Rule of avaliability for player on RoE/AB/SoD map: if all towns (or all towns except Conflux) are available, Cove is also available; otherwise, Cove is unavailable. On HotA maps Cove availability for player can be set in map properties, Cove is available by default.
- Alignment: neutral.
- Native land (terrain) is swamp.
Cove's native terrain is swamp. After the construction of the Lodestar, Cove creatures move on any without penalty. In addition, they gain +1 to attack, defense and speed, see and ignore the mines and see the quicksand, but the siege of Cove still occurs in swamp. - Units.
- Level 1.
Nymph.
- Dwelling: Nymph Waterfall.
- Attack: 5.
- Defense: 2.
- Damage: 1-2.
- Health: 4.
- Speed: 6.
- Shots: 0.
- Cost: 35 gold.
- Population growth: 16.
- Amount on map: 20-50.
- AI Value: 57.
- Fight Value: 52.
- Features.
- Abilities.
- Immune to ice (Ice Bolt, Frost Ring).
- Level 1, upgraded.
Oceanids.
- Dwelling: Upg. Nymph Waterfall.
- Attack: 6.
- Defense: 2.
- Damage: 1-3.
- Health: 4.
- Speed: 8.
- Shots: 0.
- Cost: 45 gold.
- Population growth: 16.
- Amount on map: 20-30.
- AI Value: 75.
- Fight Value: 60.
- Features.
- Abilities.
- Immune to ice (Ice Bolt, Frost Ring).
- Level 2.
Crew Mate.
- Dwelling: Shack.
- Attack: 7.
- Defense: 4.
- Damage: 2-4.
- Health: 15.
- Speed: 5.
- Shots: 0.
- Cost: 110 gold.
- Population growth (+Pub): 9 (+6).
- Amount on map: 16-30.
- AI Value: 155.
- Fight Value: 155.
- Level 2, upgraded.
Seaman.
- Dwelling: Upg. Shack.
- Attack: 8.
- Defense: 6.
- Damage: 3-4.
- Health: 15.
- Speed: 6.
- Shots: 0.
- Cost: 140 gold.
- Population growth (+Pub): 9 (+6).
- Amount on map: 16-25.
- AI Value: 174.
- Fight Value: 174.
- Level 3.
Pirate.
- Dwelling: Frigate.
- Attack: 8.
- Defense: 6.
- Damage: 3-7.
- Health: 15.
- Speed: 7.
- Shots: 4.
- Cost: 225 gold.
- Population growth: 7.
- Amount on map: 12-25.
- AI Value: 312.
- Fight Value: 208.
- Features.
- Abilities.
- Level 3, upgraded.
Corsair.
- Dwelling: Upg. Frigate.
- Attack: 10.
- Defense: 8.
- Damage: 3-7.
- Health: 15.
- Speed: 7.
- Shots: 4.
- Cost: 250 gold.
- Population growth: 7.
- Amount on map: 12-20.
- AI Value: 407.
- Fight Value: 311.
- Features.
- Abilities.
- No melee penalty.
- No enemy retaliation.
- Level 3, additional upgrade.
Sea Dog.
- Dwelling: Gunpowder Warehouse.
- Attack: 12.
- Defense: 11.
- Damage: 3-7.
- Health: 15.
- Speed: 7.
- Shots: 10.
- Cost: 300 gold.
- Population growth: 7.
- Amount on map: 12-18.
- AI Value: 564.
- Fight Value: 376.
- Features.
- Abilities.
- No melee penalty.
- No enemy retaliation.
- Accurate shot.
The ability is triggered after a shot: each creature in an attacking stack has a X% chance of killing a creature in the attacked squad, but the total number of killed creatures cannot be more than (number of creatures in an attacking squad)*X/100 (rounded up). X = 3 multiplier for shooting without penalty and X = 2 if shooting with penalty. Ability doesn't work if shooting at creatures behind walls.
- Level 4.
Stormbird.
- Dwelling: Nest.
- Attack: 10.
- Defense: 8.
- Damage: 6-9.
