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I present an analogue of WGE (tactical mod) for Heroes 3. The core principles of WGE are implemented here, but without a significant overhaul of the balance. For this reason, you can start playing on a map immediately, whereas for Heroes 5, this mode is not yet configured and much work remains (as of January 2014).
You can Download the mod here.
Unpack (entirely or selectively) into the Data folder. It is installed on Heroes 3.5 (In the Wake of Gods, or WoG).
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1) SPTRAITS (spell rebalancing) + SSTRAITS (changes to magic school descriptions):
Main changes:
- moving offensive magic to top levels (only arrow is available without wisdom)
- weakening overpowered top-tier spells (explosion, armageddon, berserk, etc.)
- weakening overpowered speed spells (haste, slow, prayer)
- strengthening or reducing the cost of weak spells by moving them to lower levels (elemental protection, luck/misfortune, joy/sorrow)
- banning unpopular spells in the guild (fire wall, force wall, remove obstacles, mines, sands, visions, summon/flood boat, camouflage, air and earth views, water walking, overpowered fly)
The ban applies only to the guild, so it would be useful to additionally disable some spells using WoG settings (especially overpowered fly and the angel wings artifact)
Skill rebalance:
- basic magic school no longer reduces spell costs, but simply strengthens them, as does advanced
- basic and advanced magic schools now primarily strengthen offensive spells and do not strengthen buffs/debuffs
- expert magic school now almost exclusively strengthens buffs/debuffs, granting mass versions, as well as doubling the cost
Level 1
Earth/Air/Water/Fire Protection: damage reduction to 25% (4x), cost 2 (mass 4)
Luck: +6, cost 3 (mass 6)
Misfortune: -6, cost 3 (mass 6)
Joy: +6, cost 3 (mass 6)
Sorrow: -6, cost 3 (mass 6)
Air Shield: damage reduction to 25% (4x), cost 4 (mass 8 )
Skin: +8, cost 4 (mass 8 )
Bloodlust: +8, cost 4 (mass 8 )
Dispel Magic: cost 4 (mass 8 )
Level 2
Arrow: damage = 10*(K+2/5/8/8 ), cost 5 (all schools)
Accuracy: +12, cost 6 (mass 12)
Executioner: +20, cost 6
Weakness: -8, cost 6 (mass 12)
Shield: damage reduction to 70%, cost 6 (mass 12)
Counterattack: +2 retaliation, cost 7 (mass 14)
Curse: min. damage, cost 7 (mass 14)
Blessing: max. damage, cost 7 (mass 14)
Slow: speed reduction to 80% (rounded down), cost 7 (mass 14)
Level 3
Beam: -(K+3/6/9/9), cost 8
Fury: 150% defense to attack for 1 round, cost 8
Forgetfulness: 50%/50%/100%/100%, cost 8 (mass 16)
Earthquake: 3/4/5/5 fragments, cost 8
Mirror: 50% reflection, cost 9
Fireball: damage = 6*(K+4/7/10/10), cost 9
Antimagic: up to 3/4/5/5 levels, cost 9
Healing: 100% heal (up to 300 HP), cost 9 (mass 18 )
Haste: +3, cost 10 (mass 20)
Fire Shield: 50%, cost 10
Raise Dead: resurrect 20*(K+3/6/9/9), cost 10
Ice Arrow: damage = 14*(K+3/6/9/9), cost 10
Level 4
Lightning: damage = 16*(K+3/6/9/9), cost 12
Sacrifice: resurrect = victim HP + (3/4/5/5)*(victim number), cost 12
Prayer: +2, cost 12 (mass 24)
Meteorite: damage = 8*(K+3/6/9/9), cost 12
Holy Word: damage = 10*(K+2/5/8/8 ), cost 14
Inferno: damage = 6*(K+3/6/9/9), cost 14
Ring: damage = 10*(K+3/6/9/9), cost 14
Wave of Death: damage = 7*(K+2/5/8/8 ), cost 14
Hypnosis: subdue up to 16*(K+3/6/9/9) HP, cost 16
Blindness: no retaliation, cost 16
Clone: levels 1-7, cost 16
Resurrection: resurrect 20*(K+3/6/9/9), cost 16
Level 5
Chain Lightning: damage = 16*(K+3/6/9/9), cost 18
Armageddon: damage = 12*(K+2/5/8 ), cost 18
Teleport: cost 18
Explosion: damage = 24*(K+2/5/8 ), cost 18
Air/Earth/Fire/Water Elementals: summon (3/4/5/5)*K, cost 20
Berserk: 1 target, cost 30
Dimension Door: once per day, cost 40
Town Portal: cost 50 (earth AND water)
Titan's Lightning: damage = 200 (special)
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2) ZCRTRAIT - tactical combat improvement (in the spirit of Heroes 5 WGE, but without changing creature physics):
1) Speeds of all non-flyers are cut to 75% rounded up:
3-4 = > 3
5 => 4
6 = > 5
7-8 => 6
9 => 7
Speeds 9+ follow the flyer rule (see below).
