ORC PC 3.10 beta - Short manual
Date: 28. 09. 2005
(c) Thomas Naumann, Kiel
Concessions of favour
Comprehensive production table
Table of B-, C-, D-products
Table of product depenedencies
Abilities of heroes, monsters, and treasures
Expressions: An area is either a tribal area, a castle area, cultivatable area, or an uncontrolled area. "Random" in a formula is a random number between 0 and 1.
|8||Blood Count||Blood Countess||7||1||-||-||-||-||-||1||45|
|9||War Count||War Countess||8||1||-||1000||-||-||-||-||50|
|10||Grand Count||Grand Countess||9||1||-||-||60||-||-||-||55|
|11||Imperial Count||Imperial Countess||10||1||50000||-||-||-||-||-||60|
|14||Grand Duke||Grand Duchess||12||4||-||-||-||-||-||-||75|
|16||Crown Prince||Crown Princess||14||1||-||-||-||-||2||2||85|
|18||Greater King||Greater Queen||16||5||-||-||70||50||-||-||100|
|19||High King||High Queen||-||-||-||-||-||-||-||-||100|
"male": rank name for male rulers.
"female": rank name for female rulers.
"vs": number of vassals required for this rank.
"cc": main castle class required.
"gold": gold required.
"sold": number of soldiers required (including keeps).
"ML": magic level required.
"FL": faith level required.
"grd": number of successful gold raids required.
"srd": number of successful slave raids required.
"AS+": army strength modification (in per cent) for the rank.
The required values must be present when the rank is evaluated in the processing sequence. The first rank in the list is the rank for a ruler who has an overlord.
Concessions of favour
Concessions of favour can be obtained among other things by the following efforts:
a) If you are the most faithful leader, and have not been the most faithful in the previous year.
b) For eliminating a player (computer player or human player).
c) By a random event, depending on the faith level.
d) Two concessions are won for a successful siege of the player who is proscribed by the priests.
e) If you are first in the Gollum table or Notoriety table, if you have not been first in the previous year.
f) One per year, if you are King and have not become King just this year.
Number of soldiers x 5 x (Number of personal following candidates+1).
In addition the vassal has to pay his or her overlord 10 G for every recruted soldier and every recruted mercenary.
|Section of the population||Goldears||LE|
|Merchants||-||1 (that they pay for)|
There can not be more than twice as many mercenaries in an army than there are soldiers. The mercenaries are first to hit the battlefield.
|ASF =||(1 plus (experience times 0.01))|
|times (1 plus (morale times 0.01))|
|times (1 plus (armour times 0.01))|
|times (1 plus (weapons times 0.01))|
|times rank factor)|
Then the hero's strengths are added to the ASF, if the heroes are told to assist the defense or attack.
Get the rank factor from the rank table.
Army level: In the beginning there are only normal armies (army level 0 - Rookie). After some years, when the accumulated ASF of an army reaches a certain score, that army is promoted to the next level. The following table is used for army status levels:
|status level||identifier||shortcut||effect||basic mercenary price|
Army strength: (soldiers + mercenaries) x ASF
If standing in a besieged castle: Army strength = army strength x castle factor
castle factor = 1 + (0 x castle class)
Note: The castle factor does not apply to supporting armies.
Number of fire arrows used when under siege:
FA = Min (fireArrows, defenders, attackerCatapults x 2)
hit chance of a fire arrow: (20 + experience) / 200
hit chance of a surviving catapult:
experience / 100 -> effect of a hit: castleCombatClass = castleCombatClass x 0.95.
|Areas to be paid for||G per soldier||G for 100 soldiers|
Additional movement costs: In order to move through an area with water you need a tenth of a unit of wood for every soldier or mercenary to build rafts in addition to normal supply costs.
No more than 25 orders can be given each year. Every order can be given as many times as indicated by the number in square brackets. In some of these the first parameter has to be different (for example you can give five ZB-Orders, but only for five different castles). This is indicated by an asterisk.
You have to follow the sequence of the parameters as it is given in the list of orders. The sequencing follows the rule: areas first, amounts last, everything else in between.
|a, b, c, d||Any number. This kind of parameter may not be zero.|
|imp||Abbreviation for an improvement (e.g. "LIB", "UNI").|
|p||Product number, as in the table of products.|
|ta||Tribal area (someone else's!).|
|vta||Tribal area of one of your vassals.|
|ms||Amount of gold between 1000 and 30000 G.|
|tmp||Amount of Gold between 100 and 10000 G.|
|cvg||Amount of Gold between 1 and 1000 G.|
|outps||Number of Soldiers between 1 and 500.|
Other short cuts need no explanation and usually can be treated as a, b, c, d.