- Health: 30.
- Speed: 9.
- Shots: 0.
- Cost: 275 gold.
- Population growth (+Roost): 4 (+3).
- Amount on map: 10-20.
- AI Value: 502.
- Fight Value: 386.
- Features.
- Level 4, upgraded.
Ayssid.
- Dwelling: Upg. Nest.
- Attack: 11.
- Defense: 8.
- Damage: 6-10.
- Health: 30.
- Speed: 11.
- Shots: 0.
- Cost: 325 gold.
- Population growth (+Roost): 4 (+3).
- Amount on map: 10-16.
- AI Value: 645.
- Fight Value: 478.
- Features.
- Abilities.
- Ferocity.
If at least one creature was killed by the attack, a second blow is inflicted.
- Level 5.
Sea Witch.
- Dwelling: Tower of the Seas.
- Attack: 12.
- Defense: 7.
- Damage: 10-14.
- Health: 35.
- Speed: 7.
- Shots: 12.
- Cost: 515 gold.
- Population growth: 3.
- Amount on map: 8-16.
- AI Value: 790.
- Fight Value: 608.
- Features.
- Abilities.
- Casts after a shot (Basic level).
Casts Weakness for 3 rounds on an attacked stack. If Weakness is already applied, casts Disrupting Ray (Basic level).
- Level 5, upgraded.
Sorceress.
- Dwelling: Upg. Tower of the Seas.
- Attack: 12.
- Defense: 9.
- Damage: 10-16.
- Health: 35.
- Speed: 8.
- Shots: 12.
- Cost: 565 gold.
- Population growth: 3.
- Amount on map: 8-12.
- AI Value: 852.
- Fight Value: 655.
- Features.
- Abilities.
- Casts after the shot (Advanced level).
Casts Weakness for 3 rounds on an attacked stack. If Weakness is already applied, casts Disrupting Ray (Advanced level).
- Level 6.
Nix.
- Dwelling: Nix Fort.
- Attack: 13.
- Defense: 16.
- Damage: 18-22.
- Health: 80.
- Speed: 6.
- Shots: 0.
- Cost: 1000 gold.
- Population growth: 2.
- Amount on map: 5-12.
- AI Value: 1415.
- Fight Value: 1415.
- Abilities.
- Ignores 30% of enemy attack value.
30% of the Attack parameter is ignored when a creature attacks Nix.
- Level 6, upgraded.
Nix Warrior.
- Dwelling: Upg. Nix Fort.
- Attack: 15.
- Defense: 20.
- Damage: 18-22.
- Health: 90.
- Speed: 7.
- Shots: 0.
- Cost: 1300 gold.
- Population growth: 2.
- Amount on map: 5-10.
- AI Value: 2233.
- Fight Value: 1861.
- Abilities.
- Ignores 60% of enemy attack value.
60% of the Attack parameter is ignored when a creature attacks Nix.
- Level 7.
Sea Serpent.
- Dwelling: Maelstrom.
- Attack: 22.
- Defense: 16.
- Damage: 30-55.
- Health: 180.
- Speed: 9.
- Shots: 0.
- Cost: 2300 gold + 1 sulfur.
- Population growth: 1.
- Amount on map: 4-10.
- AI Value: 3953.
- Fight Value: 3162.
- Features.
- Takes 2 hexes.
- Stacks with "Slayer" (any level) on them have increased attack against Sea Serpent.
- Turns into a Bone Dragon with Skeleton Transformer.
- Abilities.
- Poisonous.
Has a 30% chance to poison enemy after the attack. Decrements 10% of Max Health instantly and at the begining of every round. Lasts for 3 rounds. Cannot exceed 50% of total decremented Health.
- Level 7, upgraded.
Haspid.
- Dwelling: Upg. Maelstrom.
- Attack: 29.
- Defense: 20.
- Damage: 30-55.
- Health: 300.
- Speed: 12.
- Shots: 0.
- Cost: 4000 gold + 2 sulfur.
- Population growth: 1.
- Amount on map: 3-8.
