I've seen several people ask about lair results in Fall from Heaven, and have commented about them in spoiler threads. I thought it would be good to have a non-spoily place where the information was available; thus this thread.
First, hut results. First column is for non-recon units; second is for recon units (more specifically, units with the bNoBadGoodies flag set):
Rob graveyard: equal chance of:
.High gold
.Low gold
.Skeleton (hostile)
.Spectre (hostile)
.Tech
For lairs (this may not be much clearer than pasting the python code, but I hope it is):
For dungeons, barrows, ruins, and goblin forts, roll 0-99 and add the level of the exploring unit.
1-13: BigBad
14-43: Bad
44-73: Neutral
74-93: Good
94+: BigGood
The epic lairs (Pyre of the Seraphic, Bradeline's Well, Broken Sepulcher, and Maenalus) use the same roll, but have different results:
1-53: BigBad
54+: BigGood
BigBad on land tile:
.Main unit: Azer, Assassin, Ogre, Giant Spider, Hill Giant, Spectre, Scorpion
..(after grace period, add Air Elemental, Earth Elemental, Fire Elemental, Gargoyle, Vampire, Myconid, Eidolon, Lich, Ogre Warchief, Satyr, Werewolf)
.Main unit promotions: Mutated, Cannibilize, Mobility, Strong, Blitz, Command I, Heroic Strength, Heroic Defense, Magic Immune, Stoneskin, Valor, Vile Touch
..(after grace period, add Fire II, Air II, Hero, Marksman, Shadowwalk)
.Henchmen: Azer, Griffon, Axeman, Wolf, Chaos Marauder, Wolf Rider, Mistform, Lion, Tiger, Baby Spider, Fawn, Scorpion
...(after grace period, add Ogre)
.If the lair is on snow, add to henchmen: Frostling Archer, Frostling Wolf Rider, Polar Bear
.If the lair was a barrow:
..add to promotions: Death II
..add to henchmen: Skeleton, Pyre Zombie
...(after grace period, add to main unit list: Wraith)
.If the lair was a ruin:
..add to promotions: Poisoned Blade
..add to henchmen: Lizardman, Gorilla
...(after grace period, add to main unit list: Manticore)
.If AC > 40:
..add to main unit list: Pit Beast, Death Knight, Balor
..add to promotions: Fear
..add to henchmen: Imp, Hellhound
Lair is never destroyed
BigBad on water tile:
.Main unit: Azer, Sea Serpent, Stygian Guard, Pirate
..(after grace period, add Air Elemental, Water Elemental, Kraken)
.Main unit promotions: Mutated, Cannibilize, Mobility, Strong, Blitz, Command I, Heroic Strength, Heroic Defense, Magic Immune, Stoneskin, Valor, Vile Touch
.Henchmen: Azer, Griffon, Drown
Lair is never destroyed
Bad:
.Collapse: exploring unit is damaged up to 90%, lair is destroyed
.If exploring unit is level 1:
..Death: exploring unit is killed, lair is never destroyed
.If the exploring unit is living:
..Crazed promotion, 80% chance that lair is destroyed
..Crazed, Enraged, and Demon promotions
..Diseased promotion, 80% chance that lair is destroyed
..Enraged promotion, 80% chance that lair is destroyed
..Plagued promtion, 80% chance that lair is destroyed
..Poisoned promtion, damage up to 90%, 80% chance that lair is destroyed
..Withered promtion, 80% chance that lair is destroyed
.If the exploring unit is Melee type:
..Rusted promotion, loses Bronze, Iron, and Mithril promotions, 80% chance that lair is destroyed
.If the the lair was a shipwreck:
..Drown spawns, 50% chance that lair is destroyed
..Sea Serpent spawns, 50% chance that lair is destroyed
.If the lair was on a land tile:
..Spider spawns, 50% chance that lair is destroyed
..Spectre spawns, 50% chance that lair is destroyed
.If the lair was a Goblin Fort:
..Scorpion spawns, 50% chance that lair is destroyed (this is 3x more likely than other results)
Neutral:
.Nothing: lair is destroyed
.If the lair was on a land tile:
..Skeleton spawns, 50% chance that lair is destroyed
..Lizardman spawns, 50% chance that lair is destroyed
..Giant Spider spawns, 50% chance that lair is destroyed
..Glowing Portal: teleports exploring unit, lair is never destroyed
..Explore the depths: 50% chance of BigBad, 50% chance of BigGood, lair is always destroyed
..Dwarves vs. Lizardmen: get two dwarf axemen, three hostile lizardmen, or vice versa. Lair is always destroyed.