SU  - Sphere of invulnerability; costs 50 e diamonds, 50 e sulfur, 5000 gold; in the beginning this order is not available.
PT  - Loot Temple; Minimum yield: (faith level+year) x 200.
KL a  - Buy a food units (doubled price).
SV a  - Slaughter a pigs.
VK p, b [5*] - Sell b units of the product p. Each merchant's budget: purchase >= (50+economic situation) x (1+number of bazaars/25) x (1+(year/50)).
VX ta, p, b  - Sell b units or product p through your branch in ta.
GB a, b  - Make a bid of b G for a units of this year's special offer.
PL a  - With a pigs produce a units of leather.
EB cta [5*] - Expand the castle in cta.
|From||to||cost in gold||stone||vassals|
ZB csa, a [5*] - Conscription of a peasants for the castle in csa. Cost: 10 G (if applicable +10 G fee for your overlord).
ZS csa, a [5*] - Pay a G for mercenaries in csa. Cost depends on army class as given in the army class table (if applicable +10 G fee for your overlord). The tendency is highly increasing; after a few years there are different groups of mercenaries (as in the army class table). Price yields supply and demand (especially demand).
SM a, ms  - Make a bid of ms goldears, in order to increase the magic level by (not: to) a points.
VW a  - Supply scientists with a G. WN>20 after 3 successful caravans, WN>40 with 4 different production sites (2 of these not in the main area), WN>60 with the class of the main castle>=3 and at least 2 keeps. WN>80 after eliminating a human player.
VS csa, gold, armor, weapons, booze [5*] - supply soldiers
AR csa, catapults, fire arrows [5*] - Heavy gear. Cost: catapult 5 e wood, 1 soldiers; fire arrows 1 e wood, 1 e sulfur.
BX a  - Enslave a peasants.
WX a  - Enslave a scientists.
KX a  - Enslave a merchants; the others run away.
SX csa, a [5*] - Enslave a soldiers in the castle csa.
BS a  - Free a slaves (cost: 1 LE, 5 G).
KS a, b  - Buy a slaves and pay b G for all slaves together.
AS a, b  - Offer a slaves for at least b G altogether.
XP ta, p, a  - Export a units of product p to ta (gold: p=0).
XA ta, a, b, c, d, e [5*] - Export one to five artefacts (a through e) to the tribe in ta.
KV a  - Buy a pigs. cost: 10 G and 1 LE.
RB a  - Build a bazaars. cost: 10+x merchants, 200+20*x G, 10+x wood.
EE imp, imp, imp, imp, imp  - Build additional buildings. It is possible to give one through five parameters. Possible values for "imp" are given in the table of extension buildings. Example: EE BIBL HEX HEX HEX AREN (EE LIBR WIT WIT AREN is the same, using the English abbreviations)
PA a, b, ...  - Pull down production sites (Example: PA L 123 1 2 L 88 3 4 9).
RP cta, p  - Build production sites for product p in cta.
ST a  - Tax rate to a%.
KG ta, a  - Bounty on player in ta of a G.
HD h [E bl|D sl|S sl] [A a] [F b] [H c] [P d] [T e] [XA f] [XD g] [XM i][5*] - Order for hero h.
AA a, b, c, d, e - Assign the artifacts a through e to the treasury.
EX csa  - Move the tribe to csa.
FU ta, a [10*] - Request support of the vassal in ta and pay a G. The amount of gold has to be at least five times the number of soldiers of the vassal.
TE tmp  - Donate tmp G to the temple.
AC ta  - Expect attacks by armies of the tribe in ta.
HB csa, defenders, merc, campaign (, support) , area1, area2, ..., target [5*] - Old version of the campaign order.
"campaign" was 0 for support, 1 for gold raid, 2 for slave raid, 3 for subjugation and 4 for ejection.
Example: HB 88 100 2500 3 78 68 57.
RG B:castle V:defenders S:merc W:bl1, bl2, bl3... [5 orders for amies, *] - Gold raid.
