| ID | Name | Image | Min level | Max level | Chance of guard presence | Type | Booty (site) | Booty (with guards) | Difficulty | Works when hidden | Works when guarded | Works when not guarded | Can be entered | Disappears after leaving | Plains | Forests | Hills | Swamps | Description (guarded) | Description (not guarded) | Guards | Dialog | Encounter | Characteristics |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Iron Deposit | ![]() |
1 | 3 | 40 | resource/special | -20 | 0 | 0 | no | no | yes | no | no | 0 | 0 | 1 | 0 | If you defeat the guards, your workers will be able to mine iron here. | Grants resource: Iron. Income +1. |
Orcs (3) Undead (2) Retinue (1) |
The hero %s has reached an iron deposit. Unfortunately, he is not the first to have found it - a group of guards is standing nearby.
Number of enemies: %d.
The following units were spotted among the enemies: %s.
What are your orders, Master?
The hero %s has reached an iron deposit. Unfortunately, he is not the first to have found it - a group of guards is standing nearby. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Deposit of the resource Iron Increases the income: gold by 1, crystals by 0 |
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| 2 | Red Oakwood | ![]() |
1 | 3 | 40 | resource/special | -20 | 0 | 0 | no | no | yes | no | no | 0 | 1 | 0 | 0 | If you defeat the guards, your workers will be able to harvest redwood here. | Grants resource: Redwood. Income +1. |
Brigands (2) Wolves (1) Forest Guards (3) |
The hero %s has reached a redwood grove. Unfortunately, it won't be possible to start gathering the valuable wood yet - the grove is already inhabited.
Number of enemies: %d.
The following units were spotted among the enemies: %s.
What are your orders, Master?
The hero %s has reached a redwood grove. Unfortunately, it won't be possible to start gathering the valuable wood yet - the grove is already inhabited. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Deposit of the resource Redwood Increases the income: gold by 1, crystals by 0 |
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| 3 | Horse Herd | ![]() |
1 | 3 | 50 | resource/special | -20 | 0 | 0 | no | no | yes | no | no | 1 | 0 | 0 | 0 | If you defeat the guards, your workers will be able to breed horses here. | Grants resource: Horses. Income +1. |
Barbarians (1) |
The hero %s has approached a herd of wild horses. The local inhabitants consider it theirs, so you'll have to deal with the savages before you can start breeding the horses.
Number of enemies: %d.
The following units were spotted among the enemies: %s.
What are your orders, Master?
The hero %s has approached a herd of wild horses. The local inhabitants consider it theirs, so you'll have to deal with the savages before you can start breeding the horses. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Deposit of the resource Horses Increases the income: gold by 1, crystals by 0 |
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| 4 | Mandrake Glade | ![]() |
1 | 3 | 30 | resource/special | -20 | 0 | 0 | no | no | yes | no | no | 0 | 0 | 0 | 1 | If you defeat the guards, your workers will be able to collect mandrake here. | Grants resource: Mandrake Gem income +1. |
Goblins (3) Sabbath (1) |
The hero %s has found a mandrake glade. The swamp inhabitants living here consider this area theirs, so you'll have to fight them for access to this valuable resource.
Number of enemies: %d.
The following units were spotted among the enemies: %s.
What are your orders, Master?
The hero %s has found a mandrake glade. The swamp inhabitants living here consider this area theirs, so you'll have to fight them for access to this valuable resource. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Deposit of the resource Mandrake Increases the income: gold by 0, crystals by 1 |
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| 5 | Shimmering Bogs | ![]() |
2 | 4 | 40 | resource/special | -20 | 0 | 0 | no | no | yes | no | no | 0 | 0 | 0 | 1 | If you defeat the guards, your workers will be able to produce arcanite here. | Grants resource: Arcanite. Gem income +2. |
Goblins (1) Swamp Creatures (1) Swamp Dwellers (1) Medusas (2) Slugs (1) Dark Druids (1) Death Servants (1) Monstrologists (1) |
The hero %s has found a slough glimmering with a strange light. It seems that there is a rich arcanite deposit at the bottom of the slough, but before you can start mining, you'll have to clear this place of hostile creatures.
Number of enemies: %d.
The following units were spotted among the enemies: %s.
What are your orders, Master?
The hero %s has found a slough glimmering with a strange light. It seems that there is a rich arcanite deposit at the bottom of the slough, but before you can start mining, you'll have to clear this place of hostile creatures. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Deposit of the resource Arcanite Increases the income: gold by 0, crystals by 2 |
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| 6 | Marble Deposit | ![]() |
2 | 4 | 40 | resource/special | -20 | 0 | 0 | no | no | yes | no | no | 0 | 0 | 1 | 0 | If you defeat the guards, your workers will be able to quarry marble here. | Grants resource: Marble. Income +2. |
Orcs (2) Dark Elves (2) Dwarves (2) Slavedrivers (2) Gargoyles (2) Skeletal Pack (1) |
The hero %s has found a marble deposit. Unfortunately, he is not the first to have found it - a group of guards is standing at the foot of the hill.
Number of enemies: %d.
The following units were spotted among the enemies: %s.
What are your orders, Master?
The hero %s has found a marble deposit. Unfortunately, he is not the first to have found it - a group of guards is standing at the foot of the hill. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Deposit of the resource Marble Increases the income: gold by 2, crystals by 0 |
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| 7 | Mithril Deposit | ![]() |
2 | 4 | 40 | resource/special | -20 | 0 | 0 | no | no | yes | no | no | 0 | 0 | 1 | 0 | If you defeat the guards, your workers will be able to mine mithril here. | Grants resource: Mithril. Income +3. |
Dark Elves (1) Dwarves (1) Slavedrivers (1) Gnolls (1) |
The hero %s has found a mithril deposit. Unfortunately, he is not the first to have found it - a party of guards is standing nearby.
Number of enemies: %d.
The following units were spotted among the enemies: %s.
What are your orders, Master?
The hero %s has found a mithril deposit. Unfortunately, he is not the first to have found it - a party of guards is standing nearby. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Deposit of the resource Mithril Increases the income: gold by 3, crystals by 0 |
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| 8 | Dionite Thicket | ![]() |
4 | 7 | 70 | resource/special | -20 | 0 | 0 | no | no | yes | no | no | 0 | 1 | 0 | 0 | If you defeat the guards, your workers will be able to produce dionium here. | Grants resource: Dionium. Income +3. Gem income +2. |
Elves (1) Forest Guards (1) Dark Druids (1) Druids (1) Monstrologists (1) |
The hero %s has found a dionite thicket. It looks like you'll have to fight for the right to gather the fruits of these magic trees, though.
Number of enemies: %d.
The following units were spotted among the enemies: %s.
What are your orders, Master?
The hero %s has found a dionite thicket. It looks like you'll have to fight for the right to gather the fruits of these magic trees, though. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Deposit of the resource Dionium Increases the income: gold by 3, crystals by 2 |
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| 9 | Black Lotus Marsh | ![]() |
4 | 8 | 80 | resource/special | -20 | 0 | 0 | no | no | yes | no | no | 0 | 0 | 0 | 1 | If you defeat the guards, your workers will be able to collect black lotus flowers here. | Grants resource: Black Lotus. Gem income +3. |
Swamp Creatures (2) Swamp Dwellers (1) Demons (2) Dark Druids (2) Medusas (3) Hell Cohort (2) Demonologists (1) Death Servants (1) Monstrologists (1) |
The hero %s has approached a slough with black lotuses blooming all over its surface. It looks like you'll have to fight for the right to gather these magic flowers, though.
Number of enemies: %d.
The following units were spotted among the enemies: %s.
What are your orders, Master?
