Since the game was released without traditional cheat codes, the following is achieved by manipulating the game's script. To my knowledge and fair amount of testing, the commands covered should work as intended.
It goes without saying that these are intended to be used by individuals in a single player environment as a means to explore the game's mechanics, fool around, have some fun, and help players that may be stuck or frustrated. They should not be used to gain an advantage in multiplayer environments, competitive or casual, unless all players are made aware and are in agreement. For the sake of fair play and in consideration of fellow players, please act honorably.
Note: for the reason of multiplayer honesty, version 1.2 of the game (and presumably beyond) has disabled all the codes that are NOT @ Commands (the @ Commands never worked in multiplayer, but always did for single player). As a result, unless your game version is pre-1.2, many of the cheats will no longer function. However, there is an @ equivalent for every code that no longer works.
Wrongusername for likely being the first to share
some of this info.
Metathron for pointing out the
error with the command add_army in my original document.
And of course Age of Heroes for hosting this!
Introduction
Activating Ability to Cheat
The @ Commands
The simple way (disabled in 1.2)
The @ Variant: @GiveHeroSkill()
Skill Names / Numbers Chart
Adding a complete army (disabled in 1.2)
The @ Variant: Adding Specific Creatures, Variable Amounts
Removing Specific Creatures
Creature Names / Numbers Chart
Adding a specific War Machine
Removing War Machines
War Machines Names / Numbers Chart
Adding all spells at once (disabled in 1.2)
Adding Individual Spells to Heroes
Spell Names / Numbers Chart
Adding a specific Artifact
Artifact Names / Numbers Chart
Adding Experience (disabled in 1.2)
Changing Hero Stats
Clearing Resources (disabled in 1.2)
Adding Gold Only (disabled in 1.2)
Adding Gold and Resources (disabled in 1.2)
Adding Specific Gold and Resources
Seeing Movement Points
Revealing the Map
Instant Win and Lose
To enable the console in-game, you'll first have to edit your autoexec.cfg file, found in your game directory > profiles (open it with Wordpad or something).
Paste this as the last line, after the line mainmenu:
setvar dev_console_password = schwinge-des-todes
Now you'll be able to access the console by pressing the tilde ( ` ) key within the game (likely above your Tab button).
If you do not have a tilde key, or the tilde key does not appear to function for you, you'll have to edit your input.cfg file, found in your game directory > profiles default_profile. Open input.cfg with Wordpad, and search for the term show_console. Further along the line, you will see '`'. Change the keystroke enclosed within the single quotes to another key you can use. Save and exit.
Until version 1.2 of the game, there used to be two types of commands:
the simple commands like add_skill
the @ commands like @GiveHeroSkill()
The first, simple type of commands has been disabled in version 1.2 of the game to prevent multiplayer cheating. We kept them here for reference, if you're playing with an earlier version.
The second type of commands is the one used in the game lua scripts. They do not work in multiplayer, even in hotseat. They only work in single player mode, campaigns included.
Note that the commands have to be entered with the correct syntax, respecting lowercase and uppercase letters, parenthesis, quotes ('simple' ou "double" indifferently)... The semicolon (;) at the end of the line can be omitted, though.
When explaining each command, we will provide examples besides the generic code, and you may find it easier to understand the mechanics on examples. Note that the generic code will be written in italics, but of course, you don't have to input it in italics in Heroes 5 console...
The only prerequisite you have to fill when adding abilities is that the hero already knows the corresponding skill.
All the other usual rules do not apply: you can learn advanced abilities without knowing their prerequisites, you can learn skills and abilities usually not accessible to your faction, you can learn more than 6 skills and 3 abilities per skills (they won't be visible on the skill panel, but you will get the benefits).
When you input the command to learn a skill (not an ability) that you don't know yet, you learn it at Basic level. Type the command again to learn the upper skill levels (Advanced, Expert, and Ultimate for the unique racial skills). Each time you input it, you will gain a level in the skill, until you reach the maximum.
add_skill (#)
So, for example:
add_skill 15
...gives you Necromancy.
add_skill 19
...gives Pathfinding (ability of Logistics).
With the latest patch, version 1.2 has disabled all non-@ Command codes. Where it was once relatively easy to add_skills to any selected hero, you'll now have to tackle the more difficult syntax and chart referencing of the @ variant.
For example:
@GiveHeroSkill("Linaas", SKILL_ABSOLUTE_LUCK);
OR
@GiveHeroSkill("Linaas", 124);
...gives the Sylvan hero Wyngaal his ultimate ability, Nature's Luck.
So, the code is:
@GiveHeroSkill("Name", SKILL_NAME);
OR
@GiveHeroSkill("Name", #);
The SKILL_ and # codes are given in the table below.
Note: to effectively use this code, it is essential to refer to the Hero Names Chart.
The abilities are grouped by skills. The common skills are sorted alphabetically, after the 6 racial skills displayed first, sorted in hero aplhabetical order. The racial absolute abilities are displayed in bold and listed last in the corresponding skill.
