Skip to content

Double Elimination Chamber

User Avatar
#137
Auto-translated
Sevensan
I'm playing WT for almost the first time, a number of changes... not used to it yet =)

When creating the tournament thread, I didn't even think there would be people who don't know what WT is. There is some kind of myth that WT is a completely different game and that in order to learn how to play it, you need to read many different books :D And our people don't like to read, especially since the manual contains about forty-plus pages. :eek: To dispel these doubts, I have selected a small excerpt from the TE manual, taking only the most essential parts. Let's start in order. There is no point in talking about interface improvements; everything is obvious anyway (although this is a matter of taste, HD-mod still exists). I will try to briefly list the differences between WT and SoC, without additional options enabled.

1. Heroes
All starting heroes and the native hero in the left tavern window always arrive with three stacks of monsters. The hero in the right tavern window arrives with a single unit. Artillery, first aid, and archery specialists arrive with corresponding war machines.

Some secondary skills and starting spells of heroes have also been changed.
Knights:
Lord Haart - B.Estates + B.Leadership –> A.Estates
Sir Mullich – banned from hire
Clerics:
Loynis (spec. Prayer) - starts with the Bless spell
Sanya (spec. Eagle Eye) - changes spec to Cure, Dispel –> Cure
Rangers:
Ryland - B.Diplomacy + B.Leadership –> A.Diplomacy
Druids:
Gem - starts with the Cure spell (instead of Summon Boat)
Uland - remove B.Ballistics, leave only A.Wisdom
Coronius (spec. Slayer) - changes spec to Bloodlust, Slayer –> Bloodlust
Malcom (spec. Eagle Eye) - changes spec to Prayer
Melodia (spec. Fortune) - changes spec to Bless, Fortune –> Bless
Alchemists:
Torosar - change B.Tactics to B.Artillery
Iona (spec. Genies) - changes spec to Archery, B.Intelligence –> B.Archery
Wizards:
Solmyr (spec. Ch. Lightning) - starts with the Magic Arrow spell
Theodorus (spec. Magi) - change B.Ballistics to B.Archery
Daremyth (spec. Fortune) - changes spec to Precision, Fortune –> Precision
Serena (spec. Eagle Eye) - changes spec to Land Mines, Dispel –> Land Mines
Demoniacs:
Xeron – banned from hire
Heretics:
Ayden - starts with the Disrupting Ray spell (instead of View Earth)
Xyron (spec. Inferno) - starts with the Fire Wall spell
Death Knights:
The Necromancy skill is removed from the game, and the second skill of all Death Knights is doubled.
Moandor (spec. Liches) - starts with the Precision spell (instead of Slow)
Isra - change A.Necromancy to A.Pathfinding
Necromancers:
The Necromancy skill is removed from the game, and the second skill of all Necromancers is doubled.
Aislinn (spec. M.Shower) - starts with the FireBall spell
Sandro - starts with the Magic Arrow spell (instead of Slow)
Thant (spec. Animate Dead) - starts with the Shield spell
Vidomina - change A.Necromancy to A.Diplomacy
Nimbus (spec. Eagle Eye) - changes spec to Resistance, B.Necromancy + B.Eagle Eye –> A.Resistance
Warlocks:
Alamar (spec. Resurrection) - starts with the Blind spell
Jeddite (spec. Resurrection) - starts with the Cure spell
Deemer (spec. M.Shower) - starts with the Magic Arrow spell, Scouting is lowered from Advanced to Basic level
Geon (spec. Eagle Eye) - changes spec to Lightning Bolt, starts with the Magic Arrow spell (instead of Slow)
Barbarians:
Crag Hack - change A.Offense to B.Offense
Battle Mages:
Oris (spec. Eagle Eye) - changes spec to "+2 ore per turn"
Vey (spec. Ogres) - changes spec to "+350 gold per turn"
Zubin (spec. Precision) - change B.Artillery to B.Archery
Gundula - starts with the BloodLust spell (instead of Slow)
Beastmasters:
Tazar - change A.Armorer to B.Armorer
Witches:
Voy - starts with the Quicksand spell (instead of Slow)
Tiva (spec. Eagle Eye) - changes spec to "+2 wood per turn"
Planeswalkers:
The specialty for all eight has been adjusted according to corresponding elementals (it now also depends on the hero's level, as with other races).
Elementalists:
All elementalists have primary stats: 0-0-2-2
Grindan - starts with the Shield spell (instead of Slow)


The number of monsters arriving with the hero has also been changed.
You can read the manual for minor changes to heroes' troops.