2) Speeds of all flyers are cut to (50% + 2) rounded up:
5-6 => 5
7-8 => 6
9-10 => 7
11-12 => 8
13-14 => 9
15-16 => 10
17-18 => 11
19-21 => 12 (21 as an exception)
3) Ammo of shooters is cut to (20% + 1) rounded up:
4 => 2
8 => 3
12 => 4
16 => 5
24 => 6
32 => 8
Speeds are cut to increase the proportion of maneuvers in battle.
Ammo is cut to weaken shooters, given that speeds are reduced.
Moreover, it's not physics being cut, but the principle itself: you won't be able to wipe out too many troops in one volley, at least without a wagon (which finally becomes useful).
Motivation appears to move shooters in a straight line.
Shooters with double shot are indirectly weakened.
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3) MOVEMENT - hero speed increase by 1.5 times.
Hero movement distance becomes equal to (20+MinSpeed) cells, where MinSpeed is the minimum speed of creatures in the army.
Maximum movement is 32 cells (reached with a minimum speed of 12, i.e., maximum speed with the ZCRTRAIT combat tactics improvement option enabled)
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4) HCTRAITS - disabling useless skills in leveling
Navigation and Diplomacy become unavailable during leveling.
Heroes with starting Navigation or Diplomacy retain these skills, so it is necessary to additionally enable the script for changing heroes' starting skills.
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5) HOTRAITS - rebalancing heroes' starting armies
Specialist armies are leveled to the average army of that faction.
When evaluating starting armies, the following facts must be considered:
1) in 10% of cases, a hero arrives with only the first squad (unlucky)
2) if a hero is supposed to arrive with several squads, then in 70% of cases he arrives with the first two and only in 30% - with all three (lucky)
That is, it is most likely that a hero will arrive with only the first two squads.
Castle
1) 10-20 Pikemen
2) 4-7 Crossbowmen
3) 2-3 Griffins
Valeska: +1 crossbowman to each squad
1) 5-8 Crossbowmen
2) 5-8 Crossbowmen
3) 5-8 Crossbowmen
Edric:
1) 10-20 Pikemen
2) 2-3 Griffins
3) 2-3 Griffins
Rampart
1) 12-24 Centaurs
2) 3-5 Dwarves
3) 3-6 Elves
Ufretin: +3 dwarves to each squad
1) 6-8 Dwarves
2) 6-8 Dwarves
3) 6-8 Dwarves
Ivor: -2 elves in each squad
1) 12-24 Centaurs
2) 1-4 Elves
3) 1-4 Elves
Tower
1) 30-40 Gremlins
2) 3-5 Gargoyles
3) 2-3 Golems
Piguedram: +2 gargoyles to each squad
1) 5-7 Gargoyles
2) 5-7 Gargoyles
3) 5-7 Gargoyles
Josephine:
1) 30-40 Gremlins
2) 2-3 Golems
3) 2-3 Golems
Inferno
1) 15-25 Imps
2) 4-7 own-faction units (gogs)
3) 3-4 Hellhounds
Fiona:
1) 15-25 Imps
2) 3-4 Hellhounds
3) 3-4 Hellhounds
Ignat:
1) 15-25 Imps
2) 15-25 Imps
3) 15-25 Imps
Calch:
1) 4-7 own-faction units (gogs)
2) 4-7 own-faction units (gogs)
3) 4-7 own-faction units (gogs)
Necropolis
1) 20-30 Skeletons
2) 4-6 Wights
3) 4-6 Wraiths
Charna: -2 wraiths in each squad
1) 20-30 Skeletons
2) 2-4 Wraiths
3) 2-4 Wraiths
Galtran: -10 skeletons in each squad
1) 10-20 Skeletons
2) 10-20 Skeletons
3) 10-20 Skeletons
Straker: +4 wights to each squad
1) 8-10 Wights
2) 8-10 Wights
3) 8-10 Wights
Dungeon
1) 30-40 Troglodytes
2) 4-6 Harpies
3) 3-4 Beholders