The hero %s has approached a slough with black lotuses blooming all over its surface. It looks like you'll have to fight for the right to gather these magic flowers, though. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Deposit of the resource Black Lotus Increases the income: gold by 0, crystals by 3 |
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| 10 | Ancient Crypt | ![]() |
1 | 8 | 100 | normal | 0 | 6 (1-12) | 0 | no | no | no | no | yes | 65 | 65 | 65 | 65 | Ancient tombs often contain valuable treasures. | No description | Undead (15) Death Servants (6) Giant Spiders (6) Dark Elves (6) Necromancers (8) Witch Circle (6) Adventurers (6) Slavedrivers (6) Slugs (6) Monster Catchers (2) Tomb Guardians (8) Skeletal Pack (4) Skeletal Guardian (1) | The hero %s approaches an ancient crypt. It looks like a burial vault of some ancient ruler or great warrior, and one is sure to find something valuable among the belongings of the deceased... and to encounter those guarding the peace of the dead, as well. Scouting results: Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 11 | Ancient Ruins | ![]() |
1 | 8 | 100 | normal | 0 | 6 (1-17) | 0 | no | no | no | no | yes | 90 | 90 | 90 | 90 | This used to be a city of the Ancients. Who knows - perhaps, the ruins are still guarding the secrets of their former dwellers? | No description | Undead (4) Goblins (4) Giant Spiders (4) Giants (3) Ogres (1) Cyclops (1) Adventurers (4) Alkaryl (4) Rebels (3) Horde of Shamans (2) Death Servants (2) Slugs (4) Ancient Guards (2) Siege Engineers (2) Pack of Ratmen (1) | The hero %s has approached the deserted ruins of a city of the Ancients. Often, an ancient artifact or some treasures hidden by the current occupants of the ruins can be found in such places. Scouting has revealed that the ancient ruins are not as deserted as they may have appeared at first sight. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 12 | Tower Ruins | ![]() |
1 | 8 | 100 | normal | 0 | 5 (1-13) | 0 | no | no | no | no | yes | 90 | 90 | 90 | 60 | Prisoners were usually locked up in the dungeons beneath such towers. Sometimes, the spoils of war were stored there as well. | No description | Brigands (4) Orcs (4) Rebels (3) Battlemages (4) Witch Circle (2) Gnolls (2) Dark Elves (3) Trolls (3) Horde of Shamans (2) Spellcasters (1) Slavedrivers (2) Lizardmen (3) Siege Engineers (2) Pack of Ratmen (1) | The hero %s has approached a half-destroyed ancient tower. The inhabitants of the old citadel have noticed him and are preparing for battle. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 13 | Abandoned Farm | ![]() |
1 | 4 | 100 | hidden | -1 | 4 (0-11) | 0 | no | no | yes | no | no | 25 | 0 | 0 | 0 | If you capture this old farm, it is well able to increase the province income by 1. | Once again, the farm is bustling with work. Income +1. |
Militia (4) Brigands (4) Barbarians (1) Goblins (4) Undead (4) Nomads (2) Rebels (3) Death Servants (3) Orcs (4) Halflings (4) Adventurers (3) Slugs (3) Gnolls (2) Alkaryl (3) Pack of Ratmen (2) Sabbath (2) Great Cyclops (1) | The hero %s has approached an old abandoned farm. As it turns out, the building is not empty - a party of guards is advancing in the hero's direction. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | Increases the income: gold by 1, crystals by 0 | |
| 14 | Old Windmill | ![]() |
2 | 5 | 100 | hidden | -1 | 4 (0-11) | 0 | no | no | yes | no | no | 20 | 0 | 0 | 0 | If you capture this old windmill, it is well able to increase the province income by 2. | This once abandoned mill is working again. Income +2. |
Militia (4) Barbarians (2) Goblins (4) Rebels (3) Nomads (2) Halflings (4) Demons (4) Adventurers (3) Gnolls (2) Hell Cohort (1) Skeletal Pack (2) Sabbath (2) Pack of Ratmen (2) | The hero %s has approached an old windmill. The abandoned fields around have not been tilled for a long time, and that's no wonder since the windmill is occupied by inhospitable hosts. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | Increases the income: gold by 2, crystals by 0 | |
| 15 | Silver Mine | ![]() |
1 | 5 | 100 | hidden | -1 | 4 (0-12) | 0 | no | no | yes | no | no | 0 | 0 | 18 | 0 | If you defeat the guards and start mining silver, it will increase the province income by 3. | Silver is mined here. Income +3. |
Orcs (4) Dark Elves (3) Dwarves (4) Dwarven Clan (3) Slavedrivers (3) Tomb Guardians (3) Runemasters (2) Horde of Shamans (2) Gnolls (2) Skeletal Pack (2) Rebels (1) Dungeon dwellers (1) | The hero %s has found an old silver mine. But it already belongs to someone, judging by the knocking noises of pickaxes coming from inside and the unfriendly guards at the entrance. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | Increases the income: gold by 3, crystals by 0 | |
| 16 | Gold Vein | ![]() |
2 | 8 | 100 | hidden | -1 | 4 (0-12) | 0 | no | no | yes | no | no | 0 | 0 | 5 | 0 | If you defeat the guards and start mining gold, it will increase the province income by 5. | Gold mining is an excellent source of income. Income +5. |
Orcs (4) Dark Elves (3) Dwarves (4) Dwarven Clan (3) Slavedrivers (3) Runemasters (2) Horde of Shamans (2) Gnolls (2) Skeletal Pack (2) Rebels (1) Dungeon dwellers (1) | The hero %s has tried to approach a gold-rich hill, but his way is blocked by a party of guards. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | Increases the income: gold by 5, crystals by 0 | |
| 17 | Gemstones | ![]() |
3 | 8 | 100 | hidden | -1 | 5 (0-14) | 0 | no | no | yes | no | no | 0 | 0 | 2 | 0 | If you defeat the guards and start gem extraction, it will increase the province income by 8 and the gem income by 1. | Gemstone mining brings you 8 gold and 1 gem per turn. | Orcs (5) Dark Elves (3) Dwarves (5) Dwarven Clan (4) Slavedrivers (3) Giants (4) Runemasters (2) Ogres (2) Cyclops (1) Gnolls (2) Skeletal Pack (2) Rebels (1) Dungeon dwellers (1) | The hero %s has tried to approach a hill rich in gems, but his way is blocked by a band of guards. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | Increases the income: gold by 8, crystals by 1 | |
| 18 | Abandoned Temple | ![]() |
1 | 8 | 100 | normal | 0 | 6 (1-12) | 0 | no | no | no | no | yes | 35 | 35 | 35 | 35 | This temple has long been abandoned. Something valuable surely must have been left behind by its former keepers. | No description | Undead (4) Demons (4) Clerics (7) Knightly Order (3) Inquisitors (5) Demonologists (2) Druids (3) Hell Cohort (3) Sabbath (2) Fanatics (3) Horde of Shamans (3) Death Servants (2) Dark Priestesses (2) | While searching for treasures, the hero %s has approached an ancient temple. This old shrine only seemed abandoned from afar - its guards have noticed the uninvited guest and are preparing for battle. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 19 | Mages Tower | ![]() |
1 | 8 | 100 | normal | 0 | 7 (2-13) | 0 | no | no | no | no | yes | 15 | 15 | 15 | 15 | Mages have cloistered themselves inside to perform their secret rituals and experiments. | No description | Battlemages (13) Witch Circle (7) Necromancers (4) Spellcasters (8) Dark Druids (4) Dark Priestesses (5) Demonologists (3) Drow Mages (2) Gargoyles (2) Elementals (2) Death Servants (2) Monstrologists (1) Elemental Spirits (2) | The hero %s has reached a strange-looking magic tower. Several mages have secluded themselves here, experimenting with forbidden sorcery. They must possess rare scrolls or powerful artifacts. But they'll never give them up without a fight. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #363 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 May contain quest Scroll %s with a probability of 50% |
| 20 | Primeval Thicket | ![]() |
1 | 8 | 100 | normal | 0 | 5 (1-13) | 0 | no | no | no | no | yes | 0 | 120 | 0 | 0 | Few dare venture in here. Who knows what sorts of secrets this forest may be keeping... | No description | Brigands (4) Elves (5) Giant Spiders (5) Forest Guards (5) Centaurs (4) Dark Druids (3) Wild Pegasi (4) Monster Catchers (2) Druids (3) Wolves (4) Bears (3) Monstrologists (1) Rebels (1) | The hero %s has headed into the wildest part of the local forest. The inhabitants of the thicket have noticed him and are getting ready to attack. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 21 | Dark Cave | ![]() |
1 | 8 | 100 | normal | 0 | 5 (1-13) | 0 | no | no | no | no | yes | 0 | 0 | 45 | 0 | Something glitters in the darkness of the cave. It could be gemstones. Or, more likely, some creatures' hungry eyes. | No description | Orcs (6) Winged Creatures (8) Demons (5) Dark Elves (4) Minotaurs (6) Slavedrivers (3) Wolves (6) Hell Cohort (3) Skeletal Pack (2) Horde of Shamans (2) Bears (3) Great Cyclops (1) Dark Priestesses (1) Rebels (1) Dungeon dwellers (1) | The hero %s has reached the entrance of a dark cave. This place is in bad repute with the locals for a reason - the cave is obviously inhabited, and its inhabitants don't look very friendly. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 22 | Monolith | ![]() |
1 | 8 | 100 | hidden | -1 | 5 (0-12) | 0 | no | no | yes | no | no | 10 | 15 | 15 | 25 | If you defeat the guards, this monolith will create 2 gems per turn for you. | Magical energy stored by the monolith increases your gem supply by 2 per turn. | Undead (5) Battlemages (5) Witch Circle (2) Necromancers (3) Dark Druids (3) Demonologists (3) Slavedrivers (2) Lizardmen (3) Dark Priestesses (2) Spellcasters (2) Death Servants (3) Gnolls (2) Horde of Shamans (2) Sabbath (2) Seekers Clan (1) | The hero %s has reached a monolith covered with ancient runes. These rocks are known to collect magical energy, which could be easily converted into magic gems. But you will first have to defeat its guards. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | Increases the income: gold by 0, crystals by 2 | |
| 23 | Lair of Bandits | ![]() |
0 | 0 | 100 | hidden | 1 | 7 (4-10) | 1 | yes | yes | no | no | yes | 0 | 0 | 0 | 0 | Decreases province income. The brigands who dwell in here may carry out plundering raids. | No description | Bandits (2) | The hero %s has reached a lair of brigands. From here, the scoundrels make their insolent raids on your settlement and send out small parties to rob traders. If you destroy this nest of vipers, the province's economy will be substantially improved. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Triggers the event #16 with the chance 80% Surely appears in the province with the type Brigand Outlaws Changes the gold income by -30% Triggers the event #689 with the chance 80% |
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| 24 | Gates of Chaos | ![]() |
5 | 12 | 100 | hidden | 1 | 11 (6-15) | 1 | yes | yes | no | no | yes | 0 | 0 | 0 | 0 | Decreases population growth. A host of demons might emerge from these gates and attack the province. | No description | Chaos Legion (1) | The hero %s has reached the terrible gates leading beyond the confines of the Creation. It's through portals like these the demons come into this world. If the gates are destroyed, Evil will have to find another way in. No wonder they are guarded by spawns of Chaos. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Guard level is always 2 Triggers the event #36 with the chance 50% Surely appears in the province with the type Lands of Chaos Changes the population growth by -2 |
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| 25 | Dragon's Lair | ![]() |
5 | 12 | 100 | normal | 4 | 17 (13-23) | 2 | no | yes | no | no | yes | 7 | 10 | 20 | 10 | Legends tell us about the countless treasures the dragons hoard. Few people ever dared to try and seize them, though. | No description | Dragon (4) Dragons (2) Wing of Dragons (1) | The hero %s has reached a gloomy dragon lair. Even outside, he can hear the heavy breath of the huge monster guarding its treasures. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Triggers the event #768 with the chance 10% |
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| 26 | Altar of Death | ![]() |