- AI Value: 7220.
- Fight Value: 5554.
- Features.
- Takes 2 hexes.
- Stacks with "Slayer" (any level) on them have increased attack against Haspid.
- Turns into a Bone Dragon with Skeleton Transformer.
- Abilities.
- Poisonous.
Has a 30% chance to poison enemy after the attack. Decrements 10% of Max Health instantly and at the begining of every round. Lasts for 3 rounds. Cannot exceed 50% of total decremented Health. - Revenge.
Has an increase to the Damage parameter before the attack by the following formula: (((Number of Haspid at the beginning of the battle + 1) * (1 Haspid Health) / (total Health now + 1 Haspid Health) - 1) ^ 0.5) * 100 %.
- New battle machine: Cannon
- Is put in the Ballista slot of a hero. It cannot be put in a backpack.
- Is bought in the blacksmith of Cove or in Cannon Yard. Cost: 5000 gold.
- Assault battle machine. Only attacks by shooting. Is not blocked by standing next to an enemy unit. Can attack enemy troops and walls. One does not need to destroy the cannon to win the battle. No experience is given for its destruction.
- Is put in place of Ballista during battle. Does not participate in the battle on the side of the defender during the siege, as well as the battles in vaults and banks. Moves at the same time as Ballista (before the First Aid Tent). Controlled by the AI.
- Cannon parameters.
- Level: 6.
- Attack: 20.
- Defense: 10.
- Damage: (5-8)*(hero Attack + 1).
- Health: 250.
- Speed: 0.
- Shots: 8.
- Cost: 5000 gold.
- Features.
- Takes 2 hexes.
- Battle machine.
- Abilities.
- Can fire at enemy fortifications.
- Effect of Artillery skill.
- None.
All features work as basic ones. - Basic.
Gives you control of the cannon. Aimed shot with increased damage on the fortifications. - Advanced.
Gives you control of the cannon. Double damage on unit, aimed shot with increased damage on the fortifications. - Expert.
Gives you control of the cannon. Triple damage on unit, aimed shot with increased damage on the fortifications.
- Heroes.
- New hero classes.
- Captain.
- Might class.
- Town: Cove.
- Starting primary skills.
- Attack: 3.
- Defense: 0.
- Spell power: 2.
- Knowledge: 1.
- Chance of rolling a primary skill before level 10.
- Attack: 45%.
- Defense: 25%.
- Spell power: 20%.
- Knowledge: 10%.
- Chance of rolling a primary skill after level 10.
- Attack: 30%.
- Defense: 30%.
- Spell power: 20%.
- Knowledge: 20%.
- Chance of rolling a secondary skill.
- Pathfinding: 8/112.
- Archery: 9/112.
- Logistics: 6/112.
- Scouting: 4/112.
- Diplomacy: 5/112.
- Navigation: 6/112.
- Leadership: 6/112.
- Wisdom: 1/112.
- Mysticism: 1/112.
- Luck: 7/112.
- Ballistics: 5/112.
- Eagle Eye: 4/112.
- Necromancy: 0/112.
- Estates: 4/112.
- Fire Magic: 2/112.
- Air Magic: 3/112.
- Water Magic: 2/112.
- Earth Magic: 4/112.
- Scholar: 1/112.
- Tactics: 6/112.
- Artillery: 5/112.
- Learning: 2/112.
- Offense: 9/112.
- Armorer: 2/112.
- Intelligence: 3/112.
- Sorcery: 2/112.
- Resistance: 3/112.
- First Aid: 2/112.
- Restricted secondary skills.
- Navigator.
- Magic class.
- Town: Cove.
- Starting primary skills.
- Attack: 2.
- Defense: 0.
- Spell power: 1.
- Knowledge: 2.
- Chance of rolling a primary skill before level 10.
- Attack: 15%.
- Defense: 10%.
- Spell power: 40%.
- Knowledge: 35%.
- Chance of rolling a primary skill after level 10.
- Attack: 30%.
- Defense: 20%.
- Spell power: 20%.
- Knowledge: 30%.
