectorate is able to call out Fey and Ssrathi allies. These allies cost a lot and get more expensive the more times
you get them. However, they always give lots of units at once and produce quickly. As such they can be used to field
units into defenses quickly or to make fast repeating raids to the enemy. Also, saving your allies until you reach keep level 5
can pay off, as you'll be able to get the higher level allies for cheaper. The third special Protectorate ability comes in the form of XP. Every time a Protectorate player gets a kill, his XP tally gets
extra XP. So what? What's so special about that? Well, every time the total of XP you have gained during a game reaches
a certain ammount you get +1 xp for all your new units trained. In other words, in the end of a long game all your new
units might come out with +59 xp. The drawback? It takes time to acchieve and Protectorate doesn't have as many
army upgrades as other races do. Also, you will be able to share some XP from your tally to your living units in game.
This is done through the Orb of Lore-building. The current ammount of XP in your XP tally, which you can share to your
units, in shown in the control panel when no units have been selected. Fourth, the units Forestguard, Gladewarden, Woodrider and Druid have a special ability Manashield. When attacked,
these units first lose mana until it's completely depleted before they can lose any hit points. This allows them to regenerate
faster, but they won't get as much extra hitpoints upon level ups, because their hit points are respectively reduced. Protectorate formulae:
Every enemy unit killed by Protectorate player gives him +1 to XP tally towards new unit xp The ammount of XP in "new unit xp"-tally required for more unit xp: 10 - Lorelvl. Lore is a Protectorate upgrade.
For an example, with Lore lvl 5 you need 10 - 5 = 5 XP in tally to get +1 XP for every new unit. The ammount of XP added to "XP for alive units"-tally: (Lorelvl / 2) + 1. So with Lore lvl 3 you get (3 / 2) + 1 = 2 XP to the tally The ammount of XP given to all alive units via Orb of Lore: XP in tally / Alive units.
So if you got 100 XP in the tally and 30 alive units, you'd get 100 / 30 = 3 XP for all alive units. Units:
Wisp
Ancient Wisp
Forestguard
Gladewarden
Woodrider
Druid
Treant
Dryad
Sylph
Oakman
Spriggan
Pixie
Sprite
Leprechaun
Snakeman
Snakepriest
Lizard Rider
Naga
Phoenix
Lightning Hawk
Pegasus
Swamp Dragon
Storm Dragon
Ironbark 8. Reference: Armor system
==============
This a list of all new armor types, their legends and effects. Armor types:
Natural (N) No effect
Leather (L) Crushing armor multiplied by 1.125, Cold resistance multiplied by 1.25
Chain (C) Crushing armor and Electricity resistance multiplied by 0.89
Plate (P) Electricity resistance multiplied by 0.89
Magic (M) All physical armor scores get one tenth of the resistance score, all physical armor scores get one tenth of unit mana
Evasion (E) Defensive combat score gets added half of unit's armor score, all armor and resistance divided by three
Natural Evasion (NE) Defensive combat score gets one seventh of unit's armor score
Leather Evasion (LE) Defensive combat score gets one seventh of unit's armor score, crushing armor multiplied by 1.125, Cold resistance multiplied by 1.25
Chain Evasion (CE) Defensive combat score gets one seventh of unit's armor score, crushing armor and Electricity resistance multiplied by 0.89
Plate Evasion (PE) Defensive combat score gets one seventh of unit's armor score, electricity resistance multiplied by 0.89
Natural Blocking(NB) Defensive combat score gets one tenth of unit's armor score
Leather Blocking(LB) Defensive combat score gets one tenth of unit's armor score, crushing armor multiplied by 1.125, Cold resistance multiplied by 1.25
Chain Blocking (CB) Defensive combat score gets one tenth of unit's armor score, crushing armor and Electricity resistance multiplied by 0.89
Plate Blocking (PB) Defensive combat score gets one tenth of unit's armor score, electricity resistance multiplied by 0.89 Resistance types:
Natural (N) No effect
Magic (M) Resistance scores get one tenth of unit's mana
Holy (H) Fire and Electricity resistances multiplied by 1.125
Evil (E) Cold resistance multiplied by 1.167, magic resistance gets one eighth of cold resistance 9. Reference: Unit stat variations
==============
This is a list of different stat variations and their caps. Also the basic mechanics of the system are explained here. When a unit's stats are being varied, the game calculates the min and max values for these stats. After this the
actual variation modifier is randomly chosen from in between the min and max value so that each value has
the same probability to be chosen. In the following the "modifier" value is the max value that can be gained,
and ("modifier" * -1) is the minimum value. Life: If the unit's life is equal or less than 40, the modifier is 5. Otherwise the modifier is "life / 6".
Damage: If the unit's damage bonus is 1, no variations are done. If the damage bonus is greater than or equal to 5, the variation modifier is 2. Otherwise the modifier is 1.
No damage variations are done to the dice sides and ammount.
Speed: If the unit's speed is greater than or equal to 14, the modifier is 2. Otherwise the modifier is 1.
Combat: If the average of both aggressive and defensive combat is greater than or equal to 12, the modifier is 2. Otherwise the modifier is 1.