Example: RG B:88 V:100 S:2500 W:78, 68, 57.
Colon, comma, and blank space are treated as delimiters; it does not matter which one you use, you can even mix them.
The order in the example would be also valid in this form: "RG B 88 V 100 S 2500, W 78 68 57".
RS B:castle V:defenders S:merc W:bl1, bl2, bl3... [5 orders for amies, *] - Slave raid.
BU B:castle V:defenders S:merc W:bl1, bl2, bl3... [5 orders for amies, *] - Subjugation campaign.
BV B:castle V:defenders S:merc W:bl1, bl2, bl3... [5 orders for amies, *] - Ejection campaign.
UN B:castle V:defenders S:merc U:support W:bl1, bl2, bl3... [5 orders for amies, *] - Support campaign.
KW ta, cvg, guards [as main castle class] - Caravan. For every distance unit 3 e wood and for every guard 2 G.
HI from, to, louts  - Ambush caravan.
EK ta  - Build branch in ta.
PW p1, p2, p3, p4, p5 - See prices for products p1 to p5 in the branch's table.
UW ta  - Voluntarily submit to the tribe in ta.
VB a  - Supply peasants with a additional FU.
OH aa, outps  - outps soldiers for orcen outpost in aa. 50 G for every soldier.
HV kb1, kb2, a  - Move a soldiers. Cost: 2 G/soldier and distance unit.
ZZ sp (, aa)  - Cast spell sp.
SR sp (, aa) [3* and different from ZZ] - Cast spell from scroll sp.
HW  - Recruit a hero.
HT  - Make the next key for treasure chests (copper, silver, gold). Table of treasure chest keys:
|Copper||20 iron, 10 sulfur|
|Silver||5 expensium, 1 slime, 3 heroes|
|Gold||20 expensium, 10 slime, 3 heroes, at least one in level 8|
TS vta  - Snake of clay. In the beginning this order is not available.
DR ta, a  - Make a bid of a goldears for sending the dragon to ta.
DT a  - Make a bid of a G for the dragon slayer.
SG sp, a  - Hatch scroll with spell sp; Use: a units of adder blood.
SP aa, a  - Send spy to aa; pay a G.
EM a  - Rebell against the overlord. a is the suspected number of soldiers in the main army of the overlord.
Number, name, required magic level (RM), use of adder blood, parameter, maliciousness (+: malicious)
1 SCREEN 10 2 0 -
2 ARMOUR 10 2 1 -
3 HARE 10 2 0 -
4 GOLDEN ASS 10 2 0 -
5 KHURRAD'S GRACE 10 2 1 -
6 KHURRADS FAVOUR 10 2 0 -
7 ILLUSION 10 2 1 -
21 MAGIC DESTROYER 20 3 1 +
22 SPOILAGE 20 3 1 +
23 CATTLE PLAGUE 20 3 1 +
24 FORTRESS 20 3 0 -
25 KHURRAD'S WRATH 20 3 1 +
26 DEBRAINER 20 3 1 +
27 ORC PRIESTS 20 3 1 +
28 AUDIENCE 20 3 1 -
31 TELEPORT 30 5 1 -
32 POISON 30 5 1 +
33 KHURRAD'S SLEDGE 30 5 0 -
34 WEATHER FORECAST 30 5 0 -
35 SCIENTIST'S HORROR 30 5 1 +
36 BACKDOOR 30 5 1 -
37 OUTPOST-EX 30 5 1 +
41 CHARISMA 40 8 1 +
42 MAGIC RAID 40 8 1 +
43 ANIMAL FARM 40 8 1 +
44 ECONOMIC MIRACLE 40 8 0 -
45 PINK CLOUD 40 8 0 -
46 BALL LIGHTNING 40 8 1 -
51 PILLAGE 50 13 0 -
52 GRINDER 50 13 1 +
53 ORC PLAGUE 50 13 1 +
54 ANTIMAGIC 50 13 0 -
55 WEYLETH'S CURSE 50 13 1 +
61 STONE AGE 60 21 1 +
62 KHURRAD'S NAUGHT 60 21 1 +
63 ARSON 60 21 1 +
64 STRIKE 60 21 1 +
65 SNAUGUL'S MIRACLE 60 21 1 -
71 TERRAFORM 70 34 1 +
72 REVOLUTION 70 34 1 +
73 DJIHAD 70 34 0 -
74 GAUNAR'S SCREEN 70 34 0 -
81 DEATH RAY 80 55 1 +
82 RAMARAMA 80 55 0 -
Comprehensive production table
|Product name||No||Price||Production site||G||P||Sl||MaxP||MaxF||MaxM||MaxSw|
No: The Code for XP-, VK- and RP-orders (and other orders that need product numbers or production sites as parameters). Production site: Name of the corresponding production site. G, P, Sl: Gold, peasants and slaves needed for building a production site or expanding an existing site by 10 u mean yield. Max...: Highest mean yield for the province types plains (P), forest (F), mountains (M), and swamp (Sw).