Skill name in-game |
What you input after SKILL_ |
# Code variant |
---|---|---|
(Demon Lord) Gating |
GATING |
14 |
Consume Corpse |
CONSUME_CORPSE |
58 |
Hellfire |
DEMONIC_FIRE |
59 |
Mark of the Damned |
DEMONIC_STRIKE |
60 |
Urgash's Call |
ABSOLUTE_GATING |
98 |
|
|
|
(Knight) Counterstrike |
TRAINING |
13 |
Benediction |
PRAYER |
56 |
Expert Trainer |
EXPERT_TRAINER |
57 |
Retaliation Strike |
HOLY_CHARGE |
55 |
Unstoppable Charge |
ABSOLUTE_CHARGE |
85 |
|
|
|
(Necromancer) Necromancy |
NECROMANCY |
15 |
Banshee Howl |
DEATH_SCREAM |
63 |
Eternal Servitude |
NO_REST_FOR_THE_WICKED |
62 |
Skeleton Archers |
RAISE_ARCHERS |
61 |
Howl of Terror |
ABSOLUTE_FEAR |
111 |
|
|
|
(Ranger) Avenger |
AVENGER |
16 |
Deadeye Shot |
SNIPE_DEAD |
65 |
Imbue Arrow |
IMBUE_ARROW |
66 |
Rain of Arrows |
MULTISHOT |
64 |
Nature's Luck |
ABSOLUTE_LUCK |
124 |
|
|
|
(Warlock) Irresistible Magic |
INVOCATION |
18 |
Dark Ritual |
DARK_RITUAL |
71 |
Elemental Vision |
ELEMENTAL_VISION |
72 |
Empowered spells |
EMPOWERED_SPELLS |
70 |
Rage of the Elements |
ABSOLUTE_CHAINS |
150 |
|
|
|
(Wizard) Artificer |
ARTIFICIER |
17 |
Consume Artifact |
MELT_ARTIFACT |
68 |
Magic mirror |
MAGIC_MIRROR |
69 |
Mark of the Wizard |
MAGIC_BOND |
67 |
Arcane Omniscience |
ABSOLUTE_WIZARDY |
137 |
|
|
|
Attack |
OFFENCE |
6 |
Archery |
ARCHERY |
35 |
Battle Frenzy |
FRENZY |
36 |
Cold Steel |
CHILLING_STEEL |
104 |
Excruciating Strike |
CRITICAL_STRIKE |
91 |
Flaming Arrows |
WILDFIRE |
130 |
Nature's Wrath |
FOREST_RAGE |
117 |
Power of Speed |
POWER_OF_HASTE |
143 |
Retribution |
RETRIBUTION |
76 |
Tactics |
TACTICS |
34 |
|
|
|
Dark Magic |
DARK_MAGIC |
10 |
Corrupted Soil |
SOIL_BURN |
121 |
Dark Renewal |
PAYBACK |
147 |
Fallen Knight |
PARIAH |
83 |
Master of Curses |
MASTER_OF_CURSES |
46 |
Master of Mind |
MASTER_OF_MIND |
47 |
Master of Pain |
MASTER_OF_SICKNESS |
48 |
Seal of Darkness |
SUPRESS_DARK |
134 |
Spirit Link |
SPIRIT_LINK |
108 |
Weakening Strike |
WEAKENING_STRIKE |
95 |
|
|
|
Defense |
DEFENCE |
7 |
Chilling Bones |
CHILLING_BONES |
105 |
Evasion |
EVASION |
38 |
Hellwrath |
DEMONIC_RETALIATION |
92 |
Last Stand |
LAST_STAND |
118 |
Power of Endurance |
POWER_OF_STONE |
144 |
Protection |
PROTECTION |
37 |
Resistance |
SEAL_OF_PROTECTION |
131 |
Stand Your Ground |
HOLD_GROUND |
77 |
Vitality |
TOUGHNESS |
39 |
|
|
|
Destructive Magic |
DESTRUCTIVE_MAGIC |
9 |
Cold Death |
DEADLY_COLD |
107 |
Fiery Wrath |
ANCIENT_SMITHY |
82 |
Mana Burst |
SUN_FIRE |
120 |
Master of Fire |
MASTER_OF_FIRE |
44 |
Master of Ice |
MASTER_OF_ICE |
43 |
Master of Storms |
MASTER_OF_LIGHTNINGS |
45 |
Sap Magic |
MAGIC_CUSHION |
133 |
Searing Fires |
DEMONIC_FLAME |
94 |
Secrets of destruction |
SECRETS_OF_DESTRUCTION |
146 |
|
|
|
Enlightenment |
LEARNING |
3 |
Arcane Exaltation |
MASTER_OF_SECRETS |
87 |
Arcane Intuition |
EAGLE_EYE |
27 |
Dark Revelation |
DARK_REVELATION |
140 |
Graduate |
STUDENT_AWARD |
79 |
Intelligence |
INTELLIGENCE |
25 |
Know Your Enemy |
CUNNING_OF_THE_WOODS |
114 |
Lord of the Undead |
LORD_OF_UNDEAD |
101 |
Scholar |
SCHOLAR |
26 |
Wizard's Reward |
ACADEMY_AWARD |
127 |
|
|
|
Leadership |
LEADERSHIP |
4 |
Artifical Glory |
ARTIFICIAL_GLORY |
128 |
Aura of Swiftness |
FAST_AND_FURIOUS |
141 |
Battle Commander |
FOREST_GUARD_EMBLEM |
115 |
Diplomacy |
DIPLOMACY |
30 |
Divine Guidance |
ENCOURAGE |
75 |
Estates |