Adjit: -1 beholder in each squad
1) 30-40 Troglodytes
2) 2-3 Beholders
3) 2-3 Beholders
Shakti: -10 troglodytes in each squad
1) 20-30 Troglodytes
2) 20-30 Troglodytes
3) 20-30 Troglodytes
Lorelei: +3 harpies to each squad
1) 7-9 Harpies
2) 7-9 Harpies
3) 7-9 Harpies
Stronghold
1) 15-25 Goblins
2) 5-7 Wolves
3) 4-6 Orcs
Zhabarkas: -1 orc in each squad
1) 15-25 Goblins
2) 3-5 Orcs
3) 3-5 Orcs
Gretchen: arrives with no more than 2 squads
1) 15-25 Goblins
2) 15-25 Goblins
Tiraxor: +2 wolves to each squad
1) 7-9 Wolves
2) 7-9 Wolves
3) 7-9 Wolves
Fortress
1) 10-20 Gnolls
2) 4-7 Lizardmen
3) 2-4 Hydras
Dragon: arrives with no more than 2 squads
1) 10-20 Gnolls
2) 10-20 Gnolls
Vistan:
1) 4-7 Lizardmen
2) 4-7 Lizardmen
3) 4-7 Lizardmen
Korbak:
1) 10-20 Gnolls
2) 2-4 Hydras
3) 2-4 Hydras
Conflux
1) 15-25 Fairies
2) 3-5 Air Elementals
3) 2-3 Water Elementals
Pasis, Moner:
1) 15-25 Fairies
2) 2-4 Air Elementals
3) 2-4 Air Elementals
Lacus, Calt:
1) 15-25 Fairies
2) 3-4 Water Elementals
3) 3-4 Water Elementals
//-----------------------------------------------------------------------------
6) ARTRAITS - artifact revaluation
Necklace of Impenetrability (+5% Resistance) => 1000 (Treasure)
Mantle of Balance (+10% Resistance) => 2000 (Treasure)
Boots of Counteraction (+15% Resistance) => 3000 (Minor)
Elven Bow made of Cherry Wood (+5% Shooting) => 1000 (Treasure)
Unicorn Hair String (+10% Shooting) => 2000 (Treasure)
Angel Feather Arrows (+15% Shooting) => 3000 (Minor)
Diplomat's Medal, Diplomat's Ring, Ambassador's Ribbon => 2000 (Treasure)
Vial of Dragon Blood (+5 Attack and Defense for Dragons) => 5000 (Major)
Golden Bow (Shooting without penalty) => Relic
Legion Legs (level 2 growth +5) => 1000 (Treasure)
Legion Waist (level 3 growth +4) => 2000 (Treasure)
Legion Torso (level 4 growth +3) => 3000 (Minor)
Legion Arms (level 5 growth +2) => 4000 (Minor)
Legion Head (level 6 growth +1) => 4000 (Minor)
Cloak of Endless Crystals, Ring of Precious Stones, Inexhaustible Vial of Mercury, Eternal Ring of Sulfur => 2000 (Treasure)
Inexhaustible Ore Cart, Inexhaustible Wood Cart => 1000 (Treasure)
Charms of Dispassion, Clairvoyance, Holy, Life, Death, Freedom, Absolute Memory, Courage (immunities to corresponding spells) => 1000 (Tr)
Charm of Negativity (immunity to Lightning and Chain Lightning) => 2000 (Treasure)
Ring of Vitality, Ring of Life (+1 Health) => 1000 (Treasure)
Vial of Vitality (+2 health) => 2000 (Treasure)
Sea Captain's Hat => 6000 (Major)
Necklace of Sea Behavior => 2000 (Treasure)
Necklace of Swiftness, Wanderer's Ring (+1 Speed) => Major
Cloak of Speed (+2 speed) => Relic
Rider's Gloves (+15-20% to movement range) => 6000 (Major)
Speed Boots (+30-40% to movement range) => 12000 (Relic)
Spheres of the Celestial Vault, Pouring Rain, Raging Fire, Muddy Lake (+50% damage from corresponding element) => 3000 (Minor)
Sphere of Constancy (immunity to Dispel Magic) => 1000 (Treasure)
Medal of Vulnerability (removes immunities) => 6000 (Major)
Ban recommendations (in script settings):
- Sphere of Banning
- Angel Wings
- Sea Captain's Hat, Boots of Levitation and Necklace of Sea Behavior (on non-sea maps)
You can Download the mod here.