- Chance of rolling a secondary skill.
- Pathfinding: 6/112.
- Archery: 6/112.
- Logistics: 3/112.
- Scouting: 2/112.
- Diplomacy: 2/112.
- Navigation: 6/112
- Leadership: 2/112.
- Wisdom: 8/112.
- Mysticism: 3/112.
- Luck: 4/112.
- Ballistics: 2/112.
- Eagle Eye: 2/112.
- Necromancy: 0/112.
- Estates: 2/112.
- Fire Magic: 2/112.
- Air Magic: 6/112.
- Water Magic: 9/112.
- Earth Magic: 5/112.
- Scholar: 5/112.
- Tactics: 4/112.
- Artillery: 1/112.
- Learning: 4/112.
- Offense: 4/112.
- Armorer: 1/112.
- Intelligence: 8/112.
- Sorcery: 6/112.
- Resistance: 5/112.
- First Aid: 4/112.
- Restricted secondary skills.
- Cove heroes.
- Structures.
- General Structures.
- Village Hall.
Cost: None.
Initially built in every town.
Requirements: None.
Makes the construction of buildings possible, brings 500 gold per day. - Town Hall.
Cost: 2500 gold.
Upgrade of the Village Hall.
Requirements: Tavern.
Makes the construction of buildings possible, brings 1000 gold per day. - City Hall.
Cost: 5000 gold.
Upgrade of the Town Hall.
Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1.
Makes the construction of buildings possible, brings 2000 gold per day. - Capitol.
Cost: 10,000.
Upgrade of the City Hall. One player cannot build more than one Capitol. If the city with the capitol is captured, capitol downgrades to City Hall in that city.
Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1, Castle.
Makes the construction of buildings possible, brings 4000 gold per day. - Fort.
Cost 5000 gold, 20 wood, 20 ore.
Can be built by default.
Requirements: None.
Allows you to view a general list of creatures available for hiring, provides city with walls during the siege. - Citadel.
Cost: 2500 gold, 5 ore.
Upgrade of the Fort.
Requirements: None.
Allows you to view a general list of creatures available for hiring, provides city with walls, moat and a central tower during the siege. Multiplies the creatures' gain by 1.5 (rounded down). - Castle.
Cost 5000 gold, 10 wood, 10 ore.
Upgrade of the Citadel.
Requirements: None.
Allows you to view a general list of creatures available for hiring, provides city with walls, the moat, the central and side Shooting Towers during the siege. Multiplies the creatures' gain by 2. - Tavern.
Cost: 500 gold, 5 wood.
Built by default, if the city was originally owned by the player.
Requirements: None.
Allows the city to hire heroes, hear rumors and gather information in the Thief' Guild, opens an additional level of information Thief's Guild towns and garrisons information on enemy towns. - Blacksmith.
Cost: 1000 gold, 5 wood.
Requirements: None.
Allows the guest hero to buy a war machine (cannon) for 5000 gold. - Marketplace.
Cost: 500 gold, 5 wood.
Requirements: None.
Allows you to trade one resource for another, send resources to other players, and improves prices in Marketplaces of other towns by 1 level. - Resource Silo.
Cost: 5000 gold, 5 ore.
Requirements: Marketplace.
Brings 1 sulfur per day. - Mage Guild Level 1.
Price: 2000 gold, 5 wood, 5 ore.
Requirements: None.
Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1. - Mage Guild Level 2.
Cost: 1000 gold, 5 wood, 5 ore, mercury 4, 4 gems, crystal, 4, 4 sulfur.
Upgrade of the Mage Guild Level 1.
Requirements: None.
Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1 and 4 spells of Level 2. - Mage Guild level 3.
Cost: 1000 gold, 5 wood, 5 ore, 6 mercury, 6 gems, crystals, 6, 6 sulfur.
Upgrade of the Mage Guild Level 2.
Requirements: None.
Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2 and 3 spells of Level 3. - Mage Guild level 4.
Cost: 1000 gold, 5 wood, 5 ore, mercury 8, 8 precious stones, crystals, 8, 8 sulfur.
