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'''Rumors''' are hints given by the bar keeper in each town's [[tavern]]. Every single week a new rumor is generated. It has a 1/3 chance to be one of the 150 random built-in rumours, 1/3 chance to be a map-specific rumour provided it was added by the mapmaker, and 1/3 chance to be a hint, either about the location of the grail, or providing some information normally accessble via the [[Thieves' Guild]]. | '''Rumors''' are hints given by the bar keeper in each town's [[tavern]]. Every single week a new rumor is generated. It has a 1/3 chance to be one of the 150 random built-in rumours, 1/3 chance to be a map-specific rumour provided it was added by the mapmaker, and 1/3 chance to be a hint, either about the location of the grail, or providing some information normally accessble via the [[Thieves' Guild]]. | ||
In HotA{{-wh}}, the number of rumours has been increase to include information about [[Cove]] and [[Factory]] towns. A total of 84 new rumours are added, half of which are simply copies. | In HotA{{-wh}}, the number of rumours has been increase to include information about [[Conflux]], [[Cove]] and [[Factory]] towns. A total of 84 new rumours are added, half of which are simply copies. | ||
== List of built-in rumors == | == List of built-in rumors == | ||
Revision as of 16:12, 31 August 2025
Rumors are hints given by the bar keeper in each town's tavern. Every single week a new rumor is generated. It has a 1/3 chance to be one of the 150 random built-in rumours, 1/3 chance to be a map-specific rumour provided it was added by the mapmaker, and 1/3 chance to be a hint, either about the location of the grail, or providing some information normally accessble via the Thieves' Guild.
In HotA
, the number of rumours has been increase to include information about Conflux, Cove and Factory towns. A total of 84 new rumours are added, half of which are simply copies.
List of built-in rumors
- Nothing hits the spot quite like my famous Baked Erathian Eel. No? Well how about some Pegasus Pot Pie?
- Erathian Marksmen can shoot two arrows in the time a normal Archer could shoot one.
- Griffins trained in the royal courts are ferocious defenders.
- Erathian Crusaders can strike two blows in the time a normal Swordsman could strike once.
- Have you heard? Zealots are beings of pure energy.
- Let your Champions run their enemies through. You will like the results. Farther is better.
- Angels fight more ferociously when striking a Devil.
- It is said an Angel will brighten the morale of any army, except the dead.
- In the heat of battle, I have seen Archangels resurrect fallen comrades.
- I once saw a Dwarf resist a spell cast upon him.
- It is said the Grand Elven Archers of AvLee can best Erathian Marksmen.
- It is said a Pegasus will make an enemy spell caster work harder.
- Roots of the Dendroids will bind their enemies in place.
- If you want to protect yourself from spells, stand next to a Unicorn.
- Though not as immune as Gold Dragons, Green Dragons resist most spells.
- Gold Dragons resist more spells than Green, but not as much as Black.
- What the imps and familiars lack in strength, they make up for in numbers.
- familiars will drain mana from any spells you cast, and give it to their general.
- Magogs throw exploding balls of fire, burning everything around their target.
- It is impossible to retaliate against the vicious attack of a three-headed Cerberus.
- Once I saw a Pit Lord resurrect Demons from fallen allies.
- Being from the Plane of Fire, Efreet are unaffected by spells of Fire Magic.
- Efreet strike with extra furor when attacking Genies.
- Efreet Sultans are naturally protected by a shield of fire.
- Good luck is not to be had in the presence of Devils.
- When a Devil travels, it journeys to its plane before returning to our world.
- It is impossible to retaliate against the swiping scythe of a Devil.
- When attacking an Angel, Devils strike with tremendous anger.
- Beware the touch of the Zombies. You may find yourself with disease.
- Wights and Wraiths are foul spirits. If you do not kill one with the first blow, it will heal itself whole.
- Wraiths subsist on magic energies. Mana disappears in their presence.
- I have heard the Ghosts of Enroth are far more dangerous than the Wights and Wraiths of Erathia.
- It is impossible to retaliate in the face of a Vampire's fearsome assault.
- I have seen dying Vampire Lords reborn in the blood of fallen enemies.
- A Lich's attack shreds the living while leaving the dead unscathed.
- A strike from a Black Knight can curse an enemy.
- Dread Knights are powerful warriors able to cut down their enemies with a powerful death blow.
- On the battlefield, Bone and Ghost Dragons strike fear into the hearts of their enemies.
- Ghost Dragons thirst of the vitality of the young. Beware, you may find yourself old.
- Golems do not have a mind of their own.
- Golems are animated through magic means unknown to most men.
- Because of their animated nature, Golems endure the punishment of spells longer than most.
- It is said Magi and Arch Magi assist heroes in casting their spells.
- Arch Magi throw magic with the precision greater than most archers.
- Efreet are the natural enemies of Genies.
- Genies strike Efreet with a hatred I have rarely seen.
- Master Genies can cast spells as well as any hero.
- Under the four- and six-armed attack of a Naga, no one can hope to retaliate.
- A Naga's attack is an exercise in precise swordsmanship.
- Only the Angel and Archangel can best a Naga in swordsmanship.