Unpack (entirely or selectively) into the Data folder. It is installed on Heroes 3.5 (In the Wake of Gods, or WoG).
//-----------------------------------------------------------------------------
1) SPTRAITS (spell rebalancing) + SSTRAITS (changes to magic school descriptions):
Main changes:
- moving offensive magic to top levels (only arrow is available without wisdom)
- weakening overpowered top-tier spells (explosion, armageddon, berserk, etc.)
- weakening overpowered speed spells (haste, slow, prayer)
- strengthening or reducing the cost of weak spells by moving them to lower levels (elemental protection, luck/misfortune, joy/sorrow)
- banning unpopular spells in the guild (fire wall, force wall, remove obstacles, mines, sands, visions, summon/flood boat, camouflage, air and earth views, water walking, overpowered fly)
The ban applies only to the guild, so it would be useful to additionally disable some spells using WoG settings (especially overpowered fly and the angel wings artifact)
Skill rebalance:
- basic magic school no longer reduces spell costs, but simply strengthens them, as does advanced
- basic and advanced magic schools now primarily strengthen offensive spells and do not strengthen buffs/debuffs
- expert magic school now almost exclusively strengthens buffs/debuffs, granting mass versions, as well as doubling the cost
Level 1
Earth/Air/Water/Fire Protection: damage reduction to 25% (4x), cost 2 (mass 4)
Luck: +6, cost 3 (mass 6)
Misfortune: -6, cost 3 (mass 6)
Joy: +6, cost 3 (mass 6)
Sorrow: -6, cost 3 (mass 6)
Air Shield: damage reduction to 25% (4x), cost 4 (mass 8 )
Skin: +8, cost 4 (mass 8 )
Bloodlust: +8, cost 4 (mass 8 )
Dispel Magic: cost 4 (mass 8 )
Level 2
Arrow: damage = 10*(K+2/5/8/8 ), cost 5 (all schools)
Accuracy: +12, cost 6 (mass 12)
Executioner: +20, cost 6
Weakness: -8, cost 6 (mass 12)
Shield: damage reduction to 70%, cost 6 (mass 12)
Counterattack: +2 retaliation, cost 7 (mass 14)
Curse: min. damage, cost 7 (mass 14)
Blessing: max. damage, cost 7 (mass 14)
Slow: speed reduction to 80% (rounded down), cost 7 (mass 14)
Level 3
Beam: -(K+3/6/9/9), cost 8
Fury: 150% defense to attack for 1 round, cost 8
Forgetfulness: 50%/50%/100%/100%, cost 8 (mass 16)
Earthquake: 3/4/5/5 fragments, cost 8
Mirror: 50% reflection, cost 9
Fireball: damage = 6*(K+4/7/10/10), cost 9
Antimagic: up to 3/4/5/5 levels, cost 9
Healing: 100% heal (up to 300 HP), cost 9 (mass 18 )
Haste: +3, cost 10 (mass 20)
Fire Shield: 50%, cost 10
Raise Dead: resurrect 20*(K+3/6/9/9), cost 10
Ice Arrow: damage = 14*(K+3/6/9/9), cost 10
Level 4
Lightning: damage = 16*(K+3/6/9/9), cost 12
Sacrifice: resurrect = victim HP + (3/4/5/5)*(victim number), cost 12
Prayer: +2, cost 12 (mass 24)
Meteorite: damage = 8*(K+3/6/9/9), cost 12
Holy Word: damage = 10*(K+2/5/8/8 ), cost 14
Inferno: damage = 6*(K+3/6/9/9), cost 14
Ring: damage = 10*(K+3/6/9/9), cost 14
Wave of Death: damage = 7*(K+2/5/8/8 ), cost 14
Hypnosis: subdue up to 16*(K+3/6/9/9) HP, cost 16
Blindness: no retaliation, cost 16
Clone: levels 1-7, cost 16
Resurrection: resurrect 20*(K+3/6/9/9), cost 16
Level 5
Chain Lightning: damage = 16*(K+3/6/9/9), cost 18
Armageddon: damage = 12*(K+2/5/8 ), cost 18
Teleport: cost 18
Explosion: damage = 24*(K+2/5/8 ), cost 18
Air/Earth/Fire/Water Elementals: summon (3/4/5/5)*K, cost 20
Berserk: 1 target, cost 30
Dimension Door: once per day, cost 40
Town Portal: cost 50 (earth AND water)
Titan's Lightning: damage = 200 (special)
//-----------------------------------------------------------------------------
2) ZCRTRAIT - tactical combat improvement (in the spirit of Heroes 5 WGE, but without changing creature physics):
1) Speeds of all non-flyers are cut to 75% rounded up:
3-4 = > 3
5 => 4
6 = > 5
7-8 => 6
9 => 7
Speeds 9+ follow the flyer rule (see below).