Armor and resistance: The modifier is one third of the armor and resistance scores, respectively. 10. Reference: Random mercenaries
==============
This is a list of which mercenaries each side can get at keep levels 3 and 5. The Alliance:
Keep level 3: Dwarf berserker, Dwarf crossbow, Dwarf infantry, Khazrimi guard, Iceguard, Longbow, Dragonknight and Mystic
Keep level 5: Dwarf lord, Rune lord, Moonguard and Bronze golem The Horde:
Keep level 3: Goblin, Orc, Kobold sniper, Troll, Ogre, Scorpionman and Husk
Keep level 5: Giant, Scorpionpriest and Goblin shaman The Coalition:
Keep level 3: Imp, Nightmare, Succubus, Reaper, Hellbore, Flamecannon, Spiderpriestess, Eye of Flame and Sceleton cavalry
Keep level 5: Summoner, Daemon, Salamander and Plaguepriest The Protectorate:
Keep level 3: Chameleon, Hydra, Triceratops, Icemaiden, Elven hunter and Scarab
Keep level 5: Naga, Cryohydra, Pyrohydra and T-Rex 11. Reference: Hero classes and subclasses
==============
This is a list of the different hero classes, the subclasses which can be gained through the hero quiz and all other class-spec values
that are known as of Alpha 0.05. The four base classes are Warrior, Rogue, General and Wizard. When one of them is chosen and you take the hero quiz, the quiz
calculates, based on your answers, your subclass and possible synergy subclass. The subclass which gets the most points in
the quiz is your subclass. If some other subclasses have half as much scores as your main subclass does, or more, then this
class is your synergy subclass. While the quiz is giving your hero its skills, some of the skills are given from the synergy class
if you have one. The subclasses, listed by base classes:
Warrior subclasses:
Barbarian - The most primitive fighter
Destroyer - A fighter who specializes in destroying buildings and constructs
Brawler - A tough but clumsy fighter
Knight - A fighter with a bit of charisma and support skills
Spellblade - The physically weakest warrior, who empowers his fighting skills with enchantments Rogue subclasses:
Thief - A cunning and swift fellow with plenty of tricks up his sleeve
Assassin - Doesn't have as many tricks and trinkets as the thief does, but is even more of an opportunist
Ranger - A semi-warrior, semi-hippie
Swashbuckler - The most warrior-like of the rogues, has also a few special abilities to aide him
Scout - The fastest of all rogues and the one who sees far away. A better warrior than the thief General subclasses:
Paladin - A supposedly holy warrior/general with a hate for undead
Strategist - The best general when it comes to getting the most out of your soldiers.
Merchant - A skinflint to the bone.
Darklord - A ruthless general who tends to have a few evil cohorts with him
Warlord - More charismatic than the strategist and more neutral than the darklord Wizard subclasses:
Warlock - Specializes in offensive spells with no specific interest in any certain school of spells
Doommage - Has an eye for the spell spheres of pyromancy and necromancy
Diviner - A wizard with mostly healing and divining spells and plenty of spellcasting buffs
Archmage - The wizard with most different spells. Has barely any skills to aide him in actually casting those spells
Druid - Half a wizard, half a hippie Here's the list of all classes' base life, mana, armor and resistance and their life increase per lvl and mana increase per lvl.
These might change in the future versions, and probably will. //CLASS//////////LIFE////MANA////ARMOR////RESIS////HP/LVL////MP/LVL//
//Warrior---------320-------0-------20-------15---------4---------0//
//Rogue-----------200-------0--------5-------10---------2---------0//
//General---------240-------0-------15-------15---------2---------0//
//Wizard----------120------25--------0--------5---------1---------2//
/////////////////////////////////////////////////////////////////////
//Barbarian-------340-------0--------5-------15---------4---------0//
//Destroyer-------320-------0-------15-------15---------4---------0//
//Brawler---------360-------0-------10-------10---------5---------0//
//Knight----------320-------0-------25-------10---------4---------0//
//Spellblade------280-------5-------10-------15---------3---------1//
//Thief-----------200-------0--------5-------10---------2---------0//
//Assassin--------180-------0--------5--------5---------2---------0//
//Ranger----------240-------0-------10-------15---------3---------0//
//Swashbuckler----220-------0-------15-------10---------2---------0//
//Scout-----------200-------0--------5-------10---------2---------0//
//Paladin---------260-------5-------20-------15---------3---------1//
//Strategist------220-------0-------10-------10---------2---------0//
//Merchant--------220-------0-------10--------5---------1---------0//
//Darklord--------240-------5-------15-------15---------3---------1//
//Warlord---------240-------0-------15-------10---------2---------0//
//Warlock---------140------25--------0--------5---------1---------2//
//Doommage--------120------25--------0--------5---------1---------2//
//Diviner---------120------35--------0-------10---------1---------4//
//Archmage--------100------10--------0--------5---------1---------2//
//Druid-----------120------25--------0--------5---------1---------2//
///////////////////////////////////////////////////////////////////// 12. Reference: Delta-specific unit abilities
==============
Some of the units have certain unit abilities which are only available in Delta. This is a list of those. Alliance
=========
Longbow: Has the arrow-arc of a catapult, allowing it to effectively shoot past meatshields.
Moonguard: No longer has the Multitarget spell; instead, shoots two arrows at once (the second arrow has decreased accuracy).
Elephant: Extra damage versus buildings; might be replaced by battering rams in a later version. Horde
=========
Orc: Has missile resistance. Coalition
=========
Necromancer: Casts Summon skeleton, Summon zombie and Call dead.
Ghoul: Every unit slain by a ghoul has 33 % chance to be resurrected as a ghoul; every ghoul has a 25 % chance to get lifeward upon death.
Wight: Has vampirism. Units with mana have half of the wight's damage reduced from their mana and added to the wight's vampirism. Protectorate
=========
Forestguard: Manashield.
Gladewarden: Manashield; can cast invisibility for 10 seconds.
Woodrider: Manashield.
Druid: Manashield.
Snakepriest: 10 % attackspeed.