1 | 12 | 100 | hidden | 2 | 8 (3-14) | 2 | yes | yes | yes | yes | no | 0 | 0 | 0 | 0 | Decreases population growth. Spreads diseases. The undead, animated by local necromancers, might try to conquer the province. | Save the life of Death cultists, and you obtain control over the source of black magic and the ability to recruit a powerful undead. There is no guarantee however that necromancers can maintain continuous control of animated undead. Population growth -4. |
Necromancers (3) Witch Circle (3) Death Servants (2) Tomb Guardians (2) Skeletal Pack (1) | The hero %s has reached a dark altar of the god of Death. The ground around it is covered with human remains, a tribute to the constant sacrifices made here. Servants of the dark cult are preparing to repulse your party. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1009 |
Guard level is always 2 Triggers the event #56 with the chance 50% Triggers the event #8 with the chance 30% Surely appears in the province with the type Land of the Dead Changes the population growth by -4 Increases the income: gold by 0, crystals by 5 After the victory comes the encounter #1012 |
| 27 | Temple of Light | ![]() |
5 | 12 | 100 | normal | 2 | 7 (4-11) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | Temple of those who serve the Lord of Light. Its priests are skilled healers and famous fighters against evil. | No description | Clerics (3) Fanatics (1) | The hero %s has approached an ancient temple erected by an unknown race in time immemorial. It looks like they still worship some ancient deity in the temple, and a party of guards at the entrance indicates that it will be impossible to plunder the ancient shrine without a fight. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #237 |
Guard level is always 3 Changes the population growth by 2 |
| 28 | Empty | ![]() |
5 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 3 | 10 | 5 | 12 | No description | No description | Empty (1) | What luck! While exploring the province of %s, the hero %s found hidden treasure! | Give the standard treasure | |
| 29 | Experience | ![]() |
5 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 3 | 15 | 9 | 15 | No description | No description | Empty (1) | While exploring the province of %s, the hero %s met the Spirit of Knowledge. By communicating with this wise creature, the hero has gained invaluable experience. | Give 20+Level*10 experience | |
| 30 | Gold | ![]() |
5 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 3 | 12 | 15 | 12 | No description | No description | Empty (1) | While exploring the province of %s, the hero %s has found a hidden chest filled with coins. Your reward is %d gold. | Give 50+Level*50 gold | |
| 31 | Gems | ![]() |
5 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 3 | 14 | 9 | 15 | No description | No description | Empty (1) | While exploring the province of %s, the hero %s has found a hidden coffer of magic gems. Your supply of gems is increased by %d. | Give 20+Level*10 crystals | |
| 32 | Tanner Store | ![]() |
5 | 12 | 100 | normal | 0 | 5 (2-10) | 0 | no | yes | no | yes | yes | 1 | 2 | 1 | 1 | You can buy some leather armor or a quality belt in this shop. | No description | Halflings (1) Dwarves (2) Dwarven Clan (1) Retinue (2) | The hero %s has reached the tent of a tanner trading in different kinds of leather armor. It looks like the owner is afraid of robbers, so he keeps a significant company of guards around. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #309 |
Guard level is always 3 Shop selling items of type "Light Armor", with a level of up to 4 Shop with the price factor 300 and 9 items |
| 33 | Weapon Store | ![]() |
5 | 12 | 100 | normal | 0 | 5 (2-10) | 0 | no | yes | no | yes | yes | 2 | 1 | 1 | 1 | You can buy a weapon or a shield in this shop. | No description | Orcs (2) Dwarves (2) Dwarven Clan (1) Retinue (2) | The hero %s has reached the tent of a weaponsmith trading in melee weapons and shields. It looks like the owner is afraid of robbers, so he keeps a significant company of guards around. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #347 |
Guard level is always 3 Shop selling items of type "Melee Weapon", with a level of up to 5 Shop with the price factor 300 and 9 items |
| 34 | Archery Store | ![]() |
5 | 12 | 100 | normal | 0 | 6 (2-11) | 0 | no | yes | no | yes | yes | 1 | 2 | 1 | 1 | You can purchase a bow or a crossbow, or a spare quiver of arrows in this shop. | No description | Elves (2) Nomads (2) Retinue (2) | The hero %s has reached a small shop trading in ranged weapons and ammunition. It looks like the owner is afraid of robbers, so he keeps a significant company of guards around. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #349 |
Guard level is always 3 Shop selling items of type "Ranged Weapon", with a level of up to 4 Shop with the price factor 300 and 7 items |
| 35 | Sorcery Store | ![]() |
5 | 12 | 100 | normal | 0 | 6 (2-13) | 0 | no | yes | no | yes | yes | 1 | 1 | 1 | 2 | You can buy a magical wand or a sphere in this shop. The owner creates gargoyles for sale as well. | No description | Elves (3) Battlemages (3) Witch Circle (2) Dark Elves (1) Retinue (3) Slavedrivers (2) Spellcasters (2) Gargoyles (3) Seekers Clan (1) | The hero %s has reached a small strange-looking building. Judging by a sign over the door, they sell magic wands and spheres here, and a large party of guards at the entrance indicates that it will be quite difficult to obtain any goods for free. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #351 |
Guard level is always 3 Shop selling items of type "Wand", with a level of up to 4 Shop with the price factor 300 and 6 items |
| 36 | Chainmail Armory | ![]() |
5 | 12 | 100 | normal | 0 | 6 (2-12) | 0 | no | yes | no | yes | yes | 1 | 1 | 2 | 1 | You can buy chainmail armor in this shop. | No description | Dwarves (2) Dwarven Clan (1) Knightly Order (2) Retinue (2) | The hero %s has reached a small shop trading in different kinds of chainmail. It looks like the owner is afraid of robbers, so he keeps a significant company of guards around. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #353 |
Guard level is always 3 Shop selling items of type "Medium Armor", with a level of up to 4 Shop with the price factor 300 and 9 items |
| 37 | Plate Armory | ![]() |
5 | 12 | 100 | normal | 0 | 6 (2-12) | 0 | no | yes | no | yes | yes | 1 | 1 | 2 | 1 | You can buy heavy armor in this shop. | No description | Dwarves (2) Dwarven Clan (1) Knightly Order (2) Retinue (2) | The hero %s has reached a small shop trading in different kinds of plate armor. It looks like the owner is afraid of robbers, so he keeps a significant company of guards around. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #355 |
Guard level is always 3 Shop selling items of type "Heavy Armor", with a level of up to 4 Shop with the price factor 300 and 9 items |
| 38 | Tailor Store | ![]() |
5 | 12 | 100 | normal | 0 | 5 (2-11) | 0 | no | yes | no | yes | yes | 2 | 1 | 1 | 1 | You can buy all sorts of clothes in this shop. | No description | Halflings (2) Elves (2) Retinue (2) | The hero %s has reached the small tent of a tailor trading in outerwear. It looks like the owner is afraid of robbers, so he keeps a significant company of guards around. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #357 |
Guard level is always 3 Shop selling items of type "Clothing", with a level of up to 4 Shop with the price factor 300 and 9 items |
| 39 | Jewelry Store | ![]() |
5 | 12 | 100 | normal | 0 | 6 (2-11) | 0 | no | yes | no | yes | yes | 1 | 1 | 2 | 1 | You can buy rings, bracelets and amulets in this shop. | No description | Dwarves (4) Dwarven Clan (3) Elves (4) Retinue (3) | The hero %s has reached a sturdy stone building. Judging by a sign over the entrance, it's a jewelry shop. It looks like the owner is afraid of robbers, so he keeps a significant company of guards around. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #359 |
Guard level is always 3 Shop selling items of type "Jewelry", with a level of up to 4 Shop with the price factor 300 and 7 items |
| 40 | Knowledge Store | ![]() |
5 | 12 | 100 | normal | 0 | 6 (2-13) | 0 | no | yes | no | yes | yes | 1 | 1 | 1 | 2 | You can purchase spell scrolls in this shop. | No description | Battlemages (3) Necromancers (3) Dark Elves (2) Retinue (3) Gargoyles (2) Spellcasters (2) Slavedrivers (2) Alkaryl (2) | The hero %s has reached a building with a peaked roof. Judging by a sign over the entrance, it's a magic scroll shop. It looks like the owner is afraid of robbers, so he keeps a significant company of guards around. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #361 |
Guard level is always 3 Shop selling items of type "Spell Scroll", with a level of up to 4 Shop with the price factor 300 and 9 items |
| 41 | Arena | ![]() |
5 | 12 | 0 | normal | 0 | 4 (1-7) | 2 | no | no | no | yes | no | 3 | 1 | 2 | 1 | The heroes can participate in tournaments and bet on combatants on the arena. | The heroes can participate in tournaments and bet on combatants on the arena. | Empty (1) | While exploring the province of %s, the hero %s has found a hidden coffer of magic gems. Your supply of gems is increased by %d. | Arena | |
| 42 | Labyrinth | ![]() |
5 | 12 | 0 | normal | 0 | 4 (1-7) | 1 | no | no | no | yes | no | 3 | 1 | 2 | 1 | A mysterious, ancient structure. Great treasures - and great dangers - are concealed within its walls. Even if you are lucky enough to pass by the guards unnoticed, it's easy enough to get lost in the labyrinth. | A mysterious, ancient structure. Great treasures - and great dangers - are concealed within its walls. Even if you are lucky enough to pass by the guards unnoticed, it's easy enough to get lost in the labyrinth. | Empty (1) | The enemy has decided to assault your fortifications in the province of %s! | #381 | unknown |
| 43 | Fairy Tree | ![]() |
5 | 12 | 100 | normal | 2 | 9 (4-13) | 0 | no | yes | no | yes | yes | 0 | 8 | 0 | 0 | Fairies and other forest dwellers live in the branches of this magic tree. Word has it that the tree has a secret hollow where the fairies hide their treasures. | No description | Forest Guards (1) | The hero %s has reached a glade with a big magic tree towering in the middle. This enchanted place is a home to fairies and other forest folk, well able to stand up for themselves if necessary. It is rumored that the fey folk hoards countless riches. It is also said every day in their domain is a festival. Amazingly, both rumors seem pretty close to truth. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #401 | Surely appears in the province with the type Magical Forest |
| 44 | Harpy Nests | ![]() |
5 | 12 | 100 | normal | 2 | 9 (6-11) | 0 | yes | yes | no | yes | yes | 0 | 0 | 10 | 0 | Harpies have long inhabited these cliffs. These winged rogues often raid the neighboring settlements, bringing their loot back here. | No description | Winged Creatures (1) | The hero %s has reached a hill that has caught the harpies' fancy. These winged rogues often raid neighboring settlements in search of easy prey. They have plundered many valuables, but will most definitely not give them up easily. Everyone knows that harpies are greedy for gold, perhaps the hero will succeed in recruiting some of them into his party. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #410 |
Surely appears in the province with the type Empty Hills Triggers the event #586 with the chance 80% Changes the gold income by -10% |
| 45 | Troll Lair | ![]() |
5 | 12 | 100 | normal | 2 | 10 (7-13) | 2 | yes | yes | no | yes | no | 0 | 0 | 0 | 10 | Trolls lurk in this reeking cave. Who knows when they feel like getting out and treating themselves to fresh human meat? | Trolls lurk in this smelly cave. Who knows when they feel like getting out and treating themselves to fresh human meat? | Trolls (1) | The hero %s has reached a huge hole in between the quagmires. Judging by the horrible stink and sounds coming from inside, it's a troll lair. The scouts who investigated the hole have returned with their report: Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #416 |