2) Speeds of all flyers are cut to (50% + 2) rounded up:
5-6 => 5
7-8 => 6
9-10 => 7
11-12 => 8
13-14 => 9
15-16 => 10
17-18 => 11
19-21 => 12 (21 as an exception)
3) Ammo of shooters is cut to (20% + 1) rounded up:
4 => 2
8 => 3
12 => 4
16 => 5
24 => 6
32 => 8
Speeds are cut to increase the proportion of maneuvers in battle.
Ammo is cut to weaken shooters, given that speeds are reduced.
Moreover, it's not physics being cut, but the principle itself: you won't be able to wipe out too many troops in one volley, at least without a wagon (which finally becomes useful).
Motivation appears to move shooters in a straight line.
Shooters with double shot are indirectly weakened.
//-----------------------------------------------------------------------------
3) MOVEMENT - hero speed increase by 1.5 times.
Hero movement distance becomes equal to (20+MinSpeed) cells, where MinSpeed is the minimum speed of creatures in the army.
Maximum movement is 32 cells (reached with a minimum speed of 12, i.e., maximum speed with the ZCRTRAIT combat tactics improvement option enabled)
//-----------------------------------------------------------------------------
4) HCTRAITS - disabling useless skills in leveling
Navigation and Diplomacy become unavailable during leveling.
Heroes with starting Navigation or Diplomacy retain these skills, so it is necessary to additionally enable the script for changing heroes' starting skills.
//-----------------------------------------------------------------------------
5) HOTRAITS - rebalancing heroes' starting armies
Specialist armies are leveled to the average army of that faction.
When evaluating starting armies, the following facts must be considered:
1) in 10% of cases, a hero arrives with only the first squad (unlucky)
2) if a hero is supposed to arrive with several squads, then in 70% of cases he arrives with the first two and only in 30% - with all three (lucky)
That is, it is most likely that a hero will arrive with only the first two squads.
Castle
1) 10-20 Pikemen
2) 4-7 Crossbowmen
3) 2-3 Griffins
Valeska: +1 crossbowman to each squad
1) 5-8 Crossbowmen
2) 5-8 Crossbowmen
3) 5-8 Crossbowmen
Edric:
1) 10-20 Pikemen
2) 2-3 Griffins
3) 2-3 Griffins
Rampart
1) 12-24 Centaurs
2) 3-5 Dwarves
3) 3-6 Elves
Ufretin: +3 dwarves to each squad
1) 6-8 Dwarves
2) 6-8 Dwarves
3) 6-8 Dwarves
Ivor: -2 elves in each squad
1) 12-24 Centaurs
2) 1-4 Elves
3) 1-4 Elves
Tower
1) 30-40 Gremlins
2) 3-5 Gargoyles
3) 2-3 Golems
Piguedram: +2 gargoyles to each squad
1) 5-7 Gargoyles
2) 5-7 Gargoyles
3) 5-7 Gargoyles
Josephine:
1) 30-40 Gremlins
2) 2-3 Golems
3) 2-3 Golems
Inferno
1) 15-25 Imps
2) 4-7 own-faction units (gogs)
3) 3-4 Hellhounds
Fiona:
1) 15-25 Imps
2) 3-4 Hellhounds
3) 3-4 Hellhounds
Ignat:
1) 15-25 Imps
2) 15-25 Imps
3) 15-25 Imps
Calch:
1) 4-7 own-faction units (gogs)
2) 4-7 own-faction units (gogs)
3) 4-7 own-faction units (gogs)
Necropolis
1) 20-30 Skeletons
2) 4-6 Wights
3) 4-6 Wraiths
Charna: -2 wraiths in each squad
1) 20-30 Skeletons
2) 2-4 Wraiths
3) 2-4 Wraiths
Galtran: -10 skeletons in each squad
1) 10-20 Skeletons
2) 10-20 Skeletons
3) 10-20 Skeletons
Straker: +4 wights to each squad
1) 8-10 Wights
2) 8-10 Wights
3) 8-10 Wights