ESTATES |
29 |
Gate Master |
GATING_MASTERY |
89 |
Herald Of Death |
HERALD_OF_DEATH |
102 |
Recruitment |
RECRUITMENT |
28 |
|
|
|
Light Magic |
LIGHT_MAGIC |
11 |
Fire Resistance |
FIRE_PROTECTION |
96 |
Guardian Angel |
GUARDIAN_ANGEL |
78 |
Master of Abjuration |
MASTER_OF_ABJURATION |
50 |
Master of Blessings |
MASTER_OF_BLESSING |
49 |
Master of Wrath |
MASTER_OF_WRATH |
51 |
Refined Mana |
ELITE_CASTERS |
148 |
Storm Wind |
STORM_WIND |
122 |
Suppress Light |
SUPRESS_LIGHT |
135 |
Twilight |
TWILIGHT |
109 |
|
|
|
Logistics |
LOGISTICS |
1 |
Death March |
DEATH_TREAD |
99 |
Familiar Ground |
ROAD_HOME |
73 |
March of the Golems |
MARCH_OF_THE_MACHINES |
125 |
Navigation |
NAVIGATION |
21 |
Pathfinding |
PATHFINDING |
19 |
Scouting |
SCOUTING |
20 |
Silent Stalker |
DISGUISE_AND_RECKON |
112 |
Swift Gating |
QUICK_GATING |
86 |
Teleport Assault |
TELEPORT_ASSAULT |
138 |
|
|
|
Luck |
LUCK |
5 |
Dead Man's Curse |
DEAD_LUCK |
103 |
Elven Luck |
ELVEN_LUCK |
116 |
Magic Resistance |
RESISTANCE |
31 |
Resourcefulness |
FORTUNATE_ADVENTURER |
33 |
Soldier's Luck |
LUCKY_STRIKE |
32 |
Spoils of War |
SPOILS_OF_WAR |
129 |
Swarming Gate |
CRITICAL_GATING |
90 |
Tear of Asha Vision |
GRAIL_VISION |
80 |
Warlock's Luck |
LUCKY_SPELLS |
142 |
|
|
|
Sorcery |
SORCERY |
8 |
Arcane Brillance |
INSIGHTS |
119 |
Arcane Excellence |
CASTER_CERTIFICATE |
81 |
Arcane Training |
ARCANE_TRAINING |
42 |
Boneward |
SPELLPROOF_BONES |
106 |
Counterspell |
COUNTERSPELL |
132 |
Erratic Mana |
CHAOTIC_SPELLS |
145 |
Magic Insight |
WISDOM |
41 |
Mana Regeneration |
MYSTICISM |
40 |
Soulfire |
EXPLODING_CORPSES |
93 |
|
|
|
Summoning Magic |
SUMMONING_MAGIC |
12 |
Banish |
UNSUMMON |
110 |
Elemental Balance |
ELEMENTAL_BALANCE |
84 |
Exorcism |
ELEMENTAL_OVERKILL |
149 |
Fire Warriors |
FIRE_AFFINITY |
97 |
Haunted Mines |
HAUNT_MINE |
136 |
Master of Conjuration |
MASTER_OF_CREATURES |
53 |
Master of Earthblood |
MASTER_OF_QUAKES |
52 |
Master of Life |
MASTER_OF_ANIMATION |
54 |
Wall of Fog |
FOG_VEIL |
123 |
|
|
|
War Machines |
WAR_MACHINES |
2 |
Ballista |
BALLISTA |
23 |
Brimstone Rain |
TRIPLE_CATAPULT |
88 |
Catapult |
CATAPULT |
24 |
First Aid |
FIRST_AID |
22 |
Imbue Ballista |
IMBUE_BALLISTA |
113 |
Plague Tent |
LAST_AID |
100 |
Remote Control |
REMOTE_CONTROL |
126 |
Tremors |
SHAKE_GROUND |
139 |
Triple Ballista |
TRIPLE_BALLISTA |
74 |
|
|
add_army (#), (0 or 1)
This fills all of your selected hero's slots with exactly 100 creatures from the town class you indicate. 0 or 1 sets whether these creatures are upgraded or not, 0 being basic, and 1 being the upgraded version of the creature. More times do not give you 200, 300, etc.
Note: It used to add 10 such creatures in each slot prior to the 1.1 patch.
Town names (as per how the game refers to them) and its corresponding #:
HEAVEN |
0 |
(no, it is not HAVEN) |
PRESERVE |
1 |
(no, it is not SYLVAN) |
ACADEMY |
2 |
|
DUNGEON |
3 |
|
NECRO |
4 |
|
INFERNO |
5 |
So, for example:
add_army 1, 0
...gives your hero 100 creatures of each basic Sylvan creature.
add_army 4, 1
...gives your hero 100 creatures of each upgraded Necropolis creature.
Obviously, the previous command for adding creatures can be rather maddening, in that you get every creature of a faction, and the stack sizes are only 10. What if you wanted something like 5000 Black Dragons? This code allows you to do that.
