Additional rule for Ghosts.During combat, at the beginning of a new turn, if there is only Ghosts stacks on the battlefield (even in different armies), and all these Ghosts stacks have go crazy (so, not controled by hero anymore and even if present in the two different armies), the combat ends and the two heroes lose the combat.
The two stacks of Ghosts become a single neutral stack of Ghosts on the map, located where the defending hero was located.
If the defending hero was located on an active object on the map (ex: Mine, Fort, Hill Fort, Temple, Magic Well, Witch's Hut, Tree of Knowledge, etc.), the location is guarded by the Ghosts and the Haunt spell animation is used on the location. To enter the guarded location, the hero must fight the Ghosts.
If the combat was a siege, the town/castle becomes neutral and the Ghosts defend the town/castle (in garrison).
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Now that they are quite dangerous, we can play with them at our own risk, beware!
New artifacts related to Ghosts.Helmet of Spirits: +1 Defense, +1 Knowledge, gives the ability to cast
Raise Ghosts spell (the hero must have a Magic Book).
Raise Ghosts.
Level: 5
Cost: 20
Type: Combat
Target: allied or enemy decimated troop (corpse), one time per decimated troop
Duration: Combat
Effect: Raises a troop of Ghosts corresponding to the number of creatures present in the decimated troop.
The spell can only be used once per decimated troop.
The hero with the artifact controls the generated Ghosts.
The decimated troops can still be resurrected with spells (Resurrection True, Resurrection, Animate Dead).
The Ghosts vanish at the end of combat, except if transformed into another creatures during combat.
If there is no free slots in the hero's army (or in the extended inventory for creatures) to receive the creatures (ex: Peasants), the creatures vanish.
Belt of Necromancer: +1 Defense, +2 Knowledge, gives the ability to cast
Summon Ghosts spell (the hero must have a Magic Book).
Summon Ghosts.
Level: 5
Cost: 30
Type: Combat
Target: na
Duration: Combat
Effect: Summons 5 Ghosts per Spell Power point (5 Spell Power generates 25 Ghosts).
The Ghosts vanish at the end of combat, except if transformed into another creatures during combat.
If there is no free slots in the hero's army (or in the extended inventory for creatures) to receive the creatures (ex: Peasants), the creatures vanish.
Shield of Equity: +1 Defense, +1 Knowledge, gives the ability to cast
Rebirth spell (the hero must have a Magic Book).
Rebirth.
Level: 4
Cost: 15
Type: Combat
Target: 1 stack of Ghosts, allied or enemy
Duration: Instant
Effect: Transforms an entire stack of Ghosts to Peasants.
Purse of Greediness: +100 Gold per day, and generates 1 Gold per Ghost for all the Ghosts present in the army of a hero, in the garrison of a town/castle of all the players on the map (human and AI players), but not for the neutral Ghosts on the map.
(ex: blue player has the artifact, blue player has 100 Ghosts in his armies and towns/castles, red player has 200 Ghosts in his armies and towns/castles, blue player receives 300 Gold for the Ghosts.)
Crown of Gathering: +1 Attack, +1 Knowledge, the Ghosts (generated only by Haunt spell, or generated after a combat of "crazy" Ghosts) who guard locations on the map (ex: Mine, etc.) propose to join the hero when he enters the location to fight them. The hero has the choice to recruit them for 500 Gold per Ghost, or to fight them.
Staff of Conversion: +1 Spell Power, on the adventure map,
allows to transform Ghosts to skeletons, allows to transform Ghosts to Peasants,
allows to transform Skeletons to Ghosts, allows to transform Skeletons to Peasants,
allows to transform Peasants to Ghosts, allows to transform Peasants to Skeletons,
present in the army of the hero who possesses the artifact.
The ratio is always 1 creature for 1 creature and at no cost.
The player chooses the number of creatures he wants to transform.