Enhances the
adventure map Tavern with a card game that lets the hero win gold if he or she
gets lucky. In each game there will be from 2-5 players. You can choose a low
or high stake which will determine the amount of gold you can win or lose. A
hero's luck increases the odds of winning but if he or she gets too lucky or
wins too many games there are consequences. Winning the grand prize also gives
the hero a magical pendant.
If object replacement is selected, Taverns may replace some of the following:
Medusa Stores, Cyclops Stockpiles, Naga Banks, Temples, War Machine Factories,
Faerie Rings, Swan Ponds.
Script
14 - Altar of Transformation
The Altar of
Transformation will transform all troops in a hero's army into different troops
of the same level. The transformed creatures will all be native to the hero's
town type unless all troops in the hero's army are already native. In this case,
the transformed troops will all be native to a random town type instead.
If
object replacement is selected, Altars of Transformation may replace some of
the following: Medusa Stores, Cyclops Stockpiles, Naga Banks, Temples, War
Machine Factories, Faerie Rings, Swan Ponds.
Script
15 - Mysterious Creature Dwelling
In Mysterious Creature Dwellings (MCDs), heroes may recruit seven different
stacks of creatures (only one visit per hero). The offered creatures are
calculated randomly and based on the hero's class and the current date in the
game.
If object replacement is selected, Mysterious Creature Dwellings may replace
some of the following: Dwarven Treasuries, Mystical Gardens, Crypts.
Script
16 - Battle Academy
The Battle Academy does three things: it can improve your Attack and Defense
skills, it can improve or teach you a new secondary skill for 3000 gold, or for
some extra gold teach you a new one if your skill slots are full! It also sells
artifacts. The skills and artifacts are chosen randomly at the start of each
players turn, and there's only one of each available each turn. Each hero can
only buy one thing a day.
If object replacement is selected, Battle Academies may replace some of the
following: Dragon Utopias.
Script
17 - Potion Fountains
The enchanted water of
three kinds of Magic Fountain provide bonuses when drunk before a combat.
- A Hydromel Potion from the Fountain of Fortune increases attack and defense.
- The Berserker Potion from Valhalla's Fountain increases attack and luck but
prevents the drinker from casting spells.
- Venus's Blessing increases morale and luck.
If object replacement is selected, Valhalla Fountains may replace some of the
following: Level 1 Magic Shrines, Learning Stones, Witch Huts, Windmills.
If object replacement is selected, Venus's Fountains may replace some of the
following: Dwarven Treasuries, Mystical Gardens, Crypts.
Script
18 - Alms House
Alms Houses help the poor and unfortunate with small gifts of gold or
resources, and possibly also skill points or experience for heroes who are just
starting out.
If object replacement is selected, Alms Houses may replace some of the
following: Level 1 Magic Shrines, Learning Stones, Witch Huts, Windmills.
Script
19 - Masters of Life
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.
Script
20 - Week of Monsters
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.
In the WoGify menu you can also cause:
- resource weeks to produce resource piles
- monster weeks to spawn wandering monsters
- monster weeks to spawn stationary monsters
- Refugee Camps to synchronize with the current monster week
Script
21 - Freelancer's Guild
This adds a new
function to the Freelancer's Guild as well as placing several on the map.
Guilds will hire out stacks of freelance monsters (at good rates) that move slowly
towards enemy heroes and towns.
As time goes on in the game, the freelance monster stacks available for hire
will increase in size. The cost of hiring a stack is 25% of the normal cost of
recruitment. Stacks won't move until the second turn after they have been hired
and are unable to move across water or between levels. If the enemy is on
another map level, the stack won't move until the enemy reaches the monster's
map level. If the freelancers are attacked by the hiring hero, they will
quickly disperse.
If object replacement is selected, Freelancer's Guilds may replace some of the
following: Dwarven Treasuries, Mystical Gardens, Crypts
Script
22 - Monster Mutterings
This script adds random text and dialogue to all monster
stacks when they're attacked. Most of it is quite silly and all of it is just
for fun.
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 must be enabled for the disabling
feature to work.
Script
23 - Sorcery Enhancement I
This script
enhances the Sorcery secondary skill.
- 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.
Script
24 - Enhanced Hint Text Script
This script enhances the information you see when you
right-click on a dwelling. If you or an allied player own the dwelling, you'll
be shown how many creatures are still available to be hired there. If the
dwelling is unowned or owned by another non-allied player, you'll just be shown
the standard information.
Script
25 - Map Options
This
script sets up various map options according to what's been chosen in the
WoGify Options by the player. You can activate/deactivate each one
individually.
1. Towns start without Forts
2. Towns start without Forts only for Human Players
3. Remove all Cartographers and replace them with Covers of Darkness
4. Spell Banning (you can ban several spells individually in the WoGify menu)
5. Artifact Banning (you can ban several artifacts individually in the WoGify
menu)
6. Towns may be renamed (click on the town name in the town screen)
7. Universal Creature Upgrades (creatures may be upgraded in any upg. dwellings
of the same level - f.e. upgrading gremlins at upg. centaur stables)
8. Buy All Creatures button (click on the castle icon in your town screen,
creatures are bought starting from the highest level)
9. Extended Creature Upgrades *
10. Hero Renaming (click on your hero name in the hero screen)
11. Display hero's available Movement Points (right-click on the 'move
hero'icon or right-click on the movement bar next to the hero in the hero list)
12. Display Hidden Secondary Skills (click on the experience icon in your hero
screen, you can also swap hidden skills with visible skills)
13. Display hero's available Spell Points (right-click on the spell point bar
next to the hero in the hero list)
14. Rewriteable signs, plus display sign text when right-clicked if already
visited
15. Message Disabling (right-click on the 'system options' icon in the
adventure screen)
16. Choose Commander class when recruiting him/her
17. Enable Extension Heroes
18. Disable Autosave option
19. Select Neutral Town Types (when selected, a dialogue box appears at map
start that lets you exclude up to 8 town types for neutral towns)