For example:
@AddHeroCreatures("Pelt", CREATURE_BONE_DRAGON,
22);
OR @AddHeroCreatures("Pelt", 41,
22);
...gives the Necromancer hero Vladimir 22 bone dragons.
So, the code is:
@AddHeroCreatures("Name", CREATURE_NAME, #);
OR
@AddHeroCreatures("Name", #, #);
Note: to effectively use this code, it is essential to refer to the Hero Names Chart, and to the following Creature Names / Numbers Chart.
Of course, you can just dismiss creatures through the game interface, but if we try to be exhaustive, the removal command also exists:
@RemoveHeroCreatures("Name", CREATURE_NAME, #);
OR
@RemoveHeroCreatures("Name", #, #);
The chart is organized by faction, and then from the weakest creature to the strongest (for example, Gremlins to Colossi for the Academy faction), rather than alphabetically. The upgraded variant of each creature immediately follows its basic form.
Creature name in-game |
What you input after CREATURE_ |
# Code (two # code variant) |
---|---|---|
Academy |
||
Gremlin |
GREMLIN |
57 |
Master Gremlin |
MASTER_GREMLIN |
58 |
Stone Gargoyle |
STONE_GARGOYLE |
59 |
Obsidian Gargoyle |
OBSIDIAN_GARGOYLE |
60 |
Iron Golem |
IRON_GOLEM |
61 |
Steel Golem |
STEEL_GOLEM |
62 |
Mage |
MAGI |
63 |
Arch Mage |
ARCH_MAGI |
64 |
Djinn |
GENIE |
65 |
Djinn Sultan |
MASTER_GENIE |
66 |
Rakshasa Rani |
RAKSHASA |
67 |
Rakshasa Raja |
RAKSHASA_RUKH |
68 |
Colossus |
GIANT |
69 |
Titan |
TITAN |
70 |
|
|
|
Dungeon |
||
Scout |
SCOUT |
71 |
Assassin |
ASSASSIN |
72 |
Blood Maiden |
WITCH |
73 |
Blood Fury |
BLOOD_WITCH |
74 |
Minotaur |
MINOTAUR |
75 |
Minotaur Guard |
MINOTAUR_KING |
76 |
Grim Raider |
RIDER |
77 |
Dark Raider |
RAVAGER |
78 |
Hydra |
HYDRA |
79 |
Deep Hydra |
CHAOS_HYDRA |
80 |
Shadow Witch |
MATRON |
81 |
Shadow Matriarch |
MATRIARCH |
82 |
Shadow Dragon |
DEEP_DRAGON |
83 |
Black Dragon |
BLACK_DRAGON |
84 |
|
|
|
Haven |
||
Peasant |
PEASANT |
1 |
Conscript |
MILITIAMAN |
2 |
Archer |
ARCHER |
3 |
Marksman |
MARKSMAN |
4 |
Footman |
FOOTMAN |
5 |
Squire |
SWORDSMAN |
6 |
Griffin |
GRIFFIN |
7 |
Royal Griffin |
ROYAL_GRIFFIN |
8 |
Priest |
PRIEST |
9 |
Inquisitor |
CLERIC |
10 |
Cavalier |
CAVALIER |
11 |
Paladin |
PALADIN |
12 |
Angels |
ANGEL |
13 |
Archangel |
ARCHANGEL |
14 |
|
|
|
Inferno |
||
Imp |
FAMILIAR |
15 |
Familiar |
IMP |
16 |
Horned Demon |
DEMON |
17 |
Horned Overseer |
HORNED_DEMON |
18 |
Hell Hound |
HELL_HOUND |
19 |
Cerberus |
CERBERI |
20 |
Succubus |
SUCCUBUS |
21 |
Succubus Mistress |
INFERNAL_SUCCUBUS |
22 |
Hell Charger |
NIGHTMARE |
23 |
Nightmare |
FRIGHTFUL_NIGHTMARE |
24 |
Pit Fiend |
PIT_FIEND |
25 |
Pit Lord |
BALOR |
26 |
Devil |
DEVIL |
27 |
Arch Devil |
ARCHDEVIL |
28 |
|
|
|
Necropolis |
||
Skeleton |
SKELETON |
29 |
Skeleton Archer |
SKELETON_ARCHER |
30 |
Zombie |
WALKING_DEAD |
31 |
Plague Zombie |
ZOMBIE |
32 |
Ghost |
MANES |
33 |
Spectre |
GHOST |
34 |
Vampire |
VAMPIRE |
35 |
Vampire Lord |
VAMPIRE_LORD |
36 |
Lich |
LICH |
37 |
Archlich |
DEMILICH |
38 |
Wight |
WIGHT |
39 |
Wraith |
WRAITH |
40 |
Bone Dragon |
BONE_DRAGON |
41 |
Spectral Dragon |
SHADOW_DRAGON |
42 |
|
|
|
Sylvan |
||
Pixie |
PIXIE |
43 |
Sprite |
SPRITE |
44 |
Blade Dancer |
BLADE_JUGGLER |
45 |
War Dancer |
WAR_DANCER |
46 |
Hunter |
WOOD_ELF |
47 |
Master Hunter |
GRAND_ELF |
48 |
Druid |
DRUID |
49 |
Druid Elder |
DRUID_ELDER |
50 |
Unicorn |
UNICORN |
51 |
Silver Unicorn |
WAR_UNICORN |
52 |
Treant |
TREANT |
53 |
Ancient Treant |
TREANT_GUARDIAN |
54 |
Green Dragon |
GREEN_DRAGON |
55 |
Emerald Dragon |
GOLD_DRAGON |
56 |
|
|
|
Neutrals |
||
Air Elemental |
AIR_ELEMENTAL |
88 |
Black Knight |
BLACK_KNIGHT |
89 |
Earth Elemental |
EARTH_ELEMENTAL |
87 |
Fire Elemental |
FIRE_ELEMENTAL |
85 |
Phoenix |
PHOENIX |
91 |
Water Elemental |
WATER_ELEMENTAL |
86 |
|
|
In version 1.0 of the game, it was possible to add war machines by using the @AddHeroCreatures() command. Since patch 1.1, this method does not work anymore, but there is a specific command to do just that:
@GiveHeroWarMachine("Name", WAR_MACHINE_NAME);
OR
@GiveHeroWarMachine("Name", #);
For example:
@GiveHeroWarMachine("Godric",
WAR_MACHINE_BALLISTA);
OR
@GiveHeroWarMachine("Godric", 1);
...gives a ballista to the Haven hero Godric.
