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Heroes Community > Library of Enlightenment > Thread: Ye old tavern
Thread: Ye old tavern
Juggernaut
Juggernaut


Hired Hero
posted July 22, 2006 01:12 PM

Ye old tavern

One of the best things in H3 is the tavern and I´m thinking about the little words of wisdom.

Is there a way to read all of them maybe in the editor?
When WOG was created did anyone take the chance to write new ones?
I think it would be rather cool if you could do the same things as in HV coughing up the dough for some little more wisdom.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted July 22, 2006 02:17 PM

Quote:
Is there a way to read all of them maybe in the editor?
Not in the editor.
Quote:
When WOG was created did anyone take the chance to write new ones?
Yes. There are lots of new tips about the WoG features.
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Juggernaut
Juggernaut


Hired Hero
posted July 22, 2006 03:54 PM

Nowhere else I can find em?
I really like this feature it gives the game so much depth.

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted July 23, 2006 01:35 AM

Go to the "Not in the manual" Thread. There a cool file you can download with new "tavern rumours", with some seldom knowledge in it.

Have fun.

Xarfax1
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted July 23, 2006 03:52 PM
Edited by Vlaad at 15:53, 23 Jul 2006.

Heh heh, "seldom" or "random" knowledge?
Quote:
Nowhere else I can find em?
I really like this feature it gives the game so much depth.
You can find the file in the h3bitmap.lod in your data folder, but you'll need the resource editor to open it. The file is randtvrn.txt.
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Antipaladin
Antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted July 27, 2006 03:26 PM

i dont know where to post this but:
This is for h2 fans...does this looks somewhat even a bit resembles of anyone u know?

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Antipaladin
Antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted July 28, 2006 04:03 PM


crodo,from Homm1-2 warlock,this picture i put earlier are wizzards from mm5..see the connection,there is a flue..some of h1-2 heros spent time in places like xeen,or terra ,which are other worlds..

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c0ldshadow
c0ldshadow


Known Hero
ig chr0meice91
posted July 30, 2006 10:07 AM
Edited by c0ldshadow at 10:07, 30 Jul 2006.

all messages in the tavern in heroes 3 complete, posted by me a while back, but no quality point lol:

http://heroescommunity.com/viewthread.php3?TID=17162
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted July 30, 2006 11:20 AM

Quote:
all messages in the tavern in heroes 3 complete, posted by me a while back, but no quality point lol:

http://heroescommunity.com/viewthread.php3?TID=17162
Well, copy-paste is hardly QP material.

Anyway, if anybody is interested, here's the WoG version:

Quote:
Beware the death gaze of the Nightmare for she is a horse without a soul.
I've heard that the dazzling scales of the Diamond Dragon are bright enough to blind an unwary foe.
From the deepest pits of Hell comes the Antichrist and he will take your soul.
In an Arcane Tower lives a ghost who can help you realize your combat or magical potential. But, there's a price; with every gain comes a corresponding loss.
The vampiric Blood Dragon will drain a victim's life to replenish its own.
In the dead of night, the fearsome Darkness Dragon swoops down upon its prey, searing it with black flame and then flies away again in the blink of an eye.
The Cover of Darkness can be used to elude your enemies as can the Hero Nagash and the Darkness Dragon.
The flames of the Sacred Phoenix will burn any who engage it in combat.
When a town has been completely destroyed, only the Ghosts remain.
Ghosts will increase their number from the souls of those they kill.
Elemental Messengers of Fire, Air, Earth and Water are tough to kill and highly resistant to magic of their own element.
The terrifying Gorynych resembles a Hydra but has the wings of a dragon!
The best offense is a legion of Azure Dragons!
Did you ever hear the one about the bunny who dreamed of being a carrot... and then became one?
Hidden among the desert dunes are giant Sphinxes. Answer their riddle correctly and you'll be blessed but answer wrong and you'll be cursed.
The water of Valhalla's Fountain temporarily boosts the luck and skill of a hero in combat but suppresses all magical powers until the effect wears off.
In isolation, the War Zealots have mastered their fighting skills and trained their minds to repel magic.
Arctic Sharpshooters are able to hide in snow-covered places, which allows them to be better protected from missile fire.
Lava Sharpshooters get their name from the bottles of fiery lava in which they dip their arrows. In close combat they can be used to burn their assailants.
Representatives of the Gods have been sent to help restore balance in Erathia.
An Emissary of War will grant an increase to a Hero's attack skill every week.
An Emissary of Peace will grant an increase to a Hero's defense skill every week.
An Emissary of Mana will grant an increase to a Hero's power skill every week.
An Emissary of Lore will grant an increase to a Hero's knowledge skill every week.
Monsters around these parts are crazy! Have you heard the nonsense they mutter about?
If you destroy a town, you must wait awhile for the dust to settle before rebuilding.
The fabled Golden Arrow relic will protect an army from a castle's arrow tower defenses.
Arrow Towers shoot faster when the fabled Golden Arrow relic is in the hands of a Hero defending a castle against siege.
A Supreme Archangel's attack is simply devastating. Nothing can stand against it!
I've heard that Ghost Behemoths can walk straight through a castle wall as if it weren't there!
I've heard that a Lord of Thunder tosses thunderbolts twice as fast as any Titan.
I've heard that Hell Hydras regenerate their lost heads.
Ancient Tomes of Knowledge will help you master a skill. These scholarly volumes can sometimes be found locked away in chests.
If your mind is cluttered with useless knowledge, visiting the monks at the Market of Time will help you free it to learn new things.
Whether you seek powerful artifacts or valuable commodities, a visit to the Palace of Dreams is the place to go to win!
I heard of a hero who went fishing in a Magic Well. He hauled up a chest full of riches!
If you're feeling lucky, pull up a chair at the tavern down the road and join in a game of cards. You could double or even triple your stake!
Groups of freelance creatures can be hired at the Freelancer's Guild for a very reasonable price. They'll work alone but won't betray you.
I heard of a man who came upon a giant living skull. It spoke to him, and for a small fee it told him where he could find a powerful artifact!
Altars of Transformation are mysterious and very old. Nobody knows who built these arcane structures, but their power can transform an entire army.
The mystical Summoning Stones are used by heroes to fortify their armies with reinforcements when they're far from home.
Those who drink the water from the fountain of Venus receive her blessing. In combat it bolsters their morale and boosts their luck.
Nothing hits the spot quite like my famous Barbecued Werewolf Steaks.  No?  Well how about some Wild Boar stuffed with chopped Goblin Rider?
Heroes with Eagle Eye always seem to know more spells than they could have learned in battle.
A good Commander is an asset to any Hero.
Dungeon Commanders sell the dead bodies of their enemies for gold.
A Rampart Commander will make sure your First Aid Tent is better than new.
Inferno Commanders can charm troops from an enemy army to their side before the battle begins.
Fortress Commanders have excellent attack and defense in combat.
Tower Commanders have learned how to replenish their Hero's mana during combat.
Castle Commanders learn quicker than all others.
Necropolis Commanders are as dead as the armies they command but can reanimate their fallen comrades.
When you take the cards of prophecy into battle they may give you luck or give you misfortune. Usually it's luck though which is a pretty good deal.
