The large maps are a risk because the Map Editor crashes so much when creating them. It took numerous times trying to get the lighting to work properly and not crash the Editor. Glad it was worth the effort to help others enjoy the game. more...
Author: Федя (г. Москва, Россия), 20-02-2017 11:06
Hi Molski, is there any chance of getting similar map, as you've mentioned 2 years ago? This one was just perfect! Great balance and tactical challenges never before seen in HoMM :D I really loved how I had to calculate all my resources and movement points.
Hi ! Thank you a lot for this map ! Spent like 12 hours of pure fun on this, awesome. I played it only once yet but it's obvious that you can play it different ways ! It's really a map different than the others map i've played .. really fun
I have not defeated any of the red players, but I believe the Inferno castle on the overworld is the first one to be? Is it maybe that simple that I have missed a portal leading me to the legion of arch-angels guarding the angelic alliance? more...
Allows magical runes of 1-2 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.
Allows magical runes of 3-4 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.
Allows magical runes of 5 circles to be placed on own creatures in combat, temporarily giving them new battle abilities and characteristics.
Allows magical runes to be placed without wasting wood and ore.
Fine Rune (Runelore)
There is a 50% chance of not using up resources on rune activation.
Greater Rune (Runelore)
Allows the same rune to be activated for the second time for triple resource cost.
Refresh Rune (Runelore)
Allows a previously placed rune (random if many) to be refreshed on selected creature prolonging its effect, wasting only 50% of current Initiative on this action.
Absolute Protection (Runelore)
Normal attacks against hero's creatures are always unlucky. Lucky attacks are turned to normal. If enemy has Absolute Luck perk, effects of both perks are nullified.
Offensive Formation (Attack)
Attack of Dwarven creatures in hero's army increased when close to each other on the battlefield.
Shrug Darkness (Dark Magic)
Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.
Defensive Formation (Defense)
Defense of Dwarven creatures in hero's army increased when close to each other on the battlefield.
All the creatures, while discharging the Defend command, will retaliate any enemy, which assaults them, first, even if the enemy has "No retaliation" ability. Moreover, if the defending creature has "Unlimited Retaliation" ability, it will attack the enemy twice: Before and after it's assault
Ignite (Destructive Magic)
Fire spells casted by the hero or by creatures in his army in combat will ignite enemies, inflicting 100% of current spell damage to the target during next 3 rounds.
When this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 25 percent of that of the mentor's (this is only effective if that hero has less experience originally).
Tap Runes (Enlightenment)
Regains some mana (depending on Knowledge) each time any rune is used.
Each time when the Morale effect is triggered with any of the creatures in the hero's army, the hero moves 10 percent forward along the ATB bar. (If the creature has a negative Morale effect, the hero is moved backwards).
Runic Attunement (Leadership)
Increases creature morale by +2 for one turn after rune casting.
Eternal Light (Light Magic)
Hero's light spells are impossible to dispel.
The hero spends no movement points to pick up resources, access buildings and other similar actions.
Swift Mind (Logistics)
Hero receives +25% bonus to Initiative at start of combat.
Dwarven Luck (Luck)
Twice more chance to resist enemy spell
Enemy hero will receive 20% penalty to Initiative after casting any spell in combat.
Runic Armour (Summoning Magic)
Hero receives Arcane Armour spell and +4 effective Spellpower when casting it.
Runic Machines (War Machines)
Increases initiative of all warmachines by +3
Rune of Berserking(Level 1, 1 ore)
Creature will perform two Melee Attacks instead of one against the same target next attack (at least one friendly creature from this friendly stack must be killed before this rune can be placed on it).
Rune of Charge(Level 1, 1 wood)
Creature speed increases by 100% untill the end of the turn.
Rune of Exorcism (Level 2, 1 sulfur)
Dispels all the negative effects imposed on the creature (only those that can be dispelled basically).
Rune of Magic Control (Level 2, 1 gem)
Creature will have a chance to steal random positive effect imposed on the enemy target in attack once.
Rune of Elemental Immunity (Level 3, 1 mercury)
Creature gets immunity to two random magical elements until the end of combat.
Rune of Etherealness(Level 3, 1 crystal)
Creature gets incorporeality for one turn.
Rune of Resurrection (Level 4, 1 ore + 1 gem)
Ressurects 40% of killed creatures in the stack.
Rune of Thunderclap (Level 4, 1 wood + 1 mercury)
Selected creature will have a chance to inflict the Thunderclap effect to the enemy in attack once (the target will lose its Initiative).
Rune of Battle Rage (Level 5, 1 ore + 1 crystal)
Creature will have a chance to perform a Melee Attack against all nearby enemies once (no retaliation).
Rune of Dragonform (Level 5, 1 wood + 1 sulfur)
Creature gets +100% to its Defense, +100% to its attack and +50% to magic-proof for one turn (doesn't work for Dragons).
Dwarven hero specializations
Border Guard (campaign hero)
Hero has a bonus to his Defense (+1 Defense for each 2 hero levels) if fights are one day away from owned city.
Golden Tongue (campaign hero)
Neutral creatures are more likely to join this hero. Moreover victories provide this hero with gold and resources.
King of the Stone Halls (campaign hero)
All creatures in hero's army have "Rune of Thunderclap" effect permanently active (refreshes at the start of creature turn).
Keeper of the Flame
Specialises in Priests. Rune Priests and Patriarchs in hero's army gain +1 to their Offense and Defense for every two levels of the hero, starting on first level.
Master of the Runes
With each level-up, the hero can spontaneously learn one more Runic Spell.
Specialises in Defenders. Defenders in hero's army gain +1 to their Offense and Defense for every two levels, and +1 to their Hit Points for every five levels of the hero.
Specialises in Riders. Bear Riders and Blackbear Riders in hero's army gain +1 to their Offense and Defense for every two levels of the hero, starting on first level.
Chances of success with Fine Rune feat are increased by 20% from the start and by +1% for every level.
Each time the hero casts a light magic spell on a friendly creature, there is a chance that the 'Bloodlust' spell will be cast freely upon the affected unit.
Specialises in Spearwielders and Skirmishers. Spearwielders and Skirmishers in hero's army gain +1 to their Offense and Defense for every two levels of the hero, starting on first level.
Lightning-based spells of this hero are irresistible for the enemies (immunities and magic-proof still apply).
Other new hero specializations
All creatures in hero's army get a Bless effect for the whole combat.
Master of Initiative(Raelag)
All creatures in hero's army get +1% to their Initiative and enemy creatures get -1% for their Initiative for every level of the hero.