Guard level is always 1 Surely appears in the province with the type Troll Swamps Triggers the event #584 with the chance 80% Triggers the event #877 with the chance 80% Changes the gold income by -20% Changes the population growth by -2 After the victory comes the encounter #419 |
| 46 | Ambush | ![]() |
5 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 3 | 22 | 7 | 12 | No description | No description | Empty (1) | While exploring the province of %s, the hero %s has found a hidden coffer of magic gems. Your supply of gems is increased by %d. | #420 | unknown |
| 47 | Still Waters | ![]() |
1 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 0 | 0 | 0 | 6 | No description | No description | Empty (1) | While exploring the province of %s, the hero %s has found a hidden coffer of magic gems. Your supply of gems is increased by %d. | #432 | unknown |
| 48 | Crystal | ![]() |
5 | 12 | 0 | normal | 0 | 4 (1-7) | 0 | no | no | no | yes | no | 0 | 0 | 0 | 0 | An enormous magical crystal that connects the Astral plane with the Material plane. According to an ancient legend, here the astral spirits can give quests to mortal heroes. | An enormous magical crystal that connects the Astral plane with the Material plane. According to an ancient legend, here the astral spirits can give quests to mortal heroes. | Empty (1) | The enemy has decided to assault your fortifications in the province of %s! | #438 | Repeatable quest |
| 49 | Sanctuary | ![]() |
1 | 12 | 100 | hidden | 2 | 8 (3-15) | 0 | no | no | yes | no | no | 2 | 3 | 2 | 4 | This ancient sanctuary used to be a place of worship of some long-forgotten gods. If you defeat the guards, the local population will be able to come here to pray or call to the gods for help. | Locals come to this sacred place to pray and perform holy rituals. Population mood +1. |
Undead (5) Demons (5) Clerics (12) Knightly Order (5) Inquisitors (8) Demonologists (5) Medusas (4) Monster Catchers (1) Hell Cohort (2) Druids (4) Dark Priestesses (2) Death Servants (3) Gnolls (2) Horde of Shamans (2) Alkaryl (3) Fanatics (2) Sabbath (2) Mercenaries (1) Armada (1) | The hero %s has reached an ancient shrine. In the days of old, an ancient people worshipped their gods in here, but now this place is favored by some new residents. It is possible the hidden caches of the shrine still keep the ancient artifacts that belonged to its former owners, but you'll have to fight the guards to obtain them. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Changes the mood of the residents by 1 |
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| 50 | Thieves Guild | ![]() |
1 | 10 | 100 | normal | 1 | 7 (4-10) | 1 | yes | yes | no | no | no | 6 | 5 | 4 | 3 | Thieves and hustlers of all sorts gather here to discuss their dark deeds. Decreases province income, increases corruption and crime rate. |
No description | Bandits (2) | The hero %s has reached the local Thieves Guild. Rogues and swindlers from all over the province gather here to exchange news and plan their new crimes. To raid this hotbed of crime may be a noble aspiration, but it won't be an easy one - the building is well defended. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Changes the gold income by -30% Triggers the event #723 with the chance 60% Triggers the event #745 with the chance 20% Changes corruption in the province by 10% After the victory comes the encounter #459 |
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| 51 | Thieves Guild | ![]() |
1 | 10 | 0 | normal | 0 | 4 (1-7) | 1 | no | no | yes | yes | no | 0 | 0 | 0 | 0 | By agreement, you permit thieves to gather in here. Income +5. Population mood -1. Increases corruption and crime rate. |
By agreement, you permit thieves to gather in here. Income +5. Population mood -1. Increases corruption and crime rate. You can hire an army of outlaws here. |
Empty (1) | #1266 |
Increases the income: gold by 5, crystals by 0 Changes the mood of the residents by -1 Triggers the event #723 with the chance 60% Triggers the event #745 with the chance 30% Changes corruption in the province by 10% |
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| 52 | Witch's Hut | ![]() |
0 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | yes | no | no | 0 | 10 | 0 | 10 | A vile witch feared and hated by the local population lives in this hut. The old crone pays you a fair tribute in gems. Gem income +2. Population mood -1. |
A vile witch feared and hated by the local population lives in this hut. The old crone pays you a fair tribute in gems. Gem income +2. Population mood -1. |
Empty (1) | The enemy has decided to assault your fortifications in the province of %s! | #462 |
Increases the income: gold by 0, crystals by 2 Changes the mood of the residents by -1 |
| 53 | Adventurers | ![]() |
5 | 12 | 100 | hidden | 2 | 8 (4-10) | 0 | no | no | no | no | yes | 10 | 10 | 10 | 10 | No description | No description | Adventurers (1) | The hero %s has approached a team of adventurers. Considering their tired yet satisfied expressions, they are returning from a quest, carrying some valuable loot along. You could try to take their spoils away from them, but probably not without a fight... Number of adventurers: %d. The following units were spotted in the party: %s. What are your orders, Master? | #469 | Instead of the standard dialog will be triggered dialog #995. The site will be removed after detection. |
| 54 | Unicorn | ![]() |
0 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 0 | 13 | 0 | 0 | No description | No description | Empty (1) | The enemy has decided to assault your fortifications in the province of %s! | #475 | Surely appears in the province with the type Magical Forest |
| 55 | Monastery | ![]() |
5 | 12 | 100 | hidden | 1 | 6 (3-10) | 0 | no | no | no | no | yes | 0 | 4 | 3 | 4 | No description | No description | Clerics (3) Fanatics (1) | The hero %s has approached the monastery building. Although the monastery appears to be ancient, it is obviously inhabited, and today is clearly a public day, for numerous pilgrims are waiting at the entrance, kept under vigilant watch by the monastery guard. Number of guards: %d. The following units were spotted among the guards: %s. What are your orders, Master? | #487 | Instead of the standard dialog will be triggered dialog #1027. The site will be removed after detection. |
| 56 | Trolls | ![]() |
5 | 12 | 100 | hidden | 3 | 11 (8-14) | 1 | no | no | no | no | yes | 0 | 0 | 0 | 11 | No description | No description | Trolls (1) | After he gets closer, but still a safe distance away, the hero %s can see what the trolls are dragging - a heavy iron-bound chest. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #487 | Instead of the standard dialog will be triggered dialog #1055. The site will be removed after detection. |
| 57 | Halfling Farm | ![]() |
1 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | yes | no | no | 10 | 0 | 6 | 0 | Farmstead dwellers pay you a fair tribute of 3 gold per turn. | Farmstead dwellers pay you a fair tribute of 3 gold per turn. | Empty (1) | While exploring the province of %s, the hero %s has found a hidden coffer of magic gems. Your supply of gems is increased by %d. | #495 | Increases the income: gold by 3, crystals by 0 |
| 58 | Halfling Farm | ![]() |
1 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | yes | no | no | 0 | 0 | 0 | 0 | Trading with the farmers grants you +1 gold per turn. | Trading with the farmers grants you +1 gold per turn. | Empty (1) | Increases the income: gold by 1, crystals by 0 | ||
| 59 | Enchanted Pool | ![]() |
1 | 8 | 100 | normal | 0 | 6 (1-13) | 1 | no | no | no | no | yes | 0 | 0 | 0 | 120 | The pool's marshy banks are speckled with magic gems. | No description | Goblins (1) Swamp Creatures (3) Swamp Dwellers (2) Dark Druids (2) Trolls (2) Monster Breeders (2) Medusas (3) Swamp Guards (2) Hydra (1) Slugs (1) Lizardmen (1) Monstrologists (1) Dark Priestesses (1) | The hero %s has approached a pool hidden in the bogs. Its banks are strewn with magic gems. Unfortunately, these places attract all kinds of swamp creatures, so you'll have to fight for the magic stones. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 2. Types: 1 - gold and crystal drop decreased by (0*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(2-3) |
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| 60 | Merchant | ![]() |
5 | 12 | 100 | hidden | 0 | 12 | 1 | no | no | no | no | yes | 4 | 5 | 4 | 4 | No description | No description | Golems (1) | %s makes his way towards the trader. Seeing the hero, the merchant bows politely and makes an inviting gesture, suggesting that the hero take a look at his goods. The trader is accompanied by several golems carrying his luggage. There is no doubt that the massive stone creatures will defend their master if needed. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #664 |
Instead of the standard dialog will be triggered dialog #1442. The site will be removed after detection. Traveling merchant |
| 61 | Secret Hollow | ![]() |
0 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | yes | no | no | 6 | 0 | 12 | 0 | No description | A rare magical plant, dragonroot, grows in this secluded hollow. Harvesting it increases your gem income by 2. | Empty (1) | #688 | Increases the income: gold by 0, crystals by 2 | |
| 62 | Fertile Valley | ![]() |
0 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | yes | no | no | 0 | 0 | 0 | 0 | No description | These fertile lands yield plentiful harvests, increasing gold income from the province by 5. | Empty (1) | #688 | Increases the income: gold by 5, crystals by 0 | |
| 63 | Picturesque Valley | ![]() |
0 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | yes | no | no | 0 | 0 | 0 | 0 | No description | Living in such a beautiful place makes the population happy. New residents are more eager to settle in the province. Population mood +1. Increases population growth. |
Empty (1) | #688 |
Changes the mood of the residents by 1 Changes the population growth by 1 |
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| 64 | Ancient Cache | ![]() |
5 | 12 | 100 | hidden | 3 | 11 (5-20) | 2 | no | yes | no | no | yes | 1 | 3 | 2 | 1 | Old catacombs still guard the treasures of their former keepers. Few people ever dare challenge the guards to try to seize them. | No description | Ancient Guards (5) Elementals (2) Elemental Spirits (3) | The hero %s has reached the entrance to some secret catacombs built by a race long gone. If the legends can be trusted, the Ancients kept their most valuable artifacts in such places. Judging by the fact that the sanctuary has not yet been plundered, it must be well defended. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 65 | Spider Lair | ![]() |
0 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 0 | 5 | 0 | 0 | No description | No description | Empty (1) | #692 | Surely appears in the province with the type Savage Wood | |
| 66 | Witcher Citadel | ![]() |
5 | 12 | 100 | resource/special | 3 | 13 | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | Well-guarded Witcher abode, where you can hire Witchers. Locals are afraid of the witchers - not without reason, because to recruit Witcher they need their children. Population growth -1. Population mood -1. |
No description | Witcher (1) | The Hero %s approaches the stronghold, where witchers, monster-slayers, reside and train. They must certainly have worthy magical trinkets, but they won't give these up without a fight. However, training a new witcher is expensive and dangerous, so they won't pass up the opportunity to earn extra gems. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1004 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Changes the population growth by -1 Changes the mood of the residents by -1 |
| 67 | War School | ![]() |
5 | 12 | 100 | resource/special | 2 | 14 | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | Swordmasters are trained here - elite heavy infantry. They are always ready to fight. | Swordmasters are trained here - elite heavy infantry. They are always ready to fight. | Ironclads (1) | The Hero %s approaches the fort, where ironclads, elite heavy infantry, train. They are happy to serve you, if you pay for their service. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1013 | unknown |