Rogues will often seek out and join a Hero who is proficient in the ways of Scouting.
Many heroes tell tales of the fabulous Adventure Caves, and the wise hermits, bountiful treasures and great danger they have found in their depths.
If you're lacking basic training or badly in need of gold or resources, visit the kindly folks at an Alms House for some help.
An eccentric old guy runs a Junk Merchant's shop and will buy your more useless artifacts from you. He'll generally give you a pretty good deal.
If you need some money to develop a town or finance that new army, stop by the Bank. They're always willing to give a loan to new customers with good credit.
Sometimes, if you're lucky, you can find a Mysterious Creature Dwelling where a ready-made army can be yours if can afford them.
Ever wish your magic shield was more magic or your magic sword had more slaying power? Visit a friendly Artificer; for a small fee he'll upgrade your artifacts.
If you're in need of combat training or perhaps a good sword or shield, visit the Battle Academy and sign up for classes.
Need to bone up on some magic skills? Visit the School of Wizardry and sign up for lessons today!
Heroes who excel at Learning may find their combat and magic skills advancing even faster than they expect.
Bizarre as it may sound, Heroes who study the art of magic Resistance, will sometimes "resist" the advanced training of enemy troops.
A Hero skilled in Artillery may be able to pick off a few enemies before the armies even engage in battle.
A Hero proficient in First Aid can sometimes bring mortally wounded creatures back to life after a battle.
Santa Gremlins are always surrounded by their loyal bodyguards.
Beware the Santa Gremlins! They may look cute but they hurl magical daggers of ice in combat.
Royal Griffins will seek out and serve any Hero who carries a Bird of Perception.
Sprites will seek out and serve any Hero who carries a Pendant of Life.
Zombies will seek out and serve any Hero who carries a Pendant of Death.
Beware the Rampaging Ogre for he'll stop at nothing to get back his shield!
I've heard that a certain pair of boots is haunted by a ghost of a dead cobbler. Every week he'll make a new pair, completely identical to the first.
It is said that if we remembered everything we experienced we would be very wise indeed. And that's just what the Pendant of Total Recall lets you do.
If you want to recover gold pilfered by your troops, be sure to get yourself an Emblem of Cognizance.
When traveling in parts unknown, bring along a Stoic Watchman. This little artifact lets you see for miles! Pity it takes 7 days to recharge.
Many novice troops who attack at range will benefit from the power of a Pendant of Second Sight.
A Pendant of Holiness bestows the knowledge of holy spells upon its wearer.
If you absolutely must get some place fast, invest in a pair of Boots of Polarity. They're only good for one trip but sometimes that's all you need.
A wizard is gathering up all Garnitures of Interference to destroy them because they're messing up his magic, but he'll give you a fair trade for one.
The secret to increased knowledge is the attainment of a calm and dispassionate mind. A Pendant of Dispassion is a great help with this task.
It is said that a Pendant of Free Will can improve those creatures who have little or no will themselves.
A magic spell scroll once saved my life when it cast its spell all on its own. It almost seemed to be alive!
An Orb of Vulnerability not only makes creatures susceptible to magic but attracts mages who wish to study this phenomenon.
Nobody knows why, but Mighty Gorgons seem attracted to the wielder of a Sphere of Permanence and will serve that wielder loyally.
A Statesman's Medal brings prestige to any town. A Hero who donates one is certain to have a building constructed in his honour.
If you release the djinn trapped within an Orb of Inhibition, he'll grant a boon to some of your troops.
The Surcoat of Counterpoise appears to have a beneficial affect when worn with certain artifacts.
A Castle's Arrow Towers improve with each battle won.
There are many exciting ways to use shimmering bars of magical Mithril!
Magical Mithril is rare. You can't trade for it, but sometimes you'll find it lying around in stacks.
I heard of a man who was quietly fishing at a well when horrible monsters crawled out and ate him!
A Hero skilled in the art of Sorcery can sometimes visit certain places from afar.
For those skilled in Mysticism, some things that were hidden are now revealed.
For those skilled in Sorcery, much that was unknown is now revealed.
There's a vast underground tunnel complex connected by Magic Wells but sometimes it's hard to locate the entrance.
Many Rogues make their home in the mysterious Adventure Caves and sometimes they can be bargained with.
Beware chests guarded by deadly magical darts!
Beware chests guarded by poison gas!
At the Palace of Dreams, a fool and his gold are soon parted.
The water of Valhalla's Fountain temporarily boosts the luck and skill of a hero in combat but suppresses all magical powers until the effect wears off.
Drinking the waters of Hydromel from a Fountain of Fortune will temporarily boost a hero's attack and defense skills in combat.
Breathing the spores of giant mushrooms of air, fire, earth and water will temporarily give a hero great power over the magic spells of those elements.