...If the player has discovered Bronze Working, the axemen will start with the Bronze Weapons promotion
...If the player has discovered Hunting, the lizardmen will start with the Poisoned Blade promotion
..Caged: the exploring unit is Caged, lair is never destroyed
.If the lair was on a snow tile:
..Frostling spawns, 50% chance that lair is destroyed
.If the lair was a barrow:
..Skeleton spawns, 50% chance that lair is destroyed (this is 2x more likely than other results)
.If the lair was a ruin:
..Lizardman spawns, 50% chance that lair is destroyed (this is 2x more likely than other results)
.If the lair was a goblin fort:
..Scorpion spawns, 50% chance that lair is destroyed (this is 3x more likely than other results)
.If the lair was on a water tile:
..Drown spawns, 50% chance that lair is destroyed
.If the exploring unit is living:
..The unit is Mutated
Good:
.High Gold, 90% chance that lair is destroyed
.Treasure Chest, 80% chance that lair is destroyed
.Experience, 100% chance that lair is destroyed
.If the exploring unit is living, and doesn't already have the Spirit Guide promotion:
..Spirit Guide promotion, 80% chance that lair is destroyed
.If the lair was on a land tile:
..Healing Salve, 100% chance that lair is destroyed
..Supplies
..If the player has discovered Mysticism:
...Disciple, equal chance for any of the six non-Esus religions, 100% chance that lair is destroyed
.If the exploring unit is Melee type, and doesn't already have the Enchanted Blade promotion:
..Enchanted Blade promotion, 100% chance that lair is destroyed
.If the exploring unit is Adept type, and doesn't already have the Spellstaff promotion:
..Spellstaff promotion, 100% chance that lair is destroyed
.If the exploring unit is Recon type, and doesn't already have the Poisoned Blade promotion:
..Poisoned Blade promotion, 100% chance that lair is destroyed
.If the exploring unit is Archery type, and doesn't already have the Flaming Arrows promotion:
..Flaming Arrows promotion, 100% chance that lair is destroyed
.If the exploring unit is Disciple type, and doesn't already have the Shield of Faith promotion:
..Shield of Faith promotion, 100% chance that lair is destroyed
.If the exploring unit can use bronze weapons, and doesn't already have the Bronze Weapons promotion:
..Bronze Weapons promotion, 100% chance that lair is destroyed
.If the exploring unit can use iron weapons, and doesn't already have the Iron Weapons promotion:
..Iron Weapons promotion, 100% chance that lair is destroyed
.If the exploring unit can use mithril weapons, and doesn't already have the Mithril Weapons promotion:
..Mithril Weapons promotion, 100% chance that lair is destroyed
Big Good:
.Treasure Vault (same as treasure chest?)
.Golden Age
(after grace period: Angel, Monk, Assassin, Champion, Mage)
.Technology
.If the lair was on a land tile:
..Jade Torc
..Rod of Winds
..Timor Mask
..Adventurer
..Great Bard
..Great Commander
..Great Engineer
..Great Merchant
..Great Prophet
..Great Sage
..If the tile has no bonus feature:
...Mana Node
...If the player has discovered Mining: Copper
...If the player has discovered Smelting: Iron
.If the lair was on a water tile:
..Friendly Sea Serpent
..If the tile has no bonus feature:
...Clams
...Crabs
...Fish
Lair is always destroyed
First, hut results. First column is for non-recon units; second is for recon units (more specifically, units with the bNoBadGoodies flag set):
Code:
Settler:
20% High gold
10% Low gold
5% Map
10% Settler
10% Warrior
5% Scout
10% Worker
5% Experience
5% Healing
20% Tech
Chieftan:
20% High gold 21% High gold
10% Low gold 10.5% Low gold
5% Map 5.3% Map
10% Settler 10.5% Settler
10% Warrior 10.5% Warrior
5% Scout 5.3% Scout
10% Worker 10.5% Worker
5% Experience 5.3% Experience
5% Healing 5.3% Healing
15% Tech 15.8% Tech
5% Weak barbarians
Warlord:
15% High gold 16.7% High gold
15% Low gold 16.7% Low gold
10% Map 11.1% Map
5% Settler 5.6% Settler
10% Warrior 11.1% Warrior
5% Scout 5.6% Scout
5% Worker 5.6% Worker
5% Experience 5.6% Experience
5% Healing 5.6% Healing
15% Tech 16.7% Tech
5% Weak barbarians
5% Strong barbarians
Noble:
15% High gold 17.6% High gold
20% Low gold 23.5% Low gold
10% Map 11.8% Map
10% Warrior 11.8% Warrior
5% Scout 5.9% Scout
10% Experience 11.8% Experience
5% Healing 5.9% Healing
10% Tech 11.8% Tech
10% Weak barbarians
5% Strong barbarians
Prince:
10% High gold 12.5% High gold
20% Low gold 25% Low gold
10% Map 12.5% Map
10% Warrior 12.5% Warrior
5% Scout 6.2% Scout
10% Experience 12.5% Experience
5% Healing 6.2% Healing
10% Tech 12.5% Tech
15% Weak barbarians
5% Strong barbarians
