Heroes of Might and Magic IV General

Heroes of Might and Magic IV

by Harukaba

Heroes of Might & Magic IV was released on March 28, 2002 and had many major changes from Heroes of Might & Magic III. Heroes of Might & Magic IV is organized around the six types of towns; nature, chaos, death, might, life, and order. Each town is connected to two others and has a unique magic school aside from the might town. Each town has a might and magic hero but unlike Heroes of Might & Magic III, they don't have a specialty which makes each of them unique but instead every hero starts out with the same starting skill. When a hero gets two or more skills they will become an advanced class that provide a bonus. The logic behind this was to have the heroes start out the same but become vastly different as they gain in skills unlike the heroes in Heroes of Might & Magic III which start out different but end up with similar skills.

There is a total of nine skill classes the heroes can learn which has four skills; combat (archery, resistance, melee), nobility (diplomacy, estates, mining), scouting (pathfinding, seamanship, stealth), tactics (defense, offense, leadership), chaos magic (conjuration, sorcery, pyromancy), death magic (demonology, occultism, necromancy), life magic (healing, spirtuality, resurrection), nature magic (herbalism, meditation, summoning), and order magic (wizardry, enchantment, charm). Each hero can learn five skills each of which has five levels (Basic, Advanced, Expert, Master, Grandmaster).

The six campaigns introduce each of the towns and have nothing to do with each other and so there is no bonus level.

  1. The True Blade consists of five maps and is the Life campaign as Lord Lysander proves that Sir Worton isn't the last remaining Gryphonheart.
  2. The Price of Peace consists of eight maps and is the Order campaign as Emilia Nighthaven creates the kingdom of Great Arcan and defends it from being taken over by the Immortal King.
  3. Elwin and Shaera consists of five maps and is the Nature campaign as Elwin wins Shaera's heart and prevents the Elven kingdom from collapsing.
  4. Half-Dead consists of five maps and is the Death campaign as Gauldoth creates a new kind of Necromancer kingdom.
  5. A Pirate's Daughter consists of five maps and is the Chaos campaign as Tawni Balfour becomes Pirate Queen of the Gold Sea.
  6. Glory of Days Past consists of four maps and is the Might campaign as Waerjak unites the warring Barbarian tribes into one united kingdom.

Power Ups - Temporary
       
Power Ups - Permanent | Power Ups - Temporary
       
 

Stats

   
  Spring of Speed Spring of Speed
+2 Speed for all Heroes in army.
 
  Pool of Power Pool of Power
+20% Damage, +20% Hit Points for all Heroes in army.
 
  Fountain of Vigor Fountain of Vigor
+20% Hit Points for all Heroes in army.
 
  Fountain of Strength Fountain of Strenth
+20% Hit Points for all Heroes in army.
 
       
 

Morale and Luck

   
  Fountain of Fortune Fountain of Fortune
+1 Luck for all Heroes and Creatures in army.
 
  Fountain of Youth Fountain of Youth
+1 Morale for all Heroes and Creatures in army.
 
  Clover Field Clover Field
+1 Luck for all Heroes and Creatures in army.
 
  Faerie Ring Faerie Ring
+1 Luck for all Heroes and Creatures in army.
 
  Idol of Fortune Idol of Fortune
+1 Luck for all Heroes and Creatures in army.
 
  Blessing Stone Blessing Stone
+1 Morale, +1 Luck for all Heroes and Creatures in army.
 
  Rainbow Rainbow
+2 Luck for all Heroes and Creatures in army.
 
  Temple of Chaos Temple of Chaos
+2 Morale for all Heroes and Creatures of Chaos alignment in army.
+1 Morale for all Heroes and Creatures of Death alignment in army (not undead units).
+1 Morale for all Heroes and Creatures of Nature alignment in army.
 
  Temple of Death Temple of Death
+2 Morale for all Heroes and Creatures of Death alignment in army (not undead units).
+1 Morale for all Heroes and Creatures of Chaos alignment in army.
+1 Morale for all Heroes and Creatures of Order alignment in army.
 
  Temple of Life Temple of Life 
+2 Morale for all Heroes and Creatures of Life alignment in army.
+1 Morale for all Heroes and Creatures of Nature alignment in army.
+1 Morale for all Heroes and Creatures of Order alignment in army.
 
  Temple of Nature Temple of Nature 
+2 Morale for all Heroes and Creatures of Nature alignment i n army.
+1 Morale for all Heroes and Creatures of Chaos alignment in army.
+1 Morale for all Heroes and Creatures of Life alignment in army.
 
  Temple of Order Temple of Order 
+2 Morale for all Heroes and Creatures of Order alignment in army.
+1 Morale for all Heroes and Creatures of Death alignment in army (not undead units).
+1 Morale for all Heroes and Creatures of Life alignment in army.
 
       
 

Spell Points

   
  Magic Spring Magic Spring
Increase Heroes' Spell Points to 100% of Maximun.
 