| 68 | Gates of Abyss | ![]() |
1 | 8 | 100 | resource/special | 3 | 13 (8-17) | 0 | yes | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an army of demons here. In addition, the power of Chaos are presented in this world through the Gate - it is good source of gems. However, demons - they are demons, and their detachment may well attack the province. In addition, the presence of the Gate has a bad effect on the people. Yields 5 gems per turn. Population growth -1. |
Through this Gate you can recruit all kinds of demons into your service. In addition, the power of Chaos are presented in this world through the Gate - it is good source of gems. However, demons - they are demons, and their detachment may well emerge from these gates and attack the province. Yields 5 gems per turn. Population growth -1. |
Chaos Legion (1) | The Hero %s approaches the fissure separating the demonic plane from the material. Beyond this fissure dwells the demons who crawl into our plane. If the gates shatter, they will simply seek out a new path. Although the guards are creatures of Chaos, they seem less aggressive than the others - you are able to step closer to the Gates in order to deal with these demons. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1015 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Triggers the event #36 with the chance 35% Changes the population growth by -1 Guard level is always 1 Increases the income: gold by 0, crystals by 5 |
| 69 | Elven Citadel | ![]() |
5 | 8 | 100 | resource/special | 4 | 11 (6-15) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an elven army here. | You can hire an elven army here. | Elves (1) | The hero %s approaches an Elven citadel - the bastion of elven warriors. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1019 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 70 | Dwarven Citadel | ![]() |
5 | 8 | 100 | resource/special | 4 | 10 (6-14) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an dwarven army here. | You can hire an dwarven army here. | Dwarves (1) Dwarven Clan (1) | The hero %s approaches a Dwarven citadel. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1021 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 71 | Orcish Citadel | ![]() |
5 | 8 | 100 | resource/special | 3 | 8 (5-12) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an orcish army here. | You can hire an orcish army here. | Orcs (1) | The Hero %s approaches the Orcish citadel. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1023 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 72 | Lizardmen Citadel | ![]() |
5 | 8 | 100 | resource/special | 3 | 9 (5-13) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an lizardmen army here. | You can hire an lizardmen army here. | Lizardmen (1) | The hero %s approaches the Lizardmen citadel. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1025 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 73 | Centaur Citadel | ![]() |
5 | 8 | 100 | resource/special | 3 | 9 (7-11) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an centaur army here. | You can hire an centaur army here. | Centaurs (1) | The hero %s approaches the Centaur citadel. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1027 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 74 | Goblin Citadel | ![]() |
5 | 8 | 100 | resource/special | 3 | 8 (4-11) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an goblin army here. | You can hire an goblin army here. | Goblins (1) | The hero %s approaches the Goblin citadel. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1029 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 75 | Halfling Citadel | ![]() |
5 | 8 | 100 | resource/special | 2 | 6 (4-9) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an halfling army here. | You can hire an halfling army here. | Halflings (1) | The hero %s approaches the Halfling citadel. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1031 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 76 | Holy Cloister | ![]() |
5 | 8 | 100 | resource/special | 3 | 10 | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | Stronghold and temple of the Inquisition. Certainly well-guarded. The locals are not too happy about such neighbors - there is not much difference between a witch and a simple peasant for the inquisitors. Population mood -1. |
Stronghold and temple of the Inquisition. You can hire their troops here. The locals are not too happy about such neighbors - there is not much difference between a witch and a simple peasant for the inquisitors. Population mood -1. |
Monastery Guards (1) | The hero %s approaches the Inquisition's holy monastery. The monastery, a military stronghold, might contain valuable artifacts that haven't already been plundered by heretics. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1444 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Changes the mood of the residents by -1 |
| 77 | Casino | ![]() |
3 | 8 | 0 | resource/special | 2 | 6 (3-9) | 0 | yes | yes | yes | yes | no | 0 | 0 | 0 | 0 | In this gaming establishment you may win money or gems. However, you can blow up all your money acquired through the hard work. And there is a currency exchange - gems for money (and vice versa). Income +5. Gem income +1. |
In this gaming establishment you may win money or gems. However, you can blow up all your money acquired through the hard work. And there is a currency exchange - gems for money (and vice versa). Income +5. Gem income +1. |
Empty (1) | The hero %s approaches a gambling establishment sanctioned by local authority figures. You could win a pair of gems, a hundred coins, or... lose. And of course, you can exchange the gems for money, or vice versa. What are your orders, Master? | #1035 |
Increases the income: gold by 5, crystals by 0 Increases the income: gold by 0, crystals by 1 Triggers the event #1677 with the chance 20% |
| 78 | Gambling House | ![]() |
5 | 12 | 0 | resource/special | 3 | 7 (4-10) | 0 | no | no | no | yes | no | 0 | 0 | 0 | 0 | In this gaming establishment you can win valuable items, putting gold with crystals into game. Income +10. Gem income +2. |
In this gaming establishment you can win valuable items, putting gold with crystals into game. Income +10. Gem income +2. |
Empty (1) | The Hero %s approaches a large booth. Here, with proper permission of course, rich citizens, mages, and alchemists can gamble. They pay with magical artifacts they either created, purchased, or otherwise "acquired". ThroughAh negotiation, you can win these items if you bet gold and gems. Of course, the value of those items corresponds to your bet. What are your orders, Master? | #1066 |
Increases the income: gold by 10, crystals by 0 Increases the income: gold by 0, crystals by 2 |
| 79 | Drow Citadel | ![]() |
5 | 8 | 100 | resource/special | 4 | 9 (6-13) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an army of dark elves here. | You can hire an army of dark elves here. | Dark Elves (1) Slavedrivers (1) | The hero %s approaches the underground citadel of the Dark Elves - the Drow. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1082 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 80 | Dark Elven Citadel | ![]() |
5 | 8 | 100 | resource/special | 4 | 9 (6-13) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an army of dark elves here. | You can hire an army of dark elves here. | Dark Elves (1) Slavedrivers (1) | After performing the Chaos ritual, a Mocker appears inside the pentagram, ready to serve its new master. | #1084 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 81 | Old Mine | ![]() |
2 | 4 | 100 | normal | 0 | 7 | 0 | no | no | yes | no | no | 0 | 0 | 12 | 0 | This place is considered as home of Kobolds and they will defend it to the end. | The mine is producing something useful now. What is it - you don't really care. The main thing is - it makes money. Income +1. |
Kobolds (1) | The Hero %s approaches the entrance to an abandoned mine. In such places lurk small underground creatures known as kobolds. They won't flee from the mine without a fight. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Increases the income: gold by 1, crystals by 0 |
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| 82 | Bandit's Hideout | ![]() |
1 | 4 | 100 | normal | 1 | 4 (2-5) | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | A secret place where bandits are hiding. Perhaps there is something of value. | No description | Gang of Robbers (1) | The hero %s locates a secret lair of bandits - an outpost of sorts, it seems. There appears to be a hoard of treasures guarded. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | Surely appears in the province with the type Brigand Outlaws | |
| 83 | Burial Vault | ![]() |
5 | 12 | 100 | hidden | 4 | 16 | 3 | no | yes | no | no | yes | 3 | 3 | 3 | 5 | The great evil lives here - a great danger to all living things. | No description | Lord of the Dead (1) | The hero %s approaches a gloomy tomb. The ancient unrelenting evil inside poisons the air. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Triggers the event #727 with the chance 10% |
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| 84 | Temple of Light | ![]() |
5 | 12 | 100 | hidden | 4 | 16 | 3 | no | yes | no | no | yes | 5 | 3 | 5 | 1 | A beautiful building protected by the Messenger of Light, there is likely good artifacts somewhere inside. | No description | Avatar of Light (1) | The hero %s approaches a magnificent temple. It contains a strong garrison of troops led by a harbinger of Light. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 85 | Elemental Junction | ![]() |
5 | 12 | 100 | hidden | 5 | 22 | 3 | no | yes | no | no | yes | 2 | 2 | 1 | 3 | The ruins of old buildings, nobody has ever searched it so all valuables are likely untouched. | No description | Elementals (1) | The hero %s approaches a magical outpost that appears to merge various ruined outputs of the Elemental Plane. Once, these ruined structures were magnificent buildings. The elemental beings guarding this outpost won't give up their grounds without a fight. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 86 | Dragon Altar | ![]() |
5 | 12 | 100 | hidden | 3 | 20 | 3 | no | yes | no | no | yes | 1 | 1 | 2 | 1 | Mysterious astral creatures live here. Beautiful and dangerous. | No description | Faerie Dragons (1) | The hero %s approaches an abode that belongs to a magical dragon. Being able to poke around inside such a location will be easy... Once the inhabitants are dealt with. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 87 | Mystical Tower | ![]() |
5 | 12 | 100 | hidden | 4 | 19 | 3 | no | yes | no | no | yes | 1 | 1 | 2 | 2 | A mighty and eccentric magician lives here. There are the most incredible rumors about his power. | No description | Lord of Phantoms (1) | THe hero %s approaches a mysterious tower. Rumors speak of a powerful magician who dwells within. If this is true, plundering this tower will be quite a challenge. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 88 | Black Castle | ![]() |
5 | 12 | 100 | hidden | 5 | 19 (16-21) | 3 | no | yes | no | no | yes | 3 | 3 | 3 | 3 | The ancient evil lingering here guards a valuable treasure. Claiming this hoard will not be easy. | No description | Lich (1) | The hero %s approaches a dark, colossal fortress. The obsidian brick-slabs encompass the unknown number of inhabitants completely, and a malevolent aura looms in the air as you step closer to the structure. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Triggers the event #727 with the chance 10% |
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| 89 | Chaos Stronghold | ![]() |