Sometimes you'll find the deed to a fully-functional mine locked away in a chest. They're completely legal.
Asmodeus is attuned to Hero's who carry the Hourglass of the Evil Hour and will fight for any who call him. But a piece of the Hero's soul is the price.
Rumor has it that heroes and town-types are now closer in ability than ever before.
Sometimes a wizard will lose her spellbook and the lucky finder will gain its power instead.
The strange inhabitants of the Grotto keep a stash of ore and gold.
Destroy some lowly vampires at the Transylvanian Tavern and you may impress the Vampire Lords enough to join your cause.
The Home of the Bat is a haven for Vampires.
The woodland protectors of the Hunting Lodge stockpile wood and gold.
Dispose of the guardian Golems and Gremlins of the Snow-covered Grotto and claim your reward.
A Hero can leave his troops just about anywhere on guard duty but if they feel abandoned, they'll never rejoin his army.
A Commander with Master Attack and Master Defense will reduce his enemy's defense by 50%.
A Commander with Master Attack and Master Hit Points will cause her enemies to freeze with fright.
A Commander with Master Attack and Master Damage will always do maximum damage.
A Commander with Master Attack and Master Magic Power cannot be retaliated against.
A Commander with Master Attack and Master Speed will gain a ranged attack.
A Commander with Master Defense and Master Hit Points can retaliate against unlimited foes.
A Commander with Master Defense and Master Damage will strike all enemies around him.
A Commander with Master Defense and Master Magic Power will sometimes paralyze her opponents.
A Commander with Master Defense and Master Speed can often block physical attacks completely.
A Commander with Master Hit Points and Master Damage can strike twice each round.
A Commander with Master Hit Points and Master Magic Power gains a permanent Fire Shield.
A Commander with Master Hit Points and Master Speed regenerates 50 hit points each round.
A Commander with Master Damage and Master Magic Power gains the Death Stare ability.
A Commander with Master Damage and Master Speed does increased damage when charging.
A Commander with Master Magic Power and Master Speed can fly across the battlefield.
The Sylvan Centaur is said to be half-elf and half-centaur, joined together my magic.
In some lands, the mountains and forests can be traversed without flying, but watch out for ambushes and landslides.
Some enterprising person had the bright idea to charge a toll for using the two-way monoliths but it's a mystery what he does with all the gold he collects.
I've heard that an odd assortment of creatures have moved into some of the Confluxes.
The Sorceress can change into a raven at will, and large groups of Sorceresses often cast powerful enchantments on their foes.
They say that the fiery Hellsteed is related to the Nightmare; when its fires burn out it loses its soul and becomes a shadow of death.
Lycanthropy is spreading throughout the land. The bite of the Werewolf is far worse than its howl.
The Pit Kobold is an expert at underground travel.
The bite of the Dracolich poisons the victim's blood with evil that burns from within.
Some of the castles seem to be producing more gold and troops than ever before.
I've heard it said that some of the magic scrolls are alive and will cast spell on their own.
It's smart to pay attention to the relationships between the creatures in your army. Some will help each other while others will actually kill each other.
The writing on most signs is a lot easier to change nowadays. I suppose it must be the type of wood they're made out of.
It's amazing the new maneuvers that can be performed these days; I witnessed a legion of troops split itself into two even stacks in the heat of battle.
Heroes are getting pickier it seems. Many are ditching their old Commander and choosing a new one from a completely different faction than before.
Competition is so fierce that a lot of newly trained Commanders have picked up extra skills and abilities.
I heard an old wizard saying how his guild has reworked the old Protection spells so they'll protect against all kinds of spells now.
Apparently, many of the War Machines have been upgraded and improved so that they're a lot more useful than they used to be.
Sometimes heroes will promote a regular soldier from their army to Henchman status, and a Henchman who survives many battles is a force to be reckoned with.
I've heard rumours of Dragon Flies enchanted to drive people mad, confusing them so they can't retaliate and causing them to attack friend as often as foe.
There are bizarre tales of creatures who can transform themselves into any other monster you can imagine. Metamorphs, they call them.
These days, even the hut witches have Commanders. Your own Commander might learn a thing or two from visiting them.
Finding magical stones of power is a sure-fire way of boosting the abilities of your Commander.
Magic mirror portals situated around the land can provide a tired army with a fast way home. Just be sure you can afford to pay the mirror-keeper his fee.
Beware the Death Chambers in which lurk the Undead King and his evil minions! These chambers are full of treasure but only the powerful survive a visit.