|Movement losses||(???)||0%||2%||5%||7% (Sw: 0%)|
"Growth" is the terrain growth factor (TGF). It describes the rate of growth of peasants and cattle. The formula for growth rates are:
- Peasants: TGF + WN/2000 + MN/2000 + 0.01 x Random + 0.1/year no.
- Cattle: TGF x TGF + MN/1000 + WN/1000
"Terrain yield factors" (TYF) indicate the influence of the terrain type on the annual yield of production sites. The yield factor for product p is calculated as:
Yield factor = Empire yield x (1+WN/100) x (0.9+castle class/10) x TYF x price profile.
Table of B-, C-, D-products
- No use asking about this table! -
|expensium||11||10 iron, 5 sulphur|
|tincture||12||10 booze, 5 sulphur|
|slime||13||20 salt, 20 fu|
|grenade||14||1 sulphur, 1 stone|
|arcaneum||15||5 slime, 5 tincture|
|ring||16||50 diamond, 10 expensium|
|moloch||17||50 expensium, 200 wood|
|golem||18||10 tincture, 200 stone, 50 expensium|
|colossus||19||10 tincture, 200 diamond|
|carts||20||1 iron, 1 wood|
|crown||21||100 ring, 100 arcaneum|
|factory||22||10 moloch, 500 carts, 500 expensium|
|projectile||23||20 golem, 50 arcaneum|
|ankh||24||20 ring, 500 tincture|
Table of product dependencies
|Interfered||Interfering||Change in %|
|ore mine||sulphur pit||60|
|salt mine||ore mine||80|
|salt mine||sulphur pit||120|
|diamond field||sulphur pit||120|
|sulphur pit||diamond field||130|
By spending 1000 goldears you will get an average of NewSci scientists in turn Year. The table shows how many SL-points you will get from these scientist depending on your starting science level (0, 20, 40, ...).
Sphere of invulnarability
Memorize chosen spells
Tribal supply (Sol, M, P, Sci, Pea, Sla, Merch)
Income from obligatory food unit sales to merchants
Debit for adder pits
Debit for enhancement buildings
Sell products to own merchants
Sell products via branches
Assign monsters to armies (MO, GO, KO)
Recruit mercenaries (as part of army order or with ZS)
Pay tributes for recruitment to your overlord
Supply armies (VS)
Heavy gear (AR order)
Increase magic level
Increase science level
Enslave population groups
IN order ("An island with 2 mountains...")
Accept offer of marriage (BA)
Offer marriage (BN)
Slave market (sales first, purchases afterwards)
Export products, gold and treasures
Import products, gold and treasures
Manufacture B-, C-, D-products
Knock down production sites
Build production sites
Change tax rate
Increase hero statistics
Heroes change treasures
Melting treasures (later in the game)
Change hero support
Heroes explore provinces
Ask bit-orc for support
Donation for temple
Alert against other tribe (AC-Befehl)
Battle phase (Movement of armies, skirmishes, raids, sieges)
Return of soldiers in their castles
Change of ownership of conquered keeps
Caravans and ambushes
Define products for branch price table (PW order)
Normal increase of peasants
Additional food supply (VB order)
Increase of slaves
Taxes (bazaars included)
Increase of merchants
Increase of pigs
Income from production sites
Wear of production sites
Harvest of adders blood
Partial spoilage of surplus food
Harvest of food
Tribute from vassals
Spells (except special spells; ZZ first, SR afterwards)
Recruit new heroes
Build chest keys
Snake of clay
Offers for Guild Protector and assumption of office (later in the game)
Offers for dragon
Offers for dragonslayer
Get new spells
Create new scrolls
Impact of normal improvements
Test for help in need
Heroes change places
Test passing of SL limits
Espionage including espionage by heroes
Gollum ranking or index of fame
Foreland war (if active; donations, MA etc.)