2. Secondary Skills and Specializations.
Quantitative changes and additional properties of secondary skills (Basic, Advanced, Expert).
- Learning – (20, 50, 100);
- Sorcery, Resistance – (10, 20, 30);
- Scouting – +(1, 3, 5) cells of vision; at expert level, the hero can retreat (enter the right tavern slot, losing troops) without battle, directly from the map. A scout hero who reaches level 7 receives the Visions spell in their book
- Eagle Eye – the hero can peek at (1, 2, 3) spells of the opponent not higher than level (3, 4, 5). For high-level magic, corresponding Wisdom is also required. For a spell to appear in the book, the opponent must use it in battle (6, 4, 2) times. At Basic, the hero must win the battle; at Advanced and Expert, they will receive new spells even after a lost skirmish.
Also, a hero with at least basic skill who reaches level 7 receives View Air and View Earth spells in their book
- Mysticism – restores (3, 6, 10) mana units or (5, 10, 20) percent of the maximum amount (whichever is greater) per turn;
- Navigation – when boarding a boat, only part (75%, 50%, 25%) of the hero's Movement Points are lost. The bonus for moving over water is preserved. A hero who reaches level 7 receives the Scuttle Boat spell in their book
- Tactics – a hero with this skill gains the ability to use a reserve squad. With basic Tactics, troops of levels 3-5 can be hidden; with advanced, 2-6; with expert, any.
- Archery – gives +1/3/6 ammo; at Expert level, an ammunition wagon can be purchased
- Ballistic – gives +1/2/4 cells for shooting without penalties; at Expert level, one also ignores penalties for shooting through a wall
- Artillery – gives +5/10/15% to ranged attacks; at Expert level, a war machine can be purchased; artillery specialists also receive an additional 5% per level to the percentage growth of ranged attacks.


Specializations
- Logistics specialists will regardless of level receive an additional 5% bonus to this skill, i.e., they will have (15, 25, 35)% instead of the standard (10, 20, 30)%;
- Monster specialists, upon reaching hero level 7, will additionally add [25%] to the troop's health in battle. Also, the growth of this monster in player cities will increase (+1 for 6th level, +2 for 5, +3 for 4, +4 for 3, +6 for 2, +10 for 1).
- First Aid specialists from level 7 will additionally receive (10*level)% to tent hit points.
- Artillery specialists from level 7 will additionally receive (5*level)% to ballista hit points.
- Money specialists bring [250+ 100*level] coins per turn; resource specialists bring [0.75+ 0.25*level] resource units (for wood/stone [1.5+ 0.5*level]) per turn.


3. Magic
- Town Portal moves to the fire school
- Dimension Door moves to the water school. At expert level, it can be used 2 times.
- Antimagic becomes a "universal" spell present in all magic schools.
- The spells Visions, View Air, View Earth, and Scuttle Boat are removed from the Mage Guild, as they are now properties of secondary skills (Scouting, Eagle Eye, Navigation). These spells can be obtained either by leveling up the secondary skill or by the will of the map creator.
Zero chances have also been set for the spells Misfortune, Magic Mirror, Disguise, and Slayer. By school:
Air Magic
Precision is lowered by 1 level,
Haste costs 7 mana without the skill,
Air Shield is lowered by 1 level,
Hypnotize is doubled in strength – i.e., up to SP*50 + (10, 40, 100)
Disrupting Ray removes (5, 7, 10) defense units,
Counterstrike is lowered to level 3,
Summon Air Elementals summons SP*(2, 4, 5) elementals.
Earth Magic
Slow is raised to level 2, costs 7 mana without the skill,
Quicksand is lowered by 1 level,
Sorrow is lowered to level 3, strengthening up to 2/3/3,
Earthquake costs 12 mana without the skill,
Animate Dead is raised to level 4,
Resurrection has no chance of appearing in the Necropolis guild
Implosion deals damage equal to SP*60 + (75, 150, 225).
Fire Magic
Land Mines is lowered to level 2,
Frenzy is lowered to level 3,
Fireball deals damage equal to SP*15 + bonus,
Inferno deals damage equal to SP*20 + bonus,
Slayer is lowered to level 3 and does not appear in the guild
Armageddon is raised to level 5, deals damage equal to SP*40 + (30, 60, 120), its appearance in Rampart and Tower is allowed.
Water Magic
Weakness is lowered by 1 level,
Cure is raised to level 2, costs 10 mana, strengthens up to SP*10 + (10, 30, 50),
Remove Obstacle is lowered to the first level,
Frost Ring deals damage equal to SP*15 + bonus, costs 15 mana,
Summon Water Elementals summons SP*(2, 4, 5) elementals.