Note: to effectively use this code, it is essential to refer to the Hero Names Chart, and to the following Creature Names / Numbers Chart.
You can also remove a war machine from a hero (except his/her Catapult):
@RemoveHeroWarMachine("Name", WAR_MACHINE_NAME);
OR
@RemoveHeroWarMachine("Name", #);
For example:
@RemoveHeroWarMachine("Godric",
WAR_MACHINE_BALLISTA);
OR
@RemoveHeroWarMachine("Godric", 1);
...removes the ballista from Godric.
War Machine name in-game |
Explicit code |
# Code variant |
---|---|---|
War Machines |
||
Ammo Cart |
WAR_MACHINE_AMMO_CART |
4 |
Ballista |
WAR_MACHINE_BALLISTA |
1 |
Catapult |
WAR_MACHINE_CATAPULT |
2 |
First Aid Tent |
WAR_MACHINE_FIRST_AID_TENT |
3 |
|
|
|
Note: obviously, adding a Catapult is not very useful since your heroes always have one, and the removing code doesn't work on it.
add_all_spells
Your selected hero learns and can use all the spells, regardless of whether you have the skills or not.
Maybe you're not that big of a cheater, and would prefer to add choice spells to a hero, rather than every single one with add_all_spells .
For example:
@TeachHeroSpell("Astral", SPELL_HASTE);
OR
@TeachHeroSpell("Astral", 24);
...gives the Academy hero Nur the spell Haste.
So, the generic code is:
@TeachHeroSpell(“Name”, SPELL_NAME);
OR
@TeachHeroSpell(“Name”, #);
Note: if the spell name is longer than one word, it'll look something like: SPELL_MAGIC_ARROW (which is Eldritch Arrow in-game).
To properly use this, the chart in the next section is essential, as is the Hero Names Chart.
Say you want the spell Instant Travel, and try to input this name in caps with the above code. Strangely, you'll fail, and the console tells you that such a spell doesn't exist! What's the big deal?
The fact of the matter is, some of the in-game spell names aren't referenced by the game as that particular spell. My previous note illustrates this perfectly: to learn Eldritch Arrow, the used code is MAGIC_ARROW. Why the incongruity? It seems a lot of the renamed spells are identified by what HoMM fans are traditionally used to. Anyhow:
You want to learn... |
What you input after SPELL_ |
# Code variant |
---|---|---|
Adventure Spells |
||
Instant Travel |
DIMENSION_DOOR |
50 |
Summon Creatures |
SUMMON_CREATURES |
234 |
Town Portal |
TOWN_PORTAL |
51 |
Vessel of Shalassa |
SUMMON_BOAT |
49 |
|
|
|
Dark Magic |
||
Blindness |
BLIND |
19 |
Confusion |
FORGETFULNESS |
17 |
Curse of the Netherworld |
UNHOLY_WORD |
21 |
Decay |
PLAGUE |
14 |
Frenzy |
BERSERK |
18 |
Puppet Master |
HYPNOTIZE |
20 |
Slow |
SLOW |
12 |
Suffering |
WEAKNESS |
15 |
Vulnerability |
DISRUPTING_RAY |
13 |
Weakness |
CURSE |
11 |
|
|
|
Mass Confusion |
MASS_FORGETFULNESS |
213 |
Mass Decay |
MASS_PLAGUE |
214 |
Mass Slow |
MASS_SLOW |
212 |
Mass Suffering |
MASS_WEAKNESS |
215 |
Mass Vulnerability |
MASS_DISRUPTING_RAY |
211 |
Mass Weakness |
MASS_CURSE |
210 |
|
|
|
Destructive Magic |
||
Armageddon |
ARMAGEDDON |
10 |
Chain Lightning |
CHAIN_LIGHTNING |
7 |
Circle of Winter |
FROST_RING |
6 |
Eldritch Arrow |
MAGIC_ARROW |
1 |
Fireball |
FIREBALL |
5 |
Ice Bolt |
ICE_BOLT |
4 |
Implosion |
IMPLOSION |
9 |
Lightning Bolt |
LIGHTNING_BOLT |
3 |
Meteor Shower |
METEOR_SHOWER |
8 |
Stone Spikes |
STONESPIKES |
237 |
|
|
|
Empowered Armageddon |
EMPOWERED_ARMAGEDDON |
232 |
Empowered Chain Lightning |
EMPOWERED_CHAIN_LIGHTNING |
229 |
Empowered Eldritch Arrow |
EMPOWERED_MAGIC_ARROW |
223 |
Empowered Fireball |
EMPOWERED_FIREBALL |
227 |
Empowered Ice Bolt |
EMPOWERED_ICE_BOLT |
226 |
Empowered Implosion |
EMPOWERED_IMPLOSION |
231 |
Empowered Lightning Bolt |
EMPOWERED_LIGHTNING_BOLT |
225 |
Empowered Meteor Shower |