- Most underestimate the intelligence of Giants and Titans. Their minds cannot be possessed.
- Titans will strike Black Dragons with more ferocity than any other enemy.
- Wolf Raiders are quick creatures. They'll hit you twice before you can get your shield up.
- Ogre Magi are terrifying monsters. They stir a bloodlust in their allies I have never seen before.
- The attack of a Thunderbird is said to bring lightning from the sky.
- If you want to conquer a town, bring along several Cyclopes. Their boulder throwing skills bring town walls faster than any catapult.
- Few have lived from the assault of a Behemoth. Some say there is no defense against them.
- It is said that no defense can stand up to the attack of an Ancient Behemoth.
- Troglodytes have no eyes, but they can still see.
- Because Troglodytes have no eyes, they cannot be blinded.
- Many armies have fallen under the swooping attacks of Harpies, without causing a single casualty.
- Beholders are the most confident creatures. Even when surrounded, they do not loose their composure.
- Many fear the petrifying attack of the Medusa. You should fear more their golden arrows.
- Even against overwhelming odds, the Minotaur revels in the bloodlust of combat.
- It is said the powerful venom of the Scorpicore could paralyze a golem.
- Not a spell in the world could harm the Black Dragon.
- Remember that the black dragon is immune to all spells - only a Slayer can bring additional harm to it.
- It is said the Orb of Vulnerability can humble the mighty Black Dragon.
- When in battle, it is said Black Dragons seek out Titans.
- Few understand how, but the Dragon Fly can extinguish spells.
- Little is known of the Mighty Gorgon. I once heard to look into its eyes was instant death.
- Beware the poison of the Wyvern Monarch. It will rob you of health faster than the beast can fly.
- It is impossible to retaliate in the onslaught of the many headed Hydra.
- The Black Dragon may be stronger than a Titan, but not even a Titan could defeat an Archangel without help.
- Only the Green and Gold Dragons are good. Red and Black Dragons serve Nighon, and Bone and Ghost Dragons are the vile creations of the Necromancers.
- Archangels are the most powerful creature of the Castles.
- Gold Dragons are the most powerful creature of the Ramparts.
- Titans are the most powerful creature of the Towers.
- Arch Devils are the most powerful creature of the Infernos.
- Ghost Dragons are the most powerful creature of the Necropolis.
- Black Dragons are the most powerful creature of the Dungeons.
- Ancient Behemoths are the most powerful creature of the Strongholds.
- Chaos Hydras are the most powerful creature of the Fortresses.
- On the battlefield, the troop who strikes first, wins most often.
- On the battlefield, speed is life, life is speed.
- The scarlet swan swims in a small lake.
- Find the Grail - it is more powerful than you can imagine.
- Find a good cartographer. Though his maps may cost more, they are extremely accurate.
- Beware Kreegans bearing gifts.
- A wizard recently discovered a spell that will make a whole ARMY fly!
- Chaos is an Overlord's best friend.
- Never get involved in a land war in Erathia.
- Never ignore a subterranean gate, lest you allow an enemy to approach unseen.
- A traveler told me that the Ironfists of Enroth have lost the mandate of heaven.
- Once you've mastered a school of magic, most spells affecting only one unit will now effect all your allies or all your enemies - and sometimes both!
- When travelling across the desert, seek out an oasis, for it will speed your journey.
- Seek out the learning stones that are scattered about the land. You can only learn from each one once, but you learn much.
- There is safety in numbers, especially if those numbers are in the thousands!
- The Haste and Slow spells can be powerful allies in combat, especially at higher levels of proficiency.
- Fight Fire with Protection from Fire.
- Water can do little harm to those who have mastered it.
- Air can do little harm to those who have mastered it.
- Earth can do little harm to those who have mastered it.
- The university can teach you anything... for the right price.
- With the right spell, you can scuttle your boats to prevent your enemies from using them. It makes for a one way trip, but that's what Summon Boat is for!
- Towns with a Citadel attract more troops than a town with a Fort.
- I have heard the Towers trade in artifacts.
- Do you know the Strongholds trade in creatures?
- I have heard heroes could travel between Infernos without moving.
- The Thieves' Guild is friend to everyone and no one.
- Any Castle under the guard of the Brotherhood of the Sword stands a better chance in siege combat.
- I've heard the residents of the Castles will construct a giant Colossus to honor any hero who brings them the Grail.
- I've heard the residents of the Ramparts will construct a Spirit Guardian to honor any hero who brings them the Grail.
- I've heard the residents of the Towers will construct a great Skyship to honor any hero who brings them the Grail.
- I've heard the residents of the Infernos will summon a Deity of Fire to honor any hero who brings them the Grail.
- I've heard the residents of the Necropolis will construct a Soul Prison to honor any hero who brings them the Grail.
- I've heard the residents of the Dungeons will summon a Guardian of Earth to honor any hero who brings them the Grail.
- I've heard the residents of the Strongholds will construct a Warlords' Monument to honor any hero who brings them the Grail.
- I've heard the residents of the Fortresses will grow a great Carnivorous Plant to honor any hero who brings them the Grail.
- Erathian horses are the swiftest in the land.