  Lake of the Scarlet Swan Lake of the Scarlet Swan
Increase Heroes' Spell Points to 80% of Maximun.
 
  Magician's Pool Magician's Pool
Increase Heroes' Spell Points to 65% of Maximun.
 
  Fountain of Magic Fountain of Magic
Increase Heroes' Spell Points to 50% of Maximun.
 
  Magic Well Magic Well
Increase Heroes' Spell Points to 35% of Maximun.
 
  Mana Vortex Mana Vortex
Doubles a single Hero's Maximum Spell Points. Mana Vortex is also found in Asylum towns.
Can only be visited once every week.
 
       
Power Ups - Permanent | Power Ups - Temporary

Comments (3)   Add comment   

Power Ups - Permanent
       

Power Ups - Permanent | Power Ups - Temporary

       
 

Stats

   
  Arena Arena
+3 Defense (permanent) for all Heroes in army. Arenas are also found in Stronghold towns.
Cost: Nothing.
Heroes can only visit the Arena once.
 
  Mercenary Camp Mercenary Camp
+1 Speed (permanent) for all Heroes in army.
Cost: Nothing.
Heroes can only visit the Mercenary Camp once.
 
  Sacred Fountain Sacred Fountain
+3 Spell Points (permanent) for all Heroes in army. Sacred Fountains are also found in Preserve towns.
Cost: Nothing.
Heroes can only visit the Sacred Fountain once.
 
  Training Grounds Training Grounds
+3 Attack (permanent) for all Heroes in army.
Cost: Nothing.
Heroes can only visit the Training Grounds once.

 

 
  Emerald of Speed Emerald of Speed
+2 Speed (permanent) for any one Hero in army.
 
  Opal of Magic Opal of Magic
+6 Spell Points (permanent) for any one Hero in army.
 
  Ruby of Offense Ruby of Offense
+6 Attack (Melee and Ranged) (permanent) for any one Hero in army.
 
  Sapphire of Defense Sapphire of Defense
+6 Defense (permanent) for any one Hero in army.
 
       
 

Experience

   
  Learning Stone Learning Stone
One time +1000 Experience for all Heroes in army.
Cost: Nothing.
 
  Dream Teacher Dream Teacher
One time +500 Experience for all Heroes in army.
Cost: Nothing.
The +500 Experience are cumulative; visiting a second Dream Teacher gives all Heroes +1000 Experience, a third will give 1500 experience and so on.
 
  Tree of Knowledge Tree of Knowledge
One time +1 Level for all Heroes in army.
Cost: 5 Gems or 2500 Gold.
 
  Coliseum of Magic Coliseum of Magic
One time +1 Level for any or all Heroes in army.
Cost: The Hero must single handed fight a number of Faerie Dragons (based on his current Level).
 
  Coliseum of Might Coliseum of Might
One time +1 Level for any or all Heroes in army.
Cost: The Hero must single handed fight a number of BlackDragons (based on his current Level).
 
       
 

Skills

   
  School of Magic School of Magic
Each Hero in army may learn one of two (random) Schools of Magic.
Cost: 2000 Gold.
 
  Magic University Magic University
Each Hero in army may learn up to four Magic Skills.
Cost: 2000 Gold.
 
  Library Library
Each Hero can increase one Magic Skill (random).
Cost: 2000 Gold.
 
  Witch Hut Witch Hut
Any or all Heroes in army may learn a Magic School (random).
Cost: Nothing.
 
  School of War School of War
Each Hero in army may learn one of two (random) Non-Magic Skills.
Cost: 2000 Gold.
 
  War University War University
Each Hero in army may learn up to four Non-Magic Skills.
Cost: 2000 Gold.
 
  Veteran's Guild Veteran's Guild
Each Hero can increase one Non-Magic Skill (random).
Cost: 2000 Gold.
 
  Beastmaster's Hut Beastmaster's Hut
Any or all Heroes in army may learn a Non-Magic School (random).
Cost: Nothing.
 
  Altar of Chaos Magic Altar of Chaos Magic
Increase one Hero’s Chaos Magic Skill.
 
  Altar of Combat Altar of Combat
Increase one Hero’s Combat Skill.
 
  Altar of Death Magic Altar of Death Magic
Increase one Hero’s Death Magic Skill.
 
  Altar of Life Magic Altar of Life Magic
Increase one Hero’s Life Magic Skill.
 
  Altar of Nature Magic Altar of Nature Magic
Increase one Hero’s Nature Magic Skill.
 
  Altar of Nobility Altar of Nobility
Increase one Hero’s Nobility Skill.
 
  Altar of Order Magic Altar of Order Magic
Increase one Hero’s Order Magic Skill.
 
  Altar of Scouting Altar of Scouting
Increase one Hero’s Scouting Skill.
 
  Altar of Tactics Altar of Tactics
Increase one Hero’s Tactics Skill.
 
       

Power Ups - Permanent | Power Ups - Temporary


Comments (5)   Add comment   

Subcategories