Monarch:
5% High gold 6.7% High gold
20% Low gold 26.7% Low gold
10% Map 13.3% Map
10% Warrior 13.3% Warrior
5% Scout 6.7% Scout
10% Experience 13.3% Experience
5% Healing 6.7% Healing
10% Tech 13.3% Tech
15% Weak barbarians
10% Strong barbarians
Emperor:
5% High gold 7.1% High gold
25% Low gold 35.7% Low gold
10% Map 14.3% Map
5% Warrior 7.1% Warrior
5% Scout 7.1% Scout
5% Experience 7.1% Experience
5% Healing 7.1% Healing
10% Tech 14.3% Tech
15% Weak barbarians
15% Strong barbarians
Immortal:
25% Low gold 38.5% Low gold
10% Map 15.4% Map
5% Warrior 7.7% Warrior
5% Scout 7.7% Scout
5% Experience 7.7% Experience
5% Healing 7.7% Healing
10% Tech 15.4% Tech
15% Weak barbarians
20% Strong barbarians
Deity:
25% Low gold 41.7% Low gold
5% Map 8.3% Map
5% Warrior 8.3% Warrior
5% Scout 8.3% Scout
5% Experience 8.3% Experience
5% Healing 8.3% Healing
10% Tech 16.7% Tech
10% Weak barbarians
30% Strong barbarians
Rob graveyard: equal chance of:
.High gold
.Low gold
.Skeleton (hostile)
.Spectre (hostile)
.Tech
For lairs (this may not be much clearer than pasting the python code, but I hope it is):
For dungeons, barrows, ruins, and goblin forts, roll 0-99 and add the level of the exploring unit.
1-13: BigBad
14-43: Bad
44-73: Neutral
74-93: Good
94+: BigGood
The epic lairs (Pyre of the Seraphic, Bradeline's Well, Broken Sepulcher, and Maenalus) use the same roll, but have different results:
1-53: BigBad
54+: BigGood
BigBad on land tile:
.Main unit: Azer, Assassin, Ogre, Giant Spider, Hill Giant, Spectre, Scorpion
..(after grace period, add Air Elemental, Earth Elemental, Fire Elemental, Gargoyle, Vampire, Myconid, Eidolon, Lich, Ogre Warchief, Satyr, Werewolf)
.Main unit promotions: Mutated, Cannibilize, Mobility, Strong, Blitz, Command I, Heroic Strength, Heroic Defense, Magic Immune, Stoneskin, Valor, Vile Touch
..(after grace period, add Fire II, Air II, Hero, Marksman, Shadowwalk)
.Henchmen: Azer, Griffon, Axeman, Wolf, Chaos Marauder, Wolf Rider, Mistform, Lion, Tiger, Baby Spider, Fawn, Scorpion
...(after grace period, add Ogre)
.If the lair is on snow, add to henchmen: Frostling Archer, Frostling Wolf Rider, Polar Bear
.If the lair was a barrow:
..add to promotions: Death II
..add to henchmen: Skeleton, Pyre Zombie
...(after grace period, add to main unit list: Wraith)
.If the lair was a ruin:
..add to promotions: Poisoned Blade
..add to henchmen: Lizardman, Gorilla
...(after grace period, add to main unit list: Manticore)
.If AC > 40:
..add to main unit list: Pit Beast, Death Knight, Balor
..add to promotions: Fear
..add to henchmen: Imp, Hellhound
Lair is never destroyed
BigBad on water tile:
.Main unit: Azer, Sea Serpent, Stygian Guard, Pirate
..(after grace period, add Air Elemental, Water Elemental, Kraken)
.Main unit promotions: Mutated, Cannibilize, Mobility, Strong, Blitz, Command I, Heroic Strength, Heroic Defense, Magic Immune, Stoneskin, Valor, Vile Touch
.Henchmen: Azer, Griffon, Drown
Lair is never destroyed
Bad:
.Collapse: exploring unit is damaged up to 90%, lair is destroyed
.If exploring unit is level 1:
..Death: exploring unit is killed, lair is never destroyed
.If the exploring unit is living:
..Crazed promotion, 80% chance that lair is destroyed
..Crazed, Enraged, and Demon promotions
..Diseased promotion, 80% chance that lair is destroyed
..Enraged promotion, 80% chance that lair is destroyed
..Plagued promtion, 80% chance that lair is destroyed
..Poisoned promtion, damage up to 90%, 80% chance that lair is destroyed
..Withered promtion, 80% chance that lair is destroyed
.If the exploring unit is Melee type:
..Rusted promotion, loses Bronze, Iron, and Mithril promotions, 80% chance that lair is destroyed
.If the the lair was a shipwreck:
..Drown spawns, 50% chance that lair is destroyed
..Sea Serpent spawns, 50% chance that lair is destroyed
.If the lair was on a land tile:
..Spider spawns, 50% chance that lair is destroyed
..Spectre spawns, 50% chance that lair is destroyed
.If the lair was a Goblin Fort:
..Scorpion spawns, 50% chance that lair is destroyed (this is 3x more likely than other results)
Neutral:
.Nothing: lair is destroyed
.If the lair was on a land tile:
..Skeleton spawns, 50% chance that lair is destroyed
..Lizardman spawns, 50% chance that lair is destroyed
..Giant Spider spawns, 50% chance that lair is destroyed
..Glowing Portal: teleports exploring unit, lair is never destroyed
..Explore the depths: 50% chance of BigBad, 50% chance of BigGood, lair is always destroyed
..Dwarves vs. Lizardmen: get two dwarf axemen, three hostile lizardmen, or vice versa. Lair is always destroyed.
