Temple scenery, Edmond portrait for Edren, all undead/scorpion/mage/knight types
Midlands
trow_story_04b-The_Midlands.webp; Ladoc portrait
Orc portraits and all combat unit types
Fresh-content boundary. Both complete branch scenarios create distinct identities primarily through maps, one story image, a few portraits, and WML. Neither requires custom terrain, music, sound effects, or route-specific unit definitions.
Chest, dragon statues, holy water; knalgan_theme.ogg; underground.ogg; open-chest.wav; undead and tentacle units
07
Winter Rithrandil portrait; Jessene portrait
Reused Oldwood map and scenery; traveling_minstrels.ogg; Wose units
Production boundary. The three-scenario arc requires two custom maps, one story image, several portraits, and WML. It reuses all terrain art, all music, all sound effects, every ordinary unit type, item art, map scenery, and the core holy-water interaction.
Winter terrain, lighthouse and halo, signposts, go-here marker, Transport Galleon, ship sound, all combat units and music
09
Haldric expression variants
Monolith, mine, signposts, ship, all orc/undead/Yeti types, music and ship sound
10
Daellyn and Tinry portraits; Burin expression
Sewer/cave terrain, rubble, signposts, all mage/bat/scorpion/spider types, underground music
Fresh-content boundary. Across three mechanically elaborate scenarios, the principal new visual production is three named-character portraits plus map data. Ships, lighthouse effects, winter and sewer terrain, scenery, sounds, music, and all ordinary units are reused.
Southbay departure assets
Scenario
Campaign-specific images
Core/shared reuse
11
Addroran portrait; Haldric expression
Winter-city terrain, lighthouse/aura, trapdoor, signpost, two galleons, traveling_minstrels.ogg
12
Haldric/Burin/Addroran/Typhon/Jevyan/Familiar portraits and custom Jevyan/Familiar unit art
Large terrain set, ships, lighthouse, signs, Death Knight portrait, fireball/lightning art and sounds, ordinary armies and music
Drake faction, Sea Serpent, Storm Trident, galleon, island/ocean terrain, all music
Fresh-content boundary. Even the mechanically dense final Green Isle battle relies on core terrain, ordinary factions, ships, scenery, magical effect art, and audio. Custom production is concentrated on the map, dialogue, named-character presentation, and two antagonist unit types.
Great Continent arrival assets
Scenario
Campaign-specific work
Core/shared reuse
14
Storm story panel; Familiar presentation; WML spawn system
Ocean/island terrain, galleon, complete Naga/bat/serpent roster, music and water sound
15
Great Continent story panel; Dionli portrait and Autumn Shyde sprite; Lua AI
Complete elven/dwarven rosters, fleet ships, terrain, villages and music
16
Council portraits, Autumn Shyde, Kalian Champion sprite, state-driven dialogue
Core elven unit mechanics, forest terrain, council map vocabulary and music
Production boundary. The first Great Continent sequence introduces two major peoples and a four-branch hub while adding only two lightweight custom council unit types. Most faction gameplay remains entirely core.
Ka’lian branch asset catalogue
Branch
Fresh campaign work
Core/shared reuse
Dragon
Map, WML, dialogue and Haldric/Burin expressions
Fire Dragon, Saurian roster, swamp terrain, mine scenery and all music
Lizard Beach
Map and encounter dialogue
Saurian/Naga/Mudcrawler roster, coast terrain and music
Troll Hole
Map and randomized setup
Trolls, Giant Spiders, Tentacles, cave terrain, rubble and music
Cursed Isle
Map, randomized temples and dialogue
Spectres, Vampire Lady, bats, temple scenery, holy-water art/sounds, island terrain and music
Fresh-content boundary. Four branches with four different genres add no branch-specific ordinary unit, music, sound, terrain, or item-art asset. Their identity is overwhelmingly architectural.
Jevyan invasion-opening assets
Scenario
Campaign-specific work
Core/shared reuse
18
Dialogue and temporary Jessene staging
Ka’lian map, council portraits/units, forest terrain and cutscene music
Orcs, Trolls, undead, chest art/sound, fog, all battle music
20
Map, Jevyan dialogue, Jessene return and encounter scripting
Four galleons, orcs, undead, Chocobones, Saurians, Cuttle Fish, signpost, fog and music
Fresh-content boundary. The arc’s distinctive deception and escalation systems are implemented almost entirely in WML. No new ordinary unit, item, sound, music, or terrain asset is required.