A new type of Tactics teaches an army to maneuver faster in combat under the command of a properly trained hero.
There are spies infiltrating towns and performing missions of theft, sabotage and assassination. You can even hire your own spy with the right connections.
A lot of Scholars are researching new spells in their spare time. If there isn't a mage guild nearby, it sure would be handy to know one.
All good Navigators are also trained in onboard ship combat and can be a real asset during a battle.
If you're Lucky, some of your troops will fight better for an entire battle.
Heroes who make Learning a priority find that they can become better fighters or spellcaster even while studying quietly at home.
A Marksman's crossbow quarrel is so powerful it can often pierce a foe and damage another right behind the first.
Many creatures appear to have mastered new abilities lately, usually in addition to their old ones.
Neutral creatures, following no hero or flag, appear to be getting tougher and tougher as time goes on.
Have you heard of the Dragonmaster and how his elite Darkness Dragons now guard the old Dragon Utopias? Many foolish armies have died trying to take them on.
Rumour has it that powerful wizards living in emerald towers can enchant an entire species of creatures to make them more powerful.
When exploring certain lands you may come upon many garrisons. Be careful because they may be booby-trapped with landmines, fire walls, and other magic.
I've heard that sometimes heroes can use artifacts fashioned for Commanders, and the hero will gain power from the artifact instead.
It's said that a Pendant of Life will help living troops live longer.
I've heard that a Pendant of Death will make the Undead more fearsome.
I've heard that a Pendant of Total Recall will help archers find their mark.
I've heard that a Pendant of Second Sight will help you avoid a ranged attack.
Nothing hits the spot quite like my famous Barbecued Gorynych steaks.  No?  Well how about some Vorpal Bunny stuffed with deep fried Metamorph?
I've heard that a Pendant of Holiness will bless your whole army.
If your soul is tainted with bloodshed you may find yourself fighting Karmic Battles against ever-increasing monstrous foes!
I've heard that a Pendant of Dispassion will fill your army with bloodlust.
I've heard that a Pendant of Free Will will make your troops' skin as hard as stone.
An Orb of Vulnerability will make your enemy very susceptible to disease.
An Orb of the Firmament will help protect your army from Lightning and other spells of the air.
An Orb of Silt will help protect your army from Meteor Shower and other spells of the earth.
An Orb of Tempestuous Fire will help protect your army from Fireball and other spells of the flame.
An Orb of Driving Rain will help protect your army from Ice Bolt and other watery spells.
Conflux Commanders are very persuasive and are often able to convince some enemy troops to never fight again.
Stronghold Commanders are exceptionally skilled when it comes to the Ballista.
Many heroes tell tales of the fabulous Adventure Caves, and the wise hermits, bountiful treasures and great danger they have found in their depths.
Artifacts of Conjuring will often let a hero cast additional spells in combat.
The magic of a Sphere of Permanence makes non-living troops tougher.
A Necromancer's Skeletons are always warriors if she wears a pair of Deadman's Boots.
A Necromancer's Vampires are always Lords if he wears the Vampire's Cowl.
A Necromancer's Walking Dead always become Zombies if she wears the Undertaker's Amulet.
A Hero's Centaurs are always Captains if he wields the Centaur's Axe.
A Hero's Dwarves are always Battle-hardened if he wears the Shield of the Dwarven Lords.
A Hero's Dendroids are always Soldiers if she wears a Breastplate of Petrified Wood.
A Hero's Unicorns are always trained for War if he wears a Helm of the Alabaster Unicorn.
The mysterious Garb of the Forest Lord is formed from the Centaur's Axe, the Shield of the Dwarven Lords, and the Breastplate of Petrified Wood.
If you wear a Statesman's Medal, Diplomat's Ring or Ambassador's Sash, the creatures you meet will sometimes be a little friendlier than usual.
The Vestment's of Authority, formed by wearing a Statesman's Medal, Diplomat's Ring and Ambassador's Sash will persuade many to join you.
Beware the Santa Gremlins! They may look cute but they hurl magical daggers of ice in combat.
Royal Griffins will seek out and serve any Hero who carries a Bird of Perception.
Sprites will seek out and serve any Hero who carries a Pendant of Life.
Zombies will seek out and serve any Hero who carries a Pendant of Death.
Beware the Rampaging Ogre for he'll stop at nothing to get back his shield!
I've heard that a certain pair of boots is haunted by a ghost of a dead cobbler. Every week he'll make a new pair, completely identical to the first.
It is said that if we remembered everything we experienced we would be very wise indeed. And that's just what the Pendant of Total Recall lets you do.
If you want to recover gold pilfered by your troops, be sure to get yourself an Emblem of Cognizance.
When traveling in parts unknown, bring along a Stoic Watchman. This little artifact lets you see for miles! Pity it takes 7 days to recharge.