Upgrade of the Mage Guild level 3.
Requirements: None.
Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2, 3 spells of Level 3 and 2 spells of Level 4.
- Special Structures.
- Shipyard.
Cost: 2000 gold, 20 wood.
Can only be built in the city that is located next to water.
Requirements: None.
Allows you to buy a boat for 1000 gold and 10 wood, next to the city if there is an unoccupied slot. - Pub.
Cost: 1000 gold.
Requirements: Fort, Nymph Waterfall, Shack.
Increases the gain of the Crew Mates and Seamen by 6. - Roost.
Cost: 1000 gold.
Requirements: Fort, Nymph Waterfall, Shack, Nest.
Increases the gain of the Stormbird and Ayssid by 3. - Thief's Guild.
Cost: 500 gold, 5 wood.
Requirements: Tavern.
Opens 2 additional levels of information in Thief's Guild, provides towns and garrisons information on enemy towns. - Grotto.
Cost: 7500 gold, 15 wood, 15 ore.
Requirements: Marketplace.
Allows the guest hero to sacrifice creatures or artifacts, gaining experience. Works like Altar of Sacrifice (map object).
- Creature dwellings.
- Nymph Waterfall.
Cost: 300 gold, 5 wood, 5 ore.
Creature dwelling Level 1 (Nymphs). Built in a neutral city or town with a fort by default.
Requirements: Fort.
Allows you to recruit Nymphs. - Upg. Nymph Waterfall.
Cost: 1000 gold.
Nymph Waterfall Upgrade. Residence of upgraded level 1 creatures (oceanids).
Requirements: Fort.
Allows you to recruit Nymphs and Oceanids, upgrade Nymphs into Oceanids. - Shack.
Cost: 1000 gold, 10 wood.
Creature dwelling Level 2 (Crew Mates). Built in a neutral city or town with a fort by default.
Requirements: Fort, Nymph Waterfall.
Allows you to recruit Crew Mates. - Upg. Shack.
Cost: 1000 gold, 5 wood.
Shack Upgrade. Residence of upgraded level 2 creatures (Seamen).
Requirements: Fort, Nymph Waterfall.
Allows you to recruit Crew Mates and Seamen, upgrade Crew Mates into Seamen. - Frigate.
Cost: 1000 gold, 10 wood.
Creature dwelling Level 3 (Pirates).
Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
Allows you to recruit Pirates. - Upg. Frigate.
Cost: 1500 Gold, 5 wood.
Upgraded Frigate. Residence of upgraded level 3 creatures (Corsair).
Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
Allows you to recruit Pirates and Corsairs, upgrade Pirates into Corsairs. - Gunpowder Warehouse.
Cost: 3000 gold, 5 wood, 5 ore, 2 mercury, 2 gems, 2 crystals, 2 sulfur.
Upgrades the Upg. Frigate. Dwelling of additional upgrade of the creatures Level 3 (Sea Dogs).
Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
Allows you to recruit Pirates, Corsairs and Sea Dogs, upgrade the Pirates and Corsairs into Sea Dogs. - Nest.
Cost: 2000 gold, 5 ore, 2 gems, 2 crystals.
Creature dwelling level 4 (Stormbirds).
Requirements: Fort, Nymph Waterfall, Shack.
Allows you to recruit Stormbirds. - Upg. Nest.
Cost: 1500 gold, 2 gems, 2 crystals.
Improving Nest. Residence of upgraded level 4 creatures (Ayssid).
Requirements: Fort, Nymph Waterfall, Shack.
Allows you to recruit Stormbirds and Ayssids, upgrade Stormbirds into Ayssids. - Tower of the Seas.
Price: 3000 gold, 5 wood, 5 ore, 5 crystals.
Creature dwelling Level 5 (Sea Witch).
Requirements: Fort, Mage Guild Level 1, Nymph Waterfall, Shack
Allows you to recruit Sea Witches. - Upg. Tower of the Seas.
Price: 2000 gold, 5 crystals.