EMPOWERED_METEOR_SHOWER |
230 |
Empowered Stone Spikes |
EMPOWEREDSTONE_SPIKES |
233 |
Empowered Winter Ring |
EMPOWERED_FROST_RING |
228 |
|
|
|
Light Magic |
||
Arcane Armor |
CELESTIAL_SHIELD |
34 |
Cleansing |
DISPEL |
26 |
Deflect Missile |
DEFLECT_ARROWS |
29 |
Divine Strength |
BLESS |
23 |
Endurance |
STONESKIN |
25 |
Haste |
HASTE |
24 |
Magical Immunity |
ANTI-MAGIC |
31 |
Resurrection |
RESURRECT |
48 |
Righteous Might |
BLOODLUST |
28 |
Teleportation |
TELEPORT |
32 |
Word of Light |
HOLY_WORD |
35 |
|
|
|
Mass Cleansing |
MASS_DISPEL |
217 |
Mass Deflect Missile |
MASS_DEFLECT_ARROWS |
219 |
Mass Divine Strength |
MASS_BLESS |
216 |
Mass Endurance |
MASS_STONESKIN |
218 |
Mass Haste |
MASS_HASTE |
221 |
Mass Righteous Might |
MASS_BLOODLUST |
220 |
|
|
|
Summoning Magic |
||
Conjure Phoenix |
CONJUREPHOENIX |
235 |
Earthquake |
EARTHQUAKE |
41 |
Fire Trap |
LAND_MINE |
38 |
Firewall |
FIREWALL |
236 |
Fist of Wrath |
MAGIC_FIST |
2 |
Phantom Forces |
PHANTOM |
40 |
Raise Dead |
ANIMATE_DEAD |
42 |
Summon Elementals |
SUMMON_ELEMENTALS |
43 |
Wasp Swarm |
WASP_SWARM |
39 |
|
|
|
Empowered Fist of Wrath |
EMPOWERED_MAGIC_FIST |
224 |
|
|
Note: there are also codes for the special ability "spells," like the Necromancer's Banshee Howl. However, they cannot be directly added into your spell book with this command. Instead, you'll have to give yourself the Necromancy skill with the Adding Skills command. With the appropriate skill, the corresponding ability is placed into your spell book automatically.
For example:
@GiveArtifact(“Calid”, 28);
...gives the Inferno hero Grawl a Bag of Endless Gold, equipped if there is space, or in the inventory if there is not.
So, the code is:
@GiveArtifact(“Name”, #);
The # can be 1 to 73; either have fun experimenting, or refer to the following chart!
So you want this artifact... |
# Code to input |
So you want this artifact... |
# Code to input |
|||||
---|---|---|---|---|---|---|---|---|
Boots slot |
Necklace slot |
|||||||
Boots of Levitation |
54 |
Amulet of Necromancy(1) |
71 |
|||||
Boots of Magical Defence |
27 |
|||||||
Dragon Teeth Necklace |
40 |
|||||||
Boots of the Open Road |
26 |
|||||||
Evercold Icicle |
18 |
|||||||
Boots of the Swift Journey |
24 |
|||||||
Necklace of the Bloody Claw |
17 |
|||||||
Dragon Bone Greaves |
38 |
|||||||
Necklace of the Lion |
16 |
|||||||
Emerald Slippers |
61 |
|||||||
Necklace of Victory |
19 |
|||||||
Golden Horseshoe |
25 |
|||||||
Pendant of Conflux |
67 |
|||||||
Greaves of the Dwarven Kings |
49 |
|||||||
Pendant of Mastery |
15 |
|||||||
|
|
|||||||
Sandals of the Blessed |
68 |
|||||||
Ring slots |
||||||||
Windstrider Boots |
57 |
|||||||
Cursed Waistband |
63 |
|||||||
|
|
|||||||
Dragon Eye Ring |
42 |
|||||||
Cloak slot |
||||||||
Elemental Waistband |
60 |
|||||||
Bag of Endless Gold |
28 |
|||||||
Ring of Caution |
65 |
|||||||
Cape of the Lion's Mane |
31 |
|||||||
Ring of Celerity |
59 |
|||||||
Cloak of Death's Shadow |
33 |
|||||||
Ring of Lightning Protection |
20 |
|||||||
Cloak of Sylanna |
62 |
|||||||
Ring of Sar-Issus |
47 |
|||||||
Dragon Wing Mantle |
39 |
|||||||
Ring of Speed |
22 |
|||||||
Phoenix Feather Cape |
32 |
|||||||
Ring of the Broken Will |
23 |
|||||||
Sack of Endless Gold |
29 |
|||||||
Ring of the Shadowbrand |
73 |
|||||||
Sandro's Cloak |
69 |
|||||||
Ring of the Unrepentant |
70 |
|||||||
Wings of the Angel |
30 |
|||||||
Ring of Vitality |
21 |
|||||||
|
|
|||||||
|
|
|||||||
Cuirass (armor) slot |
||||||||
Shield slot |
||||||||
Armor of the Forgotten Hero |
13 |
|||||||
Dragon Scale Shield |
37 |
|||||||
Armor of Valor |
56 |
|||||||
Four Leaf Clover |