4. Artifacts
Boots of Speed and Equestrian’s Gloves have been weakened. Now the boots give 400 MPs instead of 600, and the gloves 200 instead of 400.
Legs of Legion increases the growth of 2nd level creatures by 6, not 5
Elexir of Life restores 100% hp, instead of +50hp.

Levels of some artifacts are changed.
1) Up:
Scull Helmet (+2 Kn) – Treasure –> Minor
Legs of Legion – Treasure –> Minor
Ring of Vitality (+1 Health) – Treasure –> Minor
Necklace of Swiftness (+1 Speed) – Treasure –> Minor
Spirit of Oppression – Treasure –> Minor
Boots of Speed – Minor –> Major
2) Down:
Garniture of Interference (+5% Resistance) – Major –> Treasure
Emblem of Cognizance (+15% Eagle Eye) – Minor –> Treasure
Surcoat of Counterpoise (+10% Resistance) – Major –> Minor
Statesman’s Medal – Major –> Treasure
Diplomat’s Ring – Major –> Treasure
Ambassador’s Sash – Major –> Treasure
Pendant of Second Sight (AntiBlind) – Major –> Treasure
Ring of the Wayfarer (+1 Speed) – Major –> Minor
Purse of Gold (+500 gold) – Major –> Minor
Everflowing Crystal Cloak – Major –> Minor
Ring of Infinite Gems – Major –> Minor
Everpouring Vial of Mercury – Major –> Minor
Eversmoking Ring of Sulfur – Major –> Minor
Arms of Legion – Major –> Minor
Head of Legion – Major –> Minor
Sphere of Permanence – Major –> Minor
Necklace of the Ocean Guidance – Major –> Minor
Dead Man’s Boots – Major–>Minor
Boots of Polarity (+15% Resistance) – Relic –> Major
Sack of Gold (+1000 gold) – Relic –> Major
Sea Captain’s Hat – Relic –> Major


5. Monsters
Phoenix speed has been reduced from 21 to 19.
This is the only change in monster combat stats.

Cost, weekly growth, and number of neutral monsters on the map were changed. Separately, by script, phoenix and fire bird growth is set to 1/2/3 (1 with fort, 2 with stronghold, 3 with castle).
You can read the manual for minor changes in low-level monster growth.

6. City Buildings
Dependencies of city buildings on each other have been changed:
Tower - Cloud Castle (giants) is possible without Altar of Wishes (genies),
Inferno - Castle Gate is possible without stronghold and even without fort,
Stronghold - wolf upgrade is possible without building the goblin upgrade,
Fortress - gorgon upgrade is possible without building Marketplace and Resource Silo,
Inferno - Pit Lords upgrade is possible without building Mage Guild,
Conflux - pixie upgrade is only possible after building Resource Silo.

Cost of some buildings has been changed:
Tower
The cost of building the Mage Tower is reduced from 5 units of all special resources to 4.
Cloud Castle cost increases to 7500, and its upgrade cost drops to 22500.
Stronghold
Instead of 20 crystals required for building Cyclop's Cave, you need 5gems+5mercury+5sulfur.
Fortress
10 wood removed from the cost of gnoll upgrade.,

7. Other changes:
There are changes that are introduced into the game by checking corresponding boxes in WT options; you can find out about them yourself by right-clicking.

As seen, there is nothing supernatural in the changes. Something was tweaked here and there, but it was done for balance. I hope that those people who say "WT is a different game" will not be too lazy to read my post and dispel all doubts.

Statistics

Welcome our newest member: artem