Dungeon
1) 30-40 Troglodytes
2) 4-6 Harpies
3) 3-4 Beholders
Adjit: -1 beholder in each squad
1) 30-40 Troglodytes
2) 2-3 Beholders
3) 2-3 Beholders
Shakti: -10 troglodytes in each squad
1) 20-30 Troglodytes
2) 20-30 Troglodytes
3) 20-30 Troglodytes
Lorelei: +3 harpies to each squad
1) 7-9 Harpies
2) 7-9 Harpies
3) 7-9 Harpies
Stronghold
1) 15-25 Goblins
2) 5-7 Wolves
3) 4-6 Orcs
Zhabarkas: -1 orc in each squad
1) 15-25 Goblins
2) 3-5 Orcs
3) 3-5 Orcs
Gretchen: arrives with no more than 2 squads
1) 15-25 Goblins
2) 15-25 Goblins
Tiraxor: +2 wolves to each squad
1) 7-9 Wolves
2) 7-9 Wolves
3) 7-9 Wolves
Fortress
1) 10-20 Gnolls
2) 4-7 Lizardmen
3) 2-4 Hydras
Dragon: arrives with no more than 2 squads
1) 10-20 Gnolls
2) 10-20 Gnolls
Vistan:
1) 4-7 Lizardmen
2) 4-7 Lizardmen
3) 4-7 Lizardmen
Korbak:
1) 10-20 Gnolls
2) 2-4 Hydras
3) 2-4 Hydras
Conflux
1) 15-25 Fairies
2) 3-5 Air Elementals
3) 2-3 Water Elementals
Pasis, Moner:
1) 15-25 Fairies
2) 2-4 Air Elementals
3) 2-4 Air Elementals
Lacus, Calt:
1) 15-25 Fairies
2) 3-4 Water Elementals
3) 3-4 Water Elementals
//-----------------------------------------------------------------------------
6) ARTRAITS - artifact revaluation
Necklace of Impenetrability (+5% Resistance) => 1000 (Treasure)
Mantle of Balance (+10% Resistance) => 2000 (Treasure)
Boots of Counteraction (+15% Resistance) => 3000 (Minor)
Elven Bow made of Cherry Wood (+5% Shooting) => 1000 (Treasure)
Unicorn Hair String (+10% Shooting) => 2000 (Treasure)
Angel Feather Arrows (+15% Shooting) => 3000 (Minor)
Diplomat's Medal, Diplomat's Ring, Ambassador's Ribbon => 2000 (Treasure)
Vial of Dragon Blood (+5 Attack and Defense for Dragons) => 5000 (Major)
Golden Bow (Shooting without penalty) => Relic
Legion Legs (level 2 growth +5) => 1000 (Treasure)
Legion Waist (level 3 growth +4) => 2000 (Treasure)
Legion Torso (level 4 growth +3) => 3000 (Minor)
Legion Arms (level 5 growth +2) => 4000 (Minor)
Legion Head (level 6 growth +1) => 4000 (Minor)
Cloak of Endless Crystals, Ring of Precious Stones, Inexhaustible Vial of Mercury, Eternal Ring of Sulfur => 2000 (Treasure)
Inexhaustible Ore Cart, Inexhaustible Wood Cart => 1000 (Treasure)
Charms of Dispassion, Clairvoyance, Holy, Life, Death, Freedom, Absolute Memory, Courage (immunities to corresponding spells) => 1000 (Tr)
Charm of Negativity (immunity to Lightning and Chain Lightning) => 2000 (Treasure)
Ring of Vitality, Ring of Life (+1 Health) => 1000 (Treasure)
Vial of Vitality (+2 health) => 2000 (Treasure)
Sea Captain's Hat => 6000 (Major)
Necklace of Sea Behavior => 2000 (Treasure)
Necklace of Swiftness, Wanderer's Ring (+1 Speed) => Major
Cloak of Speed (+2 speed) => Relic
Rider's Gloves (+15-20% to movement range) => 6000 (Major)
Speed Boots (+30-40% to movement range) => 12000 (Relic)
Spheres of the Celestial Vault, Pouring Rain, Raging Fire, Muddy Lake (+50% damage from corresponding element) => 3000 (Minor)
Sphere of Constancy (immunity to Dispel Magic) => 1000 (Treasure)
Medal of Vulnerability (removes immunities) => 6000 (Major)
Ban recommendations (in script settings):
- Sphere of Banning
- Angel Wings
- Sea Captain's Hat, Boots of Levitation and Necklace of Sea Behavior (on non-sea maps)