8 |
|||||||
Breastplate of Eldritch Might |
14 |
|||||||
Magic Scroll of (Random Spell) |
52 |
|||||||
Cuirass of the Dwarven Kings |
48 |
|||||||
Moonblade |
58 |
|||||||
Dragon Scale Armor |
36 |
|||||||
Sextant of the Sea Elves |
10 |
|||||||
Robe of Sar-Issus |
44 |
|||||||
Shackles of the Last Man |
7 |
|||||||
Scale Mail of Enlightenment |
35 |
|||||||
Shield of Crystal Ice |
9 |
|||||||
Tunic of the Carved Flesh |
64 |
|||||||
Shield of the Dwarven Kings |
51 |
|||||||
|
|
|||||||
|
|
|||||||
Helm slot |
||||||||
Weapon slot |
||||||||
All-Seeing Crown |
12 |
|||||||
Axe of the Mountain Lords |
2 |
|||||||
Crown of Sar-Issus |
46 |
|||||||
Dragon Flame Tongue |
43 |
|||||||
Dragon Talon Crown |
41 |
|||||||
Staff of Ensnarement |
6 |
|||||||
Helm of Chaos |
66 |
|||||||
Staff of Sar-Issus |
45 |
|||||||
Helm of Dwarven Kings |
50 |
|||||||
Sword of Might |
1 |
|||||||
Lion Crown |
11 |
|||||||
Trident of the Titans |
5 |
|||||||
Necromancer's Helm |
55 |
|||||||
Unicorn Horn Bow |
4 |
|||||||
Turban of Enlightenment |
34 |
|||||||
Wand of (Random Spell) |
3 |
|||||||
|
|
|||||||
|
|
|||||||
Special (unable to be equipped) |
||||||||
Tear of Asha |
53 |
|||||||
Freyda(2) |
72 |
|||||||
|
|
|||||||
Note 1: bugged image, appears as square of white dots.
Note 2: this "artifact" is the portrait of the Haven campaign heroine Freyda, daughter of Godric, as seen through the cut-out shape of the Four Leaf Clover; its description is Freyda's biography. It is used in the last scenario of the Necromancer campaign, to symbolize the fact that you have her prisoner.
Again, it's not as easy as it looks...it's the same situation as some of the spell names: some in-game names shown by your character do not correspond to how the game's scripting identifies them. For example, sure your lady-wizard is Nur in-game, but the game recognizes her as Astral (a former wizard of the previous HoMM games).
You know |
What you input for |
You know |
What you input for |
|||||
---|---|---|---|---|---|---|---|---|
Academy |
Dungeon |
|||||||
Cyrus |
Cyrus |
Eruina |
Eruina |
|||||
Faiz |
Faiz |
Kythra |
Menel |
|||||
Galib |
Tan |
Lethos |
Dalom |
|||||
Havez |
Havez |
Raelag |
Raelag |
|||||
Jhora |
Sufi |
Segref |
Segref |
|||||
Maahir |
Maahir |
Shadya |
Kelodin |
|||||
Narxes |
Razzak |
Sinitar |
Inagost |
|||||
Nathir |
Nur |
Sorgal |
Ferigl |
|||||
Nur |
Astral |
Vayshan |
Ohtarig |
|||||
Razzak |
Isher |
Yrbeth |
Almegir |
|||||
Temkhan |
Timerkhan |
Yrwanna |
Urunir |
|||||
Zehir |
Zehir |
|
|
|||||
|
|
Inferno |
||||||
Haven |
Agrael |
Agrael |
||||||
Dougal |
Orrin |
Alastor |
Efion |
|||||
Ellaine |
Nathaniel (absurd, eh?) |
Biara |
Biara |
|||||
Freyda |
Axel |
Deleb |
Deleb |
|||||
Giar |
Giar |
Erasial |
Erasial |
|||||
Glen |
Glen |
Grawl |
Calid |
|||||
Godric |
Godric |
Grok |
Grok |
|||||
Irina |
Ving |
Guarg |
Guarg |
|||||
Isabel |
Isabell |
Jezebeth |
Oddrema |
|||||
Klaus |
Sarge |
Marbas |
Marder |
|||||
Laszlo |
Mardigo |
Nebiros |
Jazaz |
|||||
Maeve |
Maeve |
Nymus |
Nymus |
|||||
Nicolai |
Nicolai |
|
|
|||||
Rutger |
Brem |
Necropolis |
||||||
Vittorio |
Christian |
Deirdre |
Nemor |
|||||
|
|
Kaspar |
Gles |
|||||
Sylvan |
Lucretia |
Tamika |
||||||
Alaron |
Ildar |
Markal |
Berein |
|||||
Anwen |
Metlirn |
Naadir |
Muscip |
|||||
Dirael |
Diraya |
Orson |
Straker |
|||||
Ergar |
Ergar |
Raven |
Effig |
|||||
Findan |
Heam |
Vladimir |
Pelt |
|||||
Gilraen |
Gillion |
Zoltan |
Aberrar |
|||||
Ossir |
Ossir |
|
||||||
Talanar |
Nadaur |
|||||||
Vinrael |
Elleshar |
|||||||
Wyngaal |
Linaas |
|||||||
Ylthin |
Itil |
|||||||
|
|
|||||||
add_exp (#)
Adds however much experience you specify.