20. Build Twice a Day in Towns
21. Quick Combat option for every battle (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.)
22. Warlord's Banner: Quick Select (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.)
23. Hero and Town List Reordering (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)
* Extended Creature Upgrades:
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 Zealots
Archangels --> Supreme Archangels
Grand Elves --> Sylvan Centaurs
Gold Dragons --> Diamond Dragons
Master Gremlins --> Santa Gremlins
Iron Golems --> Gold Golems
Gold Golems --> Diamond Golems
Titans --> Lords of Thunder
Arch Devils --> Antichrists
Zombies --> Mummies
Ghost Dragons --> Blood Dragons
Black Dragons --> Darkness Dragons
Ancient Behemoths --> Ghost Behemoths
Chaos Hydras --> Gorynyches
Gorynyches --> Hell Hydras
Storm Elementals --> Air Messengers (Hill Forts only)
Magma Elementals --> Earth Messengers (Hill Forts only)
Energy Elementals --> Fire Messengers (Hill Forts only)
Ice Elementals --> Water Messengers (Hill Forts only)
Phoenixes --> Sacred Phoenixes
Sharpshooters --> Arctic Sharpshooters
Arctic Sharpshooters --> Lava Sharpshooters
Enchanters --> Sorceresses
Sorceresses --> Enchanters
Hell Steeds --> Nightmares
Script
26 - Artificer
The Artificer is
a special blacksmith who is able to upgrade or change many of your artifacts.
Upgrading an Artifact takes 100 movement points and the Artificer is only able
to upgrade or change two Artifacts each day, but the second will be double the
price. The Artificer has an option which describes his services more in detail.
If object replacement is selected, Artificers may replace some of the
following: Dwarven Treasuries, Mystical Gardens, Crypts.
Script
27 - Spell Book
Spell Books
found on the adventure map contain several spells of different levels. Heroes
with greater luck and wisdom may get more powerful spells.
If object replacement is selected, Spell Books may replace some of the
following: Spell Scrolls.
Script
28 - School of Wizardry
The school of wizardry does many things: it can improve your Spell Power or
Knowledge stats, it can improve or teach you a new secondary skill for 3000
gold, or for some extra gold teach you a new one if your skill slots are full!
It can also copy spells from scrolls to your spellbook or teach you a new spell
for an amount of gold depending of how good the spell is. Both the spells and
skills are chosen randomly at the start of each players turn, and there's only
one of each available each turn. If the hero is without a spellbook, and wants
to get a spell, it also supplies those for 250 gold. Each hero can only buy one
thing each day.
If object replacement is selected, Schools of Wizardry may replace some of the
following: Imp Caches, Griffin Conservatories, Rally Flags, Prisons, Marletto
Towers.
Script
29 - New Chest I
This new type of
treasure chest will replace some regular treasure chests on the map.
It may contain two artifacts, a choice of resources or a primary skill point,
or it could even be the option of upgrading some of your troops. If object
replacement is selected, New Treasure Chests may replace some of the following:
standard Treasure Chests.
Script
30 - Adventure Cave
There are
several types of Adventure Cave and several possible encounters within each.
Encounters include rogues, hermits, monsters and more. Adventure Cave combats
are made more interesting with custom battlefields and setups. Some hermits
will teach heroes new unique abilities after several lessons, and Rogues can
sometimes be negotiated with. These are just a few of the exciting things
you'll find in the mysterious Adventure Caves.
If object replacement is selected, Adventure Caves may replace some of the
following: Dwarven Treasuries, Mystical Gardens, Crypts.
Script
31 - New Chest II
This new type of
treasure chest will replace some regular treasure chests on the map. It may
contain gold and the choice of a spell scroll or mana, or a choice between two
comprehensive tomes of secondary skill expert knowledge, or it could even be a
deed to an unowned mine.
If object replacement is selected, New Treasure Chest 2s may replace some of
the following: standard Treasure Chests.
Script
32 - Summoning Stones
The Summoning
Stones let a hero summon a single stack of troops from any of his or her towns
once per day. If the troops haven't been bought yet, they can be purchased for
the usual price. If they're in the garrison, they're transported for free. If a
player has more than 11 towns, the additional towns will not be available
through the Summoning Stones.
If object replacement is selected, Summoning Stones may replace some of the
following: Schools of War.
Script
33 - Living Scrolls
Enhances many of
the combat Spell Scrolls, giving them a chance each round of combat (after the
first) of casting their spell themselves. The chance of a Living Scroll casting
its spell is 20% times the number of Living Scrolls equipped. Only one Living
Scroll will cast its spell each round.
The following spells are not available as Living Scrolls: adventure spells,
Animate Dead, Clone, Death Ripple, Destroy Undead, Dispel, Resurrection,
Sacrifice, Summon Elemental spells.
Script
34 - Cards of Prophecy
Whenever a hero
enters battle with the Cards of Prophecy equipped, a random effect upon the
hero's primary stats occurs, in addition to the normal luck bonus. It can be a
bonus, a penalty or a complete mix-up.