...If the player has discovered Bronze Working, the axemen will start with the Bronze Weapons promotion
...If the player has discovered Hunting, the lizardmen will start with the Poisoned Blade promotion
..Caged: the exploring unit is Caged, lair is never destroyed
.If the lair was on a snow tile:
..Frostling spawns, 50% chance that lair is destroyed
.If the lair was a barrow:
..Skeleton spawns, 50% chance that lair is destroyed (this is 2x more likely than other results)
.If the lair was a ruin:
..Lizardman spawns, 50% chance that lair is destroyed (this is 2x more likely than other results)
.If the lair was a goblin fort:
..Scorpion spawns, 50% chance that lair is destroyed (this is 3x more likely than other results)
.If the lair was on a water tile:
..Drown spawns, 50% chance that lair is destroyed
.If the exploring unit is living:
..The unit is Mutated
Good:
.High Gold, 90% chance that lair is destroyed
.Treasure Chest, 80% chance that lair is destroyed
.Experience, 100% chance that lair is destroyed
.If the exploring unit is living, and doesn't already have the Spirit Guide promotion:
..Spirit Guide promotion, 80% chance that lair is destroyed
.If the lair was on a land tile:
..Healing Salve, 100% chance that lair is destroyed
..Supplies
..If the player has discovered Mysticism:
...Disciple, equal chance for any of the six non-Esus religions, 100% chance that lair is destroyed
.If the exploring unit is Melee type, and doesn't already have the Enchanted Blade promotion:
..Enchanted Blade promotion, 100% chance that lair is destroyed
.If the exploring unit is Adept type, and doesn't already have the Spellstaff promotion:
..Spellstaff promotion, 100% chance that lair is destroyed
.If the exploring unit is Recon type, and doesn't already have the Poisoned Blade promotion:
..Poisoned Blade promotion, 100% chance that lair is destroyed
.If the exploring unit is Archery type, and doesn't already have the Flaming Arrows promotion:
..Flaming Arrows promotion, 100% chance that lair is destroyed
.If the exploring unit is Disciple type, and doesn't already have the Shield of Faith promotion:
..Shield of Faith promotion, 100% chance that lair is destroyed
.If the exploring unit can use bronze weapons, and doesn't already have the Bronze Weapons promotion:
..Bronze Weapons promotion, 100% chance that lair is destroyed
.If the exploring unit can use iron weapons, and doesn't already have the Iron Weapons promotion:
..Iron Weapons promotion, 100% chance that lair is destroyed
.If the exploring unit can use mithril weapons, and doesn't already have the Mithril Weapons promotion:
..Mithril Weapons promotion, 100% chance that lair is destroyed
Big Good:
.Treasure Vault (same as treasure chest?)
.Golden Age
(after grace period: Angel, Monk, Assassin, Champion, Mage)
.Technology
.If the lair was on a land tile:
..Jade Torc
..Rod of Winds
..Timor Mask
..Adventurer
..Great Bard
..Great Commander
..Great Engineer
..Great Merchant
..Great Prophet
..Great Sage
..If the tile has no bonus feature:
...Mana Node
...If the player has discovered Mining: Copper
...If the player has discovered Smelting: Iron
.If the lair was on a water tile:
..Friendly Sea Serpent
..If the tile has no bonus feature:
...Clams
...Crabs
...Fish
Lair is always destroyed