More quests by Kharn
////////// TOTAL \\\\\\\\\\ Knight = 11
Dwarf = 14
Undead = 19
Barbarian = 11
Minotaur = 10
Orc = 10
High elf = 11
Wood elf = 12
Dark elf = 11
Fey = 11
Dark dwarf = 8
Daemon = 17
Empire = 12
Plague lord = 7
Ssrathi = 10
The Swarm = 8
Ogre = 7
Goblin = 9
Dragon = 4
Giant = 6 // Nature (Specific units but with no race) = 8
// Other / No race defined = 70 ////////// SHRINE \\\\\\\\\\ Knight = 10
Dwarf = 9
Undead = 1
Barbarian = 7
Minotaur = 4
Orc = 4
High elf = 7
Wood elf = 12
Dark elf = 2
Fey = 9
Dark dwarf = 3
Daemon = 3
Empire = 11
Plague lord = 1
Ssrathi = 6
The Swarm = 2
Goblin = 2
Dragon = 1
Giant = 1 // Nature = 4
// Other / Non = 44 0: Lord of air
Race = Non
Pay 600 gold, receive an Air elemental 1: Lord of Earth
Race = Non
Pay 600 stone, receive an Earth elemental 2: Lord of fire
Race = Non
Pay 600 metal, receive a Fire elemental 3: Lord of water
Race = Non
Pay 600 crystal, receive a water elemental 4: Noble cause
Race = High elf
Slay a hero, receive 1000 gold 5: Free trade
Race = Non
Pay 500 gold, receive 1000 metal 6: The angry Monk
Race = Non
Kill 5 Imps, receive 1000 crystal 7: The Archmage
Race = Non
Kill 5 Sprites, learn a random spell 8: Dwarven base
Race = Dwarf
Convert 3 buildings, receive a Dwarf lord 9: The Druid shrine
Race = Wood Elf
Kill 12 enemies, receive 3 Druids 10: The feast
Race = Ssrathi
Kill 20 enemies, receive a T-Rex 11: Dryad's challenge
Race = Wood elf
Convert 3 buildings, receive 3 Phoenix 12: Lost Knights
Race = Knight
Destroy 4 buildings and receive 5 Knights 13: Pot of gold
Race = Fey
Pay 500 gold, receive a Leprechaun and the item "Leprechaun's lure" 14: Ice maidens
Race = High elf
Kill a fire elemental, receive an Ice maiden 15: Lord of Archons
Race = Knight
Pay 800 gold, receive an Archon 16: The Pegasus
Race = Nature
Kill 5 Orcs, receive 2 Pegasi 17: Angry guards
Race = Empire
Pay 600 gold, receive a Halberdier and 5 Pikemen 18: Dwarf mercenaries
Race = Dwarf
Pay 800 metal, receive a Khazrimi guard and 4 Crossbowmen 19: Elven lord
Race = High elf
Kill a Wolfrider, receive 500 gold 20: The Paladin
Race = Knight
Kill a hero, receive the item "Paladin's helm" 21: Griffon cloak
Race = Non
Kill 3 Griffons, receive the item "Griffon skin cloak" 22: Wealthy Priest
Race = Non
Convert 3 buildings, receive 500 of each resource 23: Secret portal
Race = Daemon
Kill a Liche, receive a Daemon 24: Corrupt shrine
Race = Plague lord
Pay 750 crystal, receive 3 Gazers 25: Druidic circle
Race = Wood elf
Kill 10 Skeletons, receive an Ancient Treant 26: Snake shrine
Race = Ssrathi
Pay 1000 crystal, receive a Naga 27: Knight lord
Race = Knight
Obtain a Shrine of the sword, receive a Knight lord 28: White magic
Race = Empire
Obtain a Library, receive a White mage 29: Healing spell
Race = Empire
Pay 1000 crystal, receive 2 White mages 30: Sprite queen
Race = Fey
Kill 5 Dwarven Axemen, receive a Sprite and 2 Pegasi 31: The Reaver
Race = Barbarian
Kill 16 enemies, receive a Reaver 32: Failed Knights
Race = High elf
Kill a swamp Dragon, receive 5 Dragon knights 33: The Engineer
Race = Dark Dwarf
Pay 1000 stone, receive 1000 gold, 1000 metal and 1000 crystal 34: Priest's spirit
Race = Non
Kill a hero, receive a Wrath 35: Haunted shrine
Race = Non
Kill a Daemon, receive 600 gold and 600 metal 36: The dark path
Race = Dark elf
Kill a Dark elf Assassin, receive the item "Dark path amulet" 37: Dancing swords
Race = Knight
Convert 3 buildings, receive 8 Dancing swords 38: Runepriest
Race = Dwarf
Kill an Earth elemental, receive 500 stone and 500 gold 39: Eyes everywhere
Race = Non
Pay 800 crystal, receive 8 Eyes of Oros 40: Monk's staff
Race = Non
Destroy a Graveyard, receive an item? 41: Crystal Golem
Race = Dark dwarf
Pay 500 crystal, receive 2 Stone Golems 42: The Wise Old Priest
Race = Non
Answer a riddle, receive 225 gold and 225 crystal 43: The Monk's Riddle
Race = Non
Answer a riddle, receive 300 crystal 44: The Priest's Riddle
Race = Non
Answer a riddle, receive 300 gold 45: The Ranger's Riddle
Race = Wood elf
Answer a riddle, receive 200 crystal 46: The Explorer's Riddle
Race = Non
Answer a riddle, receive 120 of each resource 47: The Alchemist's Riddle
Race = Non
Answer a riddle, receive 250 gold 48: The Pixie Queen's Riddle
Race = Fey
Answer a riddle, receive 4 Pixies 49: The Oakman's Riddle
Race = Fey
Answer a riddle, receive 200 gold and 200 crystal 50: The Knight's Riddle
Race = Knight
Answer a riddle, receive 200 metal and the item "Ring of Shielding" 51: The White mage's Riddle
Race = Empire
Answer a riddle, receive the skill "Regeneration 1" 52: Farmers' market
Race = Non
Pay 275 gold, receive 3 Cows 53: Prison break
Race = Non
Destroy 2 Prisons, receive 400 gold, 300 crystal, the skill "Meditation 1", the item "Tome of knowledge" and a Catapult 54: Sacrificial Rites
Race = Non
Pay 300 crystal, receive the skill "Sacrifice" 55: The Giant's Bauble
Race = Giant
Pay 200 crystal, receive the item "Orb of Longevity" 56: The Rabid Dog
Race = Barbarian
Kill 10 enemies, receive the item "Blood armor" 57: The Tireless Golems
Race = Dark Dwarf
Kill a hero, receive a Bronze Golem and 10 Stone Golems 58: Snakes in a temple!
Race = Non
Convert a Snake temple, receive 600 gold 59: Rescue the Princess!
Race = Knight
Destroy an Inferno temple, receive a Knight lord 60: The Treant's Project
Race = Wood elf
Pay 1000 metal, receive a Treant 61: Avatar of Sirian ***
Race = Knight
Kill 150 enemies, receive an Avatar of Sirian 62: Training of the Red axe clan
Race = Minotaur
Kill a Fire elemental, receive the skill "Training" (+10 exp for newly produced troops) 63: Rampaging Elephant!
Race = Empire
Kill an Elephant, receive 400 gold and 200 metal 64: The Pyromancer
Race = Non
Destroy 10 buildings, receive the skill "Flaming arrows" 65: The Forest fights back!
Race = Wood Elf
Kill Ironbark, receive 1200 of each resource 66: St Khalid's day
Race = Dwarf
Kill King Khalid, receive 1200 of each resource 67: It's a monster!!!