Allocate new treasures
Check for victory
Regarding the prerequisites and costs, the following abbreviations are used:
x: number of improvements of the same kind already built.
MaxPeas: maximum number of peasants allowed in the tribe (a "maximum" condition in opposite to "minimum" requirements in the other cases)
Peas, Sla, Sci, Mer, Mag, Prie: Minimum number of peasants, slaves, scientists, merchants, mages, and priests required in the tribe.
Sold: minimum number of soldiers in the tribal army.
G or @: goldears.
wo, st, ir, sa, di, lt, fu, bo, su, ab: wood, stone, iron, salt, diamonds, leather, food, booze, sulphur, adder blood.
Baz: number of bazaars.
SL, ML, FL: science level, magic level, faith level.
The other abbreviations relate to the improvements.
The effects of the improvements mentioned in the table have the following meanings:
addArm<n>: Every year, the armour value of all armies increases by n points. This happens at the end of the processing sequence.
addExp<n>: Every year, experience in all armies increases by n points. This happens at the end of the processing sequence.
addfu<n>: Every year, n fu are generated.
addML<n>: There are n chances of 1 per cent a year that the magic level increases.
addmorale<n>: Every year, morale in all armies increases by n points. This happens at the end of the processing sequence.
addPeas<n>: Every year, n peasants are generated.
addSla<n>: Every year, n slaves are generated.
addSold<n>: Every year n new soldiers appear in the tribal army.
addWeap<n>: Every year, the weapon value of all armies increases by n points. This happens at the end of the processing sequence.
carav<n>: The yield of caravans is n per cent higher than normal.
Convert<n>: Every year n peasants are converted to priests and increase the faith level by n.
Curse<n>: The most faithful player is cursed and loses n faith points.
FaithFast<n>: The faith level cannot drop lower than <n> at the end of the year, except if the temple was pillaged.
Fireprotection<n>: There is a certain defence against fire attacks (dragon, arson and so on). There are no exact formulas known, but a fire protection of 100 is viewed as a very good defence.
GoldmineFast: Gold mines do not wear out.
HeroAttr<n>: Every year there are n chances of 1 per cent for every hero that one of his attributes (a, d, m) increases by 1.
HeroExp<n>: The experience of all heroes increases by n points every year.
Immun: Immunity against civilization diseases and swamp plague.
KhNaughtFast: Immunity against Khurrad's Naught.
maxsl<n>: The science level limit increases by n points. This modifier is maintained even if the science level limit later increases for other reasons.
PHcost<n>: The number of raw materials needed for products produced with the PH command is reduced to n per cent of the original value.
PitFast: Snake pits to not wear out.
Randfu<n>: Every year, a random number between 2 and n fu are generated.
RandMag<n>: There are n chances of 1 per cent that a new mage appears in the tribe.
RandPeas<n>: A number between 2 and n peasants are generated randomly.
addSla<n>: A number between 2 and n slaves are generated randomly.
RandSold<n>: Every year a number between 2 and n new soldiers appears in the tribal army.
SledgeFast: Immunity against Khurrad's Sledge. If the vassal himself has this improvement too, he can free himself with Khurrad's Sledge, but the other effects (loss of faith) do not occur.
SpellCost<n>: The adder blood expense for casting a spell is reduced to n per cent. Writing scrolls is not affected.
Attributes for heroes, treasures, and monsters
Used shortcuts: a: attack, d: defence, m: mind, b: body points. "H" prefix means: hero value (the opponent of the owner of the attribute) "M" prefix means: monster value (the owner of the attribute)
D: random value between 1 and the value in brackets. Example: 2D is a number computed by adding two random numbers between 1 and 5 each.
anti<attribute> (minus sign prefix, for example: -VAMP): If the opponent has the attribute <attribute>, it is cancelled.
There are seven "slots" for treasures: W: weapon, S: shield, H: head, A: armour, N: neck, F: finger, U: feet, -: no slot needed.
ACID (Acid n): A monster with this attribute has an additional attack of 1D[n]. The hero has a defence roll of 1D[addD]-1, where addD is the total of all defence modifiers from treasures held by the hero.
Acid attacks cannot be deflected by "Shield".
ARMS (Armsmaster): If a hero with this attribute has equipped treasures with "A+x" values, these attack bonuses are applied as usual, but additionally, the attack bonus values are added to the physical damage of the opponent.
For example, an "A+3" ring causes an additional damage of 3 hit points to the opponent, in addition to the damage from the normal calculation.
BACKSTAB (Back-stabbing): If 1D[MM]>1D[HD]: An additional 1D[MA] are added to the attack die roll.
BERSERK (Berserk rage): If half or more MHP are gone, MA doubles and MD is halved.
BLINK (Blinking): If the monster has to suffer damage, there is a chance of MM/(MM+HM) for the monster to teleport away a short distance and evade the damaging blow.
If a monster "blinks" it cannot be poisoned (but the effect of already applied poison continues).
Other methods of inflicting physical damage will also fail when the monster "blinks". Mentally inflicted damage, however, is not stopped by blinking.
CLIMB: If a hero accompanies an army with this attribute, the army can pass mountains even if this is generally forbidden (for instance because of a very snowy year).
COOL (Cool): A cool monster hits with its full attack value (including any modifiers) in the first combat round; no die is rolled for this value.
DEATHBREATH (Breath of death): If 1D[MM]>1D[HM]: The difference is deducted from HHP.
DOG (Dog's life): A hero with this attribute, once during a combat, receives a single hit point if he actually is down to zero hit points.
EASY (Easygoing): A monster with this attribute defends with its full defense value (including any modifiers) in the first combat round; no die is rolled for this value.
FIRE (fire breath): The attack is conducted against the "naked" defence of the hero, i. e. treasures increasing the HD do not count.
FROST (Frost spurt n): Every successful monster attack "freezes" 1D[n] of the heroe's attack points. They are lost for the remainder of the combat.
If the hero has "Fire" (not neutralized by the monster's "Anti-fire"), this counts like Anti-frost.
FRUST (Frustration n): After the first successful monster attack, the hero will additionally lose n mind points each combat round right after evaluating the combat round. This will start in the round of the first successful monster attack. The mental points are lost for the duration of this combat only.
GHOUL (Ghoulism): Lost HHP are turned to MHP, but the MHP starting value cannot be exceeded.
HUG (Bear hug): If 1D[MHP]>1D[HHP]: HHP is additionally reduced by 1D[MA].
INVULN (Invulnerability n): Hero attacks can only be successful, if the hero uses magic items to increase his attack value.
The increase must be at least as high as the invulnerability level.
Example: A hero can attack a monster with the attribute "Invuln3" only if he has an attack modifier of at least 3 from magic items. A simple magic item would be the magic sword +1 which could override Invuln1.
LEARN: Only heroes can have this attribute. Its effect is unknown.
LIGHTNING (Lightning n): Every successful monster attack "melts" 1D[n] of the heroe's defense points. They are lost for the remainder of the combat.
If the hero has "Frost" (not neutralized by the monster's "Anti-frost"), this counts like Anti-lightning.
LUCK (Luck n): At the beginning of a combat, a number between 0 and n is rolled. The value is added to one attribute randomly before this attribute is used in combat.
Example: A hero with A8, D10, M7, MaxHP12, and Luck8 - a number between 0 and 8 is rolled for luck. Let's assume the roll is a 3 and the randomly chosen attribute is the attack value: The attack value will be increased from 8 to 11.
In this combat, the attack value will be 11. This is not the same as A+3; particularly, the invulnerability attribute cannot be overridden with luck.
MATT (Multi-attack n): The monster rolls n times for the attack value; the best roll counts.
MDEF (Multi-defence n): The monster rolls n times for the defence value; the best roll counts.
MENT (Mental combat): 1D[MM] is added to the attack value.
NAKED: Both combattants fight without the effects of the equipped items (even if the item granting the Naked-effect is stolen or rusted during the battle).
If the opponent has an item equipped with Anti-naked at the start of the battle, the "naked" effect will be cancelled.
NODRUUF (Druufel mirror): The druufelbatz has no effect on an army if it is accompanied by a hero with a treasure with this attribute.
NUGGET: Only treasures can have this attribute. Its effects are unknown.
POISON (Poison n): After the first successful monster attack, the hero will additionally lose n HHP each combat round right after evaluating the combat round. This will start in the round of the first successful monster attack.
REGEN (Regeneration n): Every combat round n MHP are added. Example: a monster with the attribute "regeneration 2" (Regen2) adds two MHP every combat round.
RESURRECT (Resurrection n): If the mortal blow against the monster caused n damage points or less, the monster resurrects and is back to its full starting values.
This does not depend on the actual loss of hit points of the monster but only on the value of the heroe's blow.
For example, a monster will not resurrect if it has the Resurrect5 attribute and 4 hit points but is hit by a blow of 6 points damage.
While it could only lose 4 hit points, the damage inflicted was 6 points and therefore higher than the protection value of Resurrect5.
Other damage, like poison damage, does also count to the damage inflicted in this respect. In the previous example, the monster would also not resurrect from a damage 3 blow and an additional poison damage of 3.
RUST (Rusting): A successful attack of the monster will immediately destroy a treasure of the hero.
SCAN: If a hero with this attribute dies in a duel with another hero, he does not really die. A new hero emerges in his place.
This new hero combines the best attributes of the winner and the loser, including the instrinsic attributes - but not the "SCAN" attribute.
SCOUT: An army will not have any losses due to terrain effects if it is accompanied by a hero with a treasure with this attribute.
SEDUCT (Seduction): If 1D[MM]>1D[HM]: The hero is seduced. The hero immediately tries to escape. The normal rules for escaping attempts apply.
SELDOM: This attribute has no effect in battles. It indicates that the item will not appear randomly but only in special situations.
SHIELD (Shield n): Damage by the opponent's attack is reduced by n points.
Example: A monster with Shield3 receives a blow of four points (e g. by rolling HA 9 and MD 5). The actual damage will be one point only.
SHRED (Shredding): If an army is accompanied by a hero with a treasure with this attribute, the army will act as if it had a druufelbatz.
STOMP (Stomping): IF 1D[MHP]>1D[HD]: The difference is deduced from HHP.
STONE (Petrification): If 1D[MM]>1D[HM] in the first combat round: The hero is turned to stone (dead).
STUN (stunning): If 1D[MM]>1W[HM]: The hero cannot try to escape in this combat round, and cannot attack in the next combat round.
SWAMPSAFE: If a hero accompanies an army with this attribute, the army can pass swamps even if this is generally forbidden (for instance because of a very rainy year).
TERROR (Terror n): The opponent flees (hero) or dies prematurely (monster), if its K-points (hit points) become lower than n/(n+3) of the hit points at the begin of the fight.
The small print: The program checks for the terror effect only at the beginning of a battle round. If both fighters are possible victims of terror, the defender screams first and loses, leaving the attacker trembling but victorious.
Example: A hero with Killerlady's leather boots (TERROR3) fights against another hero, who has 18 body points including the boni of his items. If this opponent has less than 3/(3+3) = 1/2 of 18 b, that is: 8 or less b, he flees.
There is no rolling against mental strength; the escape will happen unconditionally and the consequences are like in a normal flight (usually leaving an item behind for the taking).
THEFT (Theft): When the "thief" successfully attacks, 1D[M] of the thief is compared to 1D[M] of the victim. If the thief's roll is higher, the thief steals a treasure of his opponent.
The thief tries to use the treasure if the required "slot" (head, finger, etc.) is not yet in use. Otherwise the treasure goes to the tribal treasure chamber.
If a monster has the Theft attribute, stolen items will simply disappear.
UNMELTABLE: This attribute has no effect in battles. It indicates that the item with this attribute cannot produced (melted) with the SS-command (a command not available at the start of a game).
VAMP (vampirism): After a successful attack, the victim does not only lose hit points but also the triple amount of experience points.
WATERWALK: If a hero accompanies an army with this attribute, the army can pass water even if this is generally forbidden (for instance because of unruly weather conditions).
WEIRD: The effects of this attribute are unknown.
WHIP (Whipping n): If 1D[n+MA] is greater than 1D[HD] the hero receives a whipping. Treasure effects are not counted into MA in this case.
A successful whipping adds 1D[n] to the attack die roll.
XARMY (Army reinforcement n): If an army is accompanied by a hero with a treasure with this attribute, its ASF increases (before any modifications by HeroSFs): the ASF is multiplied by (1+n/100).
ZEN: If a hero with this attribute, in a duel against another hero, takes physical damage in the first combat round (i. e. loses hit points), the opponent suffers the same physical damage.