5 | 12 | 100 | hidden | 5 | 18 | 3 | no | yes | no | no | yes | 3 | 3 | 3 | 3 | The mighty stronghold of demons, to destroy that will not be easy. | No description | Chaos Lord (1) | The hero %s approaches a rather sinister, crude spire. The sigil of Chaos surround its exterior - seizing this structure will be a challenging endeavour. One of the deadliest of Chaos minions guards the entrance. Even if one could safely enter the tower, who knows what lurks above and beneath. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Triggers the event #36 with the chance 5% |
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| 90 | Behemoth's Lair | ![]() |
5 | 12 | 100 | hidden | -20 | 0 | 3 | no | yes | no | no | yes | 3 | 5 | 3 | 3 | Monsters that live here are not happy with your invasion. The battle will be hard. The contents of the treasury would be quite useful to a Scout. | No description | Monsters (1) | The hero %s approaches a nefarious lair of monsters. Their bellowing roars from within send chills down your spine. It is unquestionable how many adventurers were slain while investigating this lair, thus, there must be trinkets of value here. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | After the victory comes the encounter #1216 | |
| 91 | Dwarven Stronghold | ![]() |
5 | 12 | 100 | hidden | -20 | 0 | 3 | no | yes | no | no | yes | 3 | 3 | 5 | 3 | Powerful dwarven artillery certainly protects the large treasure. The contents of the treasury would be quite useful to a Commander. | No description | Dwarven Artillery (1) | The hero %s approaches a fortress towering over the surrounding terrain. Judging from the fragments of steel and stone scattered around, it becomes clear that these are from dwarven machinery. Sudden movement alerts you - the dwarves have detected you. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | After the victory comes the encounter #1217 | |
| 92 | Beast Lair | ![]() |
5 | 12 | 100 | hidden | -20 | 0 | 3 | no | yes | no | no | yes | 3 | 3 | 3 | 5 | One of the most powerful creatures dwells here, and it will take great effort and a large army to defeat it. The lair's hoard might prove quite useful to your hero. | No description | Tarrasque (1) | The hero %s approaches a notorious lair containing one of the most ancient creatures throughout all of Eador: The dreaded tarrasque. There must certainly be exquisite trophies to plunder here, but with great rewards come greater challenges. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | After the victory comes the encounter #1218 | |
| 93 | Conclave | ![]() |
5 | 12 | 100 | hidden | -20 | 0 | 3 | no | yes | no | no | yes | 5 | 3 | 3 | 3 | Wizards have decided to live and study here, and would never give it up without a fight. The contents of the treasury would be quite useful to a Wizard. | No description | Magicians (1) | The hero %s approaches a tower emanating a magical aura. It is a magnificent structure where various practitioners of the arcane arts conduct their research and exchange information. This should hold an interesting cache of valuables. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | After the victory comes the encounter #1219 | |
| 94 | Gnoll Citadel | ![]() |
5 | 8 | 100 | resource/special | 3 | 10 (6-15) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an army of gnolls here. | You can hire an army of gnolls here. | Gnolls (1) | The hero %s approaches a stronghold, home to fierce gnolls. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1240 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 95 | Ancient Ruins | ![]() |
4 | 7 | 100 | resource/special | 0 | 6 (2-11) | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | This used to be a city of the Ancients. Who knows - perhaps, the ruins are still guarding the secrets of their former dwellers? | No description | Undead (1) | The hero %s has approached the deserted ruins of a city of the Ancients. Often, an ancient artifact or some treasures hidden by the current occupants of the ruins can be found in such places. Scouting has revealed that the ancient ruins are not as deserted as they may have appeared at first sight. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 96 | Alkari Citadel | ![]() |
5 | 8 | 100 | resource/special | 3 | 10 (5-15) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | You can hire an Alkari army here. | You can hire an Alkari army here. | Alkaryl (1) | The hero %s approaches the tower, which the commanders of the winged hosts chose for their seat. They are ready to be hired, for a fee. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1275 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
| 97 | Old Mansion | ![]() |
3 | 10 | 100 | normal | 2 | 6 (4-8) | 1 | no | no | no | no | yes | 10 | 10 | 10 | 10 | This is an old and luxurious mansion that certainly contain something of value, the remnants of its last living masters. | No description | Vampires (3) Ghosts (3) Banshee (1) Dark Skeletons (2) | The hero %s approaches the secluded mansion. The inhabitants of the province tell all kinds of horror stories about it that do not seem unfounded: scouting has revealed that the building is currently inhabited, yet there is no one particularly alive. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 98 | Werewolf Lair | ![]() |
3 | 8 | 0 | hidden | 0 | 4 (1-7) | 1 | no | no | no | no | yes | 2 | 3 | 5 | 1 | A ghastly beast that attacks all living things lives here. Maybe he really is not that scary? | A ghastly beast that attacks all living things lives here. Maybe he really is not that scary? | Empty (1) | #1305 |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 99 | Dark Hollow | ![]() |
1 | 8 | 100 | normal | 0 | 7 (2-13) | 1 | no | no | no | no | yes | 0 | 10 | 0 | 0 | Inhospitable dark hollow that all other forest dwellers give a wide berth and will surely have something unusual in store. | No description | Black Unicorns (1) | The hero %s approaches a small hollow. It's gloomy and one cannot see the sky. But he notices that an unusual creature lives here, and it also seems to notice the hero. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 100 | Ancient Ruins | ![]() |
1 | 8 | 100 | normal | 0 | 6 (1-12) | 0 | no | no | no | no | yes | 90 | 90 | 90 | 90 | This used to be a city of the Ancients. Who knows - perhaps, the ruins are still guarding the secrets of their former dwellers? | No description | Brigands (5) Orcs (5) Demons (5) Centaurs (5) Medusas (5) Hell Cohort (3) Demonologists (5) Monster Catchers (2) Lizardmen (5) Gnolls (4) Great Cyclops (2) | The hero %s has approached the deserted ruins of a city of the Ancients. Often, an ancient artifact or some treasures hidden by the current occupants of the ruins can be found in such places. Scouting has revealed that the ancient ruins are not as deserted as they may have appeared at first sight. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 101 | Tower Ruins | ![]() |
1 | 8 | 100 | normal | 1 | 7 (2-14) | 0 | no | no | no | no | yes | 90 | 90 | 90 | 60 | Prisoners were usually locked up in the dungeons beneath such towers. Sometimes, the spoils of war were stored there as well. | No description | Goblins (5) Demons (4) Minotaurs (4) Knightly Order (4) Gargoyles (4) Monster Catchers (1) Hell Cohort (3) Alkaryl (3) Skeletal Pack (2) Mercenaries (2) Armada (2) Great Cyclops (1) White Mage (1) | The hero %s has approached a half-destroyed ancient tower. The inhabitants of the old citadel have noticed him and are preparing for battle. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 102 | Monolith | ![]() |
1 | 8 | 100 | hidden | 0 | 6 (2-12) | 0 | no | no | yes | no | no | 9 | 15 | 15 | 25 | If you defeat the guards, this monolith will create 2 gems per turn for you. | Magical energy stored by the monolith increases your gem supply by 2 per turn. | Demons (4) Clerics (4) Dark Elves (2) Inquisitors (3) Druids (3) Gargoyles (3) Hell Cohort (2) Elementals (2) Alkaryl (2) Fanatics (1) Elemental Spirits (2) | The hero %s has reached a monolith covered with ancient runes. These rocks are known to collect magical energy, which could be easily converted into magic gems. But before you can use this monolith, you'll have to defeat its guards. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | Increases the income: gold by 0, crystals by 2 | |
| 103 | Sanctuary | ![]() |
5 | 12 | 100 | hidden | 3 | 14 (5-21) | 2 | no | no | yes | no | no | 1 | 2 | 1 | 3 | This ancient sanctuary used to be a place of worship of some long-forgotten gods. If you defeat the guards, the local population will be able to come here to pray or call to the gods for help. | Locals come to this sacred place to pray and perform holy rituals. Population mood +1. |
Cult of the Hydra (1) Dragon Cult (1) Phoenix Cult (1) Cult of the Giant (1) Cult of Fire (1) Cult of Water (1) Cult of Air (1) Cult of Earth (1) Guards of Ages (1) Spider Cult (1) Cult of Power (1) Rock Guards (1) Cult of the Devil (1) Elementals (1) Armada (1) Guards of Secrets (1) Rat King (1) Elemental Spirits (1) | The hero %s has reached an ancient shrine. In the days of old, an ancient people worshipped their gods in here, but now this place is favored by some new residents. It is possible the hidden caches of the shrine still keep the ancient artifacts that belonged to its former owners, but you'll have to fight the guards to obtain them. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Changes the mood of the residents by 1 |
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| 104 | Abandoned Temple | ![]() |
4 | 10 | 100 | normal | 2 | 14 (6-20) | 2 | no | no | no | no | yes | 15 | 20 | 10 | 15 | This temple has long been abandoned. Something valuable surely must have been left behind by its former keepers. | No description | Mercenaries (3) Armada (2) Cult of the Hydra (1) Dragon Cult (1) Phoenix Cult (1) Cult of the Giant (1) Cult of Fire (1) Guards of Ages (1) Cult of Water (1) Spider Cult (1) Cult of Power (1) Rock Guards (1) Cult of Air (1) Cult of Earth (1) Guards of Secrets (1) Cult of the Devil (1) Rat King (1) White Mage (1) | While searching for treasures, the hero %s has approached an ancient temple. This old shrine only seemed abandoned from afar - its guards have noticed the uninvited guest and are preparing for battle. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 105 | Mercenary Guild | ![]() |
5 | 12 | 100 | normal | 2 | 10 (6-15) | 1 | no | no | no | no | yes | 5 | 7 | 3 | 5 | In this well-fortified stronghold warriors live and rest that do not currently serve in the armies of one of the Masters. | No description | Mercenaries (7) Armada (3) Siege Engineers (2) Monstrologists (1) | The hero %s approaches a well-fortified stronghold, home to the Mercenary Guild. It is considered neutral territory and recruiters are not welcome here. Coming too close would be considered an aggression, and the Guild's multitudes would rise to its defense. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Guard level is always 2 Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 106 | Underground Cave | ![]() |
4 | 7 | 100 | normal | 0 | 7 (2-13) | 0 | no | no | no | no | yes | 6 | 4 | 13 | 0 | Among the stores of local inhabitants something of value can be found. | No description | Dungeon dwellers (1) | The hero %s has reached the entrance to a huge underground cave. It looks like there's something hidden. Judging by the tracks, drilling operations were performed here recently, but it's not clear who occupies the cave now. Suddenly you hear skirring noises - they seem to be coming closer. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 107 | Catacombs | ![]() |
5 | 10 | 100 | normal | 1 | 9 (4-13) | 0 | no | no | no | no | yes | 4 | 6 | 11 | 7 | In these twisting tunnels certainly there are treasures from ancient times to be found. | No description | Pack of Ratmen (3) Seekers Clan (3) Rat King (1) | The hero %s has reached the entrance to some ancient catacombs. Going further he discovers riddles, treasures, powerful artifacts, traps, plagues, poisons... This looks and feels like ratmen! As if on cue, he hears the echo of squeaks and squeals - it sounds like they're eager to defend their home. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 108 | Old Sewers | ![]() |