Race = Ssrathi
Kill Iriki, receive 1200 of each resource 68: In the name of the Emperor
Race = Empire
Kill the Lion thrown, receive 1200 of each resource 69: Elves for lunch
Race = Orc
Kill Gornak the Elf eater, receive a frost Dragon 70: Death walks the land
Race = Undead
Kill Lord Bane, receive a celestial Dragon 71: Arachnophobia
Race = Dark Elf
Kill Kargoth, receive a storm Dragon 72: Mother of all Chaos
Race = Daemon
Kill Balora, receive a swamp Dragon 73: Tarquin the Merchant ***2
Race = Non
Pay 2600 gold, receive the item "Lysean crown" 74: Tarquin the Merchant ***2
Race = Non
Pay 2600 crystal, receive the item "Staff of Skulls" 75: Tarquin the Merchant ***2
Race = Non
Pay 2600 metal, receive the item "Orb of Thyatis" 76: Sheepish
Race = Orc
Kill 3 Salamanders, receive a Troll and 8 Sheep 77: Snakes and Ladders
Race = Ssrathi
Pay 500 metal, receive 2 Snakepriests 78: Succubus Swarm
Race = Daemon
Pay 1500 crystal, receive 6 Succubi 79: Grand Design
Race = Wood Elf
Build a Hostel, receive 400 gold and the skill "Income 1" 80: Thule the Shoemaker
Race = Non
Kill a Naga, receive the item "Naga skin boots" 81: Thule the Shoemaker
Race = Non
Kill a Basilisk, receive the item "Basilisk boots" 82: Thule the Shoemaker
Race = Non
Kill a Griffon, receive the item "Griffon skin boots" 83: The Mercenary
Race = Empire
Pay 450 gold, receive a Mercenary 84: Forest Protectors
Race = Wood Elf
Destroy 2 Siege Workshops, receive 6 Woodriders and an Elven hunter 85: Rites for Healing
Race = High Elf
Kill a Ssrathi hero, receive the item "Tome of pure light" and 700 gold 86: Aspiring Engineer
Race = Dwarf
Kill a Treant, receive a Battering ram 87: Eternal Nightmares
Race = Knight
Kill a Nightmare, receive Swordsman 88: The Flight
Race = Non
Kill an Air elemental, receive 8 Eagles 89: Free the Slaves!
Race = Barbarian
Kill a Blackguard, receive 16 Thralls 90: Long Distance Runner
Race = Dwarf
Pay 300 gold, receive a Dwarf Runner 91: Ides of March
Race = Fey
Pay 1600 metal, receive 24 Spriggans 92: Still Life
Race = Ssrathi
Kill a Basilisk, receive 5 Snakemen 93: Betrayed Orcs
Race = Orc
Kill 3 Kobolds, receive 3 Orcs 94: Reckless Behaviour
Race = Minotaur
Pay 425 metal, receive 2 Minotaur Axe throwers 95: Magical tattoos
Race = Barbarian
Obtain a Shaman's hut, receive the skill "Magical tattoos" (+5 armor for all troops) 96: Golem Trouble
Race = High Elf
Kill 5 Stone Golems, receive a Moonguard 97: Crest of Sartek ***
Race = Minotaur
Slay a Minotaur hero, receive 5 Minotaur Shaman. 98: Avoid the Void
Race = Orc
Destroy a Void, receive a Wolfrider 99: Dragon Warriors
Race = High Elf
Destroy a Watcher, receive 5 Iceguard and a Wyvern 100: Unicorns' Grove
Race = Fey
Pay 400 crystal, receive a Unicorn 101: Broken Firebomb
Race = Non
Pay 120 metal, receive a Firebomb 102: Dragonflies
Race = Nature
Build a Magic pool, receive 16 Dragonflies 103: Burning Inspiration
Race = Swarm
Pay 2000 metal, receive a Scorpionpriest and 3 Fire elementals 104: Follow the White Mage
Race = Swarm
Kill a White Mage, receive 3 Scorpionmen 105: Fear of the Dark
Race = High Elf
Kill a Goblin Shaman, receive the item "Ring of Starlight" 106: Rest in Peace
Race = Non
Build 3 Gravestones, receive 800 gold 107: Conversion Lesson
Race = Wood Elf
Convert 2 enemy buildings, receive the skill "Holy relic" (+25% faster conversion) 108: Return the Favor
Race = Non
Destroy an Altar of Tempest, receive an Archon 109: Clan Wars
Race = Barbarian
Destroy a Chieftain's hut, receive 6 Riders and a Warlord 110: Gathering for the Raid
Race = Dwarf
Kill a Warlord, receive 300 gold and the item "Thunder shield" 111: Tainted Summoning
Race = Non
Kill 4 Sorcerors. receive 1000 crystal 112: Jurassic Park
Race = Non
Obtain a Saurus pen, receive 600 stone and 600 gold 113: Pesky Pikemen
Race = Knight
Kill 10 Pikemen, receive 2 Knight Champions 114: Unknown Siege Weapon
Race = Dwarf
Destroy a Manticore, receive 450 gold and 450 metal 115: The Shifty Tradesman
Race = Non
Destroy a Merchant, receive 1000 gold 116: The Shifty Tradesman (alternative)
Race = Non
Destroy a Merchant, receive nothing! 117: The Big Goblin Project
Race = Goblin
Destroy a Tree of Life, receive 700 crystal and 700 stone 118: Tree of Pain
Race = Fey
Destroy a Tree of Pain, receive the skill "Mysticism" (+15 max mana for spellcasters) 119: Heroes! ***
Race = Non
Slay 75 enemies, receive a Knight hero and 2 High Elven heroes 120: War against Disease
Race = Empire
Slay 20 Ghouls, receive 1000 gold and 1000 metal 121: A Dying World
Race = Fey
Destroy 4 Plague piles, receive 1200 stone 122: Diseased Dragon
Race = Dragon
Kill a Plague Priest, receive 400 gold and 400 crystal 123: Skies on Fire
Race = Empire
Kill a Fire Dragon, receive 400 gold and 10 Arhcers 124: Pollution!
Race = Nature
Destroy a level 5 Furnace, receive 2000 crystal 125: Destroy the Firebats
Race = Nature
Kill 5 Firebats, receive 5 Lightning Hawks 126: Tactical Withdraw!
Race = Barbarian
Kill a Dragonliche, receive 800 gold, 800 metal and 800 stone 127: Forest Fire
Race = Wood Elf
Destroy 2 Flame Cannons, receive an Elven hunter and 6 Gladwardens 128: Pixie down the Well!