So, for example:
add_exp 22000
gives your selected hero 22 000 xp.
For example:
@ChangeHeroStat("Heam", STAT_SPELL_POWER, 15);
OR
@ChangeHeroStat("Heam", 3, 15);
...adds 15 to the Spell Power of the Sylvan campaign hero Findan.
Note: It used to set the value to 15, not add 15, prior to the 1.1 patch.
So, the code is:
@ChangeHeroStat("Name", STAT_NAME, #);
OR
@ChangeHeroStat("Name", #, #);
The other stats you can edit are (with their numerical equivalents for the two # code variant):
Hero Stats |
Explicit code |
# Code variant |
---|---|---|
Hero Statistics |
||
Experience |
STAT_EXPERIENCE |
0 |
Attack |
STAT_ATTACK |
1 |
Defense(1) |
STAT_DEFENCE |
2 |
Spell Power |
STAT_SPELL_POWER |
3 |
Knowledge |
STAT_KNOWLEDGE |
4 |
Luck |
STAT_LUCK |
5 |
Morale |
STAT_MORALE |
6 |
Movement Points(2) |
STAT_MOVE_POINTS |
7 |
Mana Points(2) |
STAT_MANA_POINTS |
8 |
Maximum Movement Points |
- |
9 |
|
|
|
Note 1: yes, it's STAT_DEFENCE with a capital C.
Note 2: even by modifying your Move Points (or Mana Points) to something like 9999, it will only be filled up to max. You will only be able to travel as far as your hero can normally travel before you're empty again. To travel further, you'll have to input the command again, the quickest way being the up arrow key, which cycles through your most recent commands in the console.
Also, to effectively use this code, you will likely have to refer to the Hero Names Chart.
clear_money
Who knows? It may come in handy...or not. All your resources are set to 0.
add_gold (#)
Note: Your current gold is set to this value, but all your other resources = 0.
add_money
This sets all your resources to 100, and your gold to 100 000.
Note: This does not add to your total. If you have more than 100 resources and 100 000 gold, the quantities are lowered to this amount.
@SetPlayerResource(#, 0-6, #);
This sets one specific type of resource for a specified player to reflect your given value.
For example:
@SetPlayerResource(1, 2, 50);
...gives red player 50 mercury.
The first # variable determines whose resources you are
modifying (see the list of players codes below).
The 0-6 variable
corresponds to the type of resource you want to set (see the list of
resources codes below).
The last # variable is your given amount —
however much wood, ore, mercury, crystal, sulfur, gems, or gold you
want.
In single player scenarios and campaign missions, you are always PLAYER_1, regardless of colour. Here is how the colours correspond to player numbers in the game, for your single player, custom games:
Red |
1 |
Blue |
2 |
Green |
3 |
Yellow |
4 |
Orange |
5 |
Teal |
6 |
Purple |
7 |
Brown |
8 |
Here are the resources codes in the game:
Wood |
0 |
Ore |
1 |
Mercury |
2 |
Crystal |
3 |
Sulfur |
4 |
Gems |
5 |
Gold |
6 |
The following command has been disabled in version 1.2, but there is a workaround.
show_hero_mp
This shows your hero's movement points, the number and amount of points it takes to travel your current path (if you've set one).
You can also use this more complex @command variant, which still works in version 1.2:
@print(GetHeroStat("Name", STAT_MOVE_POINTS));
OR
@print(GetHeroStat("Name", 7));
For example:
@OpenCircleFog(0, 0, 0, 9999, PLAYER_1);
...reveals the above ground map for red player in a custom, single player game that is not a scenario. In single player scenarios and campaign missions, you are always PLAYER_1, regardless of colour.
@OpenCircleFog(0, 0, 1, 9999, PLAYER_1);
...reveals the underground map for PLAYER_1—the changed variable is the last of three 0s.
Here is how the colours correspond to player numbers in the game, for your single player, custom games:
Red |
1 |
Blue |
2 |
Green |
3 |
Yellow |
4 |
Orange |
5 |
Teal |
6 |
Purple |
7 |
Brown |
8 |
So, the code is:
@OpenCircleFog(0, 0, 0 or 1, 9999, PLAYER_#);
@Win()
@Loose()
These are self-explanatory, and no, it's not a typo--it is indeed spelled "Loose."
Cheats taken from:
http://www.heroesofmightandmagic.com/heroes5/heroes5_cheats.shtml