1 | 8 | 100 | normal | 0 | 6 (2-12) | 0 | no | no | no | no | yes | 16 | 8 | 12 | 8 | A waterlogged and muddy maze of dark, dirt and stink. | No description | Swamp Creatures (4) Slugs (3) Monster Catchers (1) | The hero %s has reached the entrance to some old and abandoned sewers that are even flooded in some places. It is so dilapidated that even ratmen don't want to live here. Something does however - judging by the sounds that echo through the tunnels. Out of the darkness, the local residents reveal themselves. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Triggers the event #1143 with the chance 75% |
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| 109 | Ratman Burrow | ![]() |
3 | 8 | 100 | normal | 1 | 7 (4-10) | 1 | no | yes | yes | yes | no | 4 | 2 | 6 | 3 | Burrow inhabited by Ratmen. Now that they are on their own, you can try to subdue them. | Burrow inhabited by Ratmen. You can hire an army of ratmen here. Income -10%. Population mood -1. |
Pack of Ratmen (1) Seekers Clan (1) | The hero %s has reached the entrance to the sewerage. This is not populated by your usual sewer inhabitants though - it is now used as a ratman lair. There may be a lot of treasure. The lair's defenders are prepared to arrange a warm welcome for their visitors. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1348 |
Changes the gold income by -10% Changes the mood of the residents by -1 After the victory comes the encounter #1351 |
| 110 | Ratman Town | ![]() |
5 | 12 | 100 | hidden | 3 | 14 | 3 | no | no | no | no | yes | 0 | 3 | 3 | 3 | Hidden amidst cobwebbed dungeons the Ratman have lived in this town for a long time. Real treasures can be found here, but will the current owners give them up so easily? | No description | Grey Council (1) | The hero %s has found a secret underground ratman city and approaches the entrance with care. There are clearly rich spoils to be found, but it will not be easy. The city's guards are lined up for battle. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 111 | Sewerage | ![]() |
1 | 8 | 100 | normal | 0 | 6 (2-12) | 0 | no | no | no | no | yes | 16 | 12 | 12 | 12 | A tunnel system for wastewater. It may not be as uninhabited as you would like. | No description | Swamp Creatures (2) Pack of Ratmen (2) Slugs (2) Monster Breeders (1) Seekers Clan (2) Monster Catchers (1) | The hero %s has reached the entrance to the sewerage. It doesn't seem to be abandoned - the many traces of the local residents remove any doubts. While you decide to leave or stay, they arrive... Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Triggers the event #1143 with the chance 50% |
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| 112 | Catacombs | ![]() |
1 | 8 | 100 | normal | 1 | 7 (2-18) | 0 | no | no | no | no | yes | 8 | 12 | 20 | 12 | In these twisting tunnels certainly there are treasures from ancient times to be found. | No description | Undead (4) Necromancers (4) Witch Circle (3) Adventurers (4) Demonologists (4) Ancient Guards (3) Dark Elves (3) Kobolds (2) Slavedrivers (3) Illithids (1) Tomb Guardians (2) Skeletal Pack (2) Sabbath (2) Lycans (1) | The hero %s has reached the entrance to some ancient catacombs. The old tunnels still guard many secrets of the past - and treasures. This included their present inhabitants, who are now approaching the hero. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 113 | Ratman Barracks | ![]() |
5 | 8 | 100 | resource/special | 1 | 7 (4-10) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | Ratman building, erected with your permission. You can hire Shadow Claws here. Unfortunately the Ratmen go way beyond the budget you permitted, and all the necessary materials and supplies are stolen from the locals. Reduce province gold income by 50%. Population mood -2. |
Ratman building, erected with your permission. You can hire Shadow Claws here. Unfortunately the Ratmen go way beyond the budget you permitted, and all the necessary materials and supplies are stolen from the locals. Reduce province gold income by 50%. Population mood -2. |
Pack of Ratmen (1) Seekers Clan (1) | The hero %s approaches the structure the ratmen built with your permission. Surely some local ratman is ready to go with you. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1352 |
Changes the gold income by -50% Changes the mood of the residents by -2 |
| 114 | Plague Temple | ![]() |
5 | 8 | 100 | resource/special | 1 | 7 (4-10) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | Ratman building, erected with your permission. You can hire Plague Warriors here. Unfortunately the Ratmen go way beyond the budget you permitted, and all the necessary materials and supplies are stolen from the locals. Reduce province gold income by 50%. Population mood -2. |
Ratman building, erected with your permission. You can hire Plague Warriors here. Unfortunately the Ratmen go way beyond the budget you permitted, and all the necessary materials and supplies are stolen from the locals. Reduce province gold income by 50%. Population mood -2. |
Pack of Ratmen (1) Seekers Clan (1) | The hero %s approaches the structure the ratmen built with your permission. Surely some local ratman is ready to go with you. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | #1354 |
Changes the gold income by -50% Changes the mood of the residents by -2 |
| 115 | Tower of Darkness | ![]() |
5 | 12 | 100 | hidden | 4 | 14 | 3 | no | no | no | no | yes | 0 | 3 | 3 | 5 | An old refuge of the Conclave, this tower now inspires fear - it is inhabited by mighty wizards who have chosen the path of darkness. | No description | Dark Conclave (1) | The hero %s nears the tower. It used to be a Conclave of Mages, where they studied and practiced their magic. This still continues, but the magic studied has changed and not all mages are actually alive. The mages inhabiting the tower, alive or not, will protect themselves against any attack. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 116 | Daokon's Citadel | ![]() |
5 | 12 | 100 | hidden | 3 | 14 | 3 | no | no | no | no | yes | 3 | 3 | 5 | 3 | One of the many fortresses of the Great Empire, owned by Lord Daokon. It still holds the treasures of that ancient realm. | No description | Great Armada (1) | The hero %s approaches the citadel, once one of the strongholds of the former Daokon Lords . After the fall of the Great Empire monstrologists settled here, and started breeding mighty animals - elephants. They have lived here for many years, and no one has yet managed to drive them out of the fortress. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 117 | Order Citadel | ![]() |
5 | 12 | 100 | hidden | 4 | 14 | 3 | no | no | no | no | yes | 5 | 5 | 3 | 0 | Stronghold of the Order of Paladins, their residence, temple, training ground and the treasury of the Order. | No description | Order of Light (1) | The hero %s approaches the citadelof the Paladin Order. New recruits are trained here, and spoils of war are kept safe here - gold, gems and powerful artifacts. It would be nice to get hold of these riches, but the defenders of the citadel probably won't be inclined to humor us. In fact, Paladins are one of the strongest warriors in Eador. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 118 | Dark Cave | ![]() |
1 | 8 | 100 | normal | 1 | 9 (2-20) | 1 | no | no | no | no | yes | 0 | 0 | 30 | 0 | Something glitters in the darkness of the cave. It could be gemstones. Or, more likely, some creatures' hungry eyes. | No description | Giants (5) Ogres (3) Cyclops (2) Dragon (3) Dragons (2) Wing of Dragons (1) Monster Catchers (2) Wild Gryphons (3) Trolls (4) Gnolls (3) Sabbath (1) White Mage (1) Dungeon dwellers (1) | The hero %s has reached the entrance of a dark cave. This place is in bad repute with the locals for a reason - the cave is obviously inhabited, and its inhabitants don't look very friendly. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 119 | Slave Market | ![]() |
3 | 10 | 100 | resource/special | 3 | 10 (6-16) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | By contract, local inhabitants are sold as slaves to wealthy residents of the province, which generates a steady income. Income +8. Population mood -2. Decreases population growth. |
No description | Bandits (4) Mercenaries (2) Armada (1) | The hero %s approaches the Slavers Guild - a place where slaves are awaiting their sale or shipment to other provinces. They make up a contract, pay you the agreed amount, and then go about their business. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Guard level is always 2 Increases the income: gold by 8, crystals by 0 Changes the population growth by -3 Changes the mood of the residents by -2 |
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| 120 | Old Fortress | ![]() |
4 | 10 | 100 | normal | 0 | 6 (1-13) | 0 | no | no | no | no | yes | 40 | 30 | 50 | 10 | Long-abandoned by its masters, the secrets they left behind are still there be found. As are its present inhabitants. | No description | Orcs (4) Dwarves (4) Dwarven Clan (3) Retinue (4) Bandits (3) Runemasters (2) Knightly Order (3) Demonologists (3) Gnolls (3) Mercenaries (1) Armada (1) Witch Circle (2) Great Cyclops (1) Rebels (1) | The hero %s approaches a small fortress, long abandoned by its first hosts. Although all that remains is mostly in ruins, it might be worth searching the place. There is one problem however - its new owners won't allow that. Their belongings will make some excellent spoils of war though. Intelligence reports: Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 121 | Lookout Tower | ![]() |
1 | 8 | 100 | normal | 0 | 6 (1-13) | 0 | no | no | no | no | yes | 60 | 20 | 70 | 30 | It's a solid, sturdy and well-guarded tower. Useful things could definitely be found there. | No description | Brigands (6) Orcs (6) Retinue (5) Necromancers (4) Adventurers (4) Inquisitors (4) Dark Elves (4) Gnolls (4) Alkaryl (7) Mercenaries (2) Fanatics (1) Witch Circle (3) Rebels (1) | The hero %s approaches a fairly strong, relatively new and well protected tower. The inhabitants of the tower have noticed him and are preparing for battle. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 122 | Cursed Temple | ![]() |
5 | 12 | 100 | hidden | 4 | 20 | 3 | no | yes | no | no | yes | 3 | 3 | 3 | 5 | Ancient and half-ruined temple, cursed by gods and humans alike - not a place where treasure can easily be obtained. But it will be there, waiting for the brave. | No description | Cult of Necrus (1) | The hero %s approaches an old and dilapidated temple that has been in ruins for a long time - yet is it inhabited. This place was chosen as a safe haven by some powerful and dark spellcasters, who have surrounded themselves with good defenders. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 123 | Altar of Chaos | ![]() |
3 | 8 | 100 | hidden | 1 | 9 (4-13) | 0 | yes | yes | no | no | yes | 3 | 7 | 5 | 8 | A place where once upon a time sacrifices were made, the Altar of Chaos is now heavily guarded, for there are valuable things to be found. Population growth -1. |
No description | Army of Chaos (5) Demonologists (1) Hell Cohort (1) | The hero %s approaches an altar erected for sacrifices to Chaos. It is possible that the altar once was a full-fledged Gate, which was then destroyed - a good thing, but difficult too, because it's well protected now. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Changes the population growth by -1 |
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| 124 | Drow Town | ![]() |
3 | 10 | 100 | hidden | 2 | 9 (4-10) | 2 | no | no | no | no | yes | 0 | 0 | 4 | 0 | This is the place the dark elves call home. The Drow will not allow anyone to plunder their home and they're ever vigilant and ready to defend it. | No description | Drow Warriors (2) Drow Mages (2) Dark Priestesses (1) | The hero %s has found a well camouflaged city of dark elves and approaches the entrance with care. Raiding it will will certainly be profitable, if only we can overcome the defenses. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 125 | Idol | ![]() |