Race = Wood Elf
Destroy a Magic well, receive a Griffon 129: Get those Woodriders!
Race = Minotaur
Kill 5 Woodriders, receive the item "Staff of Pyreakon" 130: The Red Mage's Riddle
Race = Empire
Answer a riddle, receive a Red Mage 131: A Smith and his Catapult
Race = Dwarf
Pat 600 gold, receive a Dwarven Smith and a Catapult 132: Scarecrow
Race = Non
Pay 450 metal, receive 750 stone 133: Leader of the Pack
Race = Barbarian
Kill 10 enemies, receive a Barbarian and 6 War Dogs 134: Rage!
Race = Ssrathi
Kill 18 enemies, receive 6 Snakemen and the item "Banner of rage" 135: The Clumsy Peasant
Race = Empire
Pay 300 stone, receive 450 gold 136: The Injured Pegasus
Race = Fey
Kill 6 Squires, receive a Pegasus and 4 Sprites 137: Restoration
Race = Non
Pay 1000 metal, receive 850 gold, 700 crystal and the item "Anti-Magic Ring" 138: A Thief's Paradise
Race = Non
Destroy a level 3 Gold mine, receive 500 metal and 500 stone 139: Battle Scares of the Land
Race = Non
Destroy 2 Arenas, receive 2 Treants and an Ancient Treant 140: Tarquin the Merchant ***2
Race = Non
Pay 2600 gold, receive the item "The Stone Crown" 141: Tarquin the Merchant ***2
Race = Non
Pay 2600 crystal, receive the item "Staff of Zhur" 142: Tarquin the Merchant ***2
Race = Non
Pay 2600 metal, receive the item "Orb of Godly Power" ////////// MAUSOLEUM \\\\\\\\\\ Knight = 1
Dwarf = 5
Undead = 18
Barbarian = 4
Minotaur = 6
Orc = 6
High elf = 4
Dark elf = 9
Fey = 2
Dark Dwarf = 5
Daemon = 14
Empire = 1
Ssrathi = 4
Plague lord = 6
The Swarm = 6
Ogre = 7
Goblin = 7
Dragon = 3
Giant = 5 // Nature = 4
// Other / Non = 26 0: Scorpion Plague
Race = Non
Kill 4 Scorpions, receive 500 gold and 500 crystal 1: Lord of Defilers
Race = Plague lord
Kill a hero, receive a Guardian Naga 2: Goblin Alchemist
Race = Goblin
Kill a Dwarf lord, receive the item "Ring of Grollo" 3: Goblin Alchemist
Race = Goblin
Kill 3 Scorpion priests, receive the item "Grollo's fire boots" 4: Imprisoned Liche
Race = Undead
Destroy a Dwarven Armory, receive a named Liche and 6 Skeletons 5: The Herbalist
Race = Non
Kill 6 enemies, receive 600 gold 6: The Tinker
Race = Dwarf
Convert 3 buildings, receive 8 Dwarven smiths 7: Fair trade
Race = Undead
Pay 300 crystal, receive 600 gold 8: Lonely Imp
Race = Daemon
Obtain a Kargothian gate, receive 4 Imps 9: Runemail
Race = Dwarf
Kill 5 Liches, receive the item "Royal Runemail" 10: The Lichelord
Race = Undead
Kill 20 enemies, receive a Lich 11: Dragon Hoard
Race = Dragon
Kill 3 Knights, receive 1 gold 12: Old Barbarian
Race = Barbarian
Kill a Liche, receive 6 Barbarians 13: Red Plague
Race = Plague lord
Pay 500 crystal, receive 6 Ghouls 14: Guardian Naga
Race = Ssrathi
Obtain a Scrying pool, receive a Guardian Naga 15: Wizard's Rites
Race = Non
Pay 300 crystal, receive 750 gold 16: Elven Spirit
Race = High elf
Pay 600 crystal, receive a Wraith 17: Griffons' Nest
Race = Nature
Kill 8 enemies, receive 2 Griffons 18: Orc Guards
Race = Orc
Pay 400 gold, receive the item "Orc lord's belt" 19: Zombie Shrine
Race = Undead
Kill 8 enemies, receive 8 Zombies 20: Vengeance
Race = Non
Kill 20 enemies, receive 1000 of each resource 21: Shadow Vampire
Race = Undead
Obtain an Alter of shadows, receive a Vampire and 8 Bats 22: Whirlwind
Race = Nature
Kill a hero, receive an Air elemental 23: Goblin Troupe
Race = Goblin
Pay 500 metal, receive 12 Goblins 24: Spider Cult
Race = Dark elf
Kill 13 enemies, receive a Spider priestess 25: Trapped Daemon
Race = Daemon
Kill a Red mage, receive a Daemon 26: Cult of Aranea
Race = Dark elf
Convert 3 buildings, receive 3 Spider priestesses 27: Lord of plague
Race = Plague lord
Pay 600 crystal, receive a Plague priest and 5 ghouls 28: The frost jarl
Race = Giant
Kill 12 enemies, receive the item "Frost giant's jarl" 29: The Fire Jotun
Race = Giant
Destroy 4 buildings, receive the item "Fire giant's jotun" 30: The Doomshield
Race = Undead
Kill 20 enemies, receive 250 gold and the item "Doomshield" 31: Greedy Dragon
Race = Dragon
Pay 2000 gold, receive a Storm Dragon 32: Evil Flames
Race = Non
Pay 1000 metal, receive an Eye of flame 33: Basilisk Blood
Race = Undead
Kill a Basilisk, receive a Shadow and a Liche 34: Goblin Horde
Race = Goblin
Convert 3 buildings, receive a Goblin chief and 5 Goblins 35: The Reapers
Race = Daemon
Kill 12 enemies, receive 3 Reapers 36: Abandoned Treasure
Race = Non
Kill a hero, receive 500 of each resource and the item "Ultimate Cloak of Protection" 37: Graveyard
Race = Undead
Pay 1200 crystal, receive 20 Skeletons 38: Dwarvenbane
Race = Undead
Kill a Dwarf lord, receive an item? 39: Locked Coffin
Race = Undead
Kill a Vampire, receive 800 gold and 800 crystal 40: Harpy Hags
Race = Undead
Destroy 4 buildings, receive 5 Harpies 41: Dark Rites
Race = Empire
Kill a hero, receive 2 Black mages 42: Spider Eggs
Race = Dark elf
Kill 10 enemies, receive 12 Spiders 43: Evil Brew
Race = Plague lord
Pay 500 gold, receive the item "Plague sword" 44: Skulls for the skull throne
Race = Daemon