- If you want to learn quickly, visit a Battle Scholars' Academy in a Dungeon.
- It is believed the Warlocks are able to create a Mana Vortex capable of doubling their mana capacity.
- With the Portal of Summoning, the Dungeon can recruit creatures from the surface.
- Fortresses construct the Blood Obelisk to increase the ferocity of their town defenders.
- After a day in the Cage of Warlords, you will know how to better defend yourself.
- When invading an Inferno, you will see Brimstone Stormclouds. Beware, their spell casters feed on its power.
- It is said Infernos are linked through dimensional portals. Simple folk call them Castle Gates.
- If your heroes desire more power, visit the Order of Fire in an Inferno.
- A Cover of Darkness blankets all under the reign of the Necromancers.
- It is believed prisoners of war are led to a Necropolis to be flayed into Skeletons for the undead hordes of the Necromancer and Death Knight.
- Some believe each Necropolis builds a 'Necromancy Amplifier' to help its heroes raise the dead.
- More rare than the Gem Pond is the Mystic Pond. You never know what precious resources you will find.
- Ramparts create Fountains of Fortune to imbue its defenders with amazing luck.
- If you desire money, store it at the Dwarven Treasury in a Rampart.
- Heroes visiting the Hall of Valhalla in a Stronghold become better warriors.
- If you want to know more, visit the glyphic Wall of Knowledge in a Tower.
- On cursed ground, no one has the advantage.
- On the magic plains, even the common man can cast spells like the greatest wizard.
- A wise man once said, "Don't share your wisdom with anybody."
- Blood is thicker than water.
- To thine own self be true.
- Attack where your enemy is weak.
- Always protect your missile troops in combat.
- Sometimes the best way to avoid defeat is by avoiding combat!
- Today is yesterday's tomorrow.
- At this time of year, the waters around the elvish island of Vori freeze.
- I've heard the elves of Vori have snow white skin.
- Did you know the elves of AvLee are descended from the elves of Vori?
- Hey, I'm all out of rumors, because people like YOU don't come here enough to share them with me!
- Did you ever hear the one about the frog who dreamed of being a king... and then became one?
List of HotA rumors
- Phoenixes are the most powerful creature of the Confluxes.
- I've heard the residents of the Conflux will summon an Aurora Borealis to honor any hero who brings them the Grail.
- Sprites are so fast that no one can hope to retaliate them.
- The most powerful Elementals can protect their allies from their very element.
- Those who fought Magic Elementals say magic cannot do them harm.
- It is said some spells are more effective against Elementals than other ones.
- Phoenixes are not the most powerful creatures, but they are the only ones who can rise from the ashes.
- Psychic and Magic Elementals are capable of fighting with a plenty of foes at once.
- The attacks of Elementals are particularly dangerous for the Elementals belonging to the opposite element.
- It can be hard to find teachers who are able to teach you elemental magic, but in the University of Conflux you can learn the magic of any element.
- Traveling the highlands, remember about the Hermits living there. It is said they can teach to striding heroes many things.
- The Conflux Elementals obey to the four Elemental Lords.
- I have heard many centuries ago Elementals invaded the lands of Erathia.
- Haspids are the most powerful creature of the Coves.
- I've heard the residents of the Cove will light a Lodestar to honor any hero who brings them the Grail.
- It is said the Nymphs can move through any obstacles.
- Ice spells can do no harm to the Oceanids.
- Corsair is not the end of what a true pirate can achieve!
- Sea Dogs are accurate shooters. They can slay even a Dragon with one shot.
- Ayssids are dangerous creatures. Once they feel the taste of blood, they cannot stop.
- Sorceresses often cast weakening spells in battle.
- Nix have excellent armor.
- It is said gravely wounded Haspids can be extremely dangerous.
- One pirate was trying to convince me that he knows a formula of a secret powder that allows giant cannon balls to fly up from a single spark!
- They say that the Thieves Guild is cooperating with the pirates.
- They say that the lodestars are seen best from the maritime cities.
- They say that Sea Serpents have awakened from the depths and emerged on the lands. They crush everything in their way.
- Black-sailed ships are being traded in the shore-side Coves.
- Deep in the seas, on the very bottom, a mysterious Horn lies still. It will give you unmatched power.
- Couatls and Dreadnoughts are the most powerful creatures of the Factories.
- I've heard the residents of the Factory will build a Lightning Rod to honor any hero who brings them the Grail.
- I've heard the bombs thrown by Halflings can break through any armor.
- Mechanics can rebuild Automatons and Dreadnoughts even from scrap!
- Some Automatons defeated in battle explode!
- Olgoi-Khorkhoi devour the corpses of those fallen in battle.
- Bounty Hunters always shoot first.
- Couatls may enter into meditation state becoming invulnerable but only few of them can attack in this state.
- The heat stroke of a Dreadnought can strike multiple enemies.
- In a Bank you can take a good amount of gold in your hands, but then you will have to repay it.
- A journey through wastelands is enduring and dangerous. Search for the Trailblazers who can help you discover the way through this terrain.
- Halflings found their new home in the lands of Jadame.
- They say some warlocks of Archibald Ironfist became Artificers.