Many novice troops who attack at range will benefit from the power of a Pendant of Second Sight.
A Pendant of Holiness bestows the knowledge of holy spells upon its wearer.
If you absolutely must get some place fast, invest in a pair of Boots of Polarity. They're only good for one trip but sometimes that's all you need.
A wizard is gathering up all Garnitures of Interference to destroy them because they're messing up his magic, but he'll give you a fair trade for one.
The secret to increased knowledge is the attainment of a calm and dispassionate mind. A Pendant of Dispassion is a great help with this task.
It is said that a Pendant of Free Will can improve those creatures who have little or no will themselves.
Diplomacy is an essential part of war and a strong army is sure to result from the use of the Diplomat's Ring.
An Orb of Vulnerability not only makes creatures susceptible to magic but attracts mages who wish to study this phenomenon.
Nobody knows why, but Mighty Gorgons seem attracted to the wielder of a Sphere of Permanence and will serve that wielder loyally.
A Statesman's Medal brings prestige to any town. A Hero who donates one is certain to have a building constructed in his honour.
If you release the djinn trapped within an Orb of Inhibition, he'll grant a boon to some of your troops.
The Surcoat of Counterpoise appears to have a beneficial affect when worn with certain artifacts.
A Castle's Arrow Towers improve with each battle won.
There are many exciting ways to use shimmering bars of magical Mithril!
Magical Mithril is rare. You can't trade for it, but sometimes you'll find it lying around in stacks.
I heard of a man who was quietly fishing at a well when horrible monsters crawled out and ate him!
A Hero skilled in the art of Sorcery can sometimes visit certain places from afar.
For those skilled in Mysticism, some things that were hidden are now revealed.
For those skilled in Sorcery, much that was unknown is now revealed.
There's a vast underground tunnel complex connected by Magic Wells but sometimes it's hard to locate the entrance.
Many Rogues make their home in the mysterious Adventure Caves and sometimes they can be bargained with.
Beware chests guarded by deadly magical darts!
Beware chests guarded by poison gas!
At the Palace of Dreams, a fool and his gold are soon parted.
The water of Valhalla's Fountain temporarily boosts the luck and skill of a hero in combat but suppresses all magical powers until the effect wears off.
Drinking the waters of Hydromel from a Fountain of Fortune will temporarily boost a hero's attack and defense skills in combat.
Breathing the spores of giant mushrooms of air, fire, earth and water will temporarily give a hero great power over the magic spells of those elements.
Sometimes you'll find the deed to a fully-functional mine locked away in a chest. They're completely legal.
Asmodeus is attuned to Hero's who carry the Hourglass of the Evil Hour and will fight for any who call him. But a piece of the Hero's soul is the price.
The Inferno and Fortress have trained for a long time and are now closer in ability to the other factions.
Sometimes a wizard will lose her spellbook and the lucky finder will gain its power instead.
The strange inhabitants of the Grotto keep a stash of ore and gold.
Destroy some lowly vampires at the Transylvanian Tavern and you may impress the Vampire Lords enough to join your cause.
The Home of the Bat is a haven for Vampires.
The woodland protectors of the Hunting Lodge stockpile wood and gold.
Dispose of the guardian Golems and Gremlins of the Snow-covered Grotto and claim your reward.
A Hero can leave his troops just about anywhere on guard duty but if they feel abandoned, they'll never rejoin his army.
A Commander with Master Attack and Master Defense will reduce his enemy's defense by 50%.
A Commander with Master Attack and Master Hit Points will cause her enemies to freeze with fright.
A Commander with Master Attack and Master Damage will always do maximum damage.
A Commander with Master Attack and Master Magic Power cannot be retaliated against.
A Commander with Master Attack and Master Speed will gain a ranged attack.
A Commander with Master Defense and Master Hit Points can retaliate against unlimited foes.
A Commander with Master Defense and Master Damage will strike all enemies around him.
A Commander with Master Defense and Master Magic Power will sometimes paralyze her opponents.
A Commander with Master Defense and Master Speed can often block physical attacks completely.
A Commander with Master Hit Points and Master Damage can strike twice each round.
A Commander with Master Hit Points and Master Magic Power gains a permanent Fire Shield.
A Commander with Master Hit Points and Master Speed regenerates 50 hit points each round.
A Commander with Master Damage and Master Magic Power gains the Death Stare ability.
A Commander with Master Damage and Master Speed does increased damage when charging.
A Commander with Master Magic Power and Master Speed can fly across the battlefield.


DISCLAIMER: This is a copy-paste.
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Karashan
Karashan


Hired Hero
aura runs core not hollow
posted October 26, 2006 07:58 AM

thank you Vlaad
____________
i dont know
nor do i claim to

its just an idea

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