Upgrade to the Tower of the Seas. Residence of upgraded level 5 creatures (Sorceress).
Requirements: Fort, the Mage Guild level 2, Nymph Waterfall, Shack.
Allows you to recruit Sea Witches and the Sorceresses, upgrade Sea Witches into Sorceresses. - Nix Fort.
Cost 4000 gold 5 wood, 10 ore.
Creature dwelling to level 6 (Nix).
Requirements: Fort, Nymph Waterfall, Shack, Nest.
Allows you to recruit Nix. - Upg. Nix Fort.
Price: 3000 gold, 5 wood, 5 ore, 5 sulfur.
Upgrade to the Nix Fort. Residence of upgraded level 6 creatures (Nix Warriors).
Requirements: Fort, Nymph Waterfall, Shack, Nest.
Allows you to recruit Nix and Nix Warriors, upgrade Nix into Nix Warriors. - Maelstrom.
Cost: 15000 gold, 15 wood, 15 ore, 10 sulfur.
Creature dwelling Level 7 (Sea Serpents).
Requirements: Fort, Mage Guild Level 1, Nymph Waterfall, Shack, Nest, Tower of the Seas, Nix Fort.
Allows you to recruit Sea Serpents. - Upg. Maelstrom.
Cost: 15000 gold, 15 wood, 15 ore, 20 sulfur.
Upgrade to the Maelstrom. Residence of upgraded level 7 creatures (Haspids).
Requirements: Fort, Mage Guild level 2, Nymph Waterfall, Shack, Nest, Tower of the Seas, Nix Fort.
Allows you to recruit Sea Serpents and Haspids, upgrade Sea Serpents into Haspids.
- Grail structure: Lodestar.
Is built for free if the hero possesses the Grail. Grail disappears after construction.
Brings 5000 gold per day, multiplies the growth of creatures by 1.5 per week (rounded down). Makes any terrain native to Cove (Movement without penalty, +1 to attack, defense and speed, see and ignore mines and see quicksand). Cove's siege remains on swamp.
Building tree:
- A chance of rolling a spell in each slot of the Mage Guild.
- Level 1.
- Summon Boat: 5%.
- View Earth: 3%.
- View Air: 3%.
- Magic Arrow: 30%.
- Shield: 3%.
- Protection from Fire: 3%.
- Protection from Water: 3%.
- Dispel: 10%.
- Cure: 5%.
- Bless: 10%.
- Curse: 0%.
- Bloodlust: 5%.
- Stone Skin: 5%.
- Haste: 10%.
- Slow: 5%.
- Level 2.
- Scuttle Boat: 8%.
- Visions: 2%.
- Disguise: 2%.
- Quicksand: 4%.
- Fire Wall: 4%.
- Ice Bolt: 50%.
- Lightning Bolt: 4%.
- Death Ripple: 0%.
- Protection from Air: 2%.
- Precision: 4%.
- Weakness: 8%.
- Disrupting Ray: 4%.
- Fortune: 4%.
- Blind: 0%.
- Remove Obstacle: 4%.
- Level 3.
- Land Mine: 4%.
- Force Field: 4%.
- Earthquake: 8%.
- Frost Ring: 30%.
- Fire Ball: 2%.
- Destroy Undead: 2%.
- Air Shield: 2%.
- Protection from Earth: 4%.
- Anti Magic: 10%.
- Animate Dead: 0%.
- Mirth: 8%.
- Misfortune: 4%.
- Hypnotize: 4%.
- Forgetfulness: 8%.
- Teleport: 10%.
- Level 4.
- Water Walk: 10%.
- Town Portal: 10%.
- Chain Lightning: 10%.
- Inferno: 5%.
- Meteor Shower: 10%.
- Armageddon: 0%.
- Fire Shield: 5%.
- Resurrection: 5%.
- Prayer: 10%.
- Sorrow: 5%.
- Slayer: 5%.
- Frenzy: 5%.
- Counterstrike: 5%.
- Berserk: 5%.
- Clone: 10%.
- Level 5 spells are unavailable in Cove.