1 | 8 | 100 | normal | 0 | 6 (1-13) | 0 | no | yes | no | no | yes | 10 | 15 | 15 | 25 | Some deity is worshiped here, and not the benevolent kind - regular sacrifices can be observed, from a safe distance of course. Population growth -1. |
No description | Barbarians (2) Goblins (2) Orcs (2) Battlemages (3) Necromancers (3) Dark Druids (3) Spellcasters (2) Demonologists (4) Dark Elves (3) Horde of Shamans (3) Death Servants (3) Seekers Clan (3) Witch Circle (5) Great Cyclops (2) Sabbath (2) Dark Priestesses (1) | The hero %s approaches a place of worship to some dark god. A lot of innocent blood was spilled here in the name of an evil deity, whose idol towers over his sanctuary. And the servants of the god are clearly not allowing their evil lord to be disturbed. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? | Changes the population growth by -1 | |
| 126 | Inquisition Troop | ![]() |
2 | 5 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 4 | 8 | 6 | 11 | No description | No description | Empty (1) | While exploring the province of %s, the hero %s has found a hidden coffer of magic gems. Your supply of gems is increased by %d. | #1385 | unknown |
| 127 | Great Gate | ![]() |
5 | 12 | 100 | hidden | 4 | 14 (9-18) | 0 | yes | yes | no | no | yes | 0 | 0 | 0 | 0 | Greatly decreases population growth. A host of demons might emerge from these gates and attack the province. | No description | Chaos Legion (1) | The hero %s has reached the huge Gates leading into the world of Chaos. The enormous passage suggests that the Gates will continually spew new demons. Not only that, they are strongly protected - creatures of Chaos roam nearby. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Triggers the event #36 with the chance 75% Changes the population growth by -3 Guard level is always 3 |
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| 128 | Ancient Thicket | ![]() |
5 | 12 | 100 | normal | 3 | 13 | 2 | no | no | no | no | yes | 0 | 2 | 0 | 0 | This part of the forest is as old as Eador itself, and about it all kinds of stories are being told. But they all end badly for those who dare to enter. | No description | Thicket Guards (1) | The hero %s approaches an ancient thicket that has survived even the times of the Great Cataclysm. It is unknown what preserved the forest and its inhabitants from destruction, but there may very well be something of value at this place. The thicket does have its guardians however, who cannot fail to notice the arrival of strangers. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 129 | Ziggurat | ![]() |
4 | 10 | 100 | normal | 1 | 8 (4-13) | 1 | yes | yes | no | no | yes | 2 | 0 | 0 | 0 | Gathering pace of the ferocious Gnolls. Who knows what may be found here, rummaging around in the catacombs under the temples. | No description | Gnolls (1) | The hero %s approaches the huge pyramid, a sacred place for the Gnoll. It is here that the various tribes gather for council, deciding on who they will plunder. Part of their produce needs to be sacrificed to the dark gods, to bless those executing the raid - and according to the gnoll, the dark gods reside here. Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Triggers the event #1346 with the chance 30% Surely appears in the province with the type Gnoll Lands |
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| 130 | Mages Tower | ![]() |
1 | 8 | 100 | normal | 0 | 7 (2-13) | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | Mages have cloistered themselves inside to perform their secret rituals and experiments. They kidnapped some Elfmaids. | No description | Battlemages (13) Witch Circle (7) Necromancers (4) Spellcasters (8) Drow Mages (2) Dark Druids (4) Dark Priestesses (5) Demonologists (3) | The hero %s has reached a strange-looking magic tower. Several mages have secluded themselves here, experimenting with forbidden sorcery. They must possess rare scrolls or powerful artifacts. But they'll never give them up without a fight. Your aides say that the mages living here kidnapped some elf maidens. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Guard level is always 1 Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 131 | Lair of Bandits | ![]() |
0 | 0 | 100 | hidden | 1 | 7 (4-10) | 0 | yes | yes | no | no | yes | 0 | 0 | 0 | 0 | Decreases province income. The brigands who dwell in here may carry out plundering raids. They stole some Dwarven relics. | No description | Bandits (1) | The hero %s has reached a lair of brigands. From here, the scoundrels make their insolent raids on your settlement and send out small parties to rob traders. If you destroy this nest of vipers, the province's economy will be improved. Your aides say that the bandits living here stole some Dwarven relics. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Guard level is always 1 Triggers the event #16 with the chance 80% Changes the gold income by -30% Triggers the event #689 with the chance 80% |
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| 132 | Bandit Hoard | ![]() |
1 | 4 | 100 | normal | 0 | 4 (1-9) | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | The rabble that lives here does not give too much trouble. At least not yet... | No description | Rebels (10) Brigands (6) Barbarians (1) | The hero %s approaches the suspicious building, something vaguely resembling a den of robbers. It looks like the criminals here might be of the most unrespected kind, and it will probably be worth cleaning out this nest of riffraff as quickly as possible. Scouting results: Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (2*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 Surely appears in the province with the type Capital |
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| 133 | Destroyed Settlement | ![]() |
0 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 5 | 5 | 6 | 8 | No description | No description | Empty (1) | #1408 | unknown | |
| 134 | Abandoned Temple | ![]() |
1 | 8 | 100 | normal | 0 | 7 (2-11) | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | This temple has long been abandoned, and has now turned into a demons lair. | No description | Demons (1) | The hero %s has reached an ancient shrine. Inside this old shrine he can seen glimpses of flickering light casting ugly silhouettes. It seems to be a den of demons. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 135 | Ancient Ruins | ![]() |
1 | 8 | 100 | normal | 0 | 8 (3-12) | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | This was once a lively town, but it is now occupied by demonologists and their summoned creatures of Chaos. | No description | Demonologists (1) | The hero %s approaches the ruins of an ancient city. Among the ruins of the ancient city demons lurk, obedient to the will of sorcerers of Chaos, and the air is filled with terrible shrieking. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 136 | Gates of Chaos | ![]() |
4 | 8 | 100 | hidden | 0 | 10 (5-14) | 0 | no | yes | no | no | yes | 0 | 0 | 0 | 0 | Decreases population growth. A host of demons might emerge from these gates and attack the province. | No description | Chaos Legion (1) | The hero %s has reached the terrible gates leading beyond the confines of the Creation. It's through portals like these the demons come into this world. If the gates are destroyed, Evil will have to find another way in. No wonder they are guarded by spawns of Chaos. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Guard level is always 1 Triggers the event #36 with the chance 50% Changes the population growth by -2 |
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| 137 | Breeding Ground | ![]() |
5 | 12 | 100 | normal | 2 | 10 (6-15) | 0 | no | yes | no | yes | yes | 0 | 0 | 0 | 0 | In this place Dark Druids openly breed every creature imaginable. In order to appease you, they regularly pay taxes to the treasury. Are such neighbors perhaps too dangerous? Income +4. Yields 1 gem per turn. Population mood -1. Decreases population growth. |
No description | Dark Druids (1) | The hero %s approaches the place where the dark druids publicly breed and sell all sorts of monsters. And of course they are not too happy with the hero's visit, so any attempt at peaceful conversation fails miserably. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Increases the income: gold by 4, crystals by 1 Triggers the event #1787 with the chance 80% Changes the population growth by -2 Guard level is always 3 Changes the mood of the residents by -1 Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 138 | Hydra Lair | ![]() |
1 | 8 | 100 | normal | 0 | 6 | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | The Hydra that recently settled here has caused a lot of suffering among the province's population. | No description | Hydra (1) | The hero %s has headed into an unexplored part of the local forest. Oddly enough, you stumble upon a creature that should not be there. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 2. Types: 1 - gold and crystal drop decreased by (0*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(2-3) |
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| 139 | Gloomy Village | ![]() |
0 | 12 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 4 | 4 | 3 | 4 | No description | No description | Empty (1) | #1420 | unknown | |
| 140 | Ancient Crypt | ![]() |
5 | 12 | 100 | normal | 2 | 10 (6-15) | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | The powerful warlock that lives here considers all the surrounding land his own and terrorizes the local population. The people live in fear and pay their dues. Population mood -1. |
No description | Warlock (1) | The hero %s approaches an ancient crypt. It looks like a burial vault of some ancient ruler or great warrior, and one is sure to find something valuable among the belongings of the deceased... A powerful warlock has made this into his lair. Scouting results: Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Changes the mood of the residents by -1 Changes the gold income by -50% Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 141 | Ancient Crypt | ![]() |
1 | 8 | 100 | normal | 0 | 3 | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | The goblins who robbed the Drow are hiding here. Beholder eggs are likely to be found here. | No description | Goblins Thieves (1) | The hero %s approaches an ancient crypt. It looks like it was the tomb of an ancient ruler or a great warrior. It now harbors the greenskinned thieves who robbed the Drow. Scouting results: Number of enemies: %d. The following units were spotted among the guards: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 |
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| 142 | Wolf Thicket | ![]() |
0 | 8 | 0 | hidden | 0 | 4 (1-7) | 0 | no | no | no | no | yes | 8 | 11 | 6 | 4 | No description | No description | Empty (1) | #1468 | Surely appears in the province with the type Savage Wood | |
| 143 | Dark Cave | ![]() |
1 | 8 | 100 | normal | 0 | 4 | 0 | no | no | no | no | yes | 0 | 0 | 0 | 0 | The Drow who decided to rob the Goblins have yet to come out of the cave. Perhaps you want to go inside? | No description | Drow Expedition (1) | The hero %s has reached the entrance of a dark cave. This place is in bad repute with the locals for a reason - the cave is obviously inhabited, and its inhabitants don't look very friendly. Number of enemies: %d. The following units were spotted among the enemies: %s. What are your orders, Master? |
Treasure of type 1. Types: 1 - gold and crystal drop decreased by (5*10)% (but no more than 100%) 2 - gold drop will be converted to crystals (2 gold = 1 crystal) 3 - crystal drop will be converted to gold (2 gold = 1 crystal) 4 and more - gold and crystal drop increased by 25%*(1-3) to the gold drop will be added (30 * location level) to the gold drop will be added (-18 * location level * location level) / 10 to the crystal drop will be added (30 * location level-1) / 8 to the crystal drop will be added (-18 * location level-1 * location level) / 80 After the victory comes the encounter #1484 |