Kill 25 enemies, receive 5 Guardian skulls 45: The Liche's Riddle
Race = Undead
Answer a riddle, receive 250 metal and 250 crystal 46: The Door of Riddles
Race = Non
Answer a riddle, receive 200 gold and 200 crystal 47: The Dwarf's Riddle
Race = Dwarf
Answer a riddle, receive 400 gold 48: The Assassin's Riddle
Race = Dark elf
Answer a riddle, receive an Assassin 49: Howling Banshees
Race = Fey
Destroy a Portal, receive 4 Banshees 50: The Scorpionman's Riddle
Race = Swarm
Answer a riddle, receive 300 stone and 150 metal 51: Challenge of the Minotaur King
Race = Minotaur
Kill a Minotaur King, receive 300 of each resource 52: The Exiled King
Race = Dark Dwarf
Destroy a level 5 Citadel, receive a Dark Dwarf hero 53: Iron Maiden
Race = Undead
Pay 400 stone, receive a Wight 54: Herald of Antharg
Race = Plague lord
Build 10 Plague piles, receive 6 Plague priests and a Cyrahydra 55: Ghost of the Navigator
Race = Non
Kill a Water elemental, receive 700 gold 56: Ogrelord
Race = Ogre
Pay 850 stone, receive an Ogre 57: The Deathwatch
Race = Undead
Kill 35 enemies, receive 5 Slayer knights, a Doom knight and the "Torture" skill (Slayer and Doom knights do double damage) 58: Frozen Specimens
Race = Non
Destroy an Elemental temple, receive 500 gold and 500 crystal 59: The Seer's Prophesy
Race = Non
Kill 4 Triceratops, receive the item "Orb of Protection" 60: A Daemon's Riddle
Race = Daemon
Answer a riddle, receive 350 crystal 61: Shrine of Insult!
Race = Barbarian
Destroy a Shrine of Melkor, receive 8 Barbarians and a Rider 62: Secret Workshop
Race = Dwarf
Receive 200 metal (and a 12 minute inactivity time on the Mausoleum) 63: Forgotton Riddle
Race = Dragon
Answer a riddle, receive 120 of each resource 64: Shining beyond reach
Race = Non
Pay 300 stone, receive the item "Frozen key" 65: The Iron Giant
Race = Dark Dwarf
Kill Grond, receive 1200 of each resource 66: Rebuilding a God
Race = Minotaur
Kill Skull of Sartek, receive 1200 of each resource 67: Don't breathe the air...
Race = Plague lord
Kill Antharg, receive 1200 of each resource 68: The Strong become the Weak!
Race = Fey
Kill the Forestmaster, receive 1200 of each resource 69: Judgment Day!
Race = Knight
Kill Sirian, receive a Dragonlich 70: The Barbarian Bug Zapper
Race = Barbarian
Kill Tempest, receive a fire Dragon 71: Off with his head...
Race = High Elves
Kill Lunarion, receive a swamp Dragon 72: Tremors!
Race = Swarm
Kill Lord Melkor, receive a storm Dragon 73: Drong the Ogre
Race = Ogre
Kill 8 Faerie Dragons, receive the item "Vampire's key" 74: Drong the Ogre
Race = Ogre
Kill 1 Pyrohydra, receive the item "Vampire's banner" 75: Drong the Ogre
Race = Ogre
Kill 3 Pterodactyls, receive the item "Vampire's tome" 76: Drong the Ogre
Race = Ogre
Kill a Wyvern, receive the item "Vampire's crown" 77: Drong the Ogre
Race = Ogre
Kill a Scorpionpriest, receive the item "Vampire's cloak" 78: Putrid Catapult
Race = Swarm
Kill 7 enemies, receive a Bone Catapult 79: Cult of Kargoth
Race = Dark Elf
Destroy 3 buildings, receive 3 Sorcerors 80: Feast for a Lord
Race = Swarm
Kill 18 enemies, receive 8 Scorpions 81: A Giant Fight
Race = Giant
Kill a Giant, receive a Giant 82: Minotaurs
Race = Minotaur
Kill 18 enemies, receive 5 Minotaurs 83: Wasp Hive
Race = Nature
Obtain a Nest level 1, receive 14 Wasps 84: Rouge Goblins
Race = Goblin
Pay 400 gold, receive a Ballista 85 - 89: The Imp's Game
Race = Daemon
Secret quest - receive 1000 of each resource and an Ancient Wisp 90: Blood and Resistance
Race = Dark Elf
Kill 20 enemies, receive the skill "Dark ward II" 91: Goblin Shaman
Race = Goblin
Pay 700 crystal, receive a Goblin Shaman 92: Crossbows
Race = Orc
Kill 4 Dwarven crossbows, receive 4 Kobold Snipers 93: A Mysterious Riddle
Race = Non
Answer a riddle, receive the skill "Order of the grail" (double exp from quests) 94: The Naga's Riddle
Race = Ssrathi
Answer a riddle, receive the skill "Summoning mana I" (150% mana regen) 95: Gangland
Race = Minotaur
Kill 8 Gnolls, receive 6 Gnolls 96: The Nightmare's Shoes
Race = Daemon
Pay 300 metal, receive a Nightmare 97: Dark Rising
Race = Dark Elf
Pay 800 crystal, receive 8 Dark Infantry 98: Gifts of Chaos
Race = Daemon
Kill 2 enemy Heroes, receive the skill "Mithril" (+5 damage, +15 armor for all troops) 99: Build a Basilisk
Race = Non
Pay 300 stone, receive a Basilisk 100: A Longbow without a Longbow
Race = High Elf
Pay 500 gold, receive a Longbow and the skill "Bowyer" (+2 range for Human / Dwarf / Elf archers) 101: The Impossible Kobold ***
Race = Orc
Kill an Orc hero, receive a maxed level Kobold! 102: Iron within, Iron without
Race = Dark Dwarf
Pay 500 metal, receive an Iron Golem 103: Lightning Assassin
Race = Ssrathi
Kill a hero in a stupidly fast time, receive a Lizard rider, 500 of each resource, the item "Orb of Ertheria" and the skill "Mind link" 104: The Harpy's Riddle
Race = Undead
Answer a riddle, receive the item "Tome of Utter Darkness" 105: Archliche and the Insects
Race = Undead
Kill 2 Mystics, receive 10 Husks 106: Fire in the Hole!
