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...
Shoots several magic missiles to deal non-elemental damage to the selected enemy creature. Higher Spellpower increases damage. The number of missiles fired depends on hero level.
Deals earth damage to all creatures in target area (cross form)
Deals lightning damage to selected enemy unit.
Deals ice damage to selected enemy unit.
Deals fire damage to all units in the target area. Fireball has a target area of 3x3.
Circle of Winter
Deals ice damage to all units surrounding the target spot.
Deals massive lightning damage to several adjacent creatures, starting with the selected one. Higher Spellpower increases damage. Chain Lightning hits 4 creatures in a row, even if friendly. The damage inflicted is halved with each jump.
Deals massive earth damage to all creatures in target area. Meteor Shower has a target area of 5x5.
Deals earth damage to a single targeted enemy unit.
Deals massive damage to all creatures and war machines on a battlefield.
Causes the selected enemy unit to inflict less damage in combat. Spellpower determines the duration of effect. Weakness decreases the target maximum damage to min+t*(max-min), where t is 50%, 35%, 20% or 0%, depending on Dark Magic mastery. Thus, at Expert Mastery, damage is always equal to minimum.
Makes target enemy stack take fewer actions in combat. Initiative of the target is decreased by 25%, 30%, 35% or 40%, depending on Dark Magic expertise of the caster (None, Basic, Advanced or Expert).
Destroys armor of target enemy stack, reducing its defense. Can be cast several times on a single stack, but defense will not go lower than zero. Defense of the target in decreased by 3, 4, 5 or 6, depending on Dark Magic mastery.
Inflicts plague on target enemy stack. The stack receives earth damage each time it takes an action. Decay damage is 32+8*Power. The effect duration is 2, 3, 4 or 5 turns, depending on Dark Magic mastery.
Weakens the target enemy unit to decrease its Attack. Attack of the target in decreased by 3, 6, 9 or 12, depending on Dark Magic mastery.
Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. Depending on Dark Magic mastery, 50%, 70%, 90% or 100% of the target stack will forget to act.
Drives target stack of creatures frenzy. Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one with redoubled rage. Target stack is frenzied for one turn. If the caster is Expert in Dark Magic, the effect lasts 2 turns.
Blinds the selected enemy creature so that it cannot move, attack or use any abilities. Blindness disappears if blinded creature is attacked. Spellpower determines the duration of effect. The target is blinded for 0.25*Power turns.
Gives the hero temporary control over selected enemy unit. The spell does not work on undead, elemental and mechanical units. Unit under this spell can't counter-attack. The targeted creature remains under the caster control for 0.25*Power turns.
Curse of the Netherworld
Deals unholy damage to all creatures on a battlefield except undead and infernal ones.
Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect. Divine Strength increases the target minimum damage to min+t*(max-min), where t is 50%, 65%, 80% or 100%, depending on Light Magic mastery. Thus, at Expert Mastery, damage is always equal to maximum.
Causes the selected friendly unit to act more frequently in combat. Initiative of the target is increased by 10%, 20%, 30% or 40%, depending on Light Magic expertise of the caster (None, Basic, Advanced or Expert).
Increases the selected friendly unit's defense strength. Spellpower determines the duration of effect. Defense of the target in increased by 3, 6, 9 or 12, depending on Light Magic mastery.
Dispels positive magic effects from enemy creatures and negative effects from friendly creatures. Checks agains caster level to dispel effects, so low level caster would be unlikely to dispel magic cast by high level mage. Chance to dispel is better when mastering Light Magic. Actual chances are 40%, 60%, 80% and 100%.
Affected creature is filled with rage and a lust for blood, it gains bonus to attack. Attack of the target in increased by 3, 6, 9 or 12, depending on Light Magic mastery.
Makes the selected friendly unit receive less damage from ranged attacks. Damage received from ranged attack is reduced by 25%, 40%, 55% or 70%, depending on Light Magic mastery.
Clears both positive and negative magic effects from the target stack and makes it immune to further magic spell effects. Can only be cast on friendly stack.
Teleports targeted friendly creature to another location on a battlefield.
Resurrects creatures in target friendly stack.
Word of Light
Deals holy damage to all the undead and infernal creatures on a battlefield.
Fist of Wrath
Summons magical fist to deal non-elemental physical damage to target enemy creature. This spell ignores magic resistance and protection from magic. If you're wondering, black dragons can be targeted by Fist of Wrath.
Puts several magical explosive mines on a battlefield. Mines are invisible to the enemy. Depending on the caster mastery, 2, 4, 6 or 8 mines are placed on the battlefield. Each mine does 50+10*Power damage when blowing up.
Summons a swarm of insects to inflict damage on the selected enemy creature. At Basic, Advanced and Expert mastery, target initiative is reduced by 20%, 40% and 60% respectively.
Reanimates creatures in target friendly stack. Undead creatures are brought back to "life", all other creatures are re-animated for the duration of the battle only.
Earthquake damages town walls during a siege.
Copies the selected friendly unit. The copy has the same characteristics as original unit except that it disappears as soon as it receives any damage (Incorporeal ability gives the copy 50% chance to avoid any damage) The caster can clone creatures of maximum level 4, 5, 6 and 7, depending on his/her Summoning Magic mastery.
Summons fire, earth, water or air elementals (depending on the battlefield terrain) to fight for the hero's cause. The number of summoned Elementals is equal to the Spell Power of the caster. At Expert mastery, that number is doubled.
Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns. Duration is equal to the caster Spell Power.
Summons on the battle time a Phoenix fighting on the hero's side. Only one Phoenix can be on the battlefield in one moment
Encloses target stack with magical energy shield that partly drains all damage dealt to the stack. The shield has 300+30*Power Hit Points, and drains 25% of the damage dealt to the target. At Expert mastery, it drains 50% of the damage.
Adventure Map Spells
Vessel of Shalassa
Summons a sea ship. Hero must stand on a shore and there must be an unoccupied boat nearby for the spell to be successful. That spell requires a hero level 1 to be learned (no magic skill is required).
Summons creatures from nearest town. Buy your creatures in the town garrison before casting the spell. You will be able to choose which stack(s) you summon. Each summoned creature costs 1 Mana. That spell requires a hero level 10 to be learned (no magic skill is required).
Teleports the hero and his entire army to another location on adventure map. That spell requires a hero level 15 to be learned (no magic skill is required).
Transports hero to the nearest friendly town (all the movement points will be lost). That spell requires a hero level 20 to be learned (no magic skill is required).