Race = Swarm
Pay 500 metal, receive 4 Scarabs 107: Moving Out
Race = Dark Dwarf
Convert 5 buildings, receive 2 Hellbores 108: The Ogre's Bet
Race = Ogre
Kill 6 enemies, receive 600 stone 109: Stone into Gold
Race = Giant
Pay 500 stone, receive 500 gold 110: The Gobshooter
Race = Orc
Kill 10 Goblins, receive an Orc and a Gobshooter 111: Death to the Knight lord
Race = Dark Elf
Kill a Knight Lord, receive 500 gold and 500 metal 112: Beaten by Faith
Race = Undead
Destroy a Cathedral, receive 800 gold and 800 crystal 113: Fairies in a Bottle
Race = Daemon
Kill 20 Sylphs, receive the item "Ring of Resurrection" 114: Swords for the Experiment
Race = Non
Kill 6 Dancing Swords, receive 750 crystal 115: Frozen Trolls
Race = Orc
Kill an Ice Maiden, receive 2 Trolls 116: Topple the Fey Towers!
Race = Ssrathi
Destroy 5 Fey Crystal towers, receive 850 gold, 850 crystal and the item "Golem hammer" 117: The Collector
Race = Non
Kill a Leprechaun, receive 200 of each resource 118: The Restless Spirit
Race = Non
Kill a Storm Dragon, receive 8 Shadows 119: Pegasus Feathers
Race = Goblin
Kill a Pegasus. receive 500 gold and 50 crystal 120: Next for the Gobshooter!
Race = Goblin
Destroy a Gobshooter, receive a Goblin Chief 121: To Slay a Banshee
Race = Dwarf
Kill a Banshee, receive 7 Dwarven Infantry 122: Looters!
Race = Non
Pay 800 gold, receive 300 metal, 700 stone and 450 crystal 123: The Elementalist
Race = Non
Kill 5 Imps, learn a random spell 124: Barbarian Warrior
Race = Barbarian
Pay 400 gold, receive the item "Theiran Axe" 125: Forward Base
Race = Dark Elf
Convert 4 enemy buildings, receive 400 gold, 400 stone and 400 metal 126: The Illusionist
Race = Non
Pay 400 crystal, receive 6 Swordsmen 127: The Big Friendly Giant
Race = Giant
Kill 2 Ogres, receive the skill "Morale I" (+3 Morale) 128: Altar of Sartek
Race = Minotaur
Build an Altar of Sartek, receive the skill "Lore 2" (+20xp to newly produced infantry) 129: Melkor's Curse
Race = Swarm
Build a Tomb, receive the skill "Melkor's curse" (doubles the effect of poison across the map) 130: Troll Ring
Race = Non
Kill a Troll, receive the item "Troll ring" 131: The Wizard's Riddle
Race = Non
Answer a riddle, receive a Sorceror 132: An Honorable Death
Race = Minotaur
Kill a Celestial Dragon, receive a Minotaur King 133: Frozen Mausoleum
Race = Undead
Kill a Frost Dragon, receive the item "Bane's crown" 134: The Restless Dead
Race = Non
Kill a Zombie, receive 275 gold 135: The Unexpected Inquisition
Race = Orc
Kill an Inquisitor, receive 8 Orcs 136: Instability
Race = Daemon
Build a Portal, receive a Daemon 137: Excess Stock
Race = Dark Dwarf
Build 5 Supply Depots, receive 1000 gold and 1000 metal 138: Armor of the Moonguard
Race = Nature
Kill a Moonguard, receive the item "Armor of Brilliance" 139: The Forgetful Wizard
Race = Non
Answer a question, receive the item "The Stinger" 140: Redundant Miners
Race = Non
Kill an Ancient Wisp, receive 500 crystal 141: A Queen's poison for a King
Race = Non
Kill 3 Queen Spiders, receive 500 gold 142: The Sundial
Race = Non
Pay 400 metal, receive 500 stone Obtainable units: //// Knight \\\\
- Swordsman
- Knight
- Knight Champion
- Knightlord
- Dancing Sword
- Sirian
- Knight Hero //// Dwarf \\\\
- Dwarven smith
- Dwarf Runner
- Dwarf Infantry
- Dwarven Crossbow
- Khazrimi guard
- Dwarf lord //// Undead \\\\
- Zombie
- Skeleton
- Wrath
- Shadow
- Wight
- Slayer Knight
- Doom Knight
- Liche
- Vampire //// Barbarian \\\\
- Thrall
- Barbarian
- War Dog
- Rider
- Warlord
- Reaver //// Minotaur \\\\
- Minotaur
- Axe thrower
- Gnoll
- Basilisk
- Minotaur Shaman
- Minotaur King //// Orc \\\\
- Kobold
- Kobold Sniper
- Orc
- Troll
- Wolfrider //// High Elf \\\\
- Iceguard
- Longbow
- Dragon Knight
- Ice maiden
- Moonguard
- High Elven Hero //// Wood Elf \\\\
- Gladewarden
- Woodrider
- Elven Hunter
- Treant
- Ancient Treant
- Druid //// Dark Elf \\\\
- Spider
- Dark Infantry
- Assassin
- Sorceror
- Spider Priestess //// Fey \\\\
- Spriggan
- Sprite
- Pixie
- Unicorn
- Banshee //// Dark Dwarf \\\\
- Stone Golem
- Iron Golem
- Bronze Golem
- Firebomb
- Dark Dwarf Hero //// Daemon \\\\
- Imp
- Succubus
- Reaper
- Nightmare
- Daemon //// Empire \\\\
- Pikeman
- Halberdier
- Archer
- Mercenary
- White mage
- Red Mage
- Black mage //// Plague lord \\\\
- Ghoul
- Gazer
- Eye of flame
- Cyrohydra
- Plague Priest //// Ssrathi \\\\
- Snakeman
- Snake Priest
- Lizard Rider
- T-Rex
- Naga //// Swarm \\\\
- Husk
- Scarab
- Scorpion
- Scorpionman
- Scorpionpriest //// Ogre \\\\
- Ogre //// Goblin \\\\
- Goblin
- Goblin Chief
- Goblin Shaman
- Gobshooter //// Dragon \\\\
- Fire Dragon
- Swamp Dragon
- Frost Dragon
- Storm Dragon
- Celestial Dragon
- Dragonliche //// Giant \\\\
- Giant //// Siege weapon \\\\
- Ballista
- Catapult
- Bone Catapult
- Battering Ram
- Hellbore //// Flyer \\\\
- Bat
- Eagle
- Wasp
- Lightning Hawk
- Dragonfly
- Phoenix
- Pegasus
- Griffon
- Harpy
- Wyvern //// Allies \\\\
- Cow
- Sheep
- Air Elemental
- Earth Elemental
- Fire Elemental
- Water Elemental
- Guardian Skull
- Archon
- Eye of Oros
- Ancient Wisp Race specific targets (things to kill / destroy): //// Knights \\\\
- Squire
- Knight
- Knightlord
- Dancing Sword
- Inquisitor
---------------
- Cathedral //// Dwarf \\\\
- Axemen
- Crossbow
- Dwarf Lord
---------------
- Armory
- Citadel level 5 //// Undead \\\\
- Zombie
- Skeleton
- Wrath
- Liche
- Vampire
---------------
- Graveyard //// Barbarian \\\\
- Thrall
- Warlord
---------------
- Altar of Tempest
- Chieftain's hut //// Minotaur \\\\
- Basilisk
- Gnoll
- Minotaur King
- Minotaur hero
---------------
- Arena //// Orc \\\\
- Kobold
- Orc
- Wolfrider
- Troll
- Orc hero
---------------
- Prison //// High Elf \\\\
- Manticore
- Mystic
- Ice Maiden
- Moonguard
---------------
- Merchant //// Wood Elf \\\\
- Woodrider
- Treant
---------------
- Tree of life
- Magic well //// Dark Elf \\\\
- Queen Spider
- Sorceror
- Assasin
- Blackguard
---------------
- Void
- Tree of pain //// Fey \\\\
- Sylph
- Sprite
- Leprechaun
- Banshee
---------------
- Crystal Tower //// Dark Dwarf \\\\
- Stone Golem
- Flame Cannon
---------------
- Siege Workshop
- Furnace level 5 //// Daemon \\\\
- Imp
- Salamander
- Nightmare
- Daemon
---------------
- Portal //// Empire \\\\
- Pikeman
- Elephant
- White Mage
- Red Mage //// Plague Lord \\\\
- Ghoul
- Phyrohydra
- Plague Priest
---------------
- Plague pile //// Ssrathi \\\\
- Triceratops
- Pterodactyl
- Naga
- Ssrathi hero //// The Swarm \\\\
- Scorpion
- Scorpionpriest
---------------
- Shrine of Melkor
- Watcher //// Ogre \\\\
- Ogre //// Goblin \\\\
- Goblin
- Goblin Shaman
- Gobshooter //// Dragon \\\\
- Fire Dragon
- Frost Dragon
- Swamp Dragon
- Storm Dragon
- Celestial Dragon
- Dragonliche //// Giant \\\\
- Giant //// Flyers \\\\
- Firebat
- Griffon
- Wyvern
- Pegasus //// Allies \\\\
- Fire elemental
- Water elemental
- Air elemental
- Earth elemental
- Ancient Wisp
---------------
- Infernal Temple
- Snake Temple
- Gold mine level 3
- Quarry level 3
New set of Terrain tiles by Kharn
/////Kharn Pak 1 stuff\\\\\ Grass Bridges from WBC2,
Snow Bridges based on WBC2's grass bridges,
Ruined church from WBC1, /////Kharn pak2 stuff\\\\\ Ruined dirt building from WBC1,
Desert coasts, (Slightly tinkerd with in Kharn pak2 DC)
Grass paving tiles from WBC1, (Slightly tinkerd with in Kharn pak2 DC)
The massive, well loved grass chasm from WBC1,
Grass rivers from WBC1, /////Kharn pak2DC stuff (new)\\\\\ Flat desert to grass so you can make a beach effect without the cliff, Note that with this set you'll also get another standard desert tile, use this tile for your beaches as it has the same height as the grass allowing you to build ontop of the grass - desert transition. The desert coasts also have this same height.
Desert sand dunes from WBC1 but merged to the WBC3 desert terrain.
Desert oasis tiles from both WBC1 and WBC2,
Desert pyramid from WBC2 (although it first appeared in WBC1 as a quest building)
The WBC1 platform stage tiles. I've also added in a stage to upper stage allowing you to build a pyramid out of this.
A water pool for the stage platform (The water used in this tile is merky and wont transition to the normal water tiles although it is nontheless treated as water)
Flat rock to grass, this was essentially just experimenting but its always there to be used Note since rock terrain is considered lower then grass - you wont be able to place a building that crossess both the grass and rock transition.
Rock rivers, the WBC1 rivers but on WBC3's rock tiles,
Grass to rock river transitions (both for the flat rock to grass and the grass cliff to rock)
Mountian lake and rivers, allowing you to have a lake in the mountains where the rivers comes from. There are also some test lakes that are still in the package but I couldn't be bothered to remove them, you can still use them but they're not very good. Bugs: Due to some kind of limitation in the unmodded game's editor, you cannot open most of the tile sets near the bottom end of the list. This does NOT mean the game can't use them, it just means when making a map you wont be able to open some tile packs.
However, there is a version modd for WBC3 taking the game to 1.035 made by Ahatch, this modd has this editor bug fixed which allows you to build maps in it using all the tile sets with no problems. Whether or not you actually want this mod, you could always just download it to build the maps through it and then just polay the maps in your normal 1.03 or 1.03.23 game or what ever you have...
Unfortunately I don't have a link for the site but more than likely this pack will actually be hosted on that site!!!! (or the battle-field forums which will have a link to the site in the thread where this was downloaded) Oh yeah - I've thrown in some limited eddition maps of mine taking advantage of these new tiles giving you examples of how to use them.
I've also thrown in a remake of the WBC1 classic map "A land divided" remade by Mattigar (I think?) and then edited to include these new (well old) tiles to recreate the old map to an almost accuate replica!
Place these maps in the WBC3\scenario folder - the one found in you "My documents" folder. Final note, some of these maps provided do use new features from the "WBC1 imported features pak" These